ENCYCLOPEDIA OF THE FLANAESS Being a brief volume on the Timekeeping, People and Religions in Eastern Oerik ver 0.90

Compiled by Halic the Wise Accepted the 3rd of Flocktime, 586 C.Y. to The Great Library of

FOREWARD

A brief forward explaining the reasoning behind the volume, any changes to canon and why they were made, and finally why 586 CY. Not even sure this is gonna be needed, but I made it anyways.

A PAGE BREAK FOLLOWS THIS LINE!

1. INTRODUCTION

1.1 The Basics I have no idea what to present here… ill most likely have to write this last as usual. The following sections were preserved from the original manuscript and will have to be expanded etc to fit the final product

1.2 How the Pantheon Chapters are Presented The chapters in this book (as well as Appendix I) are organized into two almost identical formats. The first would be the human pantheons such as Baklunish, Flan or Oeridian; and the other would be the non‐human pantheons such as Demihuman and Humanoid pantheons. The two are almost identical; the only difference is the non‐human pantheons lack the People and Modern Veiwpoints sections. Much is written about elves and other such non‐human creatures elsewhere. I merely added in their major deities and other such heroes to the pantheons listed in this work. Following is a description of the sections that each chapter contains as well as how it is formatted and presented: The People: This section appears only for human pantheons, and describes briefly the people associated with the pantheon and a little about their history and culture. Information such as what they look like and how they dress and where they reside is included here. Again, this information is kept very brief, so expect no long and detailed histories here. Modern Viewpoints: This part of each chapter asks a list of questions that are answered by a person from a specific geographic region. For example, in the Flannae chapter, the questions are asked in the Duchy of Tenh, and the answers would be what your father told you. The questions asked are the same for each region and are asked in the same order. Only human pantheons and cultures have this section. Though this information was collected (sometimes rather seriptitiously) by the author himself, I do have to admit that much of it predates to just before The Greyhawk Wars. The information presented here may have changed some in the last few years, but it still provides a very good look at how these people think and see the world and their gods. Major Gods of the Pantheon: Very straightforward section that is, of course, part of every chapter. As noted right in the name it only coveres the major deities and heroes in each pantheon of gods presented. There are plenty of other lesser known or perhaps forgotten gods and heroes that aren’t detailed in this volume. These other entities can be detailed in other ‘official’ materials or completely made up at the DMs discretion. This work only focuses on the ‘major players’ for each pantheon that were detailed ‘officially’ for the World of Greyhawk .

1.3 How the Deities are Presented Nowhere in this book will you see any rule‐specific information that you would find at the core of any of the other works that I have compiled. There is no ‘crunch’ and there are no hard numbers. You won’t find rule specific details in here at all. There is a very good reason for this: it’s completely and totally unnecessary. Not since the Monty Haul 1st Edition AD&D campaigns of my early teens have I ever needed to know how many hit dice a god may have, or what their ‘special powers’ are. They are supreme beings, and even the simplest Hero‐deity is beyond mortal characters, plain and simple. Immortal Gods never (read: extremely rarely!) intervene directly or even indirectly in a characters adventure. Sure, the characters may assault a temple complex of a certain fell god, and yes they may even encounter an aspect or simple avatar of that fell god; but they won’t actually encounter the actual fell god themselves in person. Granted, there are some examples of this happening to a degree, but remember: even Zuggotmy in the Temple of Elemental Evil was insanely powerful even though she was trapped in a magical prison and wasn’t even at the height of her ability! Other DMs may run their campaigns differently and they are more than welcome to do so, I just happen to not, so that’s that. Following is an example entry for a deity, with explanations of each part of the entry described after:

Name Title(s) they have (Deity Status) Alignment: The deity’s alignment Portfolio: Things of particular interest to the deity Holy Symbol: Deities symbol A description of the deity follows the above information.

Name: This bold red text is obviously the deity’s name. Title: This purple text lists the most common titles and honorifics that they deity may have. The faithful will use these titles often when referring to their chosen god. Deity Status: Deities do not have hit dice or levels like characters and other mortal creatures have. Deities are ranked by status, and it represents, in general terms, how powerful the deity is in relation to other deities in any pantheon. Listed in decending order from most powerful to least powerful, these statuses are: Greater Deity, Intermediate Deity, Lesser Deity, Demigod and Hero‐deity. There are a few other notations, such as Demon Prince, Archdevil and Greatest Archdevil. These are used to not only differentiate between ‘standard’ deities and extremely powerful other‐planer beings. They are just as strong and all‐powerful as the deities listed above, its just their power comes from a different source and/or perspective. For sake of argument, assume the following: Greatest Archdevil = Greater Deity, Archdevil = Intermediate Deity and finally Demon Prince roughly equates to a Lesser Deity. Again, regardless of classification, all of the beings in this book are far beyond the power of all other immortal creatures and most certainly all characters! Alignment: This referes to the deity’s alignment and not the worshipper’s alignment. In most cases alignments of a worshipper will be close to if not the same as the deity themselves. There are limitations, of course: A lawful good paladin would not be a worshipper of Nerul, nor would a chaotic evil thief whose specialty was murder‐for‐hire be a worshipper of Beory the Oerth Mother. The DM has final say whether a deity will hear or answer a character’s prayers and grant any clerical spells (if applicable) Portfolio: These are major areas of interest that are at the core of a deity’s beliefs and therefore they are a part of a worshipper’s daily life and the scriptures that they follow. For example, the Flan deity Allitur is especially concerned with ethics and propriety. For Allitur, this manifests itself into a clergy that is associated with traditions, law and ethical behaviors between people and nations. How the god relates to its Portfolio (and vice versa) is found in the description. Holy Symbol: This is the holy symbol of the God, and is of course very sacred to their faithful. It is used in many parts of everyday life for both actual clerics and basic followers of the deity in question. Description: Information regarding the deity is in this section. It includes information such as background, relation between them and other gods, what the deity (or its avatar) look like, and special holy days and any other information that pertains to the deity itself.

1.4 A Final Note on Deity Alignment There are many examples in this work where a deitys stated alignment could be considered counter to their portfolio or what their actions would be on the material plane. As an example, take Al’Akbar of the Baklunish Pantheon. His alignment might be Lawful Neutral (which many classify as a ‘good’ alignment), however his actions towards anyone who worships a hero, deity or spirit not directly associated with the Baklunish Pantheon would be considered hostile without open violence at best, and ‘Full Jihad against all non‐beleivers!’ at worst. That may not seem too ‘lawful’ to most goodly people, it is a matter of perspective. The DM will have final say on what clerics of different alignments and faiths will or won’t do in certain situations. That is not to say that the player isn’t allowed to play the character however they wish, though the DM is most certainly the arbiter of whether he PCs stated deity approves of their disciples actions or not!

1. The World of Oerth and the Oerik Continent

1.1 The World of Oerth

The world on which the City of Greyhawk stands has not been extensively explored. The majority of the world hasn't been visited at all by adventurers from the Flanaess, and what little broad knowledge exists is superficial and misleading. When I was researching this volume, I asked many sages, and the most common answer that I received was as follows:

“As is obvious, the Oerik Continent is the major center of the world, and the eastern portion, the Flanaess, is the center of enlightened humanity. Oerth has four great continents and countless islands, and four great oceans and countless seas which surround these bodies of land. Little is known about the lands of the western portion of Oerik, less still about the savage inhabitants of the other continents, but such knowledge is, of course, of little use anyway and of no importance to humanity.”

Oerik is generally known to be the largest of the four continents of Oerth, though only its eastern extent, the Flanaess, is reasonably well known. (What is not known about the Flanaess, however, could fill a thousand libraries.) The Flanaess is regarded by its inhabitants as "the center of enlightened humanity," though tales I’ve heard from close friends are often told of foreign civilizations of advanced aspect whose nature and customs would astound even the most cosmopolitan wayfarer from the City of Greyhawk. To me these are some of the most truly learned men, as they’ve seen parts of Oerth that most sages never will. I will not sully the reputations of the so‐called ‘learned men’ and sages that gave such short sighted answers, nor will I regale you with what would seem to be unsubstantiated tavern tales of what our world is truly made up of. What I will do is copy a select few passages that were forwarded to me so as to outline for you what we know of our world at large, as it were. I trust the following people as both sages and explorers in their own right, and therefore believe what they have to say on matters herein.

1.2 What the Sages Know…

About our place in the Heavens As is natural and proper, all other worlds revolve around our own planet Oerth, from the least rock to the vast burning sun itself. Little is known of these worlds, though a set of magnifying lenses or magical cusps reveals their curious shapes and colors, and their motions across the sky are well charted. As any rational individual knows, these "wandering stars" influence the lives of all beings on Oerth, and their positions against the vault of night give hints to learned astrologers about events yet to come, revealing secrets fearful and sublime. Oerth rotates on its axis once every 24 hours. The sun travels the sky from east to west, revolving clockwise in its orbit around Oerth to make a full circuit of the heavens every 364 days, following a fixed path through the Twelve Lairs of the Zodiac. Through the Zodiac of the night sky also pass the Great Moon of Oerth, known as Luna, and the Lesser Moon, Celene, also called the Handmaiden. Ghost‐white Luna waxes and wanes in a fixed cycle of 28 days, reaching fullness 13 times each year. Aquamarine Celene passes through its phases more slowly, taking 91 days for a full cycle and reaching fullness only four times a year. These natural rhythms are reflected in the calendar used by civilized inhabitants of our land. It is known that when both Luna and Celene are either full or new, and the wandering stars have themselves achieved positions of power within the Zodiac, events of great portent are likely to occur on our world. The fate of civilization may be in the balance, and the involvement of great magic is almost certain. The appearance of a falling star has further significance, and a great pale comet or bright exploding star hovering in the darkness is a harbinger of cataclysm. More will be said about the place of our grand world in the hierarchy of the heavens, but we first turn to an analysis of the zodiac and the special influence of its lairs on our Oerth, Frst described by Baklunish astrologers two millennia ago....

Agath of Thrunch Preist of Celestian Quoting from Understanding the Handiwork of Celestian

About the World of Oerth It was established long ago, as everyone knows, that Oerth is a great rotating sphere floating in a void, around which its sun and moons revolve. Careful mathematical measurements and magical divinations reveal that the circumference of Oerth is 25,200 miles. Thus, the diameter of Oerth is about 8,021.5 miles, and the total surface area is about 202,139,540 square miles. Of this grand figure, we have sure knowledge of only a tiny fraction, and sketchy fragments of only a little more. Our mathematical reach exceeds our physical grasp. Dominated by a vast and partially civilized continent called Oerik (named for ‐ and by ‐the tribes that conquered and settled so much of the eastern part in the last thousand years), our world of Oerth also sports three lesser continents and countless islands, great and small, possessed of their own cultures of savagery and enlightenment. Four mighty oceans and many smaller seas and bays surround these lands, and within those waters dwell monstrosities of nature that beggar the imagination and threaten the tiny ships that dare to cross them. The lands and air of Oerth are also inhabited by beasts of every sort, some fearful and some friendly, but most indifferent to us unless we intrude on their territory or society. But what is the appearance of the whole? This age‐long mystery is slowly being resolved. It is a cruel irony that even tales that ring of truth, told by explorers who have conquered these trifles and set foot on the shores of alien lands, are not always believed. So many liars and charlatans prey upon public gullibility and hunger for knowledge of the world that it is impossible for common folk (and even those with access to magic) to distinguish between truth and illusion. The desire for fame is intense in the adventuring world, and some gain it by deceptive means. It is also understood that magical illusions are cast by wizards, monsters, or gods to conceal the existence of certain regions, and explorers themselves do not always share the same standards by which they measure the world. What one explorer would call a savage might be called noble and civilized by another. The existence ofmagic, monsters, and many deities some of whom are actively involved in affairs on Oerth ‐ distorts even the most carefully documented accounts. Nonetheless, advances are made. An explorer of repute might deliver a map to our University that shows certain major features of the whole Oerth in common with similar past maps. Some adventurous souls claim to have flown over parts of the world by means of rocs, magic carpets, dragons, magical ships, winged boots, and so forth. Several wizards have created spells that allow them to spy down upon the world from on high, using spells similar to wizard eye or allowing the mages to see through the eyes of summoned elementals or genies. Once in a while, the gods pass along limited information through divination spells or wishes on the nature of the world, though these divine authorities are strangely reluctant to do so. And clever experiments have been designed that give us a very accurate idea of the size of Oerth without even leaving our homes. Over the centuries, we have accumulated many maps and tidbits of information, and the majority show agreement on certain points that we have come to regard as representative of our Oerth's true appearance. I myself have been in a position to verify the accuracy of some of these drawings, and it does appear the majority are correct, though most are poorly rendered or labeled (If all explorers could only be taught to spell!) Additionally, tales collected from adventurers and merchants from many foreign lands also reflect a degree of similarity, so that some reliability can be attached to the combined result of such reports. I describe here those lands immediately neighboring the Flanaess for the reader's examination. This description includes those features most often reported by explorers, as well as anomalous regions worthy of further study. Certain large islands and other features are ignored as phantoms if no more than one report exists of them, though this, of course, cannot completely rule out their existence. "Magic," the priests of Boccob are fond of saying, "makes the world stranger than we could possibly imagine." The Northern Border of Day and Night is the latitude above which the sun fails to set during the nights of summer and fails to rise during the days of winter. This effect is said to become more pronounced as one travels farther north, and using models of the Oerth we can confirm that, in theory, this should occur exactly as described. This border lies at exactly 60 degrees north latitude; during the summer, from Growfest 4th to Brewfest 4th, the sun is always above the horizon, reaching its zenith on Richfest 4th. It is believed that this cycle is reversed south of the Southern Border of Day and Night (at 60 degrees south latitude), where the sun is high during our own winter, since the seasons of the northern and southern hemispheres are reversed. This is a consequence of our Oerth's tilted axis, which varies the degree of sunlight each hemisphere receives throughout the year. The climate above the northern border and below the southern border is frigid in the extreme, and not well understood. Curious lights in the sky, like colorful ribbons, stripes, or flashes, are often reported in the skies here. The northernmost part of our world is covered by a vast, snow‐white continent marked with many anomalies. It is difficult to verify observations of particular land features here, since the terrain is so dangerous and confusing as to inhibit any explorer. Many names have been given to this land, with High Boros ("boros"means "north" in the Cold Tongue) being most common, though it varies in form (Hi‐Boros Hy‐Bora, Hibore, Hybrea, Hyborre, and so on). Telchuria (after the Oeridian god of winter) was a popular appellation given this area by explorers from the Great Kingdom in its heyday, and it, too, seems suitable. Icebergs (islands of fice) seen in the Dramidj Ocean and the Icy Sea undoubtedly once broke off from the fringes of this arctic land. Several explorers say that a single, unwinking light shines high over the northern pole itself like a sun, above a great circular valley with a tropical interior, but these reports differ on specifics, except that they agree that beasts long believed extinct inhabit this valley. Several regions of vulcanism have been discovered at the top of the world, with many high mountains, great crevasses, and howling blizzards. Frost giants, white dragons, and other predictably colddwelling creatures are said to inhabit this land. Human inhabitants have been reported in a barbaric condition, warring with all of the above and some humanoid tribes as well Demihumans are unreported, except for a curious note about gnomes or dwarves living underground in one mountainous region. The size of this arctic continent is unknown, and its outlines are unfortunately vague, as no expedition has ever circumnavigated this land. A huge bridge office is said to link this continent to Oerik in the far west, reaching to the largest mountain range on Oerik and the world (about which more later. A second, smaller bridge office appears to link the Flanaess's Land of Black Ice with High Boros during the long winter night. It appears that most or all of High Boros lies above 60 degrees north latitude. Assuming that the outer edges of this icy land melt and shrink in the arctic summer's long day then grow wide again during the dark, frigid winter, the total area of High Boros could vary from five million to ten million square miles ‐ respectable enough to count it as a true continent, assuming it has solid rock somewhere beneath its ice and snow. As a side note, Oerth's southern pole appears to have a region that resembles High Boros in climate. This land is reportedly very small and might not be a true land at all, but a thin cap of ice that encompasses several mountainous islands. It is interesting that of the six reputable sources for information on this littleknown region, usually named Polaria, four claim nothing lies here at all except mountainous islands of ice or rock in a gray, frigid sea. However, those explorers were present only during the long days of the southern hemisphere's summer (our winter). The ice cap may have vanished during that time, leaving only icebergs drifting among the true islands. The other two exploring parties each stayed over for a long period of time on one true island, and they both report the rapid formation of thick ice over the sea once the sun sets and the long night of winter begins (see Exile from Aerdy, by Sonderrako of Rauxes, and Two Years' Record of the Hidden Sea, by anonymous, in the Guild library). Measurements by the reclusive Savant‐Sage suggest that all of Polaria lies below 80 degrees south latitude. The barbarians of the Thillonrian Peninsula have long told sagas of an island east of them, which they called Fire‐land for the many volcanoes there. These legends frequently claim that colonies of Cruski and Schnai (Ice and Snow Barbarians) were established here along long fjords, 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 us in the Flanaess. It may be that Fireland is subject to volcanic cataclysms that destroyed all previous civilizations there. The existence of Fire‐land (also written as Fireland) has been confirmed in the last century, though public mention of it is limited, it is of little interest to most traders due to its remote location and unfriendly reputation. The Thillonrian barbarians, however, accept its existence as casually as we do the existence of Admundfort Island across the Nyr Dyv, and they occasionally send out longships to trade goods and news with their fellows across the Solnor Ocean. In 565 CY, the explorer Korund of Ratik sailed with a number of barbarian friends to Fire‐land, returning with a crude map made with respectable instruments and a bit of magic. From this, the Savant‐Sage and I have concluded that Fire‐land is a collection of islands. No single island is great enough to be a continent, though the largest might be the largest island on Oerth. The whole surface area of Fire‐land would likely cover less than one million square miles. We would so like to have a more accurate and recent assessment! The smallest continent on our world (or the largest island, say a few authorities) is the wholly tropical realm we call Hepmonaland. Information regarding this region has increased with the development of deep‐water ships such as the caravel. Numerous modern ships have been used in the last two centuries by merchant‐explorers from the Sea Barons, Rel Astra, and other old seaports of the Great Kingdom, as well as by the Lordship of the Isles, Lendore Isle, and Onnwal A detailed map of this land, drawn a century ago by a Sea Barons' captain, was apparently verified by a Rel Astran ship that recently sailed into Hardby, claiming to have rounded Hepmonaland's southern cape using a copy of this map. If the map is accurate, then Hepmonaland is about two million square miles ‐precisely on the border between continent and island, but favoring the former in the opinion of most learned minds. Despite the crippling blockade on maritime traffic that the Scarlet Brotherhood has placed between the Solnor Ocean and the Azure Sea at the Tilva Strait, and the censorship of information on newly discovered realms often imposed by governments wishing to gain a monopoly on foreign trade or create their own slave empires (and here I refer directly to the Scarlet Brotherhood), geographical reports continue to filter into our halls in the Guild of Wizardry. Some have related Rel Astran and Sea Barons' experiences with the kingdoms and barbaric tribes of Hepmonaland Indeed, circumnavigation of Hepmonaland seems possible if one can run the Scarlet Brotherhood's gauntlet at the Olman Isles (and survive piracy, storms, and sea monsters elsewhere). This journey, though trying and audacious, is likely to be attempted more often in future years, and it could develop into a major sea route from east to west if its dangers can be even partially managed. The legendary natural riches of Hepmonaland's jungles, combined with reports of civilized (if exotic) states along its middle and southern coasts and islands, are sure to move the greedy heart of any footloose adventurer or trader. To the south, beyond the long reaches of the Amedio Jungle and the isles of the Densac Gulf, is said to lie one of the great seas of our world, which, because of its most famous product, is called the Pearl Sea. Of the cultures and peoples here and beyond, we know less than we would like. The little‐known and nameless fourth continent of our world is known to lie to the south in this region, but only divination spells give us knowledge of it. Such spells also hint that an ocean so large as to be a sibling of the Solnor also lies far to the south of us, a vast sea racked by violent tempests and thus called the Sea of Storms. No adventurer has ever visited the area and lived to give a reliable account of it. A third, frigid ocean, called the Sea of Thunder for the endless roar of cracking ice as summer arrives, encompasses the southern pole and Polaria. Less than a half dozen civilized voyagers have seen these waters, having reached it and survived its dangers only by magical means. The fourth and last of Oerth's great oceans, usually called the Dramidj Ocean, abuts part of the northern continent of High Boros, merging with the Solnor and almost encircling the arctic wastes. Some cartographers believe the Icy Sea is part of this great circumpolar ocean and not part of the Solnor. To the west of our wondrous Flanaess lies the great mountain‐bordered Baklunish Basin, where an empire ruled a millennium ago. This region is generally believed to be a dry steppeland, but its interior is rumored to be fertile and mild, with rivers and small lakes about. The Dramidj Ocean narrows and reaches down through this land, cradling countless islands and strange societies on its shores. The climate here is thought to range from temperate to hot, as the Dramidj Ocean is so warm itself. Beyond the vast mountain range to the far west is sad to be a great and ancient empire, the likes of which we can scarcely dream. Of this imperial realm we know little, though explorers and merchants would dearly love to know more. A couple of adventurers in times long past have told of passing through this empire and even beyond it, meeting a range of mountains that dwarfs even our own mighty Crystalmists. Of western Oerik, we can say little, except that some believe it can be reached if we sail far enough to the east across the Solnor, a thousand leagues or more past islands we have never seen and sea monsters we could not conjure even in nightmares. Perhaps we shall hear more of these marvels in our lifetimes, but I doubt it.

Master Cartographer Jawan Sumbar Guildmaster of Cartographers, Free City of Greyhawk From An Inspection of the Nature of Oerth

About the Flanaess and its position to Oerth Accurate positions on all maps of lands on Oerth are described by means of latitude and longitude. Mathematics, astrology, and wizardry have allowed us to locate our position relative to the equator with considerable precision on navigational charts. Our present system of establishing longitude and latitude is founded on the work of the Great Kingdom's Royal Guild of Navigators, which existed for only a century and a half until it fell victim to the political horrors of the Turmoil Between Crowns. Rauxes marks the point of zero degrees longitude, from which locations east and west are measured; we retain it as our base of reference to honor the grand achievements of our forerunners, not the debased Overking who had them slain. Rauxes also lies at almost exactly 30 degrees north latitude, and a blue obelisk was raised at the site north of Rauxes where 30 degrees north latitude, 0 degrees east longitude exists. The City of Greyhawk thus lies at almost exactly 36 1/4 degrees north latitude, 17 1/3 degrees west longitude. The knowledge to divine such measurements was hard‐won over many centuries by mariner lords and merchant princes, by common sailors and high military officers. The combined clergy of our Great Patron, Xerbo, Protector of the Seas and All Dwellers Within, and the esteemed goddess Osprem, who guides sailors to safety across the waves, were in the forefront of this investigation every step of the way. How this was done is the subject of my next lecture. . . .

Talrand Quehris Patriarch of Xerbo, Free City of Greyhawk Quoted from a speech to apprentices at the Guild of Cartographers

About how time is measured in the Flanaess Most timekeeping on Oerth is performed by means of sundials. The modern versions are sophisticated enough to indicate not only the time of day but the month and day of the year, seasons, holidays, and so forth. This is because Oerth's axial tilt causes the sun's shadow to wander in a curving pattern over the ground that repeats every year, a sundial can track this effect, which was known as far back as the days of the Suel Imperium. Water clocks and mechanical clocks, powered by coiled wind‐up springs or pendulums and weights, are also used, but these are complex and costly to make, usually gaudy in decoration, and prone to inaccurate readings. Magical timepieces have been invented by priests and wizards, but these are priced beyond the reach of the general public. Guilds for navigators and nightwatchmen are the primary buyers of such devices, which are, of course, perfectly accurate. Minor spells allow sundials in public areas to register the time even on cloudy days, and these are sufficient for most public needs. With sundials, it is also unfortunately true that no two cities in the Flanaess have exactly the same daily time at any given moment, unless they lie on the same longitude line. For every 5 degrees of longitude eastward of a given base point (equal to 350 miles, at 70 miles per degree of longitude), a sundial records the time as 20 minutes later in the day; for every 5 degrees westward, the time is 20 minutes earlier in the day. A full 15 degrees of longitude makes an hour's difference, one degree means four minutes, and so forth. At sundown in Hepmonaland, it is full daylight over the Sea of Dust. This can easily be confirmed by any wizard with a teleport spell. As I've heard it said, "The correct time is wherever you happen to be."Fine distinctions in time are luckily of no importance to nine out of ten of us, and we can ignore them. The clerics of those deities concerned with time, such as my own Blessed Istus, Cyndor, or Lendor, are often consulted and even employed in cities as official timekeepers. I myself have a perfect sense of time, and my associates and students are well accustomed to my punctuality. I can glance at the sun or stars and immediately know the exact passage of time since any prior event. Like many timekeeping priests, I can also guess with great accuracy the current time at any spot on Oerth, given an accurate map to study and a moment of meditation. Priests concerned with time are valued and sought for their timing of ceremonies, complex spells, and military activities, and they are gainfully employed by certain merchants, governments, wizards' guilds, military outfits, and so on. Were it not for us, the issue of determining longitude at sea would still be a mystery, despite the claims of our colleagues in the temples of Xerbo and Osprem.

Mathilde Dessenter Matriarch of Istus, Free City of Greyhawk From Introductory Marine Chronography

2. Calendar and Major Holidays

The following material describes the standard calendar familiar to the civilized inhabitants of the Flanaess. The calendar used here is very old, much of it predating the founding of The Great Kingdom of Aerdy in 1 C.Y. It is important to note that the C.Y. (Common Year) calendar does not have a ‘zero year’. Most historians of the Flanaess use other dating systems when talking about ancient history, such as the old Suloise, Baklunish, Oeridian or Flan calendars, though the Oeridian dating system is most commonly used for this purpose.

2.1 Timekeeping in the Flanaess Most timekeeping on Oerth is performed by sundials, which indicate not only the time of day, but also the month and day of the year. This is because Oerth’s axial tilt causes the suns shadow to wander over the ground in a curivng pattern that repeats every year in a very discernable pattern. Sundials can of course track these effects amazingly accurately and this has been known at least as far back as the early days of the old Suel Imperium. Water clocks and mechanical clocks, powered by coiled wind‐up springs or pendulums and weights are also used. These timekeeping devices are not only very expensive and insanely rare; but are also prone to innacurate readings at most times, making a sundial the best choice in most instances. Perfectly accurate magical timepieces have been created by priests and wizards, but these are even more expensive: so much so that navigation guilds, city watchmen and the like are the primary buyers (and even then at great cost and rarity!). Minor spels allow sundials in public areas to register the time even on cloudy days, and these are sufficient for the vast majority of the publics needs. The clerics of those dieties concerned with time such as Istus, Cyndor or Lendor are valued and sought for their timing of ceremonies, complex spells and military activities. These clerics are often gainfully employed by certain merchants, governments, guilds, militaries, mercenary companies and more.

2.2 The Basics The calendar week consists of 7 total days, with the week as a whole heavily balanced towards work activites, and less so towards organized worship and rest. The seven days of the week are as follows, starting with the first day of the week:

Weekday Activity Starday Work Sunday Work Moonday Work Godsday Worship Waterday Work Earthday Work Freeday Rest

A month consists of 28 days divided into four weeks of seven days each. The month's length is based on the period of Oerth’s Great Moon Luna. A year is divided into twelve months (called a Dozenmonth by many), further divided into four groups of three months each, each group separated by weeklong Festivals. The Festival weeks are Needfest, Growfest, Richfest and finally Brewfest. When all accounted for, the calendar contains a total of 364 days. The timing of the festivals is determined by the period of the Oerth’s Lesser Moon, Celene. Celene is full only on the fourth day of each Festival week. The dates of each full Luna wander through the year as the festival weeks throw off the calendar cycle, though at least they do on a predictable basis. The Dozenmonth of the Moons and the Four Festivals (shown in italics) are charted below:

Month Season Phases of Luna Phases of Celene Needfest Festival 4th of Needfest: 0 4th of Needfest: M E M V 0 V Fireseek Winter 4th: 11th 18th 25th 19th: Readying Winter 4th: E 11th M 18th V 25th 0 11th: 0 M V 0 E Coldeven Spring 4th: E 11th 18th 25th 4th: Growfest Festival 4th of Growfest: 4th of Growfest: M M V 0 E V Planting Spring 4th: 11th 18th 25th 19th: Flocktime Spring 4th: M 11th V 18th 0 25th E 11th: 0 V 0 E E Wealsun Summer 4th: M 11th 18th 25th 4th: Richfest Festival 4th of Richfest V 4th of Richfest: M V 0 E M V Reaping Summer 4th: 11th 18th 25th 19th: Goodmonth Summer 4th: V 11th 0 18th E 25th M 11th: 0 0 E M E Harvester Autumn 4th: V 11th 18th 25th 4th: Brewfest Festival 4th of Brewfest: M 4th of Brewfest M 0 E M V V Patchwall Autumn 4th: 11th 18th 25th 19th: Ready'reat Autumn 4th: 0 11th E 18th M 25th V 11th: 0 E M V E Sunsebb Winter 4th: 0 11th 18th 25th 4th:

0 = New Moon, E = Waxing Half Moon, M = Full Moon and V = Waning Half Moon

2.3 Calendar Years A year may be written with the calendar system abbreviation before or after the date ‐ for instance, 591 CY or CY 591, according to the writer's whim, Because the Common Year calendar has no zero year, it is very rare to write dates with negative CY numbers, as one year will be missing when calculating the time between a negative and positive CY year (for instance, 19 years, not 20 years, elapsed between the 1st of Goodmonth in ‐10 CY and the same date in 10 CY). To avoid confusion, another calendar is used for dates before 1 CY, most often the Oeridian Record (OR), as it was widely understood and used long after the founding of the Great Kingdom. Other calendars may be used if the subject matter makes the substitution appropriate. The game campaign year is now early spring 586 CY. This year is 1230 OR in the Oeridian Record calendar, 6101 SD in the Suloise Dating system of the old Suel lmpenum. 5047 OC m the Olven Calendar, 3245 BH of the Baklunisg Hegira calendar and 2736 FT in Flan Tracking. It has been 1,007 years smce thr Invoked Devistation and Rain of Colorless Fire destroyed the Baklunish Empire and the Suel Imperium.

2.4 Annual Events This section describes the major annual events commonly recognized in the central Flanaess, particularly in the region of the Domain of Greyhawk, focusing on the four festival weeks of the calendar year and certain days of importance to the functioning of the cities in the region. Only the most significant and widely celebrated religious holidays are given here. It is beyond the scope of this work to detail exhaustively all the major and minor holidays across the Flanaess. For such detailed information I suggest reading the foremost authority on the subject: The Collected Works of Genbran Delvinot of Rel Mord, a 247 Volume Treatise on Celebrations of the Flanaess. Each religion has its own sets of special holidays in addition to this list, and each city and town celebrates its own secular holidays, most of which are of minor importance elsewhere.

Needfest This frigid seven day period marks the transition from one calendar year to the next, and it is usually accounted as the start of the New Year. In many areas of the Flanaess, the week is spent feasting, drinking, dancing, gift giving, putting up lights and decorations and generally focused on revelry and general good will towards others.Many religions celebrate midwinter with good deeds, charity or observations of the sky and other readings of omens. Various civic government functions take place during this time as well. The 4th evening of Needfest (Godsday) is also known far and wide as midwinter night. In the cities of the Flanaess the height of the midwinter festival of Needfest is the 7th (a Freeday), known as the Feast of Fools. Madness reigns for precisely seven hours under the leadership of The Fool, the most talented bard or jester in the city.

Great Moon’s Glory On the 11th of Readying, Luna is full but Celene is new. This night is called Great Moon’s Glory. The church of Celestian regards this as a very holy night and the faithful will gather outside and observe the heavens. There is a particularly large gathering in the Free City of Greyhawk where all of Celestians faithful are led in an all night vigil of the heavens outside the Grey College Observatory. Oeridian citizens make offerings to shrines of the lesser goffess Atroa on this night, asking the Queen of Spring to come early. Offerings to shrines of Telchur (the Oeridan god of the north and winter) are also made, praising his work but also suggesting he return to his home to the North Pole to sleep. Local druids and their small congregations also hold this night very sacred, but little is known of their activities. Many farmers and herdsmen mark this night as the true beginning of spring, though Readying 1st is the calendar date for springs start.

Growfest In most major cities such as Greyhawk, Growfest isn’t taken as a week long public holiday as it is in more rural areas, though it is regarded as a time of good cheer with the full arrival of spring. The weather is generally blustery with cool sunny daus alternating with heavy rain. Farmers, herders, longshoremen and other workers prepare for the upcoming busy summer, and merchant activity in the cities is very high. Growfest 4th, Godsday, is known as St. Cuthbert’s Day. It is the largest annual festival celebrated by those of that faith. In the Free City of Greyhawk, the highlight of Growfest for the rest of the populace comes on Freeday evening (Growfest 7th). This event is the Desportium of Magick, a contest between illusionists who seek to cast the most magnificent display of illusions and phantasms on an established theme: that of a historic attack of monsters and humanoids on the Grand Citidel many years ago.

Richfest The week of Richfest is typically hot and breezy, with little rainfall. In most rural areas work is kept to a minimum and offerings to the gods are made asking for rainfall to carry crops through till harvest. In the cities and population centers, Midsummer Day (Richfest 4th) is the only real celebration. The cities will take the day off to celebrate the height of summer and give thanks to the appropriate gods for any good fortune they’ve had. Midsummer day is also called the Holy Day of Pelor. Pelor – master of the sun, light and healing – is beloved by many and this day sees the largest religious festival held in Pelor’s honor, particularly in the Free City of Greyhawk where a giant celebration is had at mid day under the full height of the sun is held every year at the giant temple complex of Pelor. The evening of Richfest 4th is Midsummer Night. Both Luna and Celene are full and at midnight on this day Celene eclipses Luna. This is a very portentous evening, sacred to many religions. Sometimes astronomical phenomena are seen that hint at future events, both good and ill. This is the best night of all for druids to collect mistletoe, but it is also the night on which the greatest number of werewolves and other werecreatures are out as well. The combined effect of the two moons makes it nearly impossible for lycanthropes to avoid a were‐change.

Dark Night Both moons of Oerth, Luna and Celene, are new on the night of Goodmonth 11th (always a Godsday), which earns this evening various titles such as Dark Night, Black Night or even Star Night. While certain religious groups spend the night observing the skies for portents and omens, many rural folk in villages across the Flanaess light all‐night bonfires to keep the darkness at bay. This is for a very good reason, of course: since this is the darkest night of the year, many evil religions and creatures will take advantage of the darkness to enact foul rights to their gods and use it as cover for other evil acts.

Brewfest Technically only the first and last days of Brewfest (Starday and Freeday) are public holidays in most major cities, meaning that no one can be coerced to work and public revelry is encouraged by the government. However many citizens in cities and all folks in rural areas take this fall celebration completely to heart and public intoxication and revelry is very common. Life takes on a circus atmosphere and streets are filled with jugglers, acrobats, animal and monster trainers with their best pets, and grinning adventurers and commoners alike showing off their latest trophies. These trophies can range from strange artifacts in the hands of an adventuring company all the way to the owner of the largest gourd grown in a village showing off his handiwork… anything and everything is cause for celebration during Brewfest.

3. AN OVERVIEW OF THE FLANAESS

Details on the inhabitants of the Flanaess are given below, which serve to make clearer the following sections on the geographic and cultural divisions of this ancient and varied region. Also covered are its languages, history and much more. Each of the major human races is covered; with demihumans and humanoids having their own abbreviated sections as well.

3.1 Civilized Humans of the Flanaess

There are few pure racial groups still extant in the Flanaess, save perhaps at the fringe areas of the continent. Of course, the races of demi‐humans are relatively unmixed, but humankind, as is it wont, has industriously intermixed in the central regions to form a hybrid type (mainly Flan, Oeridian and some Suloise) which has actually become the norm. Some of the places that have the most pure racial stocks as outlined below would be the far Baklunish West, The Thillronian and Tilvanot peninsulas as well as the Duchy of Tenh.

Baklunish The Baklunish people are characterized by skin described by many as ‘golden to dark brown’, with eyes of gray‐green and dark, usually black hair. Unlike their enemies the Suloise, most of the Baklunish peoples remained in or near their ruined empire, though some folk did migrate to the lands now held by the various ‘Animal Nomad’ peoples. Those who dwell in the plains and deserts tend to wear the traditional Baklunish garb, primarily a robe (called an aba) over blouse and trousers. Headgear is generally either a turban or keffiyeh, all in plain earth tones, worn by all classes. More urbanized folk have taken to more eastern styles of dress, typically brightly colored robes or gowns with plenty of frills, ruffles, puffs and sashes. The ancient Baklunish tongue, while one of the root languages of today’s Common, is now spoken mainly by the Paynim tribes of the central Baklunish basin. Most of the modern nations of Baklunish citizenry speak both Modern Baklunish and Common today.

Flan The Flan (or Flannae) people typically have skin tones that are best described as Mediterranean; variations range from a very light to darker copper skin tone. Eye color is commonly dark; browns, black, or hazel predominating. Hair is typically black, often wavy or curly. Ancient Flannae typically wore little more than loincloths and body paints, though in some regions more developed tribes wore dyed leather clothing in solid primary colors. The Flan tongue of old is primarily spoken only in Tenh today, although the version spoken there shows strong signs of drift. The Flannae were the original inhabitants of the land known today as the Flannaess. Their oldest written history stretches back nearly 2800 years, but many of their older historical records perished with the fall of the empires of the region. While most historians picture the Flan as being overall a peaceful, naturalistic folk, closely allied with the demi‐humans they shared the land with, a true account of their history holds tales of empires every bit as dark and decadent as the other major races that occupy the Flannaess today. Unremembered is the fact that oft whispered names such as and Keraptis were at one point Flannae Mage‐Kings, ruling vast empires of unfettered evil. It is no wonder that the survivors of their rule sought peaceful coexistence. Unlike the other folk, however, the ancient Flannae empires left little behind themselves when they ultimately fell, and what little did remain was often purposefully scattered to the winds so that no memory of them could survive.

The Oeridians The Oeridian people are characterized by skin tones ranging from white to olive, with hair that runs from honey‐blonde to black, with tones of reddish brown predominating. Eye color covers a similarly wide range but brown and gray are the most common shades, though blue and green are also present. Oeridian births tend towards fraternal twins; identical siblings are not unknown, but are less common than even single births. Oerid fashion favors checks and plaids, with tight trousers for men, wide skirts for women, close fitting upper garments for both, with capes or cloaks. Ancient Oeridian is a misnomer, as the various Oerid clans often had individual "clan tongues" that were used between clan members and none else. In reality, Old Oeridian was the High Tongue, used for trade and commerce between clans and with outsiders. Other Oeridian dialects are Ferral, now spoken only in the Iron League; Nyrondese, the peasant dialect known in Nyrond; Velondi, a tribal tongue common to Furyondy & Veluna, and the modern Common tongue, which is actually an admixture of the old Oeridian "common tongue" and Ancient Baklunish.

The Suloise The Suloise people are characterized by fair, sometimes nearly albino skin, blonde or reddish hair, and eyes ranging in color from gray to blue to purple. Most are refugees from what is now the Sea of Dust, all that remains of the Suloise Empire after the Rain of Colorless Fire. Their empire in ruins, the Suel people fled eastwards, settling primarily in the lands of the Duchy of Urnst, the Tilvanot Peninsula, the far northern reaches of what are now the lands of the Snow, Ice and Frost Barbarians, and the Spindrift Isles. Suloise customs favor solid colors in dress, nobles often dressing in two or more colors. Emblems and other tokens are often worn as well. Ancient Suloise is considered a dead language except on the Tilvanot Peninsula, where the Suel supremacists known as the Scarlet Brotherhood dwell, or among magicians and sorcerers revering Wee Jas. One dialect of Suloise, known as Fruz, or 'the Cold Tongue', is still spoken among the northern barbarians, while another, known as Lendorian, is spoken by the inhabitants of the Spindrift Isles. However, the dialects have drifted so far that skill in one gives no skill in the other.

3.2 Demihumans in the Flanaess

Elves Often called "olven" or "olvenfolk", elves have inhabited the Flanaess for many centuries before the destruction of the Baklunish and Suloise Empires. Suloise, Oeridian, and humanoid invaders pushed the elves from their grassland and prairie homes, forcing them deep into ancient forests. Fortunately, the elves preferred forests to other environments, and they were able to hold their own in many ancient timberlands against human and humanoid aggressors. ►High elves are the elves most likely to interact with other peoples of the Flanaess, particularly humanity. High elves are slim and pale in complexion, standing about 5 feet tall, and they like to wear greens, grays, and pastels. Most high elves are dark haired and have green eyes. Like all elves, they are often highly skilled in magic as well as swordcraft, and they have extraordinarily long lifespans. (All elves invariably have pointed ears.) ►Gray elves have either silver hair and amber eyes, or else golden hair and violet eyes. The gray elves of the Flanaess are traditionally reclusive, especially when confronted with hostile human kingdoms, but some are militant and have alliances with local humans and demihumans. Sylvan elves inhabit old woodlands and have darker complexions than high elves. They dress in browns and greens, and they value their privacy and separation from all other peoples. The collapse of the Great Kingdom, and the Greyhawk Wars in general, have only encouraged their further isolation. ►Wild elves, or grugach, are sylvan offshoots who remain isolated from all other peoples, even other elves. They are scattered across the Flanaess in small bands in remote, temperate forests. They are very pale, shorter than most elves, and are xenophobic. ►Valley elves are known only from the Valley of the Mage, serving the wizard who rules that land. These elves are taller than usual, some reaching 6 feet in height, and they resemble golden‐blond gray elves. Valley elves are not well liked by other elves for some reason. ►Aquatic elves live in temperate and tropical seas. A large number are known to live near the Spindrift Islands, where they are allied with the high elves. Aquatic elves have webbed fingers and toes, and they can breathe water as well as air. ►Half‐elves, the offspring of long‐lived elves and short‐lived humans, are found everywhere across the Flanaess, in every part of society. ► elves are incredibly evil elves, driven from the surface of Oerth centuries ago. They now make their home deep in the and have become particularly cruel and cunning. Having jet black skin and white hair, they are rumored to be great weilders of magic and other fell sorceries.

Dwarves Dwarves are about 4 feet tall, broad‐shouldered and muscular, and of stocky build. Both males and females are bearded. They prefer to live underground in vast cavern and tunnel systems, where they mine precious metals and gems. Their skin comes in earth tones, from red‐brown to tan to gray. They tend to be dour and suspicious, but grudgingly helpful. Dwarves live long lives, though not as long as the elves, and they reproduce slowly. Dwarves are sturdy, vengeful warriors with long memories of everyone who has done them harm. ►Hill dwarves are the most common sort. They work with other goodnatured races across the Flanaess, and are often seen as soldiers and mercenaries in wars against giants and humanoids. ►Mountain dwarves are less common than hill dwarves. They tend to be paler and taller than their cousins, averaging 41/2 feet tall. They prefer living in caverns deep under the mountains. ►Duergar, also called gray dwarves, live far underground. These evil dwarves are hostile to their brethren and to all other races.

Gnomes Gnomes are thought to be related to dwarves, though they are smaller and enjoy the open air and forests much more than their cousins. Gnomes have wood‐colored skin in a variety of shades, from light ash to dark oak. Many gnomes live underground in shallow burrows, often in hills and forests. They enjoy work as much as they like merrymaking. The gnomes of the Flanaess are aggressive in defending their territory and figure strongly in wars against humanoids and tyrants.

Halflings are half the size of humans and look much like human children, though their faces age like those of humans. A light covering of hair runs over most of their bodies, especially the backs of their hands and the tops of their feet. Halflings usually travel about barefoot, their thick‐soled feet protecting them from the ordinary pain humans would feel in stepping on briars, sharp stones, and so on ‐ though such protection only extends so far, of course. Most halflings build shallow burrow homes or cottages in grasslands, forests, or hills. Three subraces of halflings live in the Flanaess. ►Hairfeet are the most numerous and usual group, and most of these live among humans. ►Tallfellows are about 6 inches taller and rather willowy in build, usually living near elven groups. ►Stouts are about 6 inches smaller than hairfeet and live among dwarves. All of these groups are basically good natured and enjoy creature comforts. No ‐ruled states exist in the Flanaess. Halflings are the least forward of any demihuman race, preferring to live in the shadow of bigger folk such as humans and elves.

3.3 Humanoids of the Flanaess

The primary humanoid races of the Flanaess are the , goblins, and hobgoblins. Many larger and smaller races exist, but these lack the strong political power wielded by the main three.

The Orcs Orcs are the most common humanoids in the Flanaess by far. Orcs are (mainly) carnivores who resemble savage cavemen with bestial, boar‐like facial features. As large as well‐muscled humans, orcs are warlike and eager to challenge other races for food and living space. They prefer living in caves over open ground and can partially see in the dark, but they loot and hunt for meat on the surface. They hate dwarves and elves most of all, but they have learned a bitter respect for humans, who are their most dangerous foe. Orcs often fight among themselves, tribe against tribe. Orcs can breed with humans (creating half‐orcs) and many other sorts of humanoids. The offspring of an father and an ogre mother is an orog, or great orc. An orog is basically a taller, stronger, braver, and better equipped orc. The child of an ogre father and an orcish mother is an ogrillon. The ogrillon is orclike but even more brutish, stupid, and violent. The ogrillon has a thick skin and powerful fists for pummeling.

The Goblins Goblins are relatively manlike. Their flat faces, pointed ears, sloping foreheads, bompy skin, and fangs set them off from humans. Goblins hate humans, dwarves, and gnomes; they are slave‐takers of foul habits that prefer caves to sunlight.

The Hobgoblins Hobgoblins are the most ferocious, aggressive, and organized of the goblin races. Resembling tall, heavily muscled humans with red‐brown or gray skin and red or orange faces, they are renown for their brutality and military skill. They are also much smarter than other goblin races.

Kobolds, norkers, gnolls, flinds, bugbears, ogres, and many other minor humanoid races exist, varying primarily in size and ugliness. All are bad tempered and dangerous to other peoples (and sometimes each other!). Other intelligent races of the Flanaess, such as giants, are considered uncivilized by most, though that is not necessarily the case. Dragons are brilliant thinkers at times and well read, but have no culture that fits human understanding of the term.

3.4 Major Cultural and Geographic Divisions

The Flanaess can be divided into nine major cultural and geographic regions, each of which has its own place in history:

Western Nyr Dyv ("Old Ferrond"): Furyondy, Veluna, Verbobonc, Dyvers, Greyhawk, Hardby, Celene, Wild Coast, Highfolk. Most of this vast area, centered on the Velverdyva River and its two major tributaries, was once part of the Viceroyalty of Ferrond in the Great Kingdom. It was settled largely by Oeridians early in the history of the Flanaess, but strong strains of Suloise and Flan (and a bit of Baklunish) occur in the population. The Rhennee, a peculiar immigrant population, appear in the eastern end of the Nyr Dyv and its many tributaries. The major threat to this region comes from the Empire of Iuz to the north. The Sheldomar Valley ("Old Keoland"): Keoland, Ulek States, Pomarj, Hold of the Sea Princes, Geoff, Sterich, Gran March, Bissel, Valley of the Mage. This region was once organized into a huge kingdom (Keoland), the first to appear after the migrations eastward. Suloise ancestry is dominant among humans, with strong Oeridian influence. Flan blood is strong in certain areas (Geoff, Sterich, and the County of Ulek), and heavy Baklunish influence appears in Bissel and the Valley of the Mage. Two mighty rivers, the Javan and the Sheldomar (each with several major tributaries) flow through this region. The primary threat here comes from humanoid and giant marauders in the Crystalmists, Hellfurnaces, and Barrier Peaks to the west, and the Orcish Empire of the Pomarj to the east; several states have been invaded by these forces. The Hold of the Sea Princes is in turmoil and partly under the control of the Scarlet Brotherhood in the south. The Baklunish West: Ekbir, Zeif. Tusmit, Ket, Ull, Plains of the Paynims, Dry Steppes. These western lands, most of which lie beyond the Yatils, Barrier Peaks, and Crystalmists, are the traditional stronghold of the Baklunish people. Ket shows the most influence of Suel and Oeridian peoples. All these states vary from nomadic barbarism to high civilization with major trade cities, strong armies, and experienced navies. Civilized states cluster around the Tuflik River and its tributaries. Nomadic Baklunish folk live to the north and northeast of this central group (Tiger and Wolf Nomads) and to the south and west (Plains of the Paynims, Ull and the Dry Steppes). No major external threat exists to this stable area. The Bitter North: Wolf and Tiger Nomads, Blackmoor, Perrenland, Land of Black Ice. This area has but one truly civilized state, that of Perrenland, which has descendants and influences of nearly every people known to the Flanaess. The Baklunish nomads to the north raid each other and their neighbors, but the major threat here is from the Empire of Iuz to the east. Civilization in the region centers on Lake Quag (in Perrenland). The Empire of Iuz: Lands of Iuz, Horned Society, Shield Lands, Bandit Lands, the Barrens, Tenh (in part). The demigod Iuz forged an immense and cruel tyranny here during the Greyhawk Wars. His vast armies consist of orcs and hobgoblins, with other humanoids and even many evil humans; Iuz's lieutenants are nearly all evil spellcasters. The Empire's western areas are its core lands, lying around Whyestil Lake and its tributaries. The imperial capital is Dorakaa. The empire's civilized neighbors all currently follow a policy of strict containment, building up massive defenses along their borders with Iuz. The major threat to this region is not external, despite numerous raids along every border and a major conflict in Tenh. The empire is threatened by manpower and food shortages, poor distribution of what few good resources exist, and a completely chaotic and paranoid chain of command in which high‐level commanders hoard resources for their private use while striving to undermine their peers. The Thillonrian Peninsula: Stonehold, Ice Barbarians (Cruski), Frost Barbarians (Fruztii), Snow Barbarians (Schnai). The peninsula northeast of the Griffs and Rakers consists of peoples almost entirely descended from Suloise migrants who fled the Oeridians centuries ago. Strong Flan and minor other elements are present in Stonehold. These people live in barbarism, putting to sea in longships to raid the coasts of other realms (and one another), or attacking overland in wild hordes. These people are more a threat to one another than anyone else is a threat to them; currently, Stonehold is fighting raiders from all three other groups, as well as battling the forces of Iuz, the Theocracy of the Pale, and others to keep the northern portion of Tenh. Old Aerdy West: Nyrond, Urnst states, Theocracy of the Pale, Tenh (in part). Oeridian and Suloise backgrounds dominate the human population here, with strong Flan influence in the Pale. This was the last region of the Flanaess settled by the Oeridians before they reached the Flanmi River and created the Great Kingdom. It is considered separately from Old Aerdy East because most of it was once part of the Kingdom of Nyrond, which broke from the Great Kingdom just over 200 years ago to establish a separate culture and identity. The Duchy of Tenh would have fully counted as part of this region, but it is ravaged by war and claimed by Iuz and others. Nyrond has expanded east to annex the ruined and depopulated lands of Almor, destroyed by the Great Kingdom in the Greyhawk Wars; the northern borders with the Pale are unsettled. This region is threatened by Nyrond's internal weakness and instability, by the Empire of Iuz to the north, and by humanoids from Bone March (and possibly raids from the Great Kingdom of Northern Aerdy). The United Kingdom of Ahlissa is viewed with grave suspicion. Old Aerdy East: Great Kingdom of Northern Aerdy, Ratik, Bone March, United Kingdom of Ahlissa, Rel Astra, Onnwal Irongate, Kingdom of Sunndi. Nearly all of the former lands of the Great Kingdom make up Old Aerdy East, which is greatly divided politically despite its common heritage. Oeridian influence is dominant here, with minor elements of other human races; Bone March has fallen to humanoids of many sorts. The Harp River forms the western border with Old Aerdy West. The core of Old Aerdy East was formerly the Flanmi River plain, but now it has shifted in the south to Relmor Bay and the Thelly River. The threats here are primarily internal; the Great Kingdom of Northern Aerdy fights a lingering civil war involving the suppression of an undead wizard and his undead army, and the United Kingdom of Ahlissa is barely united at all, with many half‐hidden rivalries and conflicts between its nobles. All surrounding states distrust or hate these two successor states of the Great Kingdom, several being long‐standing members of the Iron League that opposed the old imperial regime. The Scarlet Brotherhood is viewed as a background threat, though Onnwal remains overrun by its followersfollowers. Isolated Realms: Tilvanot Peninsula (Scarlet Brotherhood), Lordship of the Isles, Sea Barons, Spindrift Isles, Hepmonaland, Amedio Jungle. Most of these geographically isolated areas were settled centuries ago by Suloise peoples fleeing the Oeridians; the Sea Barons have Oeridian and Flan influence as well. The Tilvanot Peninsula is the core of the Great and Hidden Empire of the Scarlet Brotherhood, which has lost territory since the Greyhawk Wars but has retained much of its naval power. The Lordship of the Isles declared for the Scarlet Brotherhood in 584 CY but appears to be acting as a neutral state; few believe this. Hepmonaland and the Amedio Jungle are tropical rainforest realms, the former being a very small continent inhabited by unknown peoples farther south. The Spindrift Isles (also called the Lendore Isles) are completely in the hands of an elven theocracy. The Scarlet Brotherhood threatens or has conquered all realms here, though it seems to have no interest in attacking the elf‐held Spindrifts. The Sea Barons and northern barbarians raid the Lordship's fleet. A grave future threat is sure to come when the shipbuilding programs of the Great Kingdom of Northern Aerdy and the United Kingdom of Ahlissa turn these realms into naval giants over the next decade.

3.4 Languages of The Flanaess

It is generally agreed that the greatest authority on languages in Oerik is Revort Leyhar, working from the Grey College of the University of Greyhawk. In his 44‐volume Exegesis of Linguistic Usage by the Flanaess Peoples, he exhaustively establishes that only five dialects are used by enough folk to be properly called languages. These are summarized below:

Modern Suloise: This is the modern deriviative of High Suloise (see below), read by those who serve or even spy on the Scarlet Brotherhood. The recent conquests of the Brotherhood in the southern portions of the Flanaess primarily speak Common (and other regional dialects, as appropriate). Within the Scarlet Brotherhood, however, it is the only permitted spoken or written language for discourse within the hierarchy and a vast majority of the Suloise peasantry; and is most certainly never used with outsiders. Even though the modern variant of Suloise is directly decendant from its ancient counterpart, they are far from interchangeable as there has been considerable drift from its roots.A derivative, Fruz (see below), is spoken by the other major Suel group, the barbarians of the Thillonrian Penninsula. Flan: This is the oldest language still spoken on an everyday basis. The Tenhas speak Flan, albeit a somewhat debased version of the oncewidespread original tongue. It is a stagnant language now, and it is difficult to translate modern or changing concepts into Flan because of the inflexibility of its vocabulary and sytax. Modern Baklunish: Modern Baklunish is the main language spoken throughout the civilized areas of the Baklunish West; from the Sultinate of Zeif and the Caliphate of Ekbir to Tusmit and Ket. It is, of course, a direct decendant of Ancient Baklunish, and those that speak or read one can usually understand the other somewhat. Old Oeridian: Originally believed to be almost a closed language, Revort Leyhar has exploded this myth. He bases his case on the obvious fact that such a tongue could not remain free of outside influences, as was once claimed, when those who spoke it were the most widely disseminated and inter‐mixed group throughout the Flanaess. Old Oeridian is the major basis of the Common tongue. As a written language, Old Oeridian is used airnost exclusively by many everyday scribes (lawyers, clerks, and the like), in part as a way of maintaining a monopoly on literacy (by excluding peasantry that are speakers and writers of Common), and thus their gainful employment. Exalted sages use yet more obscure scripts for the same reasons. Most major archives and libraries have a wealth of materials written in Old Oeridian. Common: Primarily derived from Ancient Baklunish, Flan and Old Oeridian, Common evolved primarily from the need for a universal language that could be employed in trade and diplomacy and filtered down to the common folk over the centuries. It is now the primary spoken human tongue in most regions of the Flanaess.

In addition, a handful of dialects and sub‐languages have particular importance in The Flanaess. As should be obvious these seven languages are staunchly regional at best, with some completely dying out.

Ferril: This is a derivative of an Oeridian tribal language used until recently in the diplomacy of the Iron League. Some documents which were saved from the Greyhawk Wars that ravaged the area (and some still extant in Sunndi and Irongate) are written in this tongue. Ferril was used primarily for command and identification purposes, being a formalized dialect amounting to little more than a set of standardized hand signals. Even evolved from these simple hand signals, it retained very poor verbal and even adjective content. Of all the sub‐languages, this is truly a ‘dying language’. Nyrondese: This is a High Oeridian dialect that mixes Common with some expressions from an Oeridian tribal tongue. It is spoken in rural areas of Nyrond by peasants, shopkeepers, and those who want to make comprehension of their expressions difficult for those they don’t trust. Fruz (The Cold Tongue): This is the language of the frost, snow, and ice barbarians; it is predominantly Suloise with some Flan influences. It has no relation to Common, and even speakers of Suloise find it hard to comprehend. Velondi: This is another Oeridian tribal tongue spoken by rural folk and those in isolated communities in Veluna and its northern borders. It is not comprehensible to those who speak only Common, and is purely a spoken language today though there are some old sages that know how to decipher older written texts. Keolandish: An offshoot of Old Oeridian with local admixtures, Keolandish has a range of regional sub‐dialects throughout Keoland and surrounding lands. Lendorian: This is an obscure dialect of Suloise once spoken in some of the Spindrift Isles and known to a scattered few in other eastern islands. It is somewhat comprehensible to Suloise and Common speakers, but is unrelated to Fruz. Lendorian is used primarily by seamen and sea voyagers, and is a spoken rather than written tongue. Lendorian is especially rich and subtle in its vocabulary as pertains to weather conditions and natural phenomena, as befits its usage. It is not to be confused with Lendorian Elvish. Lendorian Elvish: This is a highly complex, symbolic language unique to the Lendore elves, spoken by both the high and aquatic elves of the Lendore Isle. It fulfils the functions of philosophical discourse, religious devotions, and social intercourse. It is a language that cannot be voluntarily learned (one must grow up with it). More details of this unique language are found in the entry for the Lendore Isles later in this volume. Rhenee: This is the language of the gypsy‐like Rhenee people that are found sailing the southern shores of the Nyr Dyv and the Selintan River around Greyhawk. Rhenee is unlike any other language spoken or even heard of in the entire recorded history of the Flanaess. It is spoken language only used by the Rhenee, who never teach it to outsiders. The Rhenee brought this strange tongue with them from wherever they originated from. (It is this authors belief that they originated from an alternate Prime Material Plane)

There are countless ancient dialects that may be found in old tombs, libraries, dragon hordes and more across The Flanaess. Even though Flan may be spoken and used in modern times, there was at one time a system of speaking and writing that pre‐ dates even that. Old Revort Leyhar of Grey College even concluded that there are, for the most part, 4 main ancient languages, some having many dialects of each that developed over the years and changed into the languages that are known today.

Ancient Baklunish: This has importance as one of the roots of modern Common and of course its modern counterpart. It is still spoken by the Paynim tribes and among some tribes and clans in surrounding lands (Zeif, Tusmit, etc.), especially in formal addresses and for commercial dealings between themselves. Common is still primarily used for those that have dealings with outsiders. Of all the root languages listed here, it has the least amount of dialects known to be associated with it. High Suloise: This is the root language for all of the Suloise people and their modern decendants. Though there are many dialects of High Suloise, they have enough in common with each other to be considered essentially the same. There has been, however, considerable drift between High Suloise and its modern equivalents as to make this ancient version a completely different language. Primal Flan: Though Primal Flan has never been known to be a written language, it is the first known language to be spoken in the Flanaess. This language is so ancient and obscure it is known only to the oldest and reclusive of elves and druids; whom it is rumored still use it to this day to converse with ancient woodland spirits and treants in the ancient hearts of some forests. Ancient Oeridian: This the original Oeridian tongue; its dialects being the roots of the Old Oeridian that was spoken by the first peoples of that nation to migrate into Eastern Oerik. Though it has many dialects and regional usage of glyphs, with careful study and good reference, it is generally easy to translate into Old Oeridian and therefore into Common. Though this is possible, and even stated as a ‘relatively easy task’, this assumes one is extensively trained in the languages and traditions of these linguistic lines. Even with this translational ability the final product will have such drift as to ensure that Ancient Oeridian and Old Oeridian are two seprate and distinct languages.

4. A Brief History of the Flanaess

Most events in the Flanaess are dated by the Common Year (CY) system. The CY dating system commenced when the Overking of The Great Kingdom optimistically declared universal peace throughout his lands and ordered his royal court and all his subjects to date all subsequent events starting with CY 1. The history here covers the major developments of the Flanaess over more than a millennium; subsequent chapters cover additional details for many smaller nations and areas.

4.1 Early History

The original inhabitants of the Flanaess were the Flan tribesmen, hardy and tough nomads whose small, scattered groups made no major civilizing efforts. Some thousand years past, their lands were increasingly invaded by two groups of attackers: the Suel and the Oeridians. The Suel fled from internecine strife within their own lands and the great Baklunish‐Suloise Wars. They moved northeast across what is now the Sea of Dust, across the formidable Hellfurnaces and Crystalmist Mountains, and spread widely across the lands before them. The Oeridians began their migrations north for similar reasons, fleeing the same war. Both Bakluni and Suel forces employed mercenaries, bandits, and any humanoids they could hire to swell their armies. Their undisciplined rabble were often only too happy to desert and attack the Oeridians, also forcing them eastward. The Oeridians were fierce invaders. They drove everyone else, Flan and Suel, before them. Of all the invaders, they were most successful in establishing settled lands wherever they went, and any threat the Suel might have offered to their dominance was soon eliminated. Suel mages brought down the terrible Invoked Devastation on the hapless Bakluni to the north, but the last act of the Bakluni archmages was a fitting reply. The storms of the Rain of Colorless Fire reduced the Suel lands to choking dust and ash. There were few Suel or Bakluni left to emigrate after that. The Oeridians had the upper hand. The fierce Oeridian tribes hardly had matters all their own way. For two centuries, they fought the Suel and the fragmented humanoids for possession of the central lands of the Flanaess. The Oeridians incurred the enmity of the Flannae and demihumans of the lands as well. The arrogant Oeridians might have been overcome by this mix of forces, but for one thing: the Suel were far more unpleasant than the Oeridians were aggressive. The Suel invaders lied, cheated, stole, enslaved, pillaged, and killed out of hand. Over time, the Flannae and demihumans allied with the Oeridians to drive the Suel to ever more distant fringes of the Flanaess: into the northeastern Barbarian lands and into the southern jungles of Amedio and Hepmonaland. On the main continental land mass, the Suel retained a foothold only in the southwest and in the lands that would eventually belong to the Scarlet Brotherhood. Approximately 700 years past, the strongest Oeridian tribe‐the Aerdi‐settled the rich arable lands east of the great Nyr Dyv and there founded the Kingdom of Aerdy, eventually to be named the Great Kingdom. The Kingdom grew for well over a century, until it stretched from the Sunndi swamplands to the south to the southwestern edge of the Griff Mountains to the north; while from the islands now held by the Sea Barons to the east (where the Aerdi mixed with Flan blood), the Great Kingdom stretched westward as far as the borders of modern‐day Perrenland. When the Overking of this mighty empire declared universal peace on his ceremonial crowning in Rauxes, he must have thought his writ, and that of his descendants, would extend across those many lands forever.

The Great Kingdom Crumbles The Great Kingdom survived some 250 years before it began to lose lands in the west. The Viceroyalty of Furyondy was established in 100 CY, and over the coming decades it bore the brunt of challenges from non‐Aerdi Oeridians allied with Bakluni horsemen who raided from the north and west. Resentment grew in the lands far from Rauxes, and a perception that the Overking did not do enough to protect the western lands also grew. Finally, in 254 CY, Thrommel I of Furyondy was crowned in Dyvers, taking a whole range of secondary titles which loudly announced his people’s goals; Prince of Veluna, Marshall of the Shield Lands, Warden General of the Vesve Forest, and more. Furyondy and Veluna both became independent states, Perrenland reasserted its independence, and to the north, the rulers of the Duchy of Tenh took their cue from events to the west and asserted independence also. The Overking could not reestablish control over his distant former dominions. The break‐ up of the Great Kingdom, which would take over three centuries to complete and would end in madness and terror, had begun. The decisive phase in the break‐up of this mighty empire can be dated precisely to 356 CY. In this year, the ruling Aerdi dynasty, the House of Rax, was sundered by an internal feud. The junior branch of the ruling house declared its lands free of the Overking’s rule, and the kingdom of Nyrond was born. The Overking reacted swiftly, amassing a great army to crush the seceders. But he had the misfortune of encountering a powerful Flan barbarian foray into the North Province of the Great Kingdom itself that same winter. The Overking’s armies beat off the invasion, but were too weakened to assault Nyrond. Feints, skirmishes, and small battles were plenty, but Nyrond could not be brought back into the Overking’s domain. The Theocracy of the Pale seceded at the same time, and the Urnst states likewise; Nyrond held both at one time, but accepted their independence at the Council of Rel Mord in return for pledges of mutual cooperation. To the west, the oldest of all the major kingdoms established in the Flanaess, Keoland, grew more powerful and predatory in the mid‐fourth century. Expanding its influence to the north, it ultimately became involved in the so‐called “Small War” (or Short War) with Furyondy and Veluna. Military reverses and the objections of the small but powerful demihuman enclaves in Ulek and Celene soon put an end to that expansionism. The troubles of the times tended to be those of skirmishing; the Bandit Kingdoms had formed as a group of petty fiefdoms in the vacuum left between Furyondy to the west and Tenh and the Theocracy to the east, and in response, good nobles to the south began to coalesce their forces in the Shield Lands. Elsewhere, the Free City of Greyhawk, already in existence for centuries as a trading town, entered its arguably most glorious (and certainly most infamous) phase of development under the mad Archmage Zagig Yragerne, who began the building of Castle Greyhawk in 375 CY. It seemed a strange folly at the time. Yet two centuries later, the changes in the city of Greyhawk and those back within the Great Kingdom would be pivotal in the future history of all the Flanaess. Paradoxically, the disintegration of the Great Kingdom paused a while, despite a wretched change at its very crown. The House of Rax became decadent, self‐absorbed, weak, and ineffectual. Petty nobles began to scheme, to openly flout the Overking’s edicts, and to enact their own laws and pursue their own mean‐minded grudges. It was only a matter of time before Rax was overthrown and a new tyrant installed as Overking and, in truth, many petty nobles were glad when it happened. After decades of pointless strife, it was almost a relief to have central power and authority again. However, few of them would have chosen Ivid I as their new master. No direct evidence links Ivid, ruler of the North Province at the time, with the assassination of the entire House of Rax in 446 CY. But Ivid ensured his ascension by the simple expedient of killing every other minor princeling who made a claim on the throne, and plenty more besides. Madness had gripped the Malachite Throne when Ivid I, scion of the House of Naelax, was proclaimed His Celestial Transcendency, Overking of Aerdy, and many knew it. The Malachite Throne became known as the “Fiend‐seeing Throne.” It was whispered that the House of Naelax had willingly entered into a pact with fiends‐lords of the infernal hells‐a pact that would endure down all the generations of their descendants. A time of terror had begun. Blood would wash the feet and hands of the madman enthroned in Rauxes. Little wonder that further secessions beset his lands. Civil war erupted in the Great Kingdom. The North Province, now ruled by Ivid’s nephew, soon established independence, as did the wily Herzog of Ahlissa in the the South Province. He allied himself with the seceding Iron League: the lands of Onnwal, Idee, Sunndi, and the Free City of Ironwall. The Holy Censor, High Priest to the Overking, sought freedom for the See of Medegia. Almor grew in strength and freedom, supported by Nyrond as a buffer state between itself and the declining power of Rauxes, although hid managed to drag it back under his influence in later years. Momentous change beset the Great Kingdom. Not until hid V ascended the Fiend‐seeing Throne would the Great Kingdom appear to increase in might again. This would take a century to happen and also be ultimately a temporary hiccup in the terminal decline of Aerdy. If all eyes were on the Great Kingdom for decades after Ivid’s rise, it would help explain why they missed seeing the rise of a new power far to the west and north.

The Rise of Iuz In CY479, the land now called Iuz was only a fractious collection of paltry fiefs. Among its princelings was a minor despot of the Howling Hills who died in that year and left his barren holdings to a son of dubious origins: Iuz. Iuz used the strategy of dividing his opponents to weaken them, then assimilating their lands and residual forces, sowing rumors and lies to put the princelings at each others’ throats. He began to expand his domain far beyond its original boundaries. Refugees fleeing the lands told astonished Furyondians of Iuz’s unbelievable evils: massacres; a road of skulls built from the Howling Hills to his new capital of Dorakaa; and watchtowers along the road with beacons fed on the fuel of human fat and flesh. Iuz was said to be a fiend himself, seven feet in height, red‐skinned and feral of face. If Furyondy had acted then, Iuz might yet have been contained. But King Avras was opposed by southern nobles who resented excessive taxation levied to protect the northern lands, and Iuz grew steadily more powerful. Iuz disappeared in 505 CY; imprisoned beneath the towers of Castle Greyhawk by a group including Zagyg, aided by St. Cuthbert (it is said). But his armies‐mostly humanoids‐had learned the lessons he taught them. They held to their lands; their leaders said their master would return, and they were right.

War is Inevitable In the mid‐sixth century, Ivid V ascended the Malachite Throne. A series of subsequent unsuccessful skirmishes against Nyrond, the Iron League, and other adjoining states did not suggest to the distant Furyondians or Keolanders that the Great Kingdom offered much threat to anyone. But Nyrond knew better. Ivid V was a weak military strategist, but his diplomatic skills were considerable, and undoubtedly he had fiendish aid in drawing both the North and South Provinces and Medegia back under his influence and control. Nyrond saw, clearly, the Overking’s preparations for a great war against the western state. Yet, when the first blow came, it did not come from Rauxes. It came from Iuz; meddling fools managed to release the fiend from his imprisonment in Castle Greyhawk in 570 CY, only a year after the forces of good in Furyondy and Veluna celebrated the sack of the notorious Temple of Elemental Evil in the Gnarley Forest at the Battle of Emridy Meadows. Their celebrations would not last many years. To the south, the existence of the highly secretive and paranoiac Scarlet Brotherhood was first confirmed by returning travelers in 573 CY. It seems incredible that this monastic sect of religious militarists could have escaped notice for so long, even given their isolation in the closed city of Kro Terlep and the remote plateau south of it. But while the secret of this land became more widely known, the existence of a veritable army of spies and assassins in the imperial courts of the Flanaess was not. Prince Thrommel III, betrothed to the daughter of the Plar of Veluna, and serving as Provost of that state, as well as high Marshall of Furyondy, was of key imponance to the forces of good. Upon his marriage to Jolene of Veluna, the two States would have become a joint entity, the Archcleric ruling in matters spiritual, and the Prince (ascending the throne to become King) ruling in matters temporal. This state, with demihuman alliances, cen ainly would have waged continual war with the evil nations, and its previous success boded ill for opponents. The Prince’s abduction, surely at the hands of Scarlet Brotherhood agents, destroyed those noble hopes. When the Provost of Veluna disappeared also, the forces of good were in some disarray. Yet no one suspected the Scarlet Brotherhood. Their red‐ robed emissaries had wormed their way into the good books of many rulers and nobles, beginning with the states of the Iron League. When rumors surfaced of their enslavement and martialling of armies of “savages” in Hepmonaland, men and women who should have known better dismissed such rumors. It was all too far away to be bothered with. Distant lands were not the object of their attentions. And such myopia cost the powerful states of the Flanaess very, very dear.

4.2 The Greyhawk Wars

Special Note: What follows is a brief recounting of the Greyhawk Wars. For a more broad and in depth account, please see Appendix VI at the end of this volume.

The Hammer Falls If a Flanaess sage had been asked in 582 CY where the first strike in a continental war would most likely come from, he would not have replied, “from the Hold of Stonefist,” which is exactly where it originated. Founded some 150 years earlier, the Fists were usually considered to be slightly better‐organized barbarians than those in the Bandit Kingdoms or in the neighboring lands of the Fruztii, Schnai, and Cruskii tribes. All the barbarians were inflamed by a rumor that swept their lands: that four of five legendary magical swords, the Swords of Corusk, had been found, and that when the fifth was obtained, a “Great God of the North” would rise and lead them to conquest and greatness. The fifth sword never was found, but one calling himself Vatun and claiming to be the Great God of the North appeared before the barbarians of Fruztii, Schnai, and Cruskii, and they swept west into Stonefist under his leadership. The Fists were overwhelmed and their leader, Sevvord Redbeard, underwent a dramatic, if not to say magical, change of allegiance. Under Vatun’s direction, the Fists swept into the Duchy of Tenh in 582 CY and conquered it quickly. The Duke and Duchess fled to the County of Urnst for safety. The Tenhas’ former Suloise arrogance cost them dear; no help was forthcoming from other nations. Nyrond was nervously watching Aerdy, unable to risk forces far to the north. The alliance forged by Vatun soon collapsed. The Great God instructed the barbarians to invade the small state of Ratik, but their chiefs refused; they had long allied with Ratik against the humanoids of the Bone March and indeed against the Great Kingdom itself. They began to doubt Vatun; very wisely, since Vatun was a sham and a lie, a mask worn by Iuz the Old. But now Iuz was ready to strike elsewhere, both south and east. To the east, Iuz battled and eventually came to an uneasy truce with the Heirarchs of the evil Horned Society. Iuz then turned his might to his long time enemies the Shield Lands. With the aid of powerful demons from his court and devils from the courts of the remaining Heirarchs, his forces made the streets of Molag run red with the blood of sacrifice for a week. This strike and eventual alliance (uneasy as any alliance between demon and devil kind can be) panicked Furyondy. It sought alliance with the Shield Lands to secure itself against the Old One, but stupidly, the petty‐minded rulers of the Shield Lands refused, believing this to be a step in a planned annexation by Furyondy. They paid dear for their foolishness. Iuz feinted an attack westward. Meanwhile, his main body of troops struck far to the east and southeast, into both the Bandit Kingdoms and into the Shield Lands, which they flanked to the east from bases in the old lands of the Horned Society. Admundfort and Critwall fell swiftly. Lord Holmer, who had refused a pact with Furyondy, was taken to meet his fate in the dungeons below Dorakaa. Furyondy was able to hold its eastern border at the great Battle of Critwall Bridge in CY583. To the north, however, a massed humanoid force, swollen with mercenary humanoids from the Vesve Forest hired with looted gold, advanced almost unto Chendl, the capital, and took Crockport. After many battles and a desperate relief of a beseiged Chendl, both Furyondy and Iuz were stretched to their limits. Still, to many it seemed like a provincial war of northern states; which is when the true hammer blow fell. The Great Kingdom struck, massively and on many fronts.

The Great Kingdom Awakens Despite their anxiety about Aerdy, the Nyrondese had begun to take steps against the Fists pillaging the Duchy of Tenh. Nyrond moved troops into the Phostwood and attacked to the north. While they advanced some, their losses against the determined Fists were higher than expected, and the army could not continue its advance so far from Nyrond borders. Nyrondese caution was wise. Aerdy struck south, west, and southwest. To the south and southwest, Aerdi forces attacked the states of the Iron League; to the west they moved through Almore and on toward Nyrond. Almor was swiftly subdued, but under the legendary Commandant Osson, one Almorian army led the Aerdi forces of the Great Kingdom in a merry dance by moving through Ahlissa, Sunndi and even into Medigia before its daring (but ultimately pointless) deed was put to the sword. The winter brought respite on the field of war and time for desperate diplomacy. The Iron League allied with Nyrond, its old protector, but suffered immediately from a startling secession from its own ranks. Prince Lathac Ranold of the Lordship of the Isles was replaced by a distant cousin who at once declared his support for the Scarlet Brotherhood. Too late their machinations began to dawn on the beleaguered forces of good. And Nyrond had another threat to contend with: the Bone March humanoids skirmished with Ratik and Nyrond itself. To the west, matters appeared more secure. Realizing the true threat of Iuz, the southern states allied in signing the Treaty of Niole Dra, which brought together Keoland, the Yeomanry, the Gran March, and the Duchy and County of Ulek. Even isolationist Celene agreed to send a token force to join with the others in assisting Furyondy. Yet Iuz himself had not been idle, and while his overtures to Perrenland proved largely fruitless, he was welcomed in the western Baklunish land of Ket. Its rulers saw the chance to annex the fertile lands of Bissel and to secure a southern bulwark. Iuz saw the opportunity to divide the forces of the southern lands. The spring of CY584 brought a renewal of hostilities and abundant bloodshed.

Final Act Part 1: Sunset in the West Added to the phalanx of forces poised to strike came a new force: the hitherto unremarked humanoid rabble of the Pomarj. United under a half‐orc overlord of unusually great power and strength than had been seen before, seen before, one Turrosh Mak, they strove to reclaim the “birthright” their new tyrant stressed to them: their old homes in the Lortmils. Striking into lands poorly defended as the southern armies moved northward, Turrosh‘s armies annexed the eastern half of the Principality of Ulek (now unaided by any neighbor) and the southern lands of the Wild Coast with their squabbling cities. They were stopped at the Pass of Celene by brave dwarves, gnomes, humans, and a handful of elves furious at the unwillingness of Queen Yolande of Celene to help the main cause of good. But Turrosh was satisfied; his fief had swollen in size, and while stymied in further territorial ambitions, there was none to threaten him with retaliation. To the north, Ket raiders beset Bissel, and the Ulek forces crucial to its defense dithered between defending that small state and protecting Furyondy against Iuz. Bissel was eventually forced to surrender by the fierce horsemen of Ket. This could have been avoided but for another fell stroke worse than the eruption of humanoids from the Pomarj. From the Crystalmist Mountains, great forces of giants and humanoids swept down into the Grand Duchy of Geoff, Sterich, and into the Yeomanry. In the latter, they were repulsed by peasant levies as worthy in battle as many seasoned veterans. Geoff and Sterich fell, the Keolandish armies too distant to oppose the invaders. The giant troubles, as they were called, have been ascribed to all manner of evil schemings. Some sages say that the tanar’ri power Zuggtmoy, freed from her prison in the Temple of Elemental Evil by the meddling Lord Robilar allied with Iuz and drew forth the giants via agents in the Underdark. Some say Lolth had her own schemes and her drow organized the giants. Still others see the hand of the Scarlet Brotherhood in this, as in so many things. The truth is obscured from our view. In this matter, Istus spun her web impenetrably. But the effect was to present the Keoland‐Furyondy axis and its allies with threats from the west when they were beset in the north. It destroyed all possibility of sweeping back the forces of Iuz. But Iuz was well defeated by Belvor of Furyondy, acting with the elves and rangers of the Vesve Forest, to prevent his drive into Furyondy from gaining any further lands, and Chendl was secured. The forces of Veluna held off Kettite incursions aimed at Mitrik. If good could not win, it held evil at bay.

Final Act Part 2: Death of a Kingdom Overking Ivid V decided to command his armies personally in the campaign of CY.584, the greatest mistake he ever made. Paranoid virtually beyond the limits of mere insanity, the Overking's assault on Nyrond was broken at the battle of Innspa where Aerdy forces were utterly routed. Ivid's response was characteristic: he executed anyone involved in leading the armies. He executed more of his own nobles. He executed servants, sages, and serfs. Finally, Ivid V decided to create utterly loyal servitors among his generals and nobles. He expediently had them murdered and raised in unique undead forms; each was revived as an animus, an undead being possessing all the skills and talents of the former living person. With the logic of the terminally deranged Ivid came to see this revivification as a reward for his favored courtiers. Unsurprisingly, as Nyrond defeated Aerdy forces and their demented monarch offered them death and eternal restlessness as a gift, the nobles of the Great Kingdom schemed and plotted and had Ivid assassinated. Unfortunately for them, priests of Hextor (with fiendish aid, most agree) revivified Ivid who rose as an animus monarch. Executions were no longer enough for Ivid. Now he instigated wholesale massacres and genocide. The North Province seceded, and with the aid of humanoids from the Bone March, succeeded in repelling Nyrondese forces in the Flinty Hills. Wisely, the Nyrondese held off from further massed battles, perhaps sensing the imminent collapse of Aerdy. The North Province’s secession did indeed trigger the complete disintegration of the Great Kingdom. Animus nobles across the land (and the few still living) withdrew all support and the remnants of their armies from the Overking. The Great Kingdom was no more; a welter of petty states, ruled by disputatious nobles (many of them undead), was all that was left. An empire that had stretched from Perrenland to the Aerdi Sea had been wholly expunged in less than four hundred years. Sic transit gloria mundi (or its Oeridian equivalent): so passes away the glory of the world.

Final Act Part 3: Those Who Watch The biggest winners of the Greyhawk Wars were those who never fielded a force of their own people on the plains of battle. The Scarlet Brotherhood pursued their own ends by treachery, deceit, intrigues, magical compulsion, and strategies unused by others: the breeding of special monsters and the enslavement of so‐called savages. When the Great Kingdom sought to exert its power in 583 CY, the Brotherhood did indeed support the Iron League secretly: with weapons, equipment, funds, advisors, and mercenaries. The Father of Obedience wanted a buffer between the Brotherhood and the mad Overking. But at the same time, Brotherhood agents undermined the unity of the League, and when the Great Kingdom fell apart, the Scarlet Brotherhood demanded the surrender of the Iron League states. When they refused, assassins slew nobles and rulers by the score. Far to the west, too, the Sea Princes capitulated to the unknown assassins of the Brotherhood, and as Onnwal and Idee fell to the fleets and Hepmonaland armies raised by the men in red, the Brotherhood secured an iron grip on the Azure Sea. From the Sea Princes’ lands and ports, the Brotherhood even sought to take Gradsul, the vital southern Keolandish port, but were repulsed. Not all of the old Iron League was lost. Wily Cobb Darg of Ironwall knew exactly where his support had been coming from, and had every Scarlet Brotherhood agent executed or exiled as Idee and Onnwal were falling. Sunndi still stood, its formidable natural defenses of hill, woodland, and swamp defying all attempts made against it. But the Brotherhood had time on their side. Alone of the major forces of the great wars, they were not spent. Not everything had to be achieved in one fell swoop. The Father of Obedience still had many agents in readiness.

The Wars End For almost three long years, as 584 CY drew to a close, the nations of the Flanaess had schemed, murdered, and warred against each other until nearly all sides lay bloody and beaten. Proposals for a great peace treaty gained rapid acceptance in many quarters, aided by the persuasive whisperings of the agents of the Scarlet Brotherhood. In the month of Harvester, 584 CY, in the untouched Free City of Greyhawk, countless ambassadors assembled to inscribe their names on the treaty at the Day of the Great Signing. It very nearly didn’t happen. Magical scrying and the strenuous efforts of sages have not availed to give the full story of what happened that day. All that is known for sure is that, within the Grand Hall where the treaty was to be signed, a fierce magical battle erupted and spread havoc through both the New City and the Old City. Afterwards, two members of the famed Circle of Eight, the great mages of Greyhawk, lay wounded. Otiluke and were eventually brought back to health in time. A sideshow to the main event, to be sure, but one that still shook all of Oerth. Despite this, the treaty was signed and the Greyhawk Wars drew to a close. The Pact of Greyhawk ensured peace‐of a sort.

Epilogue In the chapter which follows this history, the lands of eastern Oerik are described individually, but in the cold, harsh spring of 585 CY, the global picture of the Flanaess is stark and forbidding. Evil is dominant in the north and south of the Flanaess. To the north, the lands of Iuz now stretch from the eastern Vesve Forest as Lands and Bandit Kingdoms have almost wholly fallen to his reign. Only a few bandit princes still wage a guerrilla war from woodland and canyon. To the south, the Scarlet Brotherhood controls the Sea Princes, the Lordship of the Isles, Onnwall, Idee, Hepmonaland, and unknown stretches of the Amedio Jungle. Both these evil forces have gained much territory, and even if Iuz seems almost spent, who is to challenge him? The Great Kingdom is sundered, but while Ivid V rules a nightmare of a realm, the nobles who have succeeded him in so many realms are little better. The evil of these lands may no longer be united and forceful, but there are horrors here which would whiten the hair of a hero barely entered into his manhood. Just as Iuz and the Father of Obedience have gained much, so have the humanoid and giantish rabble once exiled to borderlands. The Bone March is strong, and still threatens Ratik; the Pomarj is greatly expanded and threatens Ulek and Greyhawk; the vermin of the Lost Lands (as Geoff and Sterich are now known) threaten many states to the west. To complete the picture, Ket has subjugated much of Bissel as a vassal state; many Bisselites have fled to Veluna or the Gran March. In the Bright Desert, evil forces are said to be subduing the savages and raising a force which might yet beset the Free City of Greyhawk. The Queen of Celene still refuses to give the help that her western neghbors in particular need so desperately. Is all lost? Not yet. Nyrond still stands a pillar of Good; it is exhausted, spent of men and funds, but there comes no threat from once‐great Aerdy, and Urnst is still strong in its defense to the west. Furyondy is beleaguered, still politically divided at times, but brave Veluna is still a land of glory and righteousness and supports its western neighbor also. Keoland and Ulek stand strong; the Yeomanry is an inspiration to good and brave hearts everywhere. And the barbarians are a law unto themselves, still raiding Aerdi, still supporting the brave folk of Ratik, still deeply hostile to the poisoned words from Stonefist. The Theocracy of the Pale is intolerant and harsh; a land of hard hearts and harder words, but is not lost to evil. Sunndi still repulses all invaders, and the brave Free City of Irongate stands as a shining beacon of freedom among a swath of fell, evil lands. No, in this authors humble opinion all is not lost yet. The Free City of Greyhawk still stands also. Indeed, it is swollen with people of ability and skill. Nyrondese exiles live there, men from the Bandit Kingdoms have fled there from Iuz, the lands around the great First City have been brought within its remit by free association. Other free cities, Verbobonc and Dyvers and the honorable Highfolk, are still places where evil does not reign, and where muscle and sinew are bent to the cause of good. Minstrels and bards yet sing of heroes and acts of great courage and unflinching bravery against impossible odds in the halls of Nyrond, Furyondy, Keoland and their allies. Lights dim, but they are not extinguished. Good is driven down, but it is not vanquished and hope bursts from the hearts of those who will not yield to the merciless hatred of Iuz, nor to the honeyed and poisoned words of the Scarlet Brotherhood. The Flanaess is dark‐these are Dark ages indeed‐and to say that it is always darkest before the dawn is a cliche, but then what is a cliche but a succinct truth? Welcome to The Flanaess, weary traveler. Beware the roads, as these days they are filled with bandits and their even more insidious ilk.

5. GEOGRAPHY OF THE FLANAESS

In touring the Flanaess, many natural barriers must be crossed by determined explorers and adventurers. To the west, beyond the towering mountain chains stretching from the Yatils down to the volcanic Hellfumaces, are endless steppes where once lay the ancient Baklunish empire, as well as the horrific wastes of the Sea of Dust. Rotating clockwise from there, one finds the shores of the mysterious Dramidj Ocean, the dangerous Land of Black Ice, the aptly named Icy Sea, and the immense, storm‐racked Solnor Ocean, said to reach over a thousand leagues eastward. To the southeast are the jungles and swamps of tropical Hepmonaland, then the Densac Gulf and Pearl Sea stretching straight south for another thousand leagues or more. The wild Amedio Jungle rounds out the geographical walls that enclose the Flanaess. Equally as dangerous as the terrain are the inhabitants of these areas. Sullen nomads eye foreign visitors on the steppelands, freebooting barbarian hordes and humanoid armies crowd the north, sea monsters of terrible aspect haunt the Solnor, Hepmonaland's jungles conceal headhunting savages and beasts, and pirates and many‐armed kraken lurk in every sea and bay. Giants compete with bandits and lycanthropes for the wild lands, with dragons and undead wizards offering distractions from the norm. Everywhere are hordes of rapacious humanoids. Reliable maps for the whole Flanaess are not difficult to acquire in the City of Greyhawk and other civilized and learned areas, though these maps can be quite expensive. The easy part is finding an accurate map. The hard part is amassing the courage, funds, and armament necessary to see those lands first‐hand.

This section of the Encyclopedia details the following: major bodies of water in the Flanaess; forests, woodlands and jungles; mountains and hill ranges; swamps, marshes, and wastelands; and rivers.

5.1 Bodies of Water

SOUTHEASTERN WATERS These waters comprise the Aerdi and Oljatt Seas, the Tilva Strait, and the Spindrift Sound. The Scarlet Brotherhood controls much of these seas, contesting northern areas with the Sea Barons and in a few incursions from Ice Barbarians. Eastward along the north coast of Hepmonaland, a handful of pirates‐some reputed to be seagoing hobgoblins‐occasionally foray westward. The warm, blue‐green depths of the Oljatt Sea are particularly beautiful, and also particularly dangerous with many sea serpents and octopi of great size, capable of dragging down smaller vessels. Ships were often chained together in great convoys to prevent this fate, and seamen typically carry pikes to fend off such monsters. The Tilva Straits and Aerdi Sea are known to be shark infested.

NORTHEASTERN WATERS The Solnor Ocean and the vase Grendep Bay are disputed among the Sea Barons and Ice Barbarians, the latter holding greater sway the farther norch one goes. Great whales throng the Solnor, which is said co screech for a thousand leagues eastward. In summer, Ice Barbarin longships carry great harpoons, although thelr whaling is opportunistic rather than well‐organized. The Ice Barbarians do not travel much in Grendep Bay in the fall, for monsters greater in size even than whales can be seen at sport there. Marner is a viral port along the coastline ‐ the major port for Rarik from which a little trade still manages to filter down to eastern Aerdy stares, although this is very hazardous.

SOUTH CENTRAL WATERS The vessels of the Scarlet Brotherhood hold complete dominion here ‐ in the Densac Gulf, Azure Sea, and Jeklea Bay. While peace allows traders to sail these waters from the north, few take the chance. The Azure Sea has always had a plentiful share of sea monsters, and most traders used to stick to the coasts of the Iron League states, but monsters seem to be more common there now (unless the ships are those of the Brotherhood, strangely enough). Kraken and coastal sea lions are among the hazards of the Azure and Jeklea Bay, and rumors of morkoths laired around the Olman Islands are a deterrent to travel in the Densac Gulf. The Gulf itself is said to open into a vast ocean stretching well into Lower Oerik, but its waters are unmapped beyond northern Amedio. The Scarlet Brotherhood has by no means subjugated all of the Amedio. Along its coastline and small offshore islands, pirates prove as irksome a threat to Brotherhood ships as they previously did to those of other nations. Some of these pirates are said to be assisted by weather controlling magic, and to use arrows coated in paralyzing alkaloid poisons from the jungles. The western half of the Azure Sea is also known to be infested with great swathes of seaweeds that slow ships and render the air foul and noxious, in addition to concealing monsters such as merrow and scrags.

CENTRAL WATERS Relmor Bay, Woolly Bay, and the Sea of Gearnat are well mapped, with excellent navigator's charts readily available. The humanoids of the Pomarj do not appear to be setting sail just yet, so traders headed from Greyhawk to Nyrond can still sail in relative safety, although the route through the Nyr Dyv and via Urnst is increasingly preferred. To the east, Nyrondese naval vessels dominate Relmor Bay still, only occasionally skirmishing with bandits and brigands operating out of the old South Province. A handful of lrongate vessels still risk the journey to Nyrond also. Woolly Bay is known to contain groups of scrags (marine trolls) which may have coastal lairs in the Pomarj. Vessels traveling this bay often have many readied spears covered in thick balls of wool and pitch, ready to ignite and use against these creatures.

DRAWMIDJ OCEAN The deep blue waters of this great sea stretch far to the west beyond the reach of the mapmaker. Where the warm currents that enrich the coastlands of Zeif and Ekbir flow northward, the collision with colder waters generates great fogs and icebergs that have been seen as far south as Ekbir during the spring, suggesting the presence of great ice floes in uncharted northern areas. Among the usual seamen's tales of monsters and terrors of the deep, stories of aquatic deadly puddings that cling to the hulls of ships and rot them away from underneath while slowing passage are not to be taken lightly.

NORTHERN WATERS The Icy Sea is frozen over in great areas except during high summer, during which time Ice Barbarians sometimes hunt here for walrus ivory, killer whales, and seal furs. Even at such cimes, the sea is dangerous due to thick fogs and floes of pack ice. White Fanged Bay is aptly named after a ragged coastline that resembles the teeth of a great predator. The seals and walruses here are hunted by the men of Stonefist.

LAKE QUAG This is the third greatest body of fresh water in the Flanaess. It is almost exclusively the preserve of Perrenland, whose men fish its rich waters in all seasons save winter. Perch, tench, roach, pike, and freshwater trout all teem within the waters. The lake is also said to be home to a family of mist dragons on a perpetually mist‐shrouded small central island within the lake. Perrenlanders hunt the waterfowl along the shoreline, as do the Wolf Nomads from time to time.

NYR DYV, THE This great lake, whose name means Lake of Unknown Depths in Primal Flan, is a strategic body of water. Across it much trade is plied between Greyhawk, Dyvers, Furyondy, Urnst, and the lands beyond as far as Perrenland and the Theocracy. As the campaign map shows, many major ports and navigable inlets and outlets throng the waters of the Nyr Dyv. The navies of Furyondy and Urnst still dominate this great lake, protecting the shipping that travels it; luz has not yet sought to extend any naval strength to the Nyr Dyv. One of the most unusual features of the Nyr Dyv is its people. These folk make their homes on great barges anchored along the shores. They conduct much of the day‐to‐day conveyance of trade along them. These are the Rhennee, gypsy waterfolk who are mostly thieves and occasionally pirates. Each Rhennee barge is crewed by a "lord" who shares his cabin with his family, and "cousins" (who may or may not be related by blood) who find living space on or below deck. A typical barge contains some 15‐20 souls. The Rhennee have both a special language of their own and subtle communication systems using flags and lanterns. The Nyr Dyv is also home to many monsters. Freshwater serpents and octopi have often been reported, as have freshwater aquatic umber hulks and worse. A notable feature of a more pleasant aspect is a large community of selkie off the coast of Oldred, who do their best to warn sailors of possible hazards of this type. The selkie are known to be unfriendly towards Rhennee however; though why that is seems to be between the two groups as neither will talk much about it other than to curse the other.

WHYESTILL LAKE Before the rise of luz, much trade plied this lake to and from Dorakaa and Crockport, and up and down the Veng from the Nyr Dyv. Only the latter (and that hazardous) survived luz's unification of his lands. Since the Wars, when Furyondian vessels mostly had to flee down the Veng, Iuz controled these waters completely. luz is not much given to shipborne attacks, and is not renowned for his skill as a strategist in naval bacdes, so little traffic is to be found on this lake now.

5.2 Forests, Jungles and Woodlands

No description of the many woodlands of the Flanaess would be complete without reference to the flora of the continent. The list below details the most imponant species within general areas of woodland, followed by descriptions of unique species. Following this, major and minor woodlands within the Flanaess are detailed.

Species of Trees by Region Northern: Alder, balsam, birch, fir, pine, scrub oak, sablewood. Central: apple, beech, briar, bronzewood, cherry, chestnut, chokecherry, crabapple, elder, elm, galda, hawthorne, hickory, hornwood, ipp (or ipt), larch, locust, maple, mulberry, myrtle, oak, pear, phost, plum, poplar, roanwood, thorn, usk, walnut, willow, yarpick, yew. Southern: apricot, ash, bay, camphor, cedar, fig, grapefruit, gum, kara, lemon, lime, mangrove, oak, olive, orange, peach, pine, tulip tree. Southern tropical: banyan, baobab, deklo, mahogany, mangrove, palm, teak.

Unique Species to the Flanaess Deklo: Deklo trees are massive hardwoods, often 15 feet in diameter and over 100 feet tall. They have thick, strong branches that grow almost paralell to the trunk. On a mature deklo, leaves are over a foot in diameter. These trees tend to grow in groves, excluding other forms of vegetation. Their timber is useful for furniture, shipbuilding, woodenhandled tools, and a variety of other uses. Galda: These trees are 30 feet or so in height with yellow bark and yellow‐green leaves. In early spring, the tree produces whitish, cone‐shaped fruit that ripens to gold in the summer. Galda fruit is somewhat astringent and salty to the palate, but is both refreshing and nutritious, as its multiple seeds are rich in protein. Kara: Karafruit trees grow to 40 feet or more. They have a rough bark, and an irritating resin exudes from branches and leaves. Karafruit is light brown with yellow spotting when unripe and red streaks when mature. Karafrnit are fist‐sized, oddly squarish, chewy, and sweet. Hornwood: This beautiful hardwood is about the size of a small elm. lts trunk and branches are very straight and black‐barked, with long, pointed, spear‐like leaves. Hornwood, treated and seasoned well, is strong and resilient, and makes excellent weapons, especially bows. Ipp: These trees are among the largest known, averaging 60 or more feet in height when mature, with broad trunks. The ipt, a subspecies, is larger still. Both species have greenish bark and large, vaguely hand‐shaped leaves of emerald green. Ipps are hardy, disease‐resistant and long‐lived. The wood is versatile, although it does not take seasoning well and is rarely employed in making weapons. Pbost: These trees are similar to oaks, except that their bark is quite shaggy and their leaves are twice as broad as they are long. Phostwood gives off a soft glow in dim light after a tree has been dead for a year or so. Groves of phost trees can often be seen at dawn or twilight for some distance, even within a mixed forest. The wood is not hard, does not take seasoning well, and is used more for firewood and kindling than for anything else. Roanwood: Roanwoods are similar to sequoias, except that their branches are closer to the ground (30 feet or so) and are far larger. The roanwood is a hardwood with reddish brown bark, as the name implies, and gray speckling. Roanwoods have fan‐ shaped leaves about a foot long. The wood and grain of the tree allow use for fine furniture, interiors, or carving. Where hardness and strength are desired, hickory, bronzewood, and oak are typically used. Sablewood: These are northern evergreens, short and thick‐trunked. Their branches make excellent arrow shafts. If the wood is oiled, it becomes a lustrous black. Usk: These tall hardwoods have huge oblong leaves and an edible fruit much loved by many forest creatures. Typical specimens are 8‐9 feet in diameter and 50‐60 feet tall, and are similar to a maple in shape. The bright blue uskfruit is roughly the size of a large grapefruit and is aromatic. The great leaves are slightly water repellent, and can be used as wrapping; food wrapped in usk leaves lasts longer than food not so wrapped. A preservative for treating foods can be extracted from the leaves if soaked in a solution of vinegar. Yarpick: Commonly known as the daggerthorn, this is a short, sturdy tree with low spreading branches and broad, fringed leaves. Its trunk has small, sharp thorns about half an inch long. Thorns on its lower branches can be awesome, growing to over two feet long and the thickness of a finger at the base. Yarpick thorns are straight and tough, and are used as weapons or weapon components. The mature yarpick tree bears small fruit which is neither wholesome nor nutritious, but the inner seed is quite good when cracked as a nut. Cultivated yarpick "nuts" are as large as plums and very nourishjng, often roasted or ground into meal.

ADRI FOREST Some 25,000 people live within the forest, hunting its plentiful game and hewing the fine woods found there. This forest has historically been part of the North Province, with its western fringe beyond tbe Harp River part of Almor, but parcicularly since the war the folk here have owed little allegiance to their imperial masters. They are now most preoccupied with the dual threats of the Bone March humanoids, who occupy an increasing swath of the northwestern forest, and North Kingdom axemen out for a quick killing from destruccion of the Adri. Previously, those from Aerdy were concerned with trade for the woods used for shipbuilding, spear shafts, bows, and arrows. There is a significant number of non‐evil humankind here, with druids of Obad‐Hai among them, and some of the best of these folk seek alliance with Nyrond. But Adri woodsmen are still insular, not skilled in the ways of diplomacy, and ready to respond to failures and difficulties in the outside world by returning to the confines of their home.

AMEDIO JUNGLE Only unreliable travelers' tales give any detail of the heartlands of Amedio. The inhabitants are said to be cannibal savages of Suel origin‐tanskinned, feral folk who are skilled in the use of javelins, dares, spears, blowpipes, and poisons. However, some of their tribes are said to exploit mines and pan the rivers and rocky‐shored lake inlets for gems. The unnamed central lake within Amedio is said to be an imponant site for gatherings of tribes, where ritual mock battles have replaced many of the old conflicts which led to great bloodshed and loss of life. Certainly, rare woods, spices, ivory, plant resins, and beasts are all plentiful within these lands. A range of medicinal plants almost certainly exists here too, but exploration has been too infrequent to allow their discovery and enumeration.

BURNEAL FOREST The trackless wastes of this vast northern expanse, primarily comprised of pine and fir, stretch for over a thousand miles. It is said that degenerate descendants of the Flan, now little more than savages, dwell deep within the forest and live in small wooden huts in summer, retreating into underground burrows in the frozen winter months. Great northern elk, massive deer, and other game tempt the Wolf and Tiger Nomads into the Burneal from time to time, but trapping yields poor returns. The forest floor is bare, supponing little life below the trees.

CELADON FOREST The Celadon Forest is technically shared among the Duchy of Urnst and Nyrond, but neither lays claim to dominion over it, and both carefully avoid woodcutting or disturbing the natural balance of this ancient forest. Mighty oaks and elms grow here, tended by treants, wood elves, and small groups of voadkyn. A few humans live here‐hunters, woodsmen, rangers, and a small community of druids of Ehlonna. Celadon Forest is a law unto ieself, although small armies can be raised here in desperate times if Urnst is invaded, a pledge for which the rulers of Nyrond and Urnst return protection of the forest borders. Even the human woodsmen of this forest are but scavengers for the most part. Living trees are not chopped down within Celadon's confines under any circumstances. The inhabitants have little need of trade; however, for metal and tools, they trade the products of the exceptionally skilled herbalists (druids and elves) within their realms. Antidotes to venoms, potions of healing, and the famed Keoghtoms Ointment are prepared by these folk, as are a range of gentler herbal preparations: everything from balms for soothing chapped skin to preservatives for wood and leather.

DREADWOOD FOREST The Dreadwood is a great forested area separating southern Keoland from the Sea Princes' lands. It is primarily inhabited by wood elves, some 8,000 of them, with around half that number of humans and a thousand gnomes. There is a long history of struggle within the Dreadwood between these human and demiliuman denizens and a variety of monsters (including kech, ettercaps and owlbears) and humanoids (notably forest bugbears and ogres). There are sufficient dark, deep, and hidden places within this dense wood for it to be nigh impossible to weed out these monsters. The Scarlet Brotherhood may well be capturing some of the more intelligent monsters here for use in its monster breeding experimenes, but it shows no sign of wishing to enter the struggles that have gone on in the Dreadwood for so long.

FELLREEV FOREST This forest is dominated by birch and scrub oak. A small number of bandits have escaped here from luz, probably about 3,000 strong. The Reyhu bandits are known co be che biggest single group, and their leader, Skannar Hendricks, is a wise and wily warrior. The bandits have made a determined effort to cultivate the small, family dominated clans of wood elves and the few human woodsmen here. They are eager to learn the skills of fighting in and among the woodland from these indigenous people. Surprisingly, the bandits have maintained fair discipline, mainly due to Hendricks' executions of anyone raiding the elves (or handing them over ro the elves to be executed). Of course, the beleaguered bandits here are short of weapons, clothes, food, and monies, but their trapping and hunting skills keep them alive, and it is rumored that they have at least two fairly experienced mages in their number, who assist them in keeping luz's humanoids at bay.

GAMBOGE FOREST The Gamboge is an old and especially dense forest lying between the Theocracy of the Pale and Nyrond. Its inhabitants (some 6,000 humans, 10,500 wood elves, 1,300 high elves, and 2,800 gnomes) give fealty to neither state, though they prefer the tolerance of Nyrond. Volunteer brigades from the Gamboge fought with Nyrondese troops in Almor against the Great Kingdom armies, but the Gambogers always keep an eye on the Bone March humanoids raiding across the Rakers, and are strongly protective of the demihumans of the Fliory Hills. The sylvan and high elves are considering the efforts of the wood gnomes to establish a formal alliance with the Flinty Hills folk, but there is some reluctance so to do, since in the alliance with Nyrond, the Gambogers lost troops and received nothing in rerum. There is a feeling in certain quarters that the same might happen if a formal alliance were forged with the hillfolk. The Gamboge is a dangerous enough place, with marauding ogres and hobgoblins living there, in addition to invaders from the Bone March. Gamboge elven bowmen are superb at the use of bows in woodland however; with deadly accuracy and excellent tactics in groups. This remains a relacively peaceful enclave, ready to trade wood, fruits, nuts, tubers, and the like with Nyrond on terms highly favorable to that impoverished nation.

GNARLEY FOREST The Gnarley Forest is an ancienc forest full of immense trees. In most places the tree canopy blocks out most light, resulting in little ground vegetation, making the forest floor easy to walk. These areas are almost like parkland, save for the presence of much rotted timber and trees felled by age or storm scattered across the ground. The forest is dominated by oak and ipp trees, frequently mixed, with intermittent groves of deklo and yarpick trees. Yarpicks are more common to the east, where their nuts are harvested by woodsmen and sold by the bushel. Ferns are found aplenty along the borders of the Jewel and Serault rivers, and thick moss and fungi grow on many rotted timbers and some old trees. Flowering plants are not common, but the beautiful ivoryblossom (a white‐petalled, orchidlike plant) makes up in quality for what the forest lacks in quantity of bloom. In the hills, bluebells and crocuses provide a riot of color in areas with thinner tree cover. Typical small mammals and birds can be found in the Gnarley‐mice, rabbits, squirrels, foxes, and the like. Bears, wolves and predatory giant spiders offer more in the way of threat. The more common monsters include owlbears, giant beetles, and humanoids. The Gnarley has a patchwork quilt of folk living within it, all with their own needs and interests. They generally co‐ exist well enough, save for the humanoids, and cooperate in some cases. Gnomes, elves, human woodsmen and even some 100 dwarves make their home here. Though they may supposedly come under the dominion of one nation or another, they remain very independent. Only a small portion of the Gnarley is claimed by Greyhawk. The great bulk of the forest, lying westwardard, is claimed by Celene, although Dyvers lays claim to some northern fringes of the forest as does Verbobonc to the west.

GRANDWOOD FOREST The Grandwood is perhaps the only part of the old Great Kingdom wich some claim to being an enclave of the fair and good. It bas been for over a century rhe refuge for rhose fleeing the cruelties of the Overking or the Herzog of North Province. The wood elves of this forest, some 7,000 in number, take care to establish the credentials of those who seek refuge here, challenging them to swear oaths by the gods of good, and magically testing their alignments. Historically, Medegia and men from Rel Astra have laid formal claim to this forest, but their opposition to each other prevented either from mounting a concerted assault on the great swathes of land covered by the Grandwood. Now that Medegia is a ruined land and the ruler of Rel Astra is concerned with revenge on his Overking, the Grandwood folk are arguably more secure than ever before. Certainly, the natural defenses of the Grandwood are formidable, wich great tangles and thickets of vegitation and excellent branch perches for elven archers. Grandwood people are cunning and cautious. Historically, they have often dressed as soldiers of the Great Kingdom, making it easier to infiltrate troops seeking entry into the Grandwood and preventing them from knowing friend from foe. To counter this, the Overking began to employ humanoid troops, and some of these crearures (notably orcs) have managed to survive, though they are ruthlessly hunted by the elves and woodsmen, as are the few bandits and brigands fled here from old Aerdy. The Grandwood folk now trade more with the Solnor Compact than previously, since it seems plain that they have little to fear from that quarter. They do not trust those they do not know, and they continue to buy weapons and resources to defend themselves.

HORNWOOD, THE This modestly‐sized forest in the former Duchy of Geoff would not merit much discussion here if it were still in its pre‐war state. In those days, it yielded hornwood of moderate quality and was home to a thousand or so sylvan elves, but was avoided by any due to the presence of lurking giants and humanoids from the Crystalmists. However, over a thousand human soldiers and a like numbers of peasants were driven into its depths during the giant troubles. They were largely saved by elven bowmen, druids, and mages, and now there is a sizeable enclave of Geoff folk here, surrounded by humanoids. The natural resources of the forest will not sustain these folk indefinitely, since even with druidic guidance, forage here is not abundant. lt is also some 200 miles to the nearest safe haven (the eastern Oytwood), and those trapped here do not know of the peace that has settled on the central Flanaess. Obviously, the elves do not want to leave these woods, and the humans will find it hard to mount an escape on their own. Humanoids and giants also raid the margins of the wood from time to time. Something must give here before long.

SUSS FOREST The Suss has always been a dark, dreary and dangerous place; full of thorn trees, brambles, briars, and thickets. There are worse dangers, as there are known to be groves of ancient hangman trees and other horrors within its confines. Its massive trees are black with age, and seem to whisper and talk amongst themselves when an interloper dares to walk beneath. Some claim that ripples of waving leaves and moving branches can be seen in the path of those entering the Suss. The forest has its internal divisions; to the west, where it grows close to the Lortmils, the forest is open and clean, but east of the Jewel River, the forest becomes more forbidding and dangerous. The farther south one goes, the worse the forest becomes, until it is filled with an oppressive and evil atmosphere where it climbs the Drachensgrab hills. ln these southern regions, the humanoids of the Pomarj hold sway, and they actually seem to love this part of the forest, sharing it with ettercaps and kech. Of course, they also use it as a base from which to foray north into the Welkwood and the Pass of Celene. Few demihumans dare to eke out an existence within the confines of the Suss, save for the western edges, but it is said that a lost and ruined city of the old Suloise is hidden somewhere within this forbidding forest. Few dare to venture on any quest to find it, and none have ever returned to tell tales of even trying.

VESVE FOREST The Vesve forest is of critical importance in the future of the Flanaess. Iuz refuses to yield any claim to it, while Furyondy and the Highfolk support those within it who try to fend off evil forces. Some 15,000 human woodsmen dwell here, a number diminished from prewar days, due both to casualties among volunteers supporting Furyondy and migration to safer lands. The elves stand firm here, though, with over 10,000 wood elves and a third this number of high elves. They are supported by some 6,000 gnomes and perhaps half that number of halflings. In addition, 15‐20 tribes of Beastmen, perhaps a thousand in number dwell within the Vesve. Their origins are a matter of some curiosity; this region is farther north than they would usually inhabit, and their fur is darker and browner than most. Currently the western and southern Vesve are within the sway of the elves and their allies, while the northeastern quadrant is controlled by humanoids in the service of Iuz. There is also an overlap in both areas, with roaming tribes of humanoids who owe no allegiance to anyone. The marauding humanoids continue relentless forays against the Vesve folk and are slowly gaining ground on them. The excellent resources of this hardwood forest would be sorely missed by the Highfolk and the good alliance of Veluna and Furyondy should they be lost. The Vesve yields a variety of excellent woods, plant resins used for waterproofing, incenses, preservatives, insect‐repelling creams and tinctures, and a variery of medicinal berries and herbs. Particularly noteworthy are the scicky secretions of fungi unique to the Yesve used in magical oils. It is said, however, that none other than has a fondness for the Vesve and its folk, and that his magical alarm systems give them forewarmng of the approach of humanoids and other enemies over considerable distances. Whether this will prevent or merely slow the advance of Iuz inco this great forest remains to be seen.

WELKWOOD The Welkwood is distinguished from the Gnarley Forest to the north and the Suss to the south by the majesty of its Trees. Ipp trees grow to well over 100 feet here, while the great roanwoods grow taller still. Other trees grow to their normal maximums and beyond; there may well be powerful druidic or other nature magic at work within the Welkwood. The eastern fringes of the Welkwood are close to the remnants of the Wild Coast and the northern limit of the Pomarj, and many folk have taken refuge here from both those chaotic and troubled lands for many years. The western glades border Celene, and are home to wood and high elves, faerie folk, unicorns, and a few treants. Celene lays claim to the entire Welkwood, but this is only a nominal claim for the most part. The woodsmen of the Welkwood are especially strong and hardy folk, renowned throughout the land as huntsmen, trackers, and adventurers. The total human population of the Welkwood is around 12,000; the elven population is perhaps one‐third that.

A Listing of Lesser Woodlands of the Flanaess Axewood: This small wood lies on the border of Keoland and the Duchy of Ulek. Wood elves and treants dwell here as well as a number of small sprites (acomies and grigs). Bramblewood Forest: A large, dense forest that lies within Ket, the Bramblewood has only one well‐kept main road and a few secondary tracks. Its southern edge is warded by the walled city and castle of Thornward, now occupied by Ket, which controls all trade through the strategic Bramblewood Gap. The road itself is heavily patrolled by Ketite soldiery, but the dense forest is home to dangerous crearures‐ettercaps, kech, and losels (the orc/baboon cross). Dim Forest: The bulk of this forest lies within the Lost Lands with Bissel's boundary just clipping the northeastern potion, and the Gran March laying claim to an eastern fringe. The forest itself has huge old trees so broad and leafy that virtually no sunlight passes to the soil below. This makes the forest ideal for orcs, goblins, and other nocturnal and light‐hating creatures, but an unknown number of wood elves live within the forest's confines. They are said to be slowly overcome by humanoids marauding from the Lost Lands, and the Dim forest has more than its fair share of legends of terrible monsters, including tenebrous worms, slow shadows, and worse. Forlorn Forest: This subarctic forest has long been avoided by the Rovers of the Barrens due ro the presence of many savage kech, timber wolves, and like hazards. The invading Fists likewise give it a wide berth. Break Forest: This pine forest is exploited by the Fists purely for fuel, trapping, and hunting. Great bears and wolves roam its depths and, most unusually, a fair number of white dragons lair within it. Loftwood: The fine timbers of this wood were once prized for shipbuilding, especially masts, from the tall, straight trees here. The Bone March humanoids have despoiled the wood and burned great swathes of it for sport and to drive out game and animals within for food. Great palls of smoke can be seen over the Loftwood for many leagues out to sea. Menowood: This wood lies within old Idee, and is thus under the sway of the Great Kingdom of Ahlissa. Elves and rangers from Sunndi have infiltrated its eastern half and keep a vigilant watch to the west and south. This undespoiled wood is home to ancient treants and some dangerous faerie folk‐spriggans and quicklings among them. Nutherwood: This is separared from the northern Phostwood by the Yol River, and has a quite different ecology, with phosts only along its northern edge. It lies within the Theocracy of the Pale, and the Fists who have wholly occupied the Phostwood have not yet dared to venture here. The Pale keeps a careful watch over the heretic‐bandits to the north, but there are also renegades from the Pale (by no means all evil) within this wood. Many monsters, notably ogres, ankheg, and great beetles, pose a threat, as do carnivorous plants. Oytwood: This small woodland within Geoff has been almost wholly overrun by humanoids from the Crystalmists. The humanoids have slain many of the wood elves who once lived here. The Oytwood is rich with fruit trees and edible fungi, but will surely be pillaged by the invaders. Phostwood: This eerie forest seems to be lit with a ghostly radiance at night, due torotting phosphorescent phost wood. During the Wars, Fists wholly penetrated this wood and pursued Tenhas deep within it. Only a handful of renegades, aided by some Nyrondese, remain within this wood, although the Fists have withdrawn much of their strength in lieu of bullying Tenha towns and villages now. A ragtag of exiles from the Bandit Kingdoms also ekes out an existence here. Rienwood: This Sunndi forest is heavily spied, patrolled, and defended by elven bowmen and rangers, who watch for spies from the South Province and ldee. Aided by spellcasters, the elves favor illusionary camouflage and terrain changing magic if faced with any incursions. Sable Wood: This evergreen forest within the lce Barbarian lands is dominated by the rare sable firs that yield their famous wood, black when oiled, which the Barbarians refuse to export. It is a hazardous region for winter wolves prowl its western half. Silverwood: Lying between the Sheldomar and Kewl rivers, this wood is borne to some 3,000 wood elves and other demihumans (gnomes and a few halflings). The elves are said to nurture trees in unique ways, so that they take exquisite forms and are wholly disease‐free. Spikey Forest: The tall pines of this wood are used by both the Frost and Snow Barbarians for use as ship masts and spars. Mist wolves are said to roam here, rumored to lead travelers away from dangerous, ancient Suel ruins. Tangles: This small woodland bordering the Rift Canyon is said to have vegetation as thick as any jungle. Bandits escaping the humanoids of luz have taken refuge here, but are a disorganized bunch and prone to fractious squabbles and violence among themselves. Timberway Forest: This forest divides the Frost Barbarians from the land of Ratik, although both nations are constructing a broad road through it not far from the sealine. The trees here are not as fine as those of the Loftwood, but are used in shipbuilding and, of course, for fuel and housebuilding. Udgru Forest: The Udgru is a dense forest within the realms of Ekbir and Tusmit. It is filled with game, so the hunting is excellent, but monsters from the Yatils and renegades from both Baklunish states are ready to ensnare the unwary or unprepared intruder here.

5.3 Mountain Ranges

There are four great mountain ranges within the Flanaess, which are described here. Some ranges combine, of course, to make larger barriers, and are described below in their groupings.

CRYSTALMISTS – HELLFURNACES These great western peaks stretch northwest to southeast, with the Barrier Peaks angling to the northeast and the Jotens as a central spur. The Sulhaut Mountains extend westward, dividing the Dry Steppes from the Sea of Dust. The small range of the Ullsprue Mountains within the Plains of the Paynims is loosely connected with a span of hills and smaller peaks. The central mountain spine and certain peaks within the Jotens are probably the highest in the whole Flanaess. The main mountain bodies here have always been plagued by giants, with fire giants more dominant as one enters the Hellfurnaces. The Hellfurnaces, as their name suggests, are the major volcanic region of the Flanaess. Creatures such as salamanders, hell hounds, and firenewtS abound there. Below the mountains, the drow, kuo‐toa, and of the underdark struggle with each other and use the surface races as their pawns from time to time. Many humanoids, ogres, and trolls also lair in the Crystalmists. The great Crystamist‐Hellfurnaces spine is really a hive of evil. The Crystalmists are also home to mountain dwarves who mine the rich ores of precious metals to be found therein. With the fall of Geoff, however, they are increasingly isolated. Their brethren in the Barrier Peaks are better placed, since they continue to trade with Ket. The Crystalmists and Hellfurnaces contain many marauding monsters in addition to social creatures and humanoids, and are extremely dangerous. Only well‐equipped and powerful adventuring parties risk traveling there, if at all. Some people still do, because of the wealth of ancient ruins and treasures these mountains are said to hold; the tombs of great wizards, focuses of powerful elemental magic and gates, ruined evil temples to nameless gods, and much else.

LORTMILS This low chain of mountains, often fading into hills, contains a handful of very imposing peaks. Historically, the demihumans of these mountains have fought long and hard to drive out the humanoids and monsters, culminating in the Hateful Wars which led to the creation of the Pomarj, from whence many red glowing eyes look back to their "birthright" and seek to regain it. The dwarves, mountain dwarves, and gnomes of these mountains are supported by the Ulek states, less actively by Celene, and indirectly by small tribes of aarakocra thac fly the central spine of the Lortmils. The wealth of the Lortmils is great, with excellent gems, ores, and precious metals. Some of the dwarven clan leaders here are said to be as rich as princes, and are approached by emissaries from Furyondy and even Nyrond for aid. Dwarves are not, however, notoriously susceptible to such overtures.

CORUSK MOUNTAINS – GRIFF MOUNTAINS – RAKERS This great northeastern chain of mountains extends from the easternmost Ice Barbarian lands right down co the Flinty Hills and North Kingdom. The Corusks become less dangerous from the threat of humanoids and monsters the farther east one goes, but the unpredictable freezing fogs and mists that can sweep down from them in a matter of minutes are a hazard to any traveler. Most peaks here are permanently ice‐capped, and while frost giants, yeti, and taer are not very common, they are dangerous and common enough to keep most normal folk away. The Griffs contain more monsters, with ogres, various types of troll, and ever‐hungry griffons especially noteworthy. White puddings are also a fearure of the Griffs. There is reputed to be a great subterranean orcish city, Garel Enkdal, within the Griffs, and a secret hidden land of more romantic aspect. Ruled by a powerful nonhuman prince, protected from invasion and spying by might and especially magic and illusion, this tiny realm is said to have buildings roofed with copper and silver and to be lit by magical lanterns encrusted with softly glowing gemstones. This is probably jusc another gnomish campfire tale, and certainly no one claims to have actually seen the place. The Rakers are the original home of most of the humanoids that have infested the Bone March, and there are plenty more where they came from. The mountains are named after the series of sharply‐tipped peaks characteristic of this area. The mountain dwarves who still live within the Rakers have tended to retreat into deeper and deeper subterranean realms with the passage of time, settling in caverns of extraordinary beauty and complexity above the underdark lands, which can be accessed in only a handful of places below the peaks.

YATILS Fewer giants lair here, along with fewer evil humanoids, than in the great southern mountain chain of the combined Crystalmist‐Hellfurnaces Mountains. However, mountain lions, manticores, verbeeg, and a handful of great red and blue dragons make up for that deficiency, as do plenty of other monsters. The Yatils and the small Clatspur range which extends into Perrenland are as ore‐rich as the Cryscalmists. Dwarves and hardy gnomes exploit chose riches. The metal retrieved, though, is less precious; copper is Perrenland's main metal export. The miners are aided by the work of horgar, which excavate passages and tunnels that they then develop; it is rumored that dwarven priests know how to control and direct these creatures. If this is true, the dwarves are not confirming the story. The Yatils have a fair body ofklost magical treasure stories, which arguably are less credible than those of other mountains and inaccessible terrains.

5.4 Hill & Minor Mountain Ranges Of the many hill and minor mountain ranges within the Flanaess, seven have particular importance, these are described below.

ABBOR ALZ The Abbor‐Alz comprise the low mountains lying south of the Cairn Hills near the Free City of Greyhawk. The Abbor‐Alz descends into a hill range, becoming less steep and undulating as they approach the southerly Bright Desert. The western reaches of this small range of mostly hills have generally poor mineral resources, though farther east in the areas ruled by the Duchy of Urnst there are richer deposits of gems and metals. Because there is little of value in the Abbor‐Alz regions ruled by Greyhawk, the formal border with Urnsc is not heavily patrolled or teeming with border guards. The Abbor Alz are infested with many more monsters than the Cairn Hills, notably manticores, wyverns, a fee dragons (fortunately, mostly brass and copper dragons), a few leucrocca and lamia, sphinxes, mountain tigers and weretigresses, many ogres and hill giants, and a few trolls to boot. The northernmost reaches of the hills are reasonably safe, since dwarves and gnomes have a number of small settlements there, but farther south, they become much more dangerous.

CAIRN HILLS, THE The Cairn Hills are generally regarded as a northern spur of the Abbor‐Alz, scretching north to the Nyr Dyv (as is obvious). Their character becomes increasingly differentiaced from the Abbor Alz the farther north one travels, becoming less sharply undulating and lower. The hills are granitic and contain large quartz deposits and important resources, although the surface soil is usually shallow and of poor fertility. The northernmost promontory of the hills, beyond the mouth of the Selintan, yields fine gems, especially rubies and emeralds and a few diamonds. The Free City of Greyhawk is happy to allow the gnomes of Grossettgrottell and the outlying smaller mines exclusive concrol over mining them, given gnomish skill. The gnomes prize this, and protecc their terrain jealously. As one travels ease along the Midbay of the Nyr D yv, these gem deposits rapidly diminish and the hills here have poor mineral wealth; farther south, jade and amethyst can be found. However, in this area are found many of the legendary burial sites which give the Cairn Hills their name. These are the ancient treasure troves chat provided such a viral source of revenue in Greyhawk's wild, early days before trade brought the coffers of che city its present largesse. To the south, where the Cairn Hills approach the Abbor‐Alz, there are a handful of gnomish gem mines, fairly widely scattered, and more dwarves and hillsmcn. The easternmost fringes of the hills have three important corundum mines that remain part of the lands of the Duchy of Urnst. The Cairn Hills contain some mediocre metal ore deposits, mostly iron and copper. These are concentrated in the hills southwest of Midbay, where there are three important mining towns, and to the south around the Abbor Alz. There are also two silver mines of note, at the Sourlode complex and the dwarven citadel of Karakast.

DRACHENSGRAB HILLS This hill range has a small group of peaks north of Stoneheim that could more properly be called mountains. The entirety of the Drachensgrabs was contested between eastern Ulek (the Principality) and the Pomarj humanoids in the years before the Wars, and the humanoids have now mostly overrun the area. Enclaves of hill and mountain dwarves still hold out against them, though, and hoard their considerable wealth. The Drachensgrabs yield gems of relatively low value but fine quality, and some eleccrum and gold besides. These same hills also contain a good number of rare and magical monsters such as chimerae, gorgimerae, cockatrices, and a few hippogriffs, to which may be added wyverns, displacer beasts, a few laired behir in the mountains, and such. Some speculate that a terrible curse has been set upon part (unspecified) of the hills, and legends relate that some powerful being or beings will arise in anger if their resting place below the Drachensgrabs is disturbed.

FLINTY HILLS This broad, deep band of hills marks the southern end of the Rakers. Its westward portion lies within Nyrond. To the east, the Flinty Hills once marked the boundary of the Bone March, although the humanoids of that land hold sway over the eastern fringes after tbe war. From there, they continue their assaults on the halflings, gnomes, and dwarves who cling to their livelihoods. Nyrond has little aid to offer. To rhe north, the Theocracy of the Pale regards demihuman religion as heresy, so these brave folk stand almost alone, save for such support the folk of Adri can sometimes provide. While the area has fair mineral deposits, it is not rich, and the Flintfolk can afford little in the way of mercenaries. The Flinty Hills are higher and more undulating in the north, declining to plateau and broad, fertile slopes to the south and west. The northwestern edge of the hills lies within the Gamboge Forest, and has fair stocks of deer, game birds, herons, rabbits, and the like.

GOOD HILLS These rolling hills have traditionally been home to many gnomes and halflings, but many dwarves fleeing the Stark Mounds and the foothills around the northern Jotens have sought refuge here. Allied with the demihumans of the Little Hills and exiled humans of Sterich and people of Geoff in the eastern states, these demihumans train and organize themselves for recapture of their old homes. Their current hope is to attack the lands between the Jotens and the south bank of the Davish River, securing this area and then striking across the river co liberate Istivin. Some 5,000 dwarves may be within the Good Hills, including some mountain dwarves, as well as the same number of gnomes and halflings. The hills themselves have rich gold and gem deposits.

HESTMARK‐GLORIOLES RANGE Most correctly, the Glorioles would be termed mountains, while the Hestmark Highlands are hilly plateau land, but the two blend into each other almost imperceptibly. The forces of Sunndi now lay claim to all these hills, and with a population of some 10,000 dwarves and mountain dwarves in the Glorioles alone, no one is disputing this by force of arms. Since Sunndi's brief conquest by the Great Kingdom during the Wars, and the Scarlet Brotherhood's swift conquest of much of the Iron League, the dwarves have been more ready to ally with the humans and elves of Sunndi and work closely with them. Further, the town of Dullstrand, once pare of Aerdy, always looked to Sunndi in a friendly way. Perhaps half of its original population of 5,500 has fled inco the Hestmarks, fearful of the Lords of the lsles and the tales of madness and slaughter within the anarchic former Great Kingdom states to the north. They are being trained by the dwarves, who are exceptional veteran troops after decades of skirmishing with Medegian and South Province troops which culminated in Sunndi's invasion. The Highlands themselves are very barren, with a thick, brackenlike plant choking all other fauna in many places, and polluting drinking water in the bargain. The traveler here is well advised to bring many waterskins and a tarpaulin for collecting dew and rainfall.

KRON HILLS Some 20,000 gnomes live within these hills, which extend from the Lortmils, forming the northern boundary of Celene, and into the Gnarley Forest. The gnomes have a history of being a free, independent, and very brave folk, playing a full role in the Hateful Wars and ruling themselves as they wish, despite Verbobonc's longtime claim co rulership over the northern fringe of the hills. They have fair relations with the Gnarley elves (although the elves tend to seclusion), cooler ones with their elven brethren in Celene, and ally well with the dwarven enclaves bordering on the Lortmils. The hills themselves are mined for precious metals and gems, and the upper slopes are quite fertile. Many sheltered valleys and glens yield good harvests of crops, and no few humans live there as farmers, shepherds and the like.

Lesser Hills and Highlands Blemu Hills: T hese hills have been overrun by the humanoids of the Bone March. The few demihumans who lived here were forced ro retreat to the Flinty Hills. Along their eastern flank, the Tessar Torrents are an effective boundary from the North Kingdom. These hills are notoriously hazardous for travel, with many sinkholes and slopes of crumbling rock, and the unmaintained mines of the demihumans periodically cave in and create further danger. Bluff Hills: This wetcern escarpment of the Griff Mountains is a series of rugged ridges and steep hills and the northern border of the old Bandit Kingdoms. Some bandits still hold out against luz and Stonefist here, with the Grosskopf bandits the most numerous among them. Unfortunately, they have to compete with the large and ferocious ogre bands that also live there. Small deposits of gold and copper here have never truly been worth the effort of mining, although some deep dwelling gnomes (gnown as Svirfneblin) dwelling far below the surface are said to know places where the ore is much richer. Gull Cliffs: This is a range of chalky limestone cliffs so named because of the vast gull colonies nested along the hills and sea cliffs. The major importance of these cliffs is the small town of Roland nestled within them, which conducts trade with Rel Astra, the Sea Barons and even the occasional barbarian ship. Rolanders have no enmity for the barbarians so long as the latter confine their raiding operations to northern pares of old Aerdy. Roland's animus ruler is said to be a mage of paranoid secretiveness, convinced that a magical astral doppelganger stalks him at lvid's behest. (The) Headlands: The heights of the central portion of the Onnwal Peninsula are known as the Headlands and tbe dwarves who live there have strong affinity for those of lrongate. The Scarlet Brotherhood lays claim to these hills, but many of the dwarves here resist them fiercely and fight off attempts to cow them with magic or weapon, or win them over by deception and treachery. The gnomes of the area respond likewise. The Brotherhood does not press matters, since having possession of Scant and the Onnwal ships was their prime goal here. Hollow Highlands: These hills separate Sunndi from lrongate and are so named because of centuries of mining that has excavaced much of the rock here. The maze of tunnels makes an excellent defense and spying system which the dwarves and gnomes of the hills exploit co the fullest. The slopes of the hills, especially on the Sunndi side, are fertile and support many crops, so halflings and humans are found here as well as gnomes. Howling Hills: These hills are now wholly within the province of luz; those on the western side of the Dulsi River are sacred burial sires to the Wolf Nomads, but they were taken by luz's forces during the war. It may well be that luz actively wishes the Wolf Nomads to try to retake them; the caves and catacombs allow for excellent defensive Entrenchments and the Wolf Nomads could expend many men to little purpose in attacking now. The name of these foul hills comes from the bitter north winds that howl down from the Cold Marshes and from the banshees and spectres said to haunt the sites of ancient evils. In the Howling Hills, all manner of monsters roam, and the humanoids are especially fierce (notably hobgoblins, gnolls, and flinds). However, some bold mining of the surprisingly rich ores in key areas yields a steady trickle of silver and copper which luz needs badly. lt is likely that captured dwarves and gnomes are forced to work as slaves in these mines. Iron Hills: This central massif lies east of lrongate and is wholly allied with that city. Its high‐grade iron ore and small yields of precious metals are covered by the Scarlett Brotherhood. The dwarves fight off any attempts to take their lands, and continue to export their goods to Sunndi and through the United Kingdom of Ahlissa (the old South Provincce), the latter with considerable reluccance. Little Hills: These hills can be termed little only in comparison with the Jotens from which they descend. The mountain dwarves and hillsmen of these hills are strong, hardy people‐men typical of the Yeomanry. The dwarves almost relish the prospect of alliance with their brethren to the north to retake areas within Sterich. The dwarven clans are warlike and very well armored, their heavy infantry especially fierce. Lorridges: These hills are technically divided berween Veluna, the Gran March, and Bissel. The gnomes and dwarves of the Bissel‐ruled hills have made it plain to the Ketites that they wish to govern themselves, in return offenng Ket first choice for trading their wares. This is still under negotiation. The northern foothills of the Yatils, beyond the Fals river, are often referred to as the Northern Lorridges, but these are the province of the Highfolk. Mounds of Dawn: These underexplored hills are home to many monsters that descend from the northern Yatils. Only a few clans of xenophobic dwarves and a handful of gnomes have senled there. Fine mineral deposits are reported to lie here, as well as many lost tombs and treasures. Sepia Uplands: Perrenland lays claim to these largely unexplored hills, although Wolf Nomads hunt in the northern portion of the range. There are few demihumans here and there has been little exploration of the reputedly good mineral deposits. Large and especially fierce mountain lions roam the Sepias; and cave bears and giant eagles are also found here. Spine Ridge: The unwholesome Vast Swamp is butted on rhe south by this chain of rising hills that reaches up to the great plateau in the center of the Tilvanot Peninsula. The hills are infested with many humanoids and monsters, and virtually no demihumans live here. lt is unknown whether the Scarlet Brotherhood has any outposts within the Spine Ridge. Stark Mounds: These hills divide Sterich and Geoff, and are probably very old and much weathered mountains. Most of the folk here were gnomes, extracting a living from the few mines and fairly fertile hill slopes, but both they and the less numerous dwarves have been driven out by the Crystalmist creatures chat descended during the giant troubles. Many fled to the Good Hills of Keoland, others to the Dim Forest, or further into Gran March or Keoland. The hills themselves are not rich in resources of any kind. Tors: The Tors are wild, mesa‐like hills abutting the Hool Marshes and are home to many monsters that plague the southern Yeomanry. Packs of wild tyrgs here are especialJy troublesome, attacking livestock and farms on the northern edges of the hills. Tusman Hilts: These hills separate Ket and Tusmit. The men of the hills are wild and fierce fighters who enjoy semi‐independent status. They work as mercenaries for both nations. The hills themselves have many nimble wild mountain goats and sheep both domesticated ones and wild goats that are hunted by the hillsmen. A good number of gnffons in the hills hunt stock and hillmen alike. Yecha Hills: The Yecha foothills are quite rich, especially with silver and gems. The more settled of the Tiger Nomads have mined them for some generauons now. They have a permanent settlement, their capital of Yecha, within these highlands, and large numbers of their herdsmen graze sheep and goats there.

5.5 Marshes and Swamps

COLD MARSHES The vast stretch of fens and bogs north of the Howling Hills separates Blackmoor from the Wolf Nomads' lands and those of Iuz. Vast stocks of vile things dwell within these semi‐frozen wastes: ice toads, swamp trolls as well as white dragon and allegedly hordes of ancient undead. It is said that fiends in the service of Iuz seek out such undead and bring them within luz's own lands. It is also said chat priests of Iuz learn the secrecs of controlling malign, freezing fogs here. ln these days there is hardly a surplus of on‐the‐spot commentators to give reliable information about such matters.

VAST SWAMP The v‐shaped swampland above the neck of the Tilvanot Peninsula is sunken in the center and cliffed along both coasts. This cupping causes water to form into standing pools and sluggish streams and flows. The resulting morass of water and vegitation is known as the Vast Swamp. The movement of water within it indicates that it generally drains southward. It must be that there are underground channels through which its outflow runs. On the limestone bed clays, silts, and peat from decaying vegetation have produced a rich carpeting of foliage. Fabulous lilies, viney creepers and giant ferns throng among swamp cypresses in the tea‐colored waters. The folk of Sunndi to the north regard the Vast Swamp with ambivalence. It is a great protection against land assault from the Scarlet Brotherhood, but it is disease‐ridden and packed with hazards such as will’o’wisps and many monsters. The gigantic crocodiles of the central swamp grow fat on a diet of bullywug and grung, but the numbers of those batrachians are almost beyond counting. Lizard men and troglodytes compete for living space with the degenerate frog‐folk and alI manner of poisonous toads, frogs, snakes, and insects add to the impressive range of unpleasant flora and fauna. There are said to be feral gray elves to the south who are masters of vine‐swinging above the virtually impassible swamp waters. There are many tales and legends concerning this area, especially in old times before the swamp was as extensive as it is now. The most oft‐told one is that of the demilich Acererak, who is said to have ruled the swamp (when it was actually no swamp at all!) far in the distant past and now has his burial place somewhere within its confines.

Lesser Marshes and Swamps Gnatmarsh: This comprises an extensive area of treacherous wetlands south of the Celadon Forest. Its bogs are avoided during summer, since they buzz with disease‐carrying insects and are infested with poisonous reptiles. ln the fall, however, harvests of reeds, rushes, and swamp hay are gathered by Nyrondese working from long, flat boats propelled with poles. Because of the poverty in Nyrond, desperate souls try fishing and trapping here, and the harvest of human meat happily eaten by alligators and scavengers, not to mention other monsters, looks to increase substantially. Hool Marshes: The Hool River's meanderings along the level terrain separating the Yeomanry and the Sea Princes' lands are surrounded by quaking mires and almost bottomless pools. The marshes are full of natural hazards; a man can slip or fall to a watery, choking death in a few seconds. Only truly desperate human or humanoid renegades flee here, and the lizard men of the marsh are happy to eat them when they do. Lizard kings are said to have turned most of those reptilians to evil. The Hool Marshes have their fair share of monsters. In the central marsh, northwest of Westkeep, there is said to be a community of yuan‐ti with considerable magical powers who dwell within a temple; which is itself magical. No reliable reports of this exist, however. Lone Heath: This mix of marshland, semiscrub, and watery broadland has historically provided sanctuary to outlaw humans and demihumans fighting the evils of the Overking of Aerdy. Some have drifted back to Rel Astra now, but most stay to carry on their lives here. Unlike most areas of thls sort, evil things fear to enter the trackless Lone Heath, where there is said to be an alliance of druids and rangers which has close links with those of the Grandwood Forest. The Mistmarsh: The Ery and Neen rivers rise in this marshy basin of the Cairn Hills, and the wetalnds are stuffed full of fowl and other game. The borders of The Mistmarsh are not precise, since there is a broad fringe of scrub grassland about it. The waters of the rivers in the Mistmarsh are too shallow for almost any vessel save very light canoes and puncs, and che major hazards of the area are crocodiles and li1.ard men. Since the Greyhawk Wars Lizard men have been significantly more active in leaving the marshlands and attacking humans in the outlying lands. There are also reports of interspecies warfare among different lizard man tribes. One unreliable report suggests that there is a power struggle between lizard men of a ‘traditional’ culture supported by one sect of shamans, while a more aggressive strain of lizard men, led by one or more lizard kings, seeks to overthrow the older order. This new, aggressive mentality is also said to be reflected in cannibalism and slavery, although this may just be a traveler's tale. Pelisso Swamps: These unhealthy stretches along the northern coastline of Hepmonaland are almost unexplored, but the meager accounts of the place are fairly consistent. lt is home to many exotic birds and insects, whose feathers and chitin would probably fetch good prices if they could be exploited. Giant crocodiles and poisonous reptiles and amphibians throng the place. There is said to be an extended family of black dragons (a most unusual occurrence) in one central location. The flora is similarly said co be exotic and dangerous, with carnivorous plants and huge flowers, pitcher plants, and giant ferns standing twice the height of a man and more. Rushmoor Marshes: Separating Gran March and Keoland, these marshes are slowly receding as determined efforts are made to drain them and claim the fertile land for arable farming. Swamp otyughs, numerous reptiles, and lizard men are among the major fauna of the marshes here. These marshes contain a very tall rush with a stalk as thick and tough as bamboo, which is valued for building animal pens and even stockades. Troll Fenns: These fens are well named, for all manner of fierce and gigantic trolls, ogres, gnolls and their ilk prowl the desolate wastes of this fell place. The fens are always misty ‐ clouds and swirls of chilling fog drift down from the Griffs and Rakers at the head of the Yol River and settle on the Troll Fens. The Theocracy of the Pale hedges the area with watchtowers, keeps, and three great castles, watching for unwelcome visits from the monsters of thls dire place.

5.6 Wastelands

BRIGHT DESERT Since the beginning of recorded history in the Flanaess, the Bright Desert has intrigued and challenged mankind. It is supposedly filled with riches – copper, silver, gold, gems and other precious metals. The harsh climate, wildly varying temperatues and hostile inhabitants (nomadic and tough Suel peoples) who battle any intrusion with ferocious determination and blood lust tend to discourage exploitation. The Flan‐decended dervishes that dwell in the bordering Abbor Alz likewise turn away all attempts by the desert peoples at exploitiation of their hills. There are rumors of strange magics and old temple complexes to ancient Suloise peoples hidden in this forboding place, but no one has returned to tell any definitive tales.

DRY STEPPES The vast stretches of prarie north of the Selhaut Mountains and west of the Crystalmists are known as the Dry Steppes. Rivers and oases here are scarcer even than the meager rainfall. Once the area was a fertile, well watered veritable bread basket; the home of Baklunish Pashas and Sultans. The Invoked Devastation ruined this once fertile plain and it now struggles to support major life. It is said that the central part of these steppes has returned to some of its former glory and there are many baklunish nomads that dwell there. The so‐called Horse Barbarians who roam the northern Dry Steppes are fine riders and warriors, employing composite bows, light lances, and a variety of scimitarlike weapons. There are, of course, many legends of ruins and buried cities which have great wealth and wonders that survived the Devastation, but the natureof this terrain is such that few seek them. Most noted are the tales of the Stone Circles on the shore of Lake Udrukankar, reputedly sacred to the people of the lands and said to hold powerful magic and deep latent evil within.

LAND OF BLACK ICE The few travelers who have ventured north of the Burneal Forest tell an astonishing tale of this land: instead of the stark, white snow and translucent blue‐white ice one would expect here, there is an endless landscape of blue‐black ice topped only here and there by normal snowfall. Strange arctic monsters roam these fields of ebony ice. Stranger still, the very few who have braved these hazards tell of a warmer land beyond the ice where the sun never sets and jungles abound! Further, it is said chat between the Land of Black Ice and Blackmoor is a ‘City of the Gods’; a place where iron buildings tower and summer lasts year round, yet the snows are piled deep in fields surrounding the city. These legends are so bizarre that either great weather‐controlling magic is at work within these lands, or travelers' brains are affected by illusion, overexposure to the cold, or the mind‐affecting substances in some weird local flora. Until better explorations are made, it is impossible to prove these stories.

RIFT CANYON This strange rift in the floor of Oerth is over 180 miles in length and 10 to 30 miles in width. It is more than a mile deep in its most cavernous recesses, and is packed with caves and caverns. Much of its length has been cleared of monsters over the centuries, although some still remain in the deeper cavern and tunnel systems. The major importance of the Rift Canyon now is its home co some 4,000 bandits who have joined the self‐styled Plar and his men, who originally occupied it. Some 6,000 humans now live in the Rift. They are a thorn in luz's side, since the Rift is largely barren and the bandits must emerge and raid for whatever they can get. The tremendous natural defenses of the Rift are such that bandits with good knowledge of its passes, slopes, and screes have a great advantage over any pursuers. However, it is likely that the bandits here will squabble among themselves given the precariousness of their existence. Iuz’s servants will surely extract accounts of the place from capcured bandies, and map key points of ingress for a final clean‐out of these pests.

SEA OF DUST A territory of unknown extent exists west of the Hellfurnaces and south of the Sulhaut Mountains. This bleak desert is the Sea of Dust, the former Empire of the Suel. This was once a fair and fertile realm extending a thousand miles west and south but its rulers were merciless and haughty, and the Rain of Colorless Fire that the Baklunish mages brought down upon it was a fitting fate for them, if not for their peoples. The terrible, nearly invisible fiery rain killed every living thing it struck, ignited the landscape, and burned the hills to ash. To this day, the place is a desert, choked with dust and dry ash in gentle rises and shallow valleys that resemble waves in the ocean. It is far less picturesque when the winds howl and tear the surface into choking clouds that strip flesh from bone, making vision impossible and life hazardous in the extreme. Added to this are rains of volcanic ash and cinders blown down from the Hellfurnaces. Mountain tribesmen from the Sulhauts sometimes scavenge the ruins of old Suel cities along the northern rim of the Sea of Dust, but their pickings are meager after a millennium of pillage. If buried riches exist, they must lie within the central body of the Sea of Dust, a place so inhospitable that survival there is an achievement in and of itself. The handful of accounts that exist from explorers searching for the legendary Forgotten City of the Suloise remark on lakes of dust that are magically affected so that they have almost fluid qualities. The dunes of caustic white ash are so adverse to breathing that after an hour of inhaling without a wet cloth over the mouth, one coughs blood and suffers other strange symptoms. These travelers do not tell of great wealth, although they stress the perils of having to "dive" through layers of dust to explore any ruins below. There may be some underground springs below the Sea of Dust, as well as places where water tables have risen and seepage into che choked surface has occurred, for there are reports of life below the surface of this terrain: huge tunneling worms; 20‐ foot insects that look like crosses between a mantis and a centipede; weird shambling fungi with surfaces hard as stone to prevent loss of water by evaporation; and chitin‐beaked giant lizards with vast webbed feet that allow them nearly to skim the surface of the dust. Rumors that harpies flock in old ruins and that degenerate remnants of Suel stock survive in some areas are, however, distinctly more implausible and are discounted by reliable and wise scholars. Ancient Suloise documents in Greyhawk mention a magical portal named The Null somewhere in the Sea of Dust. It is rumored to be a place that contains, or even just is, a universal gate to all known planes and even alternate realities. It is said to be guarded by golems, summoned extraplanar creatures, stone sphinxes that test the wisdom of those who would dare travel using its magic, and more.

5.7 Rivers of the Flanaess

The navigability of rivers is important for trade and for river travel by adventurers. The term navigable here usually means navigable by boats significantly larger than row boats (carrying in excess of 1,000 lbs.). Specific exceptions are noted. Rivers where no mention of navigability is given can be assumed to be navigable for almost all of their length.

ARTONSOMAY This great river is navigable from Redspan Town in Tenh to the Nyr Dyv. Of its tributaries, the Cold Run rises from an underground source; its waters are chill. Great sluggish eels and pike throng its waters within the Fellreev. The Yol drains the Troll Marshes, and its waters are unhealthy and foul for half its length, although it is navigable for almost all its expanse. Barges travel its length from Wintershiven to its meeting with the Artonsamay, although this traffic is greatly lessened with the presence of the Fists to the north and west. The Zumker reputedly originates in a large mountain lake in the Griffs and joins the Artonsarnay just northwest of Redspan.

FLANMI The waters of this great eastern river drain almost all of old Aerdy and it is navigable for almost all its length. The Thelly is likewise navigable, although its own tributary, the Grayflood, is too shallow to permit anything larger than a canoe or small barge to travel on it. The Mikar rises from che Gull Cliffs and the Lone Heath and is a slow‐flowing, shallow, broad river, little used for trade. The lmeda also rises from waters below the Gull Cliffs and is only a minor trade tributary to and from Rauxes.

HARP This long, meandering river is navigable from Chathold to within the Adri, where its waters narrow and have unpredictable currents and swirls. Farther north, near the Blemu Hills, the river is rocky and treacherous. The Tessar Torrent is a swift, unnavigable river whose wacers flow into the Harp north of the Adri. JAVAN This is the longest river in the Flanaess. Its headwaters are high in the Barrier Peaks, flowing through the Valley of the Mage before it flows all the way to Monmurg. It is not navigable by large vessels beyond Cryllor, and with the Keoland vs. Sea Princes enmity, little trade crosses this border. Of its tributaries the Hool is broad with swampy banks and is only intermittently navigable and safe stretches of water; the Davish is a cold, rapid, narrow river unnavigable to larger vessels; and the Realstream is a rapid flow north of the Dim Forest and slower within that woodland, which allows excellent fishing.

NESSER This is a long, broad, deep riverthat is important as a trade route within Nyrond and the Duchy of Urnst. It allows vessels to pass from the Nyr Dyv to the Sea of Gearnat. The Nesser lowlands are exceptionally fertile with rich, dark soils. The Duntide is likewise a slow, broad water after its first fifty or so miles from the Flinty Hills. Both rivers are navigable for their entire lengths (save for the northenmost Duntide waters), although the Nesser is slow traveling within the Gnatmarsh. The Franz tributary of the Nesser is a natural border between Nyrond and the County of Urnst.

SELINTAN A relatively broad and deep‐channeled outlet of the southwestern Nyr Dyv, it flows right past The Free City of Greyhawk and is plied by a great amount of trade and other traffic. The Selintan is Greyhawk's trade lifeblood. Water travel is always faster than land travel, especially for bulky cargoes, and one response of the Free City's rulers to the general atmosphere of unease in the pose‐war year is co increase security along this river. This is somewhat irrational, since there has been no increase in river piracy and no external threat to cargo vessels along the riverway. Parallel to the Selintan runs the River Road, a well‐kept, broad highway which is little used for trade, save for short hauls by farmers bringing produce to sale at a village, town, or even the riverside. However, horsemen are not an infrequent sight here, for a fast horse will still beat a river boat when speed is of the essence and there are a number of taverns along the road that have good stabling and accommodation. The Ery Eiver is the northern tributary for the Selintan flowing from the Cairn Hills swiftly down to the plains south of the Free City and its upper reaches are filled with rapids and falls, though they are rich in trout and other fish.. The Neen is a slow moving affair, moving westward from the Mistmarsh. It is navigable for most of its length, though it is quite dangerous in the Mistmarsh itself.

SHELDOMAR The Sheldomar is the Keoland ‐ Ulek boundary and is navigable from Niole Dra to Gradsul. Perch and tench are abundant here. T he tributary of the Lore is a short headwater rising from the Lortmils, and the Kewl river divides the Duchy from the County of Ulek. The Old River forms the western boundary of the Principality of Ulek. These tributaries are not navigable for much of their lengths, being fast‐moving, muddy, and rocky, although the Kewl is navigable along its border with the Silverwood. Old River is trustworthy for its first fifty or so miles from thee point where it meets the Sheldomar.

VELVERDYVA Rising from Lake Quag, the Velverdyva is the busiest trade river in the Flanaess. It flows through Perrenland, the lands of the Highfolk, through Veluna and the trade cities of Verbobonc and Dyvers, and into the Nyr Dyv. lt is navigable for virtually all its length, cutting sharp but broad‐bottomed river valleys in the western Yatils. Its tribucary, the Fals, is navigable to Thornwood, so that trade from Ket also runs into the Velverdyva. The Att tributary of Furyondy is navigable well beyond Littleberg. The broad plains on the banks of the lowland Velverdyva are fertile, and the fishing in this river and its tributaries is good, with many fish spawning in the Quag and heading to the Nyr Dyv for maturity (or the many fishing nets chat await them).

VENG This river is deep and broad, and is navigable for all its length. Now that Crockport is in the hands of luz, the volume of trade passing along it is diminished. For most of its length, it is the boundary berween Furyondy and the expanded domain of luz. lts tributary, the Crystal River, drains from Wbyestil Lake as the Veng does, with intervening underground waterways, and is a viral travel route within Furyondy. The Ritensa is wholly within luz's lands, and from its joining with the Veng, Furyondians report foul, reeking waters pouring into the greater river from time to time.

Lesser Rivers Dulsi: This river is navigable to its fork with the Blackwater, an unwholesome waterway rising in the Cold Marshes. The western Deepstil River cuts through the Vesve Forest and is carefully watched by people of that land for incursions by Iuz. Fler: This flows from Lake Quag northward through the Bumeal Forest and possibly into the Land of Black Ice. lt is probably navigable for much of its length, but may have rocky stretches. lt is largely unexplored. Frozen River: This river flows from headwaters in the Griffs to White Fanged Bay and freezes over during the winter months along much of its length. lt is rich in fish and krill. Jenelrad: Flowing from a lake in the high Corusks that lies in a broad, almost circular pine valley, the pure, cold wacers of the Jenelrad flow down to a broad estuary at Krakenheim to Grendep Bay. The river is not navigable, but it is rich in salmon, trout, and greeken (a sluggish, large, carplike fish). Jewel: The Jewel rises just south of the Kron Hills and flows through the Gnarley Forest, Welkwood, and Suss Forest into the Pomarj and the Azure Sea. lt is slow‐moving, muddy, and unnavigable where it winds under tree cover. Panners in the wooded areas of the Kron Hills sometimes find gems in the pebbled bed of the Jewel River, although there are no rich gnomish ex‐ panners proclaiming their fortunes. Opiem: This river drains the Cold Marshes and runs down to Whyescil Lake. Its headwaters are rank and foul; it is unknown how navigable the river is. Trask: The Trask must arise from subterranean water tables with headwaters formed from springs and streams in North Kingdom. It is navigable for some 150 miles west of the once‐busy port of Atirr, where it flows into the Solnor Ocean. Tuflik‐Blashkimund: These two rivers are natural borders within the Baklunish lands. The Tuflik conveys trade upriver to Ket. Both are navigable and contain fine, diverse fish.

6. An Overview of Political Divisions

6.1 The Basics

What follows is an alphabetical guide to all nations (and city states, such as the City of Greyhawk and Dyvers) of the Flanaess, including their history, nature, and contemporary events. The lands that have been conquered by others still receive an individual entry, with notes on whether populations are exiled (and if they are so exiled, where), enslaved, lost, or simply unknown. Each entry is descriptive, with some important reference statistics (population, demihumans, humanoids, major resources etc). The ruler of each country is given in the main entries as we as any relevant titles they may hold. A ruler noted in parentheses is the true ruler of a land, acting through a nominal ruler puppet or having displaced an exiled ruler. An example of an entry is given below, with descriptions of each part of a nations entry following:

NATIONS NAME Rulers Name and Titles Capital: City Pop. Alignment: CN, CE Population: xxx,xxx,xxx Demihumans: Numbers and types Races: OSf Major Resources: Cloth, Gold, Silver, Foodstuffs, Gems I & II. Description text at the bottom of the entry

► Nations Name is of course, the actual name of the nation or city state described. ► Rulers Name and Titles is the purple text below the nation’s name. As stated above, a ruler noted in parenthesis is the true ruler of the land, whether in actual name or not. ► Population applies to humans only and gives the number of relatively able‐bodied adults in the territory. The settlement of this population follows standard patterns. In mosc lands, some 50% of the human populacion wiH be settled within cities and major towns, a figure which has increased sharply during and since the wars. Other communities are almost always settled by a river, lake, major trade route, or vital natural resource (mines being the obvious example). As for communications between communities, there are roads between major cities within each state which have been well maintained in past years and have noy yec degenerated due to disrepair. Villages, smaller cowns, and border forts are connected to such cities and to each other, only by poor quality roads and cart tracks. In the Ulek states, the Urnst states, Furyondy, Veluna, and Nyrond, matters are slightly better with a superior quality of secondary roads. However, in Furyondy and Nyrond, these are already beginning to show the signs of neglect from the wars, and will continue co deteriorate. ► Races is the mix of human races to be found in each land. Each letter stands for a major human race in the region: B = baklunish, F = Flan, O = Oeridian, and finally S = Suel. The first letter being the predominant strain, with capital letters meaing a large presence and lower case is a slight presence. For example, OSf means that the humans are a mix of Oeridian and Suel with a small Flan addition to the mix. A notation of ‘Hu’ indicates that the predominant race is Humanoid (or perhaps even giant kind) ► Population Alignment is che dominant alignment(s) of the major group (humans, demihumans, or humanoids) within the land. The abbreviations used are the standard abbreviations found in any other AD&D product. ► Demihuman and Humanoid figures apply co adults capable of fighting (a key statistic in such times). Sometimes, exact figures aren't available; no one is caking a census of pose‐war populations, and with isolated communities, estimating exact numbers is difficult, so less exact terms are occasionally used. Abbreviations used are D = Dwarves, E = Elves, G = Gnomes, H = Halflings. ► Major Resources means major resources which are available. In some cases, they may not be currently in use. Mines lose co humanoids won'c yield ores, uncilled fields may be fertile buc won't yield grain. If a resource is currently severely underused as a direct result of the events of the wars (less than 50% of pre‐War productivicy), this is specifically noted. Gems I indicates that the base value of the vast majority of gems that are mined for trade is between 10‐100gp value, Gems II indicated the base value of trade gems is 500gp + in value. Some areas have both types of trade gems. Of course, certain areas may have undiscovered resources (especially of ores, gems, etc.), but this is a quite different matter.

Further, the figures listed may well change sharply within even a year of the current date, spring 586 CY. There are still battlefields with corpses frozen from the winter that are now decomposing, fertile breeding grounds for pandemic disease. Local skirmishes will be certain in che lands close to humanoids. Refugee emigrations may scare afresh as rumors and scares create waves of panic among nervous commonfolk. Iuz may be bound not to wage war, buc creating threatening‐looking freak weather, dread omens playing on folk superstitions, and the like are certainly not beyond him.

6.2 Nations of the Flanaess

AHLISSA, UNITED KINGDOM OF His High and Radiant Grace, the Overking of Southern Aerdi, Herzog of Idee, Lord Reydrich I Capital: Zelradton (12,250) Pop. Alignment: CN, CE Population: 550,000 Demihumans: Numbers and types Races: OSf Major Resources: Cloth, Gold, Silver, Foodstuffs, Gems I & II. lvid V executed the old ruler, Herzog Chelor, as is traditional among Naelax cousins. The pretext was Commander Osson's triumphant fooling of Ahlissa and embarrassingly toying with Ahlissa’s armies. The new ruler is Graf Reydrich, reputed to be an archmage, who simply slew rival candidates to the rulership. Reydrich bas control over a fine cavalry which was not grearly reduced in strength by the Wars, and if he seeks to subjugate his neighbors, there is not much to stop him. Reydrich is certainly not an animus, although it is said that he traffics with evil crearures from the outer planes. Reydrich is known to loathe the Scarlet Brotherhood, as is obvious after his swift conquest of the Aerdi province of Idee. He is also believed to covet both lrongate and Onnwal. In addition to the majority of the old South Province, Reydrich also conquered the small nation of Idee, shortly after its captitulation to the Scarlet Brotherhood. The old County of Idee is detailed below:

Idee, County of: Idee was a small nation south of the Iron Hills on the shores of the Azure Sea. Idee seceded from Aerdy in the mid‐fifth century when lvid V came to power. As a member of the Iron League, with Ahlissa as a buffer, thls small state became prosperous through sea trade to Onnwall and further to Nyrond, becoming a major source of income in addition to ores, gold, and livestock. However, the string of northern castles which che Countess of Idee built along their northern border, fearing Aerdy, were useless against the internal subversion and southern invasion from the sea mounted by the Scarlet Brotherhood, and ldee collapsed in a matter of days. Few folk escaped, although Duke Coriell and a powerful militia contingent managed co flee to lrongate. The local population is now ruled somewhat less harshly by the Overking, though life is incredibly harsh as this small nation was utterly devastated by the Brotherhood. It is rumored that the short‐lived Brotherhood ruler, Elder Brother Vasiliek, carried off many of the locals for use in sinister breeding programs back in the heart of the Tilvanot Peninsula and imported Hemponland savages and other abominations into the Menowood. Hard facts are difficult to obtain, however, due to the chaotic nature of the region at this time.

ALMOR, OLD PRELACY OF ‐ See Great Kingdom: Almor

BANDIT KINGDOMS There is no centralized ruler (Iuz) Capital: N/A (Rookroost – 16,550) Pop. Alignment: CN, CE Population: 55,000 Demihumans: Very few Races: OFSb Major Resources: Silver (Rift Mines) The Bandit Kingdoms were a collection of petty holdings founded between 300‐350 CY. Originally, each little kingdom was ruled by a bandit chieftain laying claim to a noble title, although no kingdom had much territorial stability. The dominant fiefs within the lands were those of Reyhu, Grosskopf, Dimre, Johrase, and the city of Rookroost, each of which had rulers strong enough to hold their territories against rivals. Bandits lived by raiding Tenh, The Shield Lands. Urnst, Nyrond (more rarely), the Theocracy of the Pale, and of course each other. Sometimes, rival rulers would temporarily ally to fend off retributive attacks from chose nations. These lands have been almost wholly occupied by the forces of luz and the Heirarchs of the Horned Society since the war. The bandit forces themselves are greatly divided. Some, notably the more evil, have taken service with luz and the Heirarchs, who uses them to crush the lase vestiges of the Rovers of the Barrens and, disclaiming responsibility, to skirmish into the Theocracy and Urnst. A number of minor servitors of luz and the Heirarchs control the recruited bandits and humanoids within these lands. Other ‘bandits’ have fled to Urnst, granted amnesty in return for enlisting as troops or mercenaries. They often present problems for the rulers of the lands they have fled to, due to their strongly chaotic natures, drunkenness, and poor discipline. Some, including the most chaotic, continue coexist as bandits within these lands, especially in and around the Rift Canyon and the Fellreeve Forest, and these include many from the five old powerful fiefs who still display their shields proudly. These bandits are skilled horsemen and gutsy warriors despite knowing when to cut and run. They are mostly untrustworthy, but they adhere to the belief that their enemy's enemy is their friend and if they give a blood oath, they will die rather than go back on their word. The women of these lands are outnumbered by the men, but share their characteristics, including swaggering arrogance and love of strong drink.

BISSEL, MARCH OF Graf lmran Tendulkar, Shield of the Faith Capital: Thornward (pop. 4,240) Pop. Alignment: LG, LN Population: 55,000 Demihumans: Some Races: OSB Major Resources: Foodstuffs, Cloth, Gold, Gems I Bissel is a small state that has been a vassal of its greater neighbors for much of its history, ruled originally by Keoland, then Furyondy, and now Ket. lt enjoyed less than a century of independence before the war, ruled by a succession of Margraves. Both of its old rulers supported it as a buffer against Ket. Bissel traditionally employed many mercenaries in the ranks of its armies, but their presence did not avail it when Ket invaded. Bissel is a fertile land, blessed with gold in the Lorridges and the eastern edge of the Barrier Peaks, where dwarves search diligently for the precious metal. The dwarven clans were used to trading with Ket as well as Bissel, and the invading Ketites have been very careful to maintain good relations with them. Ket's invasion of Bissel was in large part opportunistic, and the Beygraf of Ket clearly hopes for further opportunities as luz and Furyondy weaken each other. He wished the old Margrave of Bissel, Walgar, to rule as a puppet, but the old soldier preferred death by ritual suicide after signing the treaty of surrender. Graf lmran rules instead in Beygraf Zoltan's name. The Ketites have not interfered much with the daily life of Bisselites. They know chat this is a people which has a historical tradition of being handed back and forth between powerful neighbors, and that given time, they will accept their new rulers. Or so the Ketites think. Graf lmran has made plain his desire to retain Bissel's remaining mercenary and homegrown troops, and pays them well. If there has been any major change, it is that the Ketite Baklunish‐based priesthoods zealously seek converts among the Bisselite folk, so far without discernible success. Some Bisselites fled to the Gran March or Veluna in the face of the invaders, but most stayed, and now lead their lives much as before the wars.

BLACKMOOR His Luminous Preponderancy, Archbaron Besmo of Blackmoor Capital: Dantredun (pop. 700) Pop. Alignment: LN, LE, CE Population: xxx,xxx,xxx Demihumans: Very few Races: FS Major Resources: Copper, Gems I, Ivory This little‐known land somehow escapes the eyes of both the Wolf Nomads and even luz. Its original capital, from which the land takes its name, is said to have been sacked and ruined many years ago, but below the ruins, extensive labyrinths still exist where men may find great treasures, magics, or madness and death. Neither the exact location of this city, nor that of a reputed "City of the Gods," which is said co exist in Blackmoor, is known. The sparse population of the land is known to be fierce in combat and sometimes aided by monsters, which are plentiful in Blackmoor (some say that hot springs and volcanos make this land habitable and create fecundity in the monsters which raid and plunder across the land). The expedition of Archmage Marinian of Willip was lost here without trace in 577 CY. While the dangers of Blackmoor, both magical and mundane, may be great in superstition and travelers' tales, the fact that not even luz seeks dominion here is telling indeed.

BONE MARCH No single ruler – A land of humanoid chieftains and tribes Capital: None Pop. Alignment: LE, NE, CE Population: 100,000+ Demihumans: Very few Races: Hu Major Resources: Silver, Gems I Originally this land was part of the Great Kingdom of Aerdy in its full majesty. Aerdy contested its rulership with the barbarians, especially the Fruztii, for long centuries of tension and battle. Its sinister name comes from a great battle in which the barbarian forces were vanquished, leaving a plain of bodies so numerous that not more than a fraction could be buried. The bleached bones of corpses from that epic battle are still visible from the towers of the Bone March’s largest city – Spinecastle (pop. 6,000). In 560 CY, the humanoids of the Rakers began major forays into these lands. Turmoil within the Great Kingdom was so great that opposition to them could not be effeccively mustered. Within four years, the orcs, gnolls, and ogres of the hills and mountains had swept across the lands in an orgy of pillage and slaughter. Rapacious and merciless, the humanoids attacked the North Province, the Theocracy of the Pale, Ratik (especially), and even Nyrond. During the Wars, the humanoids continued their vicious attacks on Ratik, and Grenell, Herzog of the North Province, allied with the humanoids to beat off the Nyrondese advance into Almor and beyond in the Flinty Hills. The alliance was one of desperation, but it ground the Nyrondese armies to a halt. The Bone March humanoids gained new territory from this, in the southernmost Flinty Hills and the northwestern Adri Forest, though tlleir hold there is tenuous at best (especially against the fierce gnomes of the Flinty Hills). The humanoids of the Bone March still seek to destroy Ratik, the beleaguered gnomes of the Flinty Hills, and any other territory they can advance into; their "alliance" with the North Province has already begun to disintegrate due to the ill‐organized and undisciplined nature of these creatures. They have no leader, and are a quarrelsome rabble, but are numerous and hence dangerous. The Euroz tribe of orcs (who rub rheir faces in the ash of burned victims when preparing for battle) are most numerous in Spinecastle, but their dominance may not last very long. They are known to subject human and demihumans (especially prized) captives co unspeakable degradations and torrures.

CELENE, MONARCHY OF Her Fey Majesty, Queen Yolande of Celene, Lady Rhalta of All Elvenkind Capital: City Pop. Alignment: CG Population: 21,000 Demihumans: 18,000 E, 13,500G & 2,500H Races: OSf Major Resources: Cloth, Gold, Silver, Foodstuffs, Gems I & II. This small land has always been under the rule of elves, and gray elves have always been dominant within the Great Court. Centaurs, sprites, brownies, and their kin prowl the western Welkwood and Suss Forest, jealously guarding Celene's borders. Celene is renowned for magnificent green wines, bards, song, and arts of the highest achievement‐or was so, before the Wars. In happier days, Celene allied well with the Ulek states, especially the elf‐dominated Duchy of Ulek. Historically, the states acted together against the humanoids of the Lortmil Mountains, and elf and dwarf worked together to this end. However, during the wars, Celene became strongly isolationist. lt did not act to help the brave dwarves and gnomes against the Pomarj invaders, even though on its own borders, its own ordinary folk had long battled against them in the Suss Forest. Perhaps Queen Yolande was ill‐advised; perhaps she takes a long view, beyond the present troubles. Certainly, there are elves in Celene who believe humanity to be only marginally less barbarous than hobgoblins and orcs. But many in her realm regard the elves' failure to support those who trusted and loved them as cowardice, even treachery. Some elves fought with the dwarves and gnomes at the Battle of the Pass of Celene, and they, among others, proclaim that they no longer revere the Great Court. A grouping of elves within Celene's own lands has coalesced to oppose Yolande: the Knights of Luna favor the active support of their brethren in Veluna and the Duchy of Ulek, and even support alliance with the dwarves of the Ulek states. They remain yet a secret society, although they have members in the Great Court who seek to persuade Yolande to direct support for the beleaguered nations of the central Flanaess. Celene is a land in turmoil, and Yolande's dogged refusal to become involved in the central conflicts of the Flanaess goes against the spirit of many Celenians.

DYVERS, FREE AND INDEPENDENT CITY OF His Excellency Margus, the Magister of Dyvers Capital: Dyvers Pop. Alignment: CN, CE Population: 49,000 (city) Demihumans: Numbers and types Races: OSf Major Resources: Foodstuffs, Naval supplies Dyvers was originally a city within Furyondy, an important trading center with lake and river traffic from Bissel, Nyrond, Urnst, and even lands as far away as Perrenland (down the Velverdyva) and the Theocracy of the Pale. Dyvers proclaimed itself a free city in 526 CY, alleging that it was uncomforcable with Furyondy allying with a state whose policies Dyvers found overly restrictive (i.e., Veluna). This was probably just a pretext, but King Thrommel II of Furyondy allowed the secession to pass in return for Dyvers continuing to contribute taxes and levies to Furyondian coffers. Dyvers lays claim to some 2,000 square miles of territory along the south bank of the Velverdyva to the Gnarley Forest. It also claims a number of small islands at the mouth of the great river, which are heavily wharfed and warehoused and form the center of the River Quarter of the city. Its rulers are drawn by meritocratic vote from mages, scholars, experienced warriors, and priests. Dyvers has a somewhat declining income from trade, but its fishing vessels still capture good harvests of gar, pike, and a golden, carplike fish from the Nyr Dyv. Its influx of refugees has been a mixed blessing. Many mercenaries come to Dyvers seeking employment, and some skilled people have settled here. On the other hand, in the poorer quarters of the city, many Shield Landers (among others) have sought refuge, and overcrowding is now a major problem. Not unnaturally, Dyversians blame the incomers for an epidemic outbreak of a typhuslike illness which killed nearly a thousand folk shortly after the Shield Landers' mass influx from Admundfort. Intermediate assaults and murders are not unusual. The constables of the Watch, famous for their ostentatious insignia and the flashy epaulettes of their officers, often have their work cut out maintaining peace. At least Dyvers' army and militias have been strengthened by recruitment from the best of the Shield Landers, and a handful of good warriors have fled here from the conquered lands of the west (Bissel, Geoff, Sterich). Dyvers has something of a rivalry with The Free City of Greyhawk, since their territories now overlap to the east. Dyvers looks upon Greyhawk's expansion with some ill ease.

EKBIR, CALIPHATE OF Rulers Name and Titles Capital: Ekbir (pop 30,650) Pop. Alignment: LN, NG Population: 260,000 Demihumans: Very Few Races: B Major Resources: Food, Cloth Silk. Ekbir, the state and city, is the strongest Baklunish settlement in the whole Flanaess. Founded by survivors of the Invoked Devastation who fled northeast, the small port city quickly grew as northern nomads came to trade with the new settlers. The Udgru Forest offered the Baklunish folk new opportunities for gamehunting, a skill hitherto unknown co them. The dominant deklo trees offered up fine timber for building ships which ply their trade across the Drawmij Ocean. Ekbiris are relatively peaceable people , and the events of the Greyhawk Wars have largely passed them by.

FROST BARBARIANS (KINGDOM OF FRUZTII) His Most Warlike Majesty, King Hundgred of the Fruztii Capital: Krakenheim (pop 3,400) Pop. Alignment: CN Population: 55,000 Demihumans: Few Races: S Major Resources: Foodstuffs, Silver, Gold , Furs The Frost Barbarians are the weakest of the three Suel peoples inhabiting the Thillronian Peninsula (which they name Rhizia). For nearly 30 years, they have been under the thumb of the Snow Barbarians, but their defiant young king, only 20 years of age, has made it plain that he regards the Fruztii as equals to their eastern neighbors. As yet, the Snow Barbarians have not brought matters co a bead, because all the barbarians have happily cooperated in opposing the Great Kingdom and allying with Ratik to fight the Bone March humanoids. The Fruztii are foremost in friendship with Ratik; this has increased their prominence in the barbarian alliance. The Frost Barbarians are a strong‐willed people, stubborn and chaotic, but honorable and people of their word. They are fine seamen; their longboats are masterpieces of both construction and decoration. They are fearless fighters and suffer privations and hardship without complaint. They feast and drink to excess, and have no time for tact or manners. They do not respect book learning or wizards, but they hold their bards (skalds) in very high esteem indeed. Like the other barbarians, they feel the deception of Iuz keenly, and skirmishes against Sconefist across the Griff Mountains are currently planned by King Hundgred.

FURYONDY, KINGDOM OF His Pious Majesty, King Belvor IV Capital: Chendl (pop 13,000) Races: Osb Population: 360,000 Pop. Alignment: LG, NG Demihumans: 4,500 E + others Major Resources: Foodstuffs, Cloth, Gold Transformed nearly 350 years ago from a Viceroyalty under Aerdy rule to an independent nation, Furyondy is a fertile land but one which has suffered greatly in the Wars. Some northern territory has been lost to luz, and Chendl is still being rebuilt after its seige, using resources this impoverished land can barely afford. Much of its naval power was lost on the Whyestil Lake, although from Willip, a goodly remnant sails the Nyr Dyv. It suffered grievous loss of manpower during the battles against luz, although it has been reinforced by Shield Landers who fled here when their homeland fell. King Belvor IV must manage a balancing act, given the divisions of the seven noble houses of the kingdom. The northern nobles have been bled dry by the wars and desperately need money and men. The southern nobles resent the heavy taxes, even though they know they must pay them, and they are suspicious of excessive influence on Belvor from several quarters: from Veluna, which has a powerful say in Furyondian affairs given its greater strength; from the militaristic Knights of the Hart (sustained by the northern nobles) who urge a revenge campaign on luz; from the ambassador of the Highfolk who allied with Furyondy during the wars; and finally from those Vesve folk whose infantry similarly allied with the kingdom. Mose of Furyondy's residual army strength comes from veterans and levies raised by these nobles, and the King has no money to pay for mercenaries. Belvor feels his difficulties keenly and longs to rebuild bis land, which he loves deeply. He is known co finance speculative quests from his own monies. Yet even in such difficult times, ordinary Furyondians are good‐natured, kindly people, sunny of disposition and not insular as so many others are (though those close to the borders with luz are less trusting). They understand the need for rebuilding and protection and pay very heavy taxes willingly. Most believe war will come again, within a decade, and this time it will be a fight to the finish. They are prepared to work hard and sacrifice all to that end. Furyondy is a land with a glorious past, and its people do not forget this.

GEOFF, GRAND DUCHY OF His High Radiance, Owen I, Grand Duke of Geoff (in exile with no ruler in his absence) Capital: Gorna (pop 6,000) Pop. Alignment: LG, LN (CE, LE, NE) Population: 16,500 Demihumans: 4,200 E, 1,500 D Races: Hu / FSO Major Resources: Cloth, Gold, Silver, Foodstuffs, Gems I The native people, an Oeridian‐Suel‐Flan mix, have been driven from their homes by an invasion of giants and humanoids from the Crystalmists. Some have been enslaved. Some have fled into the Gran March (including the Grand Duke, exiled in Shiboleth) and others have fled to the woodlands‐the Dim Forest, the Oycwood. Some in desperate straits retreated into the Hornwood where they work with wood elves to counterattack their invaders. Most of the original fine cavalry of the Grand Duchy managed to flee to the Gran March, while the bowmen of repute hid in the woodlands, unable to escape in time. There is little order within Geoff now, with disorganized but numerous giants and humanoids simply pillaging and ruining the land, towns, and cities. Gorna has been settled by giants, notably fomorians, who have looted the place and smashed many buildings and monuments. Rumors circulate regarding wily and freakishly intelligent leaders among the giants, but no firm evidence has been forthcoming.

GRAN MARCH, THE His Most Resolute Magnitude, Magnus Vrianian, Commandant Capital: Hookhill (pop 7,000) Pop. Alignment: LG, LN Population: 100,000 Demihumans: 2,500 E, 2,000 D Races: OSf Major Resources: Cloth, Copper, Foodstuffs, Gems II. The Gran March was originally established as a vassal state of Keoland, based on a militaristic religious Order of Knighthood: the Knights of the March. It has always been a militaristic land, with conscription mandatory for fit males for a period of up to seven years. Its independence came almost as a side‐effect of the Small War between Veluna and Furyondy, as did a change of rulership; the Commandant is now elected by the people from the noble houses, rather than being imposed by Keoland. The Gran March is almost wholly independent of Keoland now, and has been a surprising winner in the post‐war days. Its own troops; among which mailed cavalry is of exceptional quality, suffered little in the way of casualties. It has also received the cream of exiles from Bissel, Geoff (who fled there because it was nearest), and Sterich (who fled there rather than to distrusted Keoland). This well‐resourced land is now powerful despite its small size, and the words of its ambassador are carefully listened to in Keoland, Veluna, and Furyondy. If the Gran March has a lingering anger, it is concern over the fate of Bissel, with which it historically had warm relations.

GREAT KINGDOM, THE OLD (THE KINGDOM OF AERDY) (In name only) Overking of Aerdy, Archduke of Ahlissa, ldee, and Sunndi; Suzerain of Medegia; Commander of the Bone March; Lord of the Sea Barons; Protector of Almor and Onnwal; Hetman of all the Aerdi (etc., etc.), Grand Prince lvid V Capital: None/Rauxes (pop 22,200) Pop. Alignment: LN, NE, CE Population: 4,900,000 Demihumans: Some Races: OS Major Resources: Cloth, Gold, Silver, Copper, Foodstuffs, Gems I & II. The history of the Great Kingdom has been well detailed in Chapter 3 of this book. Now the Great Kingdom exists only in name. The title is still used by two groups: outsiders, to refer to the whole group of fragmented lands that comprise the former Kingdom; and lvid's pathetic retinue who pretend that, in some sense, it still exists. The brief summary that follows can sketch only the most general picture of these lands. The figures noted above are for all the land of old Aerdy, including North and South Provinces, Medigia and Almor. In Rauxes, lvid V (now referred to as the Undying One or Ivid the Undying) is able to extend control over but a few hundred square miles. His courtiers are mostly animus (undead) creatures or pitiful sycophants who cater to his demented delusions of omnipotence. Daily the Overking orders dozens of new executions of enemies real and imagined. The common people cower in their homes for fear of arbitrary punishments or the pillaging of the largely autonomous Companion Guard, the once superbly‐ disciplined army which was the fear of the Flanaess. It is said that fiends openly stalk lvid's court, but their motivations remain inscrutable, and their relations with the dominant priesthood of Hextor are uncertain. Outside of the Overking's own domain are many holdings governed by petty nobles, both alive and undead. They are absorbed in internal conflicts, scheming against the Overking, fending off attacks from outside, and their own petty politics. Of these many areas, the following are the most imponant:

Old North Province (see North Kingdom): The old North Province has broken away from the grip of Ivid and formed a separate nation. The old Herzog Grace Grenell now claims himself Overking of the Northern Kingdom of Aerdy, though it is known to most as either the North Province still, or as simply the North Kingdom.

South Province (see Ahlissa, Great Kingdom of): As the old Great Kingdom began to collapse the new Herzog Reydrich has broken away and restructured the old South Province, Idee and Ahlissa into the newly minted United Kingdom of Ahlissa.

Almor, Prelacy Of: Almor has passed from the map of the Flanaess as it was once known. Weakened and embarrassed by Osson's exploits, it was invaded by lvid in 584 CY and its old capital, Chathold, utterly decimated by the Overking’s mages and priests. The animus Duke Szcffrin now rules half of the old Almorian lands, and this creature, formerly a greatly favored general in lvid's armies, is reputedly one of che cruellest of the arumus nobles now holding sway over so much of Old Aerdy.

Medigia, See of: Just as Almor is no more, so has Medegia passed into history. This now ravaged and despoiled land is ruled by old petty noble families and despots (both living and undead). When Osson veered into Medegia and conquered large swaths of that land, the Holy Censor made the desperate mistake of heading for Rauxes in exile. lvid's judgment was swift; the Censor received the delights of the Endless Death (being perpetually tortured while wearing a ring of regeneration), which he still endures. When lvid's armies finally crushed Osson's troops in this land, the Overking ordered an orgy of brutality and destruction inflicted on it and its inhabitants. Rape, pillage, torrure, and the suffering of every man and woman in Medegia were what Ivid ordered, and his army was pleased to obey. Medegia was utterly despoiled, and what remains of it is barren and underpopulated. Its few surviving inhabitants are bitter, twisted, and half‐mad people tormented by fiends and petty despots.

Throughout the remains of the Great Kingdom, the ordinary people are wretched, desperate, and embroiled in chaos and madness. The rich resources of the lands are utterly neglected, despoiled, or ignored. Mutual trust is virtually nonexistent, even within the ties of blood and family in many instances. Aerdy is in utter turmoil, and perhaps even Istus herself knows not the face of these lands in such times.

GREYHAWK, FREE CITY OF His Solemn Authority. the Lord Mayor of Greyhawk Nerof Glasgul Capital: 58,000 (city) Pop. Alignment: Any Population: 75,000+ Demihumans: Some Races: OSF Major Resources: Copper, Iron, Silver, Electrum, Gold, Platinum, Gems I & II. The Free City of Greyhawk has seen explosive growth both before and during the recent Greyhawk Wars. The wars themselves are even named (rather infamously in some circles) after the Pact of Greyhawk was signed in the city that ended the wars themselves. The signing of the Treaty of Greyhawk as brought a very shaky peace to the Flanaess. The city itself is filled to the brim with peoples from all over Eastern Oerik, and these peoples cover all walks of life from the lowliest refugee fleeing a destroyed homeland to the richest nobles from the farthest corners of the continent. Since the turmoil of the Greyhawk Wars, the Free City now rules a territory stretching from the edge of Hardby on the Woolly bay to the Nyr Dyv, between the eastern fold of the Cairn Hill and the Gnarley forest, including much of what i now the nonhern section of the Wild Coast region. Even the Despotrix of Hardby pays heavy tribute to the Free City so as to avoid being absorbed wholly into the growing Domain of Greyhawk (as some, including the Lord Mayor himself are now calling the territory). Greyhawk is ruled by its Lord Mayor, one Nerof Glasgul who is chosen by the Directing Oligarchy. The latter body is composed of the Captain‐General of the City Watch, The Grand Marshall of the Forces of Greyhawk, the Guildmaster of Thieves, and various reprsentatives of the Society of Magi, The Merchants and Traders Union, The Artisans League, Clerical leaders and others. The total number of directors is unknown, though it is thought that it ranges from 12 to 20 individuals, including the Lord Mayor who it is rumored is a powerful guidlmaster in his own right. Special Note: The Free City of Greyhawk, and indeed its new ‘Domain’, being the center of the continent and the major force in trade between all nations is detailed in it’s own subsequent volume in the Encyclopoedia series.

HIGHFOLK (FREE TOWN & VALLEY OF THE VELVERDYVA) The Worthy Sir, Mayor of Highfolk, Loftin Greystand Capital: Highfolk (pop 9,000) Pop. Alignment: NG, CG Population: 28,000 Demihumans: 12,000 E, 4,000 G, 2,000 H (1,000 Grey Elves) Races: OFb Major Resources: Rare Woods (Varies by town and area) The term Highfolk is applied both to the largest city in this small realm and to the land as a whole. The Mayor is the elected spokesman for the free town, but also speaks for the region when this is deemed appropriate by the populace. It is principally a realm of high and wood elves, without a fixed boundary, since control over the southern and western pans of the Vesve Forest (named the High Forest by the Highfolk) fluctuates between the demihumans and rangers of that domain and the fell creatures of luz. The Highfolk are all scrongly independent and free‐spirited. The Lord of the High Elves usually speaks for the Highfolk on grand, formal occasions, or the Mayor speaks with the Lord's consent. The word of a gnome prince or village elder of the human woodsmen or farmers counts for at least as much within their own communities, if not more. This domain is strategically important to Furyondy, whose diplomats, spies, and military advisers work closely with the Highfolk. Preventing Highfolk’s fall to luz keeps Furyondy's northwestern flank unexposed and maintains the vital trade link to Perrenland. Furyondy needs the products of the forest, especially its strong woods. The Highfolk people are all well‐trained warriors who specialize as lightly‐armored, mobile bowmen and specialist scouts. Their only heavy troops are the Knights of the Hart (High Forest), an order that has links with the Furyondians of the same name. The Pact of Greyhawk did nor set precise boundaries for Iuz and the Higbfolk within the Vesve for the simple reason that no accurate map of the internal features of the Vesve could be found. luz feels free to interpret the Pact as giving him domain over all of it, and the Highfolk can look forward to skirmishes and battles for many years. The town of Highfolk is also important as a stop‐off point for adventurers heading for the Yatils or Clatspurs. While monsters aplenty are ready to greet such brave souls, the Yatils in particular have a whole host of legends pertaining to lost magical treasures, any one of which would make a man's fortune for life. There are still those who wish ro seek fame and fortune by searching for them. Most do not return, of course.

HORNED SOCIETY, THE The Dread and Awful Presence, the 13 Hierarchs Capital: Molag (pop 17,750) Pop. Alignment: LN, LE, CE Population: 40,000 Demihumans: Very few Races: Of Major Resources: scarce exploited resources Originally a stronghold of organized humanoid tribes among which hobgoblins and gnolls we predominant, the area came under the rule of evil humans from the Bandit Kingdoms some decades ago. Before the wars humanoids were content to work with humans in the cause of evil, primarily directing their predations toward the old Shield Lands. Priests of Nerull dominated the upper echelons and became the governing Heirarchs, readily aided by powerful bandit warriors and a few evil mages. Unknown to most of the outside world, starting from the very beginning of the Horned Society a few decades ago, the Heirarchs were heavily involved in the worship of Archdevils from the Nine Hells. This included receiving power from even the most powerful of these Archdevils, the Overlord of Hell himself, Asmodeus. It is mainly from this fell worship that the 13 Heirarchs were able to subdue and command the humanoids of the region. Iuz originally attempted to overthrow the Hierarchs in the course of the Wars; though when the Heirarchs opened gates to the the Nine Hells Iuz instead sought a shaky peace, and got it amazingly enough. Many other works by those more knowledgeable than I could tell you much about the long history of hatred between the Devils of the Nine Hells and the Demons of the 666 layers of the Abyss so the peace between these two evil juggernauts (Iuz the demonspawn on one side and the 13 Heirarchs backed by deviltry on the other) has completely baffled even the most learned sages. The humanoid tribes of the lands have been well treated by Iuz and the Heirarchs since the truce and mutual defence treaties confirmed. The gnolls and hobgoblin hordes form essential strike forces for planned further dominion. The more promising of them also hold sway in the old Bandit Kingdom lands. The 13 Heirarchs are rumored to all be preists and mages of incredible power, though no one knows for sure as the identities of the fell cabal are a mystery.

ICE BARBARIANS (KINGDOM OF CRUSKII) His Ferocious Majesty, Lolgoff Bearhear, King of Cruski; Faastal of all the Suelii Capital: Glot (pop 5,000) Pop. Alignment: CN Population: 60,000 Demihumans: Few Races: S Major Resources: Furs, Copper, Gems I The Ice Barbarians are an utterly chaotic bunch, inhabiting the biccer northern and eastern edges of che Thillonrian Peninsula. They are formidable seamen, raiding west along the northern coast of Stonefist (in summer when the break‐up of ice allows this), allying with other barbarians to raid the Bone March or the North Kingdom, or sometimes simply raiding the other barbarians or Ratik. Their most despised enemies, however, are the Sea Barons, with whom they fight an endless series of sea skirmishes. In recent years, the Cruskii have been more reliable allies with the other barbarians and most of their marauding has been directed toward the North Kingdom. Like other barbarians, the Cruskii are proud, strong, fierce folk with a determined sense of personal honor despite their chaotic and willful natures. Their Jarls are proudly independent of the King, who exercises his authority only when he must. The Cruskii appreciate bards as all barbarians do, and they also have a superstitious half‐reverence for the nomadic druids among chem, whom they believe to be chosen by the Powers and/or reincarnations of special souls.

IDEE, OLD COUNTY OF ‐ See Ahlissa, United Kingdom of: Idee

IRONGATE, FREE CITY OF His Resolute Honor, Lord Mayor of lrongate, Cobb Darg Capital: City (pop 48,000) Pop. Alignment: CN, CE Population: 55,000 Demihumans: Many Races: OSf Major Resources: Gems I & II. This large, walled city originally thrived on sea trade via Onnwal and the west. It has a history of almost contempruous independence from the Great Kingdom, and was an eager founding member of the lron League in 446 CY. It was able to maintain a significant naval force for generations, and its own troops mixed fierce and strong infantry with accurate and deadly crossbowmen. Cobb Darg is a ruler of exceptional wit and guile. He watched the spies of the Scarlet Brotherhood carefully in the pre‐war days, unwilling to accept their smooth words at face value, and had the whole group rounded up and either imprisoned or exiled just as Onnwal and Idee fell. Irongate’s armies also decisively repulsed Ahlissan forces when Sunndi could not. The Free City is a determined strong body of folk. Duke Coriell of Onnwall took refuge here during the war. Irongate is now almost under seige. Its navy bas been largely sunk by Scarlet Brocberhood forces, and the bulk of the population is confined within the city. Half of those who used to live in the hilly lands around have fled into its safety. Only a handful of dwarven mining clans stray beyond the security of its walls ensuring that at least some small trade in gems can be maintained with Onwall and others. Irongate dwarves are excavating a tunnel system to the most important of the mines, working night and day, aware thac while they are throwing a lifeline to their brethren, they are also establishing an entry point into the city. Work is apace reinforcing and strengthening all city walls, towers, and keeps with the dwarves again playing a leading role. This feeling of imminent siege brings out lhe stoic, strongest qualities of the dwarven race, and the humans of lrongate realize what an asset they have in their presence. Dwarven priests, together with a handful of priests of Ulaa, have bound powerful warding spells into Irongate’s defenses. lrongate has a vital teleportation link to Mitrik (see entry for Veluna) which enables a steady trickle of trade to continue. Of course, The Scarlet Brotherhood is technically at peace with Irongate, and lrongate could ship its goods out safely by sea‐in theory. The Scarlet Brotherhood would, of course, deny any responsibility for those ships being attacked by kraken, sea serpents, or similar monsters. The folk of lrongate are no fools. lrongate also manages some trade with others, and from the Iron Hills some perilous trade with Sunndi manages to continue. But Irongate remains a city under seige, and outsiders are carefully policed and watched at all times, and allowed to stay only briefly and within a specified, small area.

IUZ, EMPIRE OF Rulers Name and Titles Capital: City Pop. Alignment: CN, CE Population: xxx,xxx,xxx Demihumans: Numbers and types Races: OSf Major Resources: Furs, Electrum luz's control now extends over a vast swath of territory in the north central Flanaess. luz himself is believed to have been born a cambion, a fell mating between the Demon Lord Grazz’t and the evil witch demigoddess . He can take the form of a red‐ skinned, green‐eyed fiend, or that of an almost skeletal old man, as he chooses. While luz was locked beneath Castle Greyhawk, his homeland was able to wait for its master because his proximate servants controlled the humanoid rabble (mainly orcs, goblins, and especially hobgoblins). When luz was freed in 570 CY, he had great plans for the Flanaess. Risen to the power of a demi‐god, luz has achieved more than a few of his initial goals. luz's capital city, Dorakaa, is a place of hideous, calculating evil. luz toys with his greater and lesser circles of advisers, collectively known as the Boneheatt, and walks the nightmare halls of his palace conversing with all manner of fiends, drow, and fell things. lt is almost certain that within Dorakaa there is a magical portal to the Abyss, allowing demons to be drawn to luz's halls and service. The Boneheart are no weaklings, and include powerful necromancers, High Priests, and even an illusionist. luz has rewarded some of them with token rulership of the new lands of his empire. Terrifying tales circulate about events in the lands of luz. His priests are known to carry ebony staves tipped with silver and bound skulls, and these staves are said to have undead animating powers and the ability to spit acid and weave warding magics. The fiends in luz's armies are bad enough, but luz can also summon vast swarms of ferocious ravens and bony bat‐like magical creatures from the Outer Planes. Baony (golemlike beings with malign intelligence and mind‐enfeebling gaze) are reported by some who have fled with their lives. Half‐sentient, strength‐sapping, freezing fogs have been said to follow fleeing refugees on the borders. A steady stream of victims from all the new lands subject to luz's rule is herded toward Dorakaa along the Highway of Skulls. The nature of their dispatch does not bear thinking about. Iuz lost a large part of his humanoid armies in the battles with Furyondy, and has his work cut out simply keeping control of his new lands and dealing with rebellious bandits, especially the brave guerrilla fighters of the Vesve Forest, who are supported by the Highfolk. For the time being, luz needs to secure what he has rather than seek more. His homeland is not rich in resources and he may be able to sustain his empire only by pillaging richer, more fecund lands. Special Note: The population statistics given above are a total of humanoid and evil humans. It is estimated that 85% of the population is humanoid, and the remaining 15% are evil humans.

KEOLAND, KINGDOM OF His Peerless Majesty, King Kimbertos Skotti; Lo rd of Gran March, Plar of Sterich; Protector of the South etc. Capital: Niole Dra (pop 23,550) Pop. Alignment: LG, LN, N Population: 315,000 Demihumans: 12,000 E, 7,000 G, 3,000 H Races: SOf Major Resources: Foodstuffs, Cloth, Copper, Livestock, Gems II A kingdom of great antiquity, Keoland has harbored territorial ambitions regarding its neighbors for centuries. Both Ket and Veluna have had reason to fear Keoland's armies in the past. Military defeats by Ket, the disapproval of the eastern elves, and the Veluna/Furyondy alliance which drove back Keolandish troops in the Short War led to the formation of the Gran March and Bissel as northern tributary states, which gradually assumed greater independence. Sterich, to the west, also gained more and more freedom. During the wars, Keoland was reluctant to aid Veluna and Furyondy against luz, and when Sterich was threatened, King Skotti tried co negotiate a treaty that would reestablish more direct Keolandish control over Sterich in return for military aid. He dithered long enough over the details for Sterich to fall in the interim. The subsequent attacks from the lands of the Sea Princes, both by land and sea, gave Keoland a warning that it could not play politics much longer. Keolandish armies are well prepared and equipped, with heavy cavalry traditionally recruited from noble houses, fine light cavalry lethal with crossbows, and demihumans contingents from provinces close to Ulek. Nonetheless, Keoland suffered significant losses in battles to the north and along its southern borders, also losing a liltle territory along the Dreadwood. Politically, the Gran March and Ulek are now important determinants of Keolandish policy. Skotti is being forced to listen and there is less of a swagger about Keolandish nobility after the wars. Keoland is a country rich in staples, with some gems and gold in its hills, but it badly needs time to retrench and rebuild. Skotti does not care for what he must accept from other lands while Keoland replenishes its own riches.

KET His lllusrrious Glory, Beygraf Zoltan, Shield of the True Faith Capital: Lopolla (pop XXX) Pop. Alignment: LG, LN, LE Population: 83,000 Demihumans: Few Races: Bso Major Resources: Copper, Gold Ket is the easternmost Baklunish state and a trailing center between the central Flanaess and the Bakluni lands to the west. Its people are predominandy Baklunish, but there is a racial mix; trade brings exchange and intermingling of peoples, after all. Zoltan's court is an odd mix of eastern and western influences; while the Baklunish goddesses lstus and Xan Yae are widely revered, the manner in which they are revered is distinctly western, for example. Ketite raiding parties have been known to make forays into other Baklunish lands, but Ket has always feared the might of Keoland in particular, and with good cause. Its alliance with luz served the twin purpose of establishing Bissel as a buffer and controlling the viral trade route through the Bramblewood Pass. Ket is not a fertile land, with better pasturage than wheatland, but its reserves of copper and gold from the southern Yatils are good, and it is a prosperous land. Ket's rulers smilingly dismiss any notion of further tenitorial ambitions, and they may be telling the truth, though the Velunese would say otherwise.

LENDORE ISLES The Most Radiant Bow of Sehanine, Orb of the Heavens, High Priest Anfaren Silverbrow Capital: Lo Reltarma (pop 3,200) Pop. Alignment: CG Population: 2,500 Demihumans: 20,000+ E Races: So Major Resources: Unknown These islands have always been a mystery due to their native aquatic and high elves that kidnapped intruders into their realm and did not release any to tell tales. Both the Sea Barons and the Lordship of the Isles kept well away from the six isles in this chain, save Lendore Isle itself. This was populated by Suel‐dominated humans who conducted much trade with the continent and paid the Barons and Lords to allow their ships to pass safely. In 583 CY, the elves moved swiftly to subjugate Lendore lsle, offering the humans safe passage to the Sea Barons, the Lordship of the Isles, Medegia, or elsewhere along the east coast of Aerdy as it then was. They simply informed the humans that the time had come for the elves to use the whole island chain for religious purposes, and no mere humans would be allowed to get in the way. A minority were permitted co stay as humble fisherfolk and laborers. The entire island chain is now shrouded in magical fogs and illusions which form an almost unnavigable barrier to the outside world. Only elves drawn to Lendore can find their way there readily. When elves leave the mortal world, they leave their own secret places of safe passage and departure to their heavenly rewards, and Lendore is the most important of these within the Flanaess. It is said to be watched over by no less than a dozen full Patriarchs and Matriarchs of the goddess Sehanine. Obviously, very little in the way of information about transformed Lendore filters back to the ordinary, mundane world. One story is almost certainly true, however. The elves of Lendore speak a unique, highly complex tongue: Lendorian Elvish. It is not learned in a normal manner. Rather, an elf newly arrived in Lendore gradually develops an understanding of the language as it is implanted into his mind in a series of revelarory stages. This is said to paralell a growingly otherworldly nature, drawing the elf painlessly away from his attachments to matters mundane. It is also fairly certain that Lendore is an intensely magical land, but how this may manifest, the elves do not say.

LORDSHIP OF THE ISLES His Exalted Highness, Prince Frolmar Ingerskatti (Scarlet Brotherhood) Capital: Sulward (pop XXX) Pop. Alignment: N, CN Population: 72,000 Demihumans: Few Races: So Major Resources: Rare woods, Spices This scattered principalicy stretches across seven islands lying between the Tilva Strait and southern Lendore, and was originally occupied by pirates. The pirates soon found that trade (especially from Hepmonaland up to the Great Kingdom) and exacting tribute from trade vessels passing through the Tilva Strait offered much easier living. During the wars, the former prince, Latmac Ranold, was suddenly deposed and replaced by a Scarlet Brotherhood puppet, who at once removed the islands from the ranks of the Iron League and allied the lands with the mysterious sect. Scarlet Brotherhood agents are now in almost all positions of power within the lands. The Lordship's vessels still trade with the anarchic stares of south and east Aerdy, and continue to fight the Sea Barons as they always have. However, the Brotherhood also uses the fleet to ferry people and cargoes to Onnwall, and across the Azure Sea to the Sea Princes. A handful of the original Lords of the lsles managed to escape with their vessels to Dullstrand when they saw how the Brotherhood would subjugate them, but they have found little welcome there. Those who sailed northward met gleeful Sea Baron warships only too happy to sink them. The Lordship of the Isles is now wholly controlled by the Scarlet Brotherhood.

NORTH KINGDOM (GREAT KINGDOM OF NORTHERN AERDY) His Radiant Grace, Grace Grenell, Overking of Northern Aerdy, Lord of House Naelax Capital: Eastfair (pop 26,000) Pop. Alignment: CE Population: 1,000,000 Demihumans: Very few Races: OSf Major Resources: Cloth, Gold, Silver, Foodstuffs, Gems I & II. Word from distant former provinces of the Great Kingdom is slow in reaching the west. Gnomes from the Flinty Hills, traveling at great risk through Nyrond to the Urnst states, reported that North Province, which became independent of Rauxes two years earlier, was calling itself the Great Kingdom of Northern Aerdy by its self‐roclaimed Overking (formerly Herzog) Grenell I, of House Naelax. This "new" realm has not changed in character from the old, being cruel and tyrannical in the extreme. The new imperial capital was proclaimed to be Eastfair, to no one's surprise. Governed by ‘Overking’ Grace Grenell (who is alive and not yet undead), this is the largest and most powerful land within the former Great Kingdom. Grenell is an unscrupulous, utterly evil man who has an alliance with the humanoids of the Bone March. This unlikely military cooperation allowed the North Province to fend off the incursions of Nyrond, but now Grenell is obliged to aid the humanoids in their persecution of Ratik. He will almost certainly welch on this agreement. Many thought Grenell's rule as "Overking" would be short, as the mad but true Overking Ivid V would never tolerate such blatant presumption. However, a response from Rauxes seemed very slow in coming, and it appears to to this date to have never come at all. Most authorities believe that Grenell is strengthening his kingdom's infrastructure: tightening lines of command, rebuilding the coastal navy, and improving roads and trade within his realm. What he will do when he turns his attention outward again is unknown, but the possibilities are greatly feared in Nyrond and even more so in the Flinty Hills. It can only be guessed how the northern barbarians ‐ long the enemies of old North Province ‐ and the independent woodsmen of the Adri Forest feel about the situation.

MEDIGIA, SEE OF ‐ See Great Kingdom: Medigia

NYROND, KINGDOM OF His August Supremacy, Altmeister of all the Aerdi, King Archbold III Capital: Rel Mord (pop 34,200) Pop. Alignment: LG, LN, NG Population: 1,175,000 Demihumans: 18,000 E, 7,000 G, 2,500 H Races: Os Major Resources: Cloth, Silver, Foodstuffs, Gems I & II. The establishment of Nyrond in 356 CY marked the beginning of the end of the Great Kingdom. But over successive decades, Nyrond itself underwent an imperialist phase, seeking to bend both the Theocracy of the Pale and the Urnst states to its will. The great Council of Rel Mord, called by King Dunstan I, led to the recall of Nyrondese troops from those lands and the creation of treaties with them, as well as with the nascent Iron League, which Nyrond supported with economic aid. For over a century thereafter, Nyrond was a bastion of strength and good, the great protector of the Flanaess against the Great Kingdom. Its armies were numerous and strong, with legendary elven and halfling scouting troops; and its treaties with the Urnst states allowed it to call on great military strength. The Nyrondese navy dominated Relmor Bay and the eastern Sea of Gearnat. Nyrondese mages were of famed power, and the nation's artisans and scholars were renowned throughout the Flanaess. The cities of Nyrond were marvels of architecture and vision. The war against the Great Kingdom cost the Nyrondese armies dear, with almost 70,000 casualties, and it exhausted Nyrond's coffers, although its navy remains strong. Territory has been lost around the northeastern portion of Relmor Bay, and while the remains of Almor which hold those lands could be retaken by any moderate army, Nyrond has not the strength or will to do so. Internally, the murderously high levels of taxation, which the King is forced co exact to maintain vigilance against luz on the northwest as well as the Bone March humanoids across the Flinty Hills, has made the peasants and common folk rebellious. Tax riots have bad to be quelled in and around the major northern trade town of Midmeadow. Some farmers plead that they cannot even afford seed to sow their fields, and many livestock have been killed for food. The vital silver mines of the Flinty Hills still yield their treasure, and this, with aid from Urnst, is all that keeps Nyrond going. Further, Nyrond has suffered an exodus of many of its best artisans, mages, scholars, and skilled folk, who have left for the richer Urnst States or for the Free City of Greyhawk. King Archbold and his advisers engage in desperate diplomacy from Keoland to the Theocracy, but with so little to offer, Nyrond's influence is weak. Its major supporters are the Urnst states, who fear Nyrond's fall, which would leave them with luz to the north and anarchy to the east.

OLMAN ISLANDS Brother Schelepak, Shepherd of the Olman Islands Capital: None Pop. Alignment: LE, NE Population: 2,000 Demihumans: None Races: S Major Resources: Fruits, Rare Woods This small and seemingly insignificant pair of islands has stategic importance, especially with the newly‐established small port of Narisban allowing the Scarlet Brotherhood to wholly control the passage of ships into and from the Densac Gulf. The original inhabitants of the islands are related to the Amedio savages and have been enslaved by the Brotherhood. Other important features of these islands are the fine fruit trees of the southern island, which allow ships to replenish their stocks, and the presence on the same island of agile, lemurlike creatures possessed of great strength and an acute sense of smell. The Brotherhood is said to be experimenting with them in breeding programs.

ONWAL, STATE OF Exalted Sister Kuranyie, Shepherd of Onnwal Capital: Scant (pop 4,200) Pop. Alignment: LG, LN Population: 37,500 Demihumans: 2,000 D Races: So Major Resources: Platinum, Gems I & II. Originally part of the South Province, Onnwall was a founding member of the lron League. Its fine defenses against land invasion (the Headlands) together with that alliance made it a strong, free state. Onnwal had significant sea power, and together with ldee, formed a powerful trading center and naval base. Periodic sea raids from the navy of the Herzog of South Province were easily fended off, sometimes with secret support from Nyrond men‐of‐war. Onnwal was an excellent resource for the Scarlet Brotherhood to acquire through its treachery. ln addition to most of its fleet (a few vessels escaped up the Nesse river and into Nyrond), Onnwall yielded platinum and silver mines in the Headlands, although clans of determined dwarves still control a significant percentage of these and manage to ship their products out through lrongate, via a long network of underground tunnels. Scant is an exceptionally well‐fortified port, vircually impregnable to land or naval assault, but it fell from within at the hands of Brotherhood assassins. The ordinary folk of Onnwal are terrified of their new masters, and an especially cruel ruler imposes on this land. Because Onnwallers try to escape by sea across the Sea of Gearnat, Kuranyie keeps hostages from almost every family in the land, executing them if their relatives dare to escape.

PERRENLAND, CONCATINATED CANTONS OF Voorman of AIl Perrenland, His Gravity Karen in Capital: Scwartzenbruin (pop 26,000) Pop. Alignment: LG, LN Population: 200,000 Demihumans: 3,000 D + Some Races: O Major Resources: Copper The original Flan dwellers of this land were especially fierce folk. Intermixing with other races was a slow process. They were subjected co the aggressive territorial ambitions of Ket (fairly frequently) and Furyondy (during its expansionist phase), but vigorously fought off the invaders. Their pike‐and polearm‐hefting hill and mountain troops were experts at warfare on the borders. The various clans of the land united around 400 CY under the leadership of the strongest clan voorman, Perren, after whom the land is named. Clan holds were marked into cantons, and the clan leaders elected a series of rulers, each holding office for eight years at most. Perrenland is prosperous, trading with the northern nomads who need manufactured items and tools. Perren folk fish the rich waters of Lake Quag in the summer. Trade with Veluna, Furyondy, and the Baklunish states to the west is brisk. Perrenland smoked cheeses are famed throughout the central Flanaess. Perrenland benefits from excellent natural defenses and mountain soldiers. Heavy cavalry, drawn from the fine plains around Schwartzenbruin, is of excellent quality and morale. Nonetheless, during the Wars, the Perrenlanders feared the might of luz and had no natural ally to call upon, having maintained cool relations with Ket and Furyondy for historical reasons. The Voorman Franz thus made a formal agreement with luz, which basically maintained Perrenland's security, but did not involve granting luz any aid. Perrenland wishes to be isolationist, but it needs trade at the same time, and with Ket's annexation of Bissel, it is forced to deal more with that state now than previously. Perrenlanders are deeply suspicious of foreigners, and trade missions to this land are escorted by Perren land military from the moment they cross the border, which is well patrolled.

PLAINS OF THE PAYNIMS (TRIBES OF) Various Nomadic Leaders (see below) Capital: None Pop. Alignment: All? Population: 500,000 Demihumans: Doubtful Races: B Major Resources: Unknown Only a small part of the rolling plains inhabited by nomadic Baklunish tribes falls within the Flanaess. That part which does is sometimes devoid of human life, and at other times swarms with horsemen, livestock, and the tents and yurts of a dozen nomadic tribes. These nomads move out of the Dry Steppes in hot summers which make that area a parched wasteland, and return to find forage in the wet season. Each tribe is ruled by a noble, an Amir or Khan; greater nobles are referred co as llkhan, Orakhon, or Shah. Leaders of royal rank and lineage are known as Tarkhan, Padishah, or Kha Khan. These horsemen are poorly armored, using only a variety of animal skins equivalent to tough leather, but they are highly mobile and of unequalled skill. They employ bows made of animal horn and scimitars and similar curved swords. A few employ a long, slender lance and mace or flail. Their horses are very hardy and are accustomed to harsh treatment. Socially, family ties are very strong. Honor and face are central facrors in the precisely‐observed social rituals and ceremonies which govern much of these people's lives. Ancestor worship and a belief that the spirits of ancestors watch the deeds of the living are important to their religion. A handful of wizards among them are regarded with great awe and superstition, usually living alone in tents pitched some distance from the main camps. Only nobles usually converse with wizards. The nomads trade with Ket, Ull (which has a settled Paynim tribe), Zeif, Ekbir, and Tusmit. These nations (especially Ket) have employed Paynim horsemen as mercenaries, against each other or for forays east.

POMARJ, THE His Most Ferocious Majesty, the Despot Turrosh Mak Capital: Stoneheim (pop 5,200) Pop. Alignment: CE Population: 125,000 Demihumans: Doubtful Races: Hu/SO Major Resources: Unknown This rich peninsula was originally a collection of small states governed by the Prince of Ulek, but the local nobles drove out the Uleks and governed themselves until the early sixth century. As forces from Ulek, Veluna, and the demihumans of the Kron Hills combined to drive vast tribes of orcs and goblins out of the Lonmil Mountains, the humanoids fled south and east, easily overrunning the lazy and disorganized human inhabitants and securing their strongholds. Certainly, a number of wicked humans allied with the invaders, and mercenaries were bought with gold from the Stoneheim mines and moonstones from the Drachensgrab hills. For a time, the human bandits were the rulers here, but with the ascendance of Turrosh Mak shortly before the war, this changed. Turrosh, a half‐orc warrior, united the humanoids and made swift strikes to annex the eastern half of the Principality of Ulek and the southern half of the old Wild Coast lands. At present, Turrosh is able to hold his kingdom together, but further attempts at conquest would bring him up against the united Ulek states, the Wild Coast cities now under Greyhawk's sway, or into Celene, each of which would offer powerful opposition. Yet his bloodthirsty and mostly chaotic humanoids were roused with a cry to "reclaim their birchright,” and they look to the Lortmils still. ln the interim, by no means do all of the clan leaders wholly respect Turrosh's leadership, and the Pomarj may yet fragment anew.

RATIK, ARCHBARONY OF His Valorous Prominence, Lord Baron of Racik, Lexnol Capital: Marner (pop 3,400) Pop. Alignment: N, CN Population: 36,000 Demihumans: 8,000 D, 3,000 G Races: Sof Major Resources: Furs, Gold, Wood, Gems I Ratik rnarks the northernmost part of great Aerdy's expansion in the heady days of old empire and dominion. Its magnificent pine forests offer excellent material for shipbuilding, and the land was heavily protected by good military to fend off the Frost Barbarians and, indeed, make preemptive strikes against them. Ratik was made a Barony by an Overking delighted after a firm repulsion of a barbarian fleet, and has been fortunate in having a succession of barons who have been distinctly more wise and benign than most Aerdy nobles. For this reason, the mountain dwarves and gnomes of the Rakers have worked and traded on good terms with the humans here. Ratik's relationship wirh the Great Kingdom cooled following the ascension of the House of Naelax in the Kingdom, which increasingly neglected this little state. When the Bone March was overrun with humanoids, Ratik began to court the Frost Barbarians, and formed an unlikely alliance with them to jointly raid the Bone March and North Province. Ratik's population is not great, so the people here can only hold their land against humanoids and not decisively repulse them. Ratik men and women are all militarily trained, and conscription is universal. Specialized woodsman troops with bows as well as sling‐firing hillrunners are among the cream of Ratik's forces. Ratik is not wealthy, despite its fine natural resources, since it has few customers plying trade. The Sea Barons and Frost Barbarians buy wood here still; however, trade with the Theocracy is slow, and trade with cities of the North Province is extremely low. Ratikers are now even more insular and selfrcliant than before the war.

ROVERS OF THE BARRENS His Mighty Lordship, the Ataman of the Standards, Durishi Great Hound, Chief of the Wardogs Capital: None Pop. Alignment: CN Population: 35,000 Demihumans: Very few Races: F / Hu Major Resources: Furs, Gold The Rovers are remnants of original Flan tribes who eked out a poor living from banditry in these chill and barren lands. Over the centuries, marauding Oeridian and Suel invaders, the hostility of the Wolf Nomads, and humanoid attacks reduced the Rovers population, and before the Wars, there were just four clans of a handful of tribes each, which had once foolishly tried to attack luz. luz did not forget that attack, and pincered the remnants of the Rovers with attacks from Stonefist, supplemented by later culling forays from the land of luz and humanoids from the Bandit Kingdoms. A pathetic remnant of Rovers still clings co survival in the Wastes, but their land is now occupied by marauding bands of luz's forces. The Rovers of the Barrens are effectively no more. Their old lands have not been serried with any permanent citadels or towns by luz, who is happy ro allow his fiends and humanoids to stalk whatever prey they can find there.

SCARLET BROTHERHOOD, THE His Peerless Serenity, the Father of Obedience, Korenth Zan Capital: Unknown (see below) Pop. Alignment: LE, NE, CE Population: 40,000+ Demihumans: Doubtful Races: S Major Resources: Spices, Gold, Platinum, Electrum, Silver, Wood, Gems I & II Accurate information concerning the Scarlet Brotherhood is notoriously hard to locate, because of its paranoid secrecy and the unreliability of those sources that lay claim co knowledge of it. However, what is known with some certainty is as follows. For at least several generations, a SueI order of monastic militarists has dwelt in the closed city of Kro Terlep and the remote plateau south of it. During this time, the religion and precepts of the Brotherhood formed. The order is one of Suel racial superiority which seeks co subjugate all of the Flanaess to the rule of the Suloise (despite its widespread use of humanoid troops), and which embraces evil as the only hope of achieving this end. Members of the Brotherhood are referred to, unsurprisingly, as Brothers, with seniors in the rigid hierarchy being referred to as Elder Brother. The Brotherhood appears to have three distinct echelons. At the bottom are thieves, mostly of chaotic evil alignment. Their leader is known by the unique title of Elder Cousin. Intermediate are the assassins, who are warriors, thieves with special skills relevant to silent slaying, and rare mages and scouts. Mose of the assassins are believed to be neutral evil. Heading the organization are self‐styled monks who live in cloisters and lead rigidly ascetic lives. Most are lawful evil in alignment and include a few warriors, some mages, and a handful of priests. These preists remain exuemely secretive about their religion, which is not exported to the new dominions the Brotherhood holds. One terrible name has been mentioned in this context: . During the wars, the Brotherhood emerged as major winners, gaining control of the southern waters. Its thieves made excellent spies and its assassins brought whole nations to their knees. The scarlet‐clad monks who followed to administer the new satellite states had the way paved for them by ruthless cunning and ingenuity. Although the Scarlet Brotherhood's ultimate goal is known, only guesses can be made concerning much of its activities. The Brotherhood has made extensive forays into Hepmonaland and the Amedio Jungle, both home to ‘degenerate’ Suel people. It has seemed extraordinarily easy for the Brotherhood to recruit veritable armies of the jungle dwellers to aid their campaigns and keep order in invaded states. Hepmonaland is very rich in resources, including rare woods, spices, ivory, gems, and platinum, and this has swollen the Brotherhood's coffers considerably. The Brotherhood is also rumored to have extensive breeding programs, both for people and monsters. The monster‐breeding is said to be concentrated in endless underground catacombs below a great and splendid secret‐shrouded capital city, somewhere on or below the southern plateau. Exactly what the Brotherhood is creating there is unknown, although rumors circulate of freak, fire‐resistant, red‐skinned trolls in the hills beyond lrongate, heading from old ldee (once controlled by the Brotherhood); acid‐squining otyughs in the Vast Swamp; and great spiders with lemurlike arms in the trees of the Dreadwood. Many fear that the Hool Marshes may be infested with other specialized monsters, so that the Brotherhood may have designs on the Yeomanry. The folk of Sunndi keep vigilant watch for mutants and fell things in the Vast Swamp. So far as the human breeding program is concerned, the Father of Obedience sanctions all marriages within the Brotherhood and orders the slaying of infants born outside approved pairings. Brothers and Sisters of the order are often instructed to mate in order to test how certain pairings produce offspring. Disappearances of people with Suel blood from the old Iron League nations suggest that the Brotherhood is eager to expand its programs. The most hideous rumors concern the attempted interbreeding of monsters with captured humans and demihumans. No firm evidence exists of such abominations, but the rumors are persistent. Finally, the number of agents the Brotherhood has still in foreign lands is unknown.

SEA BARONS His Noble Prominence Basmajian Arras, Lord High Admiral of Asperdi, Commander of the Sea Barons Capital: Asperdi (pop 6,500) Population: 45,000 Races: Of Demihumans: Few Pop. Alignment: NE, CE, CN Major Resources: None outstanding The people of these lands are a mix of Oeridian and Flan. Centuries ago, the Overking established four baronial island fiefs here, instructing each to build squadrons of ships and compete with each other. Whichever proved best in naval warfare would be appointed supreme baron, admiral of Aerdy, and be duly rewarded with Imperial favor. Old Baron Asperdi won the contest, and now, the baron of that island rules the Sea Barons. The main duties of the Barons in serving Aerdy were to fight off the Frost and Ice Barbarians and the Lordship of the Isles, which they carried out without great enthusiasm. The old High Admiral, Sencho Foy, suffered a sad mishap early in Aerdy's entry into the Greyhawk Wars. He choked on a fishbone stuck in his throat (although some say the dagger which had impaled the fishbone first did the irnportant damage). Under Admiral Basmajian, the Sea Barons remained out of the Wars and kept their fleets largely confined to their ports and the Solnor Ocean. The Sea Barons now raid ports of the eastern coast of Aerdy (though tbey trade with Rel Astra), skirmish with Leadore and the Lordship of the Isles, and prefer to avoid needless combats with the barbarians. The seamen and barons here are very uncertain of their future, not knowing with whom to ally. They have kept Scarlet Brotherhood "advisers" at a safe distance after seeing what happened to Latmac Ranold. Basmajian himself is believed to favor an alliance with Ratik and the Frost Barbarians, but it will be years before the other barons agree to any kind of binding concord.

SEA PRINCES, HOLD OF THE Elder Brother Hammandaturian, Shepherd of the Sea Princes Capital: Monmurg (pop 15,500) Pop. Alignment: N, CN Population: 95,000 Demihumans: Few Races: Sof Major Resources: Foodstuffs The Sea Princes come from old piratical stock based on Jetsom, Flotsom, and Fairwind Isles. They preyed on Keoland's southern borders and extended their pillage as far as the Pomarj and beyond at the height of their power. Keolandish naval strength subdued them at the Battle of Jetsom Island, and the wiser Sea Princes turned to an easier target‐the Amedio Jungle‐and trade of the ivory, spices, and woods found there. Eventually, the lands south of the Hool Marshes became settled, and the Princes practiced less and less raiding outside of Amedio. Before the war, the Sea Princes had superb vessels and well‐trained sailors, and were peaceable if unscrupulous merchants. The most objectionable aspect of their country was the institution of slavery, to which many Amedians were wretchedly subjected. The Sea Princes were forced to surrender to the Scarlet Brotherhood without a battle being fought. Of the 30 leading nobles, 27 were dead at the hands of assassins within a week of initially laughing away the demand for their surrender. The handful left to sign did so readily. Now these lands are ruled with an iron grip by the Brotherhood, who has imported more "savages" into the land. And since this land is so much farther from their own land than tbeir other conquests, a handful of powerful mages, together with well trained and vicious monsters, were also imported. Trained tyrgs and high‐morale norkers are used for patrols by the invaders. Few of the local people were able to flee co the Yeomanry or Keoland, so swift was the fall of the Sea Princes. Virtually none of the ships in its superb fleets were kept from the hands of the Brotherhood. The seamen of these lands now sail as ordered by the Brothers; no ship is allowed to set sail without a significant number of Brothers on board. Inland, there is a slow trickle of people into the southern Yeomanry, but the Hool Marshes are the death of most of these would‐be exiles. Those who escape speak of tyrannical rule, exemplary public executions for misdemeanors, and a climate of terror in the land.

SHIELD LANDS, THE Her Most Honorable Ladyship, Countess Katarina of Walworth, Knight Commander of the Shield Lands, in exile (luz) Capital: Admunfort (pop 6,200) Pop. Alignment: Evil Uhumanoids) / LG (humans) Population: 30,000 Demihumans: None Races: Hu / Osf Major Resources: Foodstuffs The growth of the Shield Lands was a direct result of the reaction by nobles with lands just north of the Nyr Dyv to the growth of the Bandit Kingdoms. The Earl of Walworth was chosen as Knight Commander, given Walworth's strategic island location with the only major city (and that being a fortified port). A holy order, the Knights of Holy Shielding, was consecrated at Walworth to the service of the Powers of lawful good (most notably Heironeous). Supported by Urnst and Furondy, the Shield Landers fought off increasingly severe raids from the Horned Society lands for many years before the Wars. Yet when the War came, Earl Holmer made a terrible mistake on this score after those lands had fallen to luz. Warned by Belvor of Furyondy of the growing might of luz, Holmer refused direct Furyondian military aid, suspecting that Belvor wished to annex the Shield Lands. A flanking maneuver by luz's forces, east through the Bandit Kingdoms and thus into the Shield Lands, caught Holmer and his generals myopically peering north and ensured the vital element of surprise. Nearly half the knights of the lands fell in the strategic retreat to Admundfort. Armies were evacuated in large measure across the Nyr Dyv to Furyondy, Dyvers, Urnst, and Greyhawk before Admundfort fell to luz. luz gleefully installed fiends as a mock council of nobles in Admundfort, presided over by an especially cruel and sadistic marileth demon. Holmer himself was taken to tbe dungeons of Dorakaa, to an unknown fate. Exiled Knights of Holy Shielding are found in Greyhawk, Dyvers, Urnst, and in exile in Willip. Since Holmer's presumed death, his cousin Katarina has taken his title and leads the Knights as a negotiator and representative; she is a young paladin of Heironeous and makes up with charisma what she lacks in tact. The Knights are proud and valorous men and women, and to have hit hard times in which some must work as mercenaries and bodyguards for merchants does not rest easy on their pride.

SNOW BARBARIANS (KINGDOM OF SCHNAI) His Bellicose Majesty, King Ingemar Aartensen of the Schnai Capital: Soull (pop 5,500) Pop. Alignment: CN Population: 95,000 Demihumans: Some Races: S Major Resources: Copper, Gems I The Snow Barbarians are the strongest and most numerous of the northern Suel peoples. They claim suzerainty over all the barbarian peoples, especially the Cruskii, and are rather patronizing toward them. However, they have allied with their fellows against the Great Kingdom for many decades and have been known to make occasional forays against the Sea Barons. Their alliance with Ratik is less cemented than that of the Cruskii, but Ingemar seems amenable to continued cooperation after the events of the Wars. He also has great hatred for the Stonefisters, and wishes to mount a joint expedition with the other barbarian races through the Griff Mountains to lay waste to Kelten. Time will tell if this comes to fruition. The Snow Barbarians share many characteristics with their brethren, but are the palest of all, many being almost albinoid. Platinum‐blond hair is not unusual. Their womenfolk have an unearthly beauty and are often found as animal trainers (dogs and dog‐wolf hybrids), scouts, rangers, druids, or the like, despite the dominant chauvinism of their men. This is a proud and strong race.

SOLNOR COMPACT (FORMERLY THE FREE CITY OF REL ASTRA) His Most Lordly Nobility, Eternal Custodian and Lord Protector of Rel Astra, Drax the Invulnerable Capital: City (pop 57,000) Pop. Alignment: CE Population: 75,000 Demihumans: Very few Races: OSf Major Resources: Cloth, Gold, Silver, Foodstuffs, Gems I & II. The Solnor Compact arose after the sundering of the Great Kingdom. Rel Astra, which declared itself independent during the Greyhawk Wars, is thought to be closely courting the woodsmen and elves of the Grandwood and the inhabitants of Lone Heath to prevent encroachment by imperial forces (from the north or south), which is much feared since Grandwood was declared a Marchland. Rel Astra has a new defensive alliance with Ountsy and Roland (the Solnor Compact), and it has very friendly relations with the Sea Barons. The undead Drax the Invulnerable remains popular as Rel Astra's ruler and self‐styled lord protector. Rel Astra , is now the major trading center on the eastern coast of old Aerdy, ready to conduct trade with anyone‐the Sea Barons, Barbarians (rarely), Ratik vessels, the Scarlet Brotherhood's proxies from the Lordship of the Isles, Sunndi, and other Aerdy Lands. As long as money comes in, The Solnor Compact doesn't care who provides the coin. The motivation for this is simple. While Rel Astra did not fall to Osson during the war, the Overking's pillaging army in Medegia didn't worry much about technicalities, and tried its best to sack and loot the town anyway. By this time, having despoiled their way through Medegia, the imperial army was both weakened and sated, and Rel Astra’s troops fought them off. This created a great hatred of lvid within Rel Astra, however, and the generals and ordinary folk long for the day when lvid's gutted carcass will hang on a meathook above the cicy gates. In addition, Drax was blessed by his Overking with the gift of undying, and he is an animus and none too happy about it. He, too, longs for revenge. So, Rel Astra wants money and plenty of it. Armies of revenge are not hired without bulging coffers. Ountsy and Roland, the other two major players in the Solnor Compact fear the intrusion into their newly independent lands, and reached out to Drax the Invulnerable to complete the mutual defense treaty. Where this new nation of city states goes from here is anyones guess. It is very evident that Drax is the one in command, however. Drax rules Rel Astra harshly, ever preaching the merits of thrift, caution, hard work, and the need for self‐sacrifice if Rel Astra is to be revenged. He secretly harbors his old noble house's fantasy of displacing Naelax and ascending the Malachite throne in its place. The Solnor Compact is a cold hard land, but it is also some of the best defended, and the morale of its people is good despite Drax's fairly tyrannical rulership and the open reverence of evil powers here.

STERICH, EARLDOM OF His Magnitude, Querchard, Earl of Sterich, in exile (none) Capital: Istivin (pop 7,000) Pop. Alignment: Evil humanoids / LG, LN humans Population: 15,000 Demihumans: Some Races: Hu / OSF Major Resources: Silver, Electrum, Gold, Gems I Sterich was in name a vassal of Keoland before the War, but it maintained complete independence in everyday affairs, bound only by a military treaty compelling it to come to Keoland's aid if required. lt is ironic that, when the major blow of the War fell in this area, Keoland's delay in aiding the brave Sterich people resulted in the loss of the land to giants and humanoids. Most Sterish escaped co Keoland, the Yeomanry, or Gran March. Many preferred the latter options because of anger at Keoland's failure to support their small state. Querchard escaped to Niole Dra. The mountain dwarves of the Jotens and Stark Mounds have mostly fled and taken up residence with their brothers in the Keolandish Good Hills. Sterich's renowned halberdiers and medium cavalry suffered severe casualties attempting ro repulse invaders during the giant troubles. Several companies have since reformed in the Gran March and Yeomanry, and plan the reconquest of their homeland, togerher with the dwarves and other demihurnans of the lands (gnomes and halflings). The Sterish in exile are doughty and not dismayed; they truly believe they will be going home before many years have elapsed. They work hard as artisans, laborers, mercenaries; whatever employment they can get. "You work as hard as a Sterish!” is becoming a compliment in the lands they now dwell within. Back within their own lands, orcs, gnolls, and ogres overrun and ruin the land. Giants are relatively fewer in number than in Geoff. Almost all livestock has been eaten. Towns and villages have been burned and razed. Sterich is a wasteland under a continuous pall of black smoke from tbe burnings. In Istivin , a giant calling himself King Galrnoor is reported co have a mockery of a royal court, but how long he will survive the jealousy of his fellows is dubious. The population figure for the capital includes only a few hundred human slaves; the rest of thac number comprises humanoids.

STONEFIST, HOLD OF His Mose Grim and Terrible Might, the Master of the Hold, Sevvord Redbeard (luz) Capital: Vlekstaad (pop 1,950) Pop. Alignment: N, CN, CE Population: 200,000 Demihumans: Doubtful Races: FS Major Resources: Furs, Ivory, Silver, Gems I The original Sronefisc, one Vlek Col Vlekzed, founded his chiefdom around CY 430. Vick was cast out from the Rovers of the Barrens for banditry, deceit, and murder, but a small number of warriors and their families followed this harsh and brural but charismatic man. Revenge strikes against the Rovers brought him more followers from the ranks of the disaffected, corrupt, evil, and homicidally insane. An extraordinary later exploit ‐ despoiling part of Tenh, heading down into the Bandit Kingdoms to recruit more followers, fending off a retributive strike from the Tenhas, kidnapping more bandits for followers, and finally establishing a fortified camp base added co Vick's charisma and reputation. Vlek ruled by terror and brutality, but his people loved him for it. After his death, the Mastership of the Hold became a semi‐ hereditary position and title. Vlek's descendants (he had 351 sons by his scores of wives), if they survived to maturity, had to compete in a bi‐annual “Rite of Battle Fitness:” The winner became a warband chief (with the option to challenge the Master). The surviving losers joined the standing warbands ‐ the "Fists"‐as sub‐chiefs and leaders of raiding parries. From this mix of settled and semi‐nomadic people, Vick's descendants created a fierce and savage raiding force. lt is little wonder that luz sought co use this machinery of war. Sevvord Redbeard was magically ensnared by Iuz's fiends, but what luz whispered to him was very much to his taste, anyway. Redbeard's brutal massacres in Tenh only enhanced his reputation, and his Fists swagger across their own lands, those of Tenh, and part of the old Bandit Kingdoms in the bargain. Sevvord may be little more than a pawn of luz now, but luz IS careful not to make this obvious to the strong, independent Fists and their chiefs. luz does not dispatch fiends, Boneheart leaders, or hobgoblins openly into Stonefist or Tenh. His control is exerted purely through Sevvord, and this suits Iuz, since diluting his own forces by having to assign more of them here would not be wise. If luz's magical control could somehow be identified and broken, it is intriguing to think upon the consequences. The people of Stonefist are a cruel, bloody bunch with little sense of honor or decency. They are arrogant, contemptuous bullies, always seeking new victims to rob, rape and pillage.

SUNNDI, COUNTY OF His Brilliant Lordship, Count Hazendel of Sunndi, Olvensteward of the South Capital: Pitchfield (pop 3,200) Pop. Alignment: N, NG Population: 65,000 Demihumans: 8,000 E, 5,000 D, 3,000 G Races: So Major Resources: Electrum, Platinum, Gems I & II The County of Sunndi was originally a fief within a fief, being granted to a loyal peer of the Herzog of the South Province when the Herzog was in favor with the Overking. After a miserable, long period of repressive rule, the Sunndis proclaimed independence and joined the Iron League shortly after its founding. Largely recaptured by che Glorioles Army of lvid V in the Wars, it was liberated through a combination of uprisings and the derring‐do of Commander Osson. Sunndi has managed to remain free; the threat from the north has been replaced by the threat of the Scarlet Brotherhood, whose "advisers" were dispatched just in time to prevent Sunndi from going the way of Onnwall and Idee. Sunndi has formidable natural protections: swamp to the south, and hills and highlands and woods in a ring around the other points of the compass. The swamp is a mixed blessing, since disease and monsters both flourish there, but the Sunndis are happy to have it as a defense. Sunndi is most notable for the harmony between the different races that live there. The gray elven Lord of Sunndi is careful co take plentiful advice not just from his own people, who prowl the woodlands, but from the gnomes and mountain dwarves who mine and man defenses in the Glorioles, Hestermark Highlands, and Hollow Mountains. The Sunndi hillmen are fine shots with slings and crossbows. Sunndi's economic position is difficult because of the problems of exporting the wood, metals, and ores which it can offer for trade. lt is very isolated now that Idee has been subverted and conducts only minimal trade with old Aerdy cities. Trade with Dullstrand, and especially Rel Astra, is on the increase. Suundi folk are parochial and ever vigilant. Notably, the gray elves of the land are unusually aggressive to outsiders, and they are as hard working as the humans or dwarves of the land.

TENH, DUCHY OF His Radiance, Duke Ehyeh in exile (Stonefist/Iuz) Capital: Nevond Nevnend (pop 19,000) Pop. Alignment: LN Population: 160,000 Demihumans: Some Races: F Major Resources: Foodstuffs, Platinum Tenh was a Flan land, defended against invading Oeridians and Suloise by the natural barriers of the Artonsamay, Zumker and Yol rivers, and the Griff Mountains. Coalescing into a distinct state, its minor nobles elected a Duke co command their forces, of which medium cavalry was the most notable. Tenh's fall at the hands of Stonefist was sudden and swift. Bitter recriminations, as well as rumors of corruption, siphoning of military monies, and even deliberate betrayal, abound among the exiles. The Tenhas are now divided into three main groups. About three‐quarters of the population were unable to escape the speedy incursions of the Fists. They are now effectively enslaved by the occupiers of the land. Some are rounded up by Fists and herded to camps on the western borders, to be handed over co agents of luz for untold horrors. A few of those who escaped made it into the Phostwood and south into the Nutherwood, where they survive as best they can. The remainder sought refuge in the County of Urnst (as did their Duke), or in northernmost Nyrond. These exiles are coolly received by the locals of their new homes, because the arrogance and laziness of the Tenhas is a byword in Urnst and Nyrond. Alcoholism, prostitution, and debauchery has been the fate of many of these wretched exiles. Even those with some skills to offer are caught up in black despair.

THE PALE, THEOCRACY OF His Worshipful Mercy, Supreme Prelate of the Pale, Theocrat Ogon Tillit Capital: Wintershiven (pop 23,400) Pop. Alignment: LN Population: 260,000 Demihumans: Some Races: FO Major Resources: Silver, Gems II The Theocracy of the Pale emerged as a state wholly free of Nyrondese dominance at the Council of Rel Mord, and has evolved into an ecclesiastical state of notorious intolerance. The entire church hierarchy is devoted to the reverence of Pholtus in his Lawful Neutral aspect (elsewhere, this is taken as a very one‐sided view of this god). Virtually all government is under the rule of the church, which has ics own bureaucracy of byzantine complexity. The Theocracy stayed well out of the Greyhawk Wars, regarding everyone involved as degenerate heretics. lt was ignored by other nations; although its standing army is typically only 4,000 strong, the Church Militant is a paramilitary body of warriors and warrior‐priests who are among the most disciplined, bravest, and best equipped troops the Flanaess has ever seen. Patrolling the borders of the Theocracy, they easily fend off incursions by humanoids from the Rakers and Griffs or rabble from the Bandit Kingdoms and Tenh. The Theocracy's lands are not good for growing crops, and it is forced co trade with Urnst for food. The Theocracy formerly traded with Nyrond for food, but Nyrond can no longer afford exports. Silver and gems are the core resource of the Theocracy. Its people are deeply religious, hard‐working folk whose idea of fun is singing hymns. A Theocracy saying is, "Cold weather is Pholtus's way of telling you to throw another heretic on the fire."

TIGER NOMADS (CHAKYIK) The Unvanquishable Tiger Lord, Ilkhan Cligit of the Chakyik Hordes Capital: Yecha (pop 4,000) Pop. Alignment: CN, CE Population: 75,000+ Demihumans: Few Races: B Major Resources: Furs, Silver, Gems I The Tiger Nomads are tough, hardy horsemen dwelling on the prairies north of the Yatils. They are nomadic herdsmen and hunters, but because of their proximity to more civilized nations, they have a handful of settled towns, villages, and trading posts. Some even mine small quantities of silver and gems from the Yecha Hills, and they trade with Perrenland and Ekbir. However, some of the tribes here raid both these nations, and the Wolf Nomad lands as well. The Tiger Nomads are Baklunish people, many of whom do not speak the Common tongue of the Flanaess, and speak Modern Baklunish only, with many of their shamans and priests speaking Ancient Baklunish amongst themselves exclusively. Tiger Nomad banners bear the likeness of a tiger, tiger rail pennants, and similar elements. The llkhan's robe of state is a tiger skin, reportedly that of a sabre‐tooth, while the lesser khans wear the pelts of normal tigers. The nomads' typical raiding party is light cavalry, armed with horn bows and lances similar to those of the Paynim. Small infantry garrisons protect the towns and villages. The Tiger Nomads' religion and way of life is very similar to chat of the Paynim peoples, with whom they share the same ancestral stock.

TUSMIT His Exalted Splendor, the Pasha of Tusmir, Muammar Qharan Capital: Sefmur (pop 19,000) Pop. Alignment: LN Population: 150,000 Demihumans: Few Races: B Major Resources: Foodstuffs, Silver, Gold The Baklunish state of Tusmit plays one neighbor against another‐Ket, Ekbir, Zeif, the Paynims, and so forth. Tusmit is a land vulnerable to aggression, with no major natural defenses against invasion, and so has specialized in crafty diplomacy in order to retain its own fertile farmlands and grazing fileds. The original tribal inhabitants of this land are mostly settled, and few lead a nomadic life. With Ket's attentions turned ro the east, Tusmit feels more secure under its charismatic young leader than it has for some generations. The society, religion, and troops of Tusmit are similar co those of the Paynims and Tiger Nomads, save that infantry is a greater percentage of military strength. The ordinary people are generally proficient with both scimitar and a second weapon such as mace or flail. The economy is mainly agrarian.

ULEK, COUNTY OF His Noble Mercy, Lewenn, Count Palatine of Ulek Capital: Jurnre (pop 12,000) Pop. Alignment: LG, LN, CG Population: 30,000 Demihumans: 5,000 D, 4,000 H + some Races: Sof Major Resources: Food, Cloth, Silver, Gems I The County of Ulek has a predominantly Suel racial mix. lt is very cosmopolitan, with many demihumans, and no few war refugees from Bissel, the Principaljty of Ulek, and the western lands within its borders. Its troops aided Keoland with some ambivalence during the Wars, given Keoland's former ambitions on the Ulek states, but Ulek suffered relatively few casualdes. Since the Lortmils were culled of humanoids in the so‐called Hateful Wars at the start of the century, the County has been peaceful. It remains richly resourced. The County's wealth is used to fortify its southern cities, notably the citadel and walled city of Jurnre, given the menace of the Pomarj humanoids. Aid is channeled to Furyondy. There are rumors that the Ulek and Urnst states are forming a diplomatic alliance, both being concerned that their relative wealth should be used to support impoverished neighbors effectively. War has affected the people of the Councy little in terms of quality of life, but their general outlook has been changed by the loss of so much of the Principality. Ulek folk tend to be serious and watchful, with a strong sense of social responsibility and justice. There is a powerful sense of community within this land, and no few of the people here favor a war against the Pomarj to recapture lost Principality territory.

ULEK, DUCHY OF His Noble Racliance, Duke Grenowin of Ulek Capital: Tringlee (pop 14,200) Pop. Alignment: LG, NG Population: 28,000 Demihumans: 17,500 E, 5,000 G + some Races: Sfo Major Resources: Foodstuffs, Cloth, Electrum, Gems I The Duchy of Ulek is dominated and ruled by hjgh and sylvan elves. Many half‐elven folk are within itS boundaries. As Keolandish rule abated, the Duchy moved to strengthen ties with Celene and the other Ulek states, although good relations with Keoland have been the norm also. The Duchy finds itself in a difficult situation politically. There is a strong feeling among its people, elven as well as human, of support for the Principality of Ulek, and for exiled men of Geoff and Sterich. At the same time, the Duchy has major trade and political links with Celene via the gnomes of the Kron Hills, and Celene has adopted a consistently isolationist position throughout the Wars and afterward. The Duke favors continued diplomacy. The mood among several of his most powerful nobles, however, is to support those elves within Celene who oppose their Queen and favor strong military action against the Pomarj to liberate the eastern Principality of Ulek. These nobles suppon the Knighcs of Luna in Celene, who seek not just to liberate the south, but also to give more active support to the Veluna/Furyondy alliance. The Duchy of Ulek is a beautiful land; its towns feature fine architecture with a strong elven influence, many parks and open spaces, statues, and works of art. People take a strong pride in the appearance of their settlements and have a strong civic sense. Adventurers from the Duchy travel rhe central Flanaess looking for opponunities to funher the cause of good. Its elven fighter∙mages are renowned for their abilities, and Ulek hillsfolk, in particular, arr tough, hardy adventurers.

ULEK, PRINCIPALITY OF His Serene Highness, Lord of the Peaks of Haven, Prince Olinstaad Corond Capital: Gryrax (pop 21,000) Pop. Alignment: LN, NG, CG Population: 27,000 Demihumans: 30,000 D + some Races: SO Major Resources: Silver, Foodstuffs, Gems I & II. The dwarf‐ruled Principality has always been a friendly mix of dwarves and gnomes (who mined the rich hills) and humans (who did most of the farming, manned the naval squadrons based in Gryrax, and comprised the cavalry of the land). Ulek's dwarven infantry has seen much combat during the century, being involved in the Hateful War, skirmishing regularly with Pomarj humanoids, and finally suffering defeats at their hands under Turrosh Mak. The eastern half of the PrincipaJity was utterly lost during the War, and the beleaguered stronghold of Havenhill anchors a chain of new citadels being constructed in the hills. Gryrax itself lies barely thirty miles from the vermin of che Pomarj and is swollen with dwarf and gnome refugees from the eastern lands. The mood among these demi‐humans, in particular, is one of hatred and a burning desire for revenge. Prince Corond is most concerned with protecting the eastern mines of the hills, which contain so much of the Principality's wealth. He negotiates with the other Ulek states, the Kron Hills gnomes, and even the free cities of the Wild Coast, of which there are precious few left. Corond believes that he has some debts to call in; while the Principality didn't formally ally with Furyondy and Veluna during the Wars, one of the worst‐kept secrets is that many of its best warriors traveled north as volunteers; this weakening of Ulek defenses cost this State much of its precious territory. Unfortunately, Furyoody is not in a position to reward the Prince; Veluna can offer little, being desperate to support its eastern neighbor as a primary task. However, Corond has plenty of friends, riches, and a strong body of fighting men. If a major battle is to come in the immediate future, the men and dwarves of the Principality may well be on the field of combat. lt is also said that the Prince and his agents are eagerly looking for adventurers willing to undertake a number of missions to recover lost magical treasures.

ULL His Illustrious Ferocity, Orakhan Oraske Capital: Ulakand (pop 6,000) Pop. Alignment: CN, CE Population: 100,000+ Demihumans: Doubtful Races: B Major Resources: Copper, , Livestock, Gems I The Uli, a strong Paynim tribal clan, claimed the rich lands between the Barrier Peaks and Ulsprue Mountains hundreds of years ago. They have held them ever since, despite occasional forays against them by their more nomadic cousins. In the south of Ull, Ulakand is a spralling caravan town, and there are numerous hill and mountain villages also. To the north, settlements thin out, and more of the Uli lead a seminomadic life. Other Paynims rarely seek to attack Ull. The horsemen of the plains here have a superb cavalry armed with huge bows, ornate and very effective pole arms, and great maces; a majority of the cavalry riders have exceptional strength in addition to good mobility. The Uli trade with other Baklunish and Paynims, selling copper and gems from their hill mines, livestock, and (very rarely and only for an excessive price) their magnificent warhorses. As traders, they are very crafty and sly and appreciate the same qualities in those they deal with. Their general social and religious lives are similar to those of other Paynims, save that they are obviously far less nomadic.

URNST, COUNTY OF Her Noble Brilliancy, Countess Belissica Capital: Radigast City (pop 42,000) Pop. Alignment: LG, NG Population: 240,000 Demihumans: 3,000 H + few Races: SO Major Resources: Cloth, Gold, Foodstuffs Urnst separated from Nyrond soon after that states's secession from the Great Kingdom. Urnst has a history of hostility toward Aerdy, despite the Oeridian origins of mosc of its people. The County is allied with and technically under the protection of the Duchy ofUrnst, but the ruling House of Gellor is independent and diplomatic, and the County rules its own affairs. Relations between the two states are very close now that luz threatens the borders of the County; the states have a mutual aid pact. Naval squadrons based at Radigast City patrol the Nyr Dyv in an informal agreement with those of Furyondy, in order to secure this vital and massive lake. The native population has been somewhat increased by an influx of Tenhas (including the exiled Duke Ehyeh and his famjly) who are not greatly liked by the indigenous folk, and also by Nyrondese artisans and scholars, who are better received. Urnst did not suffer significant losses in the War, and the County and Duchy are now important bankrollers for Nyrond. Politically, Urnst is very active these days. The Countess fully supports Duke Karll’s diplomacy with Greyhawk and the Ulek states, while working hard to make sure that the latter in particular fully support the independence of her own nation.

URNST, DUCHY OF His Most Lordly Grace, Warden of the Abbor‐Alz, Duke Karll Capital: Leukish (pop 24,000) Pop. Alignment: LG, NG Population: 200,000 Demihumans: 3,000 D, 3,000 G, 5,000 H Races: So Major Resources: Platinum, Gold, Electrum, Foodstuffs, Livestock The Duchy of Urnst has had powerful struggles in the past to establish its independence from Aerdy and Nyrond, a tribute to the richness of this land. Platinum, gold, and electrum are mined to the western Cairn Hills and Abbor‐Alz, and the western Nesser basin is among the most fertile cropland in the whole Flanaess. Nyrondese and Shield Landers have flocked to this state, many bringing the valuables they could escape with, and now the Duchy is a dominant power despite its small size. Duke Karll has let this go to his head somewhat. He is determined to marry his eldest son to the daughter of the Countess of Urnst, allying the lands into one entity. Karll dispenses aid to Nyrond while extracting full measure for his largesse. However, at home he has also initiated a campaign against the fairly notorious civil and commercial corruption once rampant in Leukish and Nellix. He shows greater wisdom in his discussions with Greyhawk and Ulek, and it may be that tbe Duke is a wiser man dealing with those he perceives to be equals than with those he feels are at a disadvantage in dealing with him. He is attentive to the gnomes and dwarves who supply so much of Ulek's wealth from the mines of the west and south. Finally, Leukish is an important and burgeoning city, with exiled scholars and artisans, a handful of allegedly reformed bandits looking for money and equipment for forays into their old stomping grounds (or gainful employment almost anywhere), a strong navy, and a powerful group of mages housed within the fomidable might of Leukish Castle.

VALLEY OF THE MAGE, THE His Most Magical Authority, the Exalted Mage of the Valley and Lord of the Domain, Jaran Krimeeah Capital: None? Pop. Alignment: CE Population: 10,000? Demihumans: Some elves, gnomes? Races: OB? Major Resources: Unknown It is said that Jaran was born in Rauxes, a distant relation of the then ruling house of Rax, and has a paranoid hatred of old Aerdy. There are many tales of his westward wanderings before he came upon this secluded, almost impregnable valley some decades past. He ingratiated himself with the resident valley elves, gnomes, and small groups of fairies and other treefolk, and has ruled this place ever since. The inhabitants of the Valley repulse all efforts co explore their home, and well‐equipped and powerful adventuring groups have not returned from forays here despite persistent rumors of men returning with sacks full of plalinum and gems. The inhabitants of the Valley most likely remain untouched by the events of the Wars, and are as secretive and little‐known now as they have always been.

VELUNA, ARCHCELRICY OF His Venerable Reverence, Shepherd of the Faithful, Canon Hazen Capital: Mitrik (pop 12,000) Pop. Alignment: LG Population: 260,000 Demihumans: 11,000 E, 7,000 G + some Races: OSf Major Resources: Foodstuffs, Cloth, Silver, Gold The Archclericy of Veluna has long been a shining example of the better side of humankind in the Flanaess. Since the state became independent, it has supported righteous causes whenever possible, dealt fairly and justly with its neighbors, and became involved in military conflict only in self‐defense (as during the Shore War). Veluna allied with Furyondy in che Greyhawk Wars, but did not suffer the loss of men, territory, and riches its unfortunate neighbor did. Veluna remains rich, and it is a focus of support for goodly nations all around it ‐ Furyondy, the Highfolk, the gnomes of the Kron Hills, Verbobonc, and the Gran March. Veluncse diplomacy is the major hand at work in maintaining cohesion between all the non‐evil central Flanaess states, so far as such cohesion exists. Velunese agents have taken a strong role in unmasking Scarlet Brotherhood agents since the kidnapping of the Provost of Veluna, while themselves acting as eyes and ears for the rulers of Veluna. Veluna's armies stay in a state of readiness. The nation is renowned for its powerful and numerous medium cavalry and the deadly elven bowmen who support its well‐disciplined infantry. Exiled Bisselites and a few Furyondians who feel safer in Veluna form a small, but superbly marshalled addition to the pikemen of this Land. Canon Hazen is a High Priest of Rao, and all deities of lawful good are widely revered throughout Veluna. The Canon and his hierarchy are supported by seven noble houses ‐ the Plar of Veluna being the foremost. The Viscount of Verbobonc is a willing vassal of Veluna, and his presence increases the size of the Canon's advisory council to eight, although he is a fading man of late (see the entry for Verbobonc). Veluna is the brightest hope of good in the Flanaess now. One secret support it gives to a faraway beseiged state is worthy of note. Within Mitrik there is a hidden teleportation circle which allows the transfer of inanimate objeccs to and from lrongate, and this is used to transport ores and metals from that beleaguered city here for sale, with vital material needs (food, cloth, utensils, weapons, etc.) passing in the other direction. Only small quantities can be transported each day, but this trickle of exchange is vital in supporting lrongace. lt is rumored that one of the Circle of Eight is responsible for establishing this, probably Bigby, who fled from his home in Scant when the Scarlet Brotherhood struck. He was known to have strong links with the dwarves of lrongate.

VERBOBONC, VISCOUNTY AND FREE CITY OF His Lordship, Viscount Wilfrick of Verbobonc Capital: City (pop 12,500) Pop. Alignment: CE Population: 16,000 Demihumans: 1,500G + some Races: OSf Major Resources: Shipbuilding Supplies, Foodstuffs Verbobonc is now considered a free city, although technically it has a viscounty whose writ runs some 15 miles into the Kron Hills. Since the Wars, Verbobonc bas all but abandoned its responsibilities in the hills, and the gnomes there have looked elsewhere for their alliances and protection. Verbobonc's influence over its small satellite villages has also declined, with village elders and rulers being allowed free rein to rule. Viscount Wilfrick grows old, and a city that once maintained a powerful militia and a neverending watch against evil, especially the Gnarley Forest and the dread Temple of Elemental Evil, has grown tired along with him. lt is entirely plausible that Scarlet Brotherhood agents and "advisers" have counseled the Viscount to sit tight in troubled times. The construction of a small castle at the village of Hommlet is deemed to have been sufficient effort, and Verbobonc washes its hands of further watchfulness. The ordinary folk of the town continue their trading much as before. The humans and gnomes who populate it are cheerful, kindly folk who smile away tales of the Wars with mumbled comments of "oh, that's terrible." If there is still vigilance and strength in Verbobonc, it resides in a handful of rulers of local towns and fortifications, several of whom are known to have meetings with Furyondian representatives and members of the Knights of the Hare. lt may well be thac determined efforts will be made by these people to formally align Verbobonc with Furyonday and Veluna, states which gratefully received volunteer Verbobonc warriors during the Wars.

WILD COAST, FREE CITIES OF Military councils of Greyhawk Capital: See below Pop. Alignment: CG, NG, N Population: 15,000 Demihumans: Very few Races: OSf Major Resources: Wood, Foodstuffs The three southern cities of the Wild Coast fell to Turrosh Mak's Pomarj humanoids during the Wars. The fact that the two northernmost cities did not also fall can only be put down co the humanoids switching their attentions, and forces, westward to Ulek rather than pressing home the attack here. The Free City of Greyhawk now has much greater say here, and this region combined with the Free City’s other territories east of the Selintan is fast becoming known as The Domain of Greyhawk.

7. Modern Viewpoints

This chapter asks a list of questions that are answered by a person from a specific geographic region. For example, in the Flannae section, the questions are asked in the Duchy of Tenh, and the answers would be what your father told you. The questions asked are the same for each region and are asked in the same order. Though this information was collected (sometimes rather seriptitiously) by the author himself, I do have to admit that much of it predates to just before The Greyhawk Wars around 581 CY. The information presented here may have changed some in the last few years, but it still provides a very good look at how these people think and see the world and their gods.

7.1 Baklunish Viewpoints The Sultanate of Zeif ‐ What Your Father Told You Who are you? ‐ I am Fazi ben‐Yural, fine metalsmith and maker of finer jewelry items. Who are we? ‐ We are of the tribe of Zeifa, with a long history of noble service to the Sultans of our land. What makes us great? ‐ The tribe of Zeifa, of whom the family Yural was a part, chose to heed the words of the prophet Arish, and so were spared the Invoked Devastation that claimed the ancient Caliphate that once ruled these lands. We returned afterwards, to insure that our culture and race would not perish from the face of this world. Where do we live? ‐ We live in the city of Zeif, where our beloved Sultan dwells, on the shores of the Drawmij Ocean. What is important in my life? ‐ There are but six precepts to life, my son: Honor, family, purity, hospitality, piety and submission to Fate are the cornerstones of our lives, and if you hold each of these close to your heart, your life will be rich no matter how many coins grace your purse. Who rules us? ‐ His Omnipotence, the Glory of the West, Murad, Sultan of all Zeif rules us. What is evil? ‐ Failure to live up to the six precepts I mentioned before is certainly evil, but evil comes in more concrete forms, as well. Some genies, all humanoids, and all foreigners who worship other Gods harbor evil intent. What is my lot in life? ‐ Well, there is certainly a place for you here, my son, working at my side in this shop. If you so desire, I have managed to put aside enough for you to apprentice in the trade of your choice, or you might elect to take service in the military or the merchant fleets. If a religious life suits you, I have friends in many of the local mosques, I am sure I can get you placed in whichever one suits your fancy. How do we deal with others? ‐ We deal honorably with those who honor us and our Gods, and fairly with those who respect our ways. It is rare that we have had to use force, but when we must, we do so with a will. Who are our enemies? The so‐called Caliph of Ekbir sometimes raids our shipping, and must be dealt a strong rebuke. One or another Paynim nomad tribe may decide that raiding is simpler than working, and again, will need dealing with.

The Paynim Nomads ‐ What Your Father Told You Who are you? ‐ I am Pavel no‐Mara, Khan of the Belsherav Tribe. Who are we? ‐ We are the Paynim, masters of the plains. We bow to none, and own nothing that we cannot carry on our backs or on our horses. What makes us great? ‐ We are the only truly free people in the world, my son. We own nothing that we cannot make ourselves, so there is nothing that anyone can take away from us. Where do we live? ‐ We live on the plains, in the desert, and in the foothills. All the lands the easterners name after us, the Paynims, is ours, and more! What is important in my life? ‐ You must always remember to honor the gods of our ancestors, your family, and your own good name. Sully none of these, my son, and the world is yours to command. Who rules us? ‐ I rule our people, and our tribe owes tribute to the ilKhan of Variflex. What is evil? ‐ There is much evil in the world, my son, and it wears many faces. The jann of the deep desert will cheat you of your herd if they can, for sheer spite. The men of the Bendil tribe poisoned three oases last winter, may Ragniyah scour their bones! The weakling city‐folk sometimes make pacts with geniekind, not counting the cost to their own souls. All of these things are evil, or at least lead one into evil, my son. Above all though, son, cowardice is the most evil of all. What is my lot in life? ‐ If you are swift and strong, you will take my place someday. If not, you will still inherit a portion of my herd for yourself, and one of your brothers will become khan. But as my eldest, I have high hopes for you. Do not disappoint me. How do we deal with others? ‐ We do as we wish. If we wish to graze our herds in what some city‐folk says is his field, then that is where we graze them. Those who seek to oppose our will feel the sting of our bows, the blows of our swords, and the bite of our javelins. Who are our enemies? ‐ We have no enemies of consequence. Those who oppose our people are either ground beneath the hooves of our horses, or shackle us to the land. You will note that we wear no such shackles.

The Tiger Nomads ‐ What Your Mother Told You Who are you? ‐ I am Elorna n’Nozza, thirdwife of Nozza the Clawhanded, your father. Who are we? ‐ We are the Chakyik, called the Tiger Nomads by the men of the south. What makes us great? ‐ We live as people were meant to live, free as the wind. Our lands are rich, and it yields it’s bounty willingly to those with the wisdom to see it. Where do we live? ‐ We live on the great northern plains, the Burneal forest, and the Yatil foothills. What is important in my life? ‐ This next year will be the most important one of your life, my daughter. Tomorrow, I will take you before Mother Dela, who will train you in the arts of womanhood under Jisa’s watchful eye. There you will learn the arts that make a woman a wife, and with luck your father will have found you a husband by next year. Who rules us? ‐ Our people are ruled by our beloved Unvanquishable Tiger Lord, the IlKhan Cligier. However, in all practical matters, your only lord is your father, and someday your husband. What is evil? ‐ Evil is everywhere, my daughter. You must always be cautious about what you say and where you look, lest you draw ill‐luck to yourself. Do not speak to any man you do not know, and never look a stranger in the eyes! What is my lot in life? ‐ Once you have a husband, your life truly begins, my daughter. It is the husband’s duty to provide you with a yurt of your own to care for, and to quicken many sons and daughters in your belly, if Istus wills. In return, you will care for his needs, heed his counsel, and keep his possessions in good repair. How do we deal with others? ‐ Our men alone deal with outsiders. Sometimes we will go to trade, and sometimes we will go to raid. It is the business of men to decide which is which. Who are our enemies? ‐ Our people have many enemies. The Wegwiur* to the east are like us, but are less hardy. The city‐folk of Ekbir or Perrenland war on us occasionally, as do some of the savages who dwell in the Burneal.

* Wegwiur refers to the Wolf Nomads who brave the swamp trails north of Iuz to raid into neighboring territories on occasion.

7.2 Flan Viewpoints Duchy of Tenh ‐ What Your Father Told You Who are you? ‐ I am Gilath Harduun, a calvaryman in the service of our Duke. Who are we? ‐ We are called the Flan. We were the original inhabitants of this land, before the invaders came and overran us. What makes us great? ‐ Our history in this land stretches back many centuries. Our ancestors tamed this land, and we have thrived here. Where do we live? ‐ We live in the Duchy of Tenh, bounded by the Zumker and Yowl Rivers to the east and west, and by the Griff Mts. to the north. Winters are harsh here, but the summers are gentle enough. What is important in my life? ‐ When you are old enough, I expect that you will take service in our Duke’s militia; if you ride well enough, you’ll be selected for the cavalry like I was. Who rules us? ‐ His Radiance, Duke Ehyeh of Tenh. What is evil? ‐ Evil come in many forms, my son. The humanoids who thrive in the Griffs are but one sort of evil. Those Blinking Zealots to the east that serve Pholtus are another evil. The Rovers, the Bandit Kings... anyone who seeks to rob us of our birthright, wealth, or land... that is evil. What is my lot in life? ‐ If a soldier’s lot is not to your liking, there are always the mines. Or you could farm, or take up a trade; there are many opportunities for a strong young man. How do we deal with others? ‐ We hold to our own, lad. When others invade, we repel them. Now the humanoids of the mountains, those we must make occasional raids against, lest they become too numerous, but otherwise we’d rather our neighbors left us alone. Who are our enemies? ‐ The Rovers of the Barrens raid us, as do the so‐called Bandit Kings. The Pale war with us from time to time over land and borders. The humanoids of the Griffs only do we make war upon with a vengeance.

Grand Duchy of Geoff ‐ What Your Father Told You Who are you? ‐ I am Riddel Encara, a jeweler in the fine city of Gorna. Who are we? ‐ We are the citizens of Geoff; one part Flannae, one part Oerid, one part Suel. We are counted olve‐friends by those of Hornwood and the Dim Forest, and the humanoids of the mountains tremble at our approach. What makes us great? ‐ Our nation is free from war, as our pikemen and archers are feared by all who have met them in battle. We have the richest farmlands, and the deepest mines; gold, silver and gems to work into beauteous jewelry. Where do we live? ‐ We live in the plains defined by the Crystalmist Mts., the Stark Mounds, and the Dim Forest. What is important in my life? ‐ Well, I would expect that your future in the family business was important to you, but I have seen the care you lavish on that bow of yours. If it’s a military career you’re thinking of, I’ll not stand in your way, as we need all the good bowmen we can find. Who rules us? ‐ His High Radiance, Owen I, Grand Duke of Geoff rules us. May the Saints watch over Him. What is evil? ‐ Evil dwells in the mountains, my son. If it’s not humanoids, it’s giants or minions of that mad mage who rules the Valley north of here. What is my lot in life? ‐ If you decide not to serve in the military, then it’s a fine life here in the shop, crafting jewelry for nobles and wealthy foreigners. But it is your decision, my son. How do we deal with others? ‐ We try to deal fairly with all our neighbors, but the giants and their eigar lackeys give us no room for peaceful solutions. They raid our grazelands, steal from our silos; so in turn we fill them with arrows and burn down their steads. They simply give us no other choice. Who are our enemies? ‐ We fight regularly with the giants; none of our other neighbors give us much trouble. We have had border skirmishes with the folk of the Gran March, true, but not in any but the oldest men’s memories.

Rovers of the Barrens What Your Father Told You Who are you? ‐ I am Danni Runs with Beasts, a footman in the service of Yamarah Tonguecleaver, a mighty chief among the Wardogs. Who are we? ‐ We are the true children of Flan, and we bow to no citified Lords! Our land is harsh, and our way of life breeds strong warriors. None shall ever push us off these lands, though many have tried. What makes us great? ‐ We fought the Wegwiur*, and sent them fleeing back to their lands. We raid the Furyondans, and the Tenh, and the Bandit Kingdoms, not for wealth, lad, but for sport! We have had setbacks at the hands of Iuz’s cruel host, but once we have regained our strength, we will sweep down on his foul lands and wipe them clean with our righteous fury! Where do we live? ‐ We live in the harsh land defined by the Dulsi and Veng rivers, the Icy Sea, and the Fellreev Forest. Enemies surround us on all sides, but they fear our cavalry and footmen too much to strike deeply into our lands. What is important in my life? ‐ You were born to fight, so learn well what the weapon masters teach you. We have no place for men who cannot fight, unless you count the White Handed priests. Learn to ride, if you can steal a horse, or get used to running alongside the horsemen. I’ve done it all my life, lad, and there’s no pleasure like hamstringing an enemies’ mount and seeing him trampled underfoot! Who rules us? ‐ Ultimately, we serve His Mighty Lordship, Ataman of the Standards, Kishwa Dogteeth, Chief of Chiefs among the Wardogs. What is evil? ‐ Sloth is evil, boy. We run with the wind, on horseback or on foot. True evil dwells only in the hellish lands of Iuz, which we will soon ride to crush beneath our heels and hooves! What is my lot in life? ‐ A glorious death in battle against worthy foes is the best end you can hope for, my lad. Make them pay for your death with a dozen of their own, lest you have no standard bearers to welcome you to Nerull’s court. How do we deal with others? ‐ We take what we want from others, it is as simple as that. Who are our enemies? ‐ We have fought the Wegwiur, and the Fists. Tenhas fight well, as do the Furyondans. Iuz’s legions fight like cowards, but they win against us. May Nerull take Iuz in his sleep.

* Wegwiur refers to the Wolf Nomads who brave the swamp trails north of Iuz to raid into neighboring territories on occasion.

7.3 Oeridian Viewpoints Great Kingdom ‐ What Your Father Told You Who are you? ‐ I am Prince Thomnil Xaencor, of the Two Towers Vale. Who are we? ‐ We are of the Aerdi, most powerful of the clans of Oeridia. We are the guardians of civilization for the whole of Oerth. What makes us great? ‐ The Aerdi are the rightful kings of the world! What others have wasted on petty maneuvering, we have taken by strength of arms, skill at magic, and cunning in trade. Where our armies march, the might of lesser nations lie broken and routed. Where do we live? ‐ We live in the Vale of Two Towers, in the North Province of the Great Kingdom of Aerdy. What is important in my life? ‐ You are first and foremost, the son of a Prince, and therefor a Prince in your own right. However, you are the firstborn son of a seventh‐born son ‐ unless my merchant business picks up, you'll inherit nothing from me but that title, and the dregs of my business. So I say to you, study some trade, and study it harder than I did, lest you wind up a drunken failure like me. Who rules us? ‐ His Celestial Transcendency, the Overking of the Aerdy, Grand Prince Ivid V. What is evil? ‐ Evil... what is evil, indeed? Evil surrounds us lad, eats away at everything around us. Evil sits close to the Malachite throne, evil walks the streets, unashamed, and unchecked. Better to ask, "What is Good"? A full tankard of ale, a willing lass... that is good, my son. What is my lot in life? ‐ Remember that trade I spoke of before, my son? Choose well. You might study magic, or join one of the Knightly orders. Perhaps you could secure a position in one of the temples, perhaps with the Zichun or the Hextans. How do we deal with others? ‐ When talk works, we talk. When talk fails, we send our armies in to talk louder than mere words. Who are our enemies? ‐ The Lands of Iuz stand against us, as do Nyrond, the Northmen, and all of our outer provinces.

Archclericy of Veluna ‐ What Your Father Told You Who are you? ‐ I am Tobias Nanshell, a tenant farmer on the lands of Lord Wilfrick of Verbobonc. Who are we? ‐ We are peasants. It is our lot to toil the earth, and to serve in our lord's armies when our nation goes to war. Between times, we take what pleasure we can from our lives and hope to bear many strong children to carry on our lines. What makes us great? ‐ The nation of Veluna is the highest example of what mankind can accomplish. None are so pious in worship, so fearsome in battle, nor so dedicated to preserving the land upon which they dwell as we. Where do we live? ‐ We live on the land, for we are part and parcel with it. Stay close to the soil, and it will bear fruit for you and yours. What is important in my life? ‐ While you may listen to tales of great adventure sung at the festivals, your place is at this stead, working the land your father, and your father's father worked for the Viscounts of Verbobonc. If you must leave farming behind, at least take on an honest craft, not become a wanderer and tomb‐raider, like Old Jeth's son went and did. Do you want to break your mother's heart? Who rules us? ‐ His Lordship, Viscount Wilfrick of Verbobonc rules us, and grants us leave to work this acreage in his name. Blessings be upon him. What is evil? ‐ Evil abounds in the world, my son. Humanoids haunt the mountains, and even men often bear evil in their hearts; you have heard tell of the Battle of Emridy Meadows, have you not? I fought in that battle years back, before your time, helping cast down that evil temple located outside Nulb. Evil often cloaks itself with honeyed words, so listen with your heart, not with your ears, lad. What is my lot in life? ‐ It is a farmer's life for you, or so I would hope, my son. I have been Atroa's servant in this world, and nowhere else can a body find as much peace as tilling the soil. If you must find some other work, perhaps as a merchant, or craftsman, I do have a few coins set aside with which to apprentice you if that is your wish. How do we deal with others? ‐ We try to deal peacefully with our neighbors, but when reason fails, we sadly bring out the banners of war. It is an unfortunate truth that some folk, no matter how well intentioned they might be, simply cannot see reason without a show of steel. Who are our enemies? ‐ We have no enemies so close to us as the hated legions of Iuz, though Furyondy to the north shelters us from them. We have not fought against our neighbors to the south or north in ages, but sometimes we have disputes with the folk of Perrenland.

Theocracy of the Pale ‐ What Your Father Told You Who are you? ‐ I am Yessir Ovang, Beam of Pholtus, your father. Who are we? ‐ We are the Oeridians. Our ancestors tamed this land, so that we might someday enlighten all the savages and poor, benighted fools who cannot see the Rightness of our Path. What makes us great? ‐ We serve the great god Pholtus of the Blinding Light, who set the very moons and stars themselves in the tracks they follow through the heavens. That we serve him well is obvious in the great prosperity of the lives we lead. Where do we live? ‐ We live in a land of turmoil that desperately needs the Way of our Lord. Surely Pholtus himself chose this land for us, that we might educate our neighbors in his divine Philosophy. What is important in my life? ‐ Your life has only just begun, my son. On your next birthday, you shall stand before the Shining, and make your vows in our Holy Order, and with those vows become a man. But before you can take those vows you must study the tenets of our faith, until you live and breathe the Righteousness of our Path and our Way. Who rules us? ‐ His Worshipful Mercy, the Theocrat, Supreme Prelate of the Pale Orgon Tillit rules us. He has walked into the Holy Light, and come back again, my son. Truly is the most Just of the Righteous. What is evil? ‐ All that is not of our Way is evil, my son. Do not allow anyone to say different to you, at the risk of your very soul. If you see another has strayed from the Path, it is your Duty to correct him, and place his feet upon the Path again. If you meet someone who knows not the Path, then it is your Sacred Task to show him the Path. If he will not walk the Path, and continues to spout Heresy, take yourself from his presence, lest you dim the Light within yourself by association. What is my lot in life? ‐ It is your lot to serve Pholtus in whatever way you can. If you have the strength to become a Gleam, or a Beam like myself, then you are twice Blessed, as you will stand directly in the Light. If your talents lie elsewhere, then you shall serve our people and our Cause in whatever manner you are best suited for. How do we deal with others? ‐ We show them the Light. Those who will not see it must be sent away, and those who oppose us must be given to Celestian for proper placement among the Heavens. Who are our enemies? ‐ All who do not see the Light are our enemies, my son. We are forever plagued by humanoids from the mountains, barbarians from the north, and bandits from the Kingdoms to the west.

7.4 Suloise Viewpoints Northern Barbarians ‐ What Your Father Told You Who are you? ‐ I am Gnorri Bearcloak, liegeman to Orvung, King of the Schnai. Who are we? ‐ We are the Schnai, known to some as the Snow Barbarians. What makes us great? ‐ We are the most numerous of the tribes who rule the north, and our name strikes fear into the hearts of our enemies. We raid and plunder as we please, and make war so that others will come to fear our names! Where do we live? ‐ We live on the Thallonrian Peninsula, where the icy winds breed warriors stronger than any weak in the southern nations! What is important in my life? ‐ First, you must learn the skills that will feed you and whatever family you may someday come to have. We are mostly herdsmen, so you must learn the way of cattle. Our enemies are many, so you must also learn the arts of war, so that you may defend your herds from rival tribes, marauding humanoids, and giants from the mountains. Who rules us? ‐ His Bellicose Majesty, Orvung, King of the Schnai rules us. What is evil? ‐ Giants, humanoids, and their ilk are evil. Southmen are merely weak, though some few have skill with arms. True evil rests in the hearts of the priests of the foul god Telchur. What is my lot in life? ‐ If you are deemed worthy, you may someday become a liegeman to our king. Else, you will tend your herds on some little plot of land, perhaps do a bit of raiding in winter, and live out your life. Serving in the king's army is a better way to find glory, though. How do we deal with others? ‐ Of the three tribes of Sul in the north, we are the strongest. The weakest, the Frutzi, are our thralls as often as not. The Cruski, who live even further north than we, raid us, or sometimes raid with us when we sail against the southmen. The strong take what they need from the weak; never forget that boy. Who are our enemies? ‐ The so‐called Sea Barons and the southmen of the Great Kingdom are our traditional enemies. We also sometimes war with the Hold of Stonefist, and with the more organized humanoids who dwell in the Bone March. Most hated of our enemies are the priests of the foul god Telchur, who bound our greatest Ancestor, Vatun, to slumber beneath the ice. Kill them all, and Vatun may return to us, and guide us on to even greater glory!

Scarlet Brotherhood ‐ What Your Uncle Told You Who are you? ‐ I am Seskian Ullerdan, your father's brother. It is given to me to teach you proper conduct and the ways of our people. Who are we? ‐ We are the Suloise. We were the first civilized people, and it is our destiny to rule all lesser beings. What makes us great? ‐ We are great not merely because we are Suloise; the coarse barbarians of the far north are Suloise, and they are savages. We are great because we alone have preserved the culture and values of our ancestors, and we have the will and the resolve to someday bring the whole of the Flanaess once more under our control. Where do we live? ‐ We live in the lands of the Tilvanot Peninsula, a temperate and misty land that greatly resembles our former lands. What is important in my life? ‐ Study of the past, present, and future goals of our people. The refining of your body and mind into a unified whole. Serving our leaders in whatever fashion they dictate; it is your duty to obey, so that someday all lesser races will once again obey us all. Who rules us? ‐ His Peerless Serenity, the Master of Obedience rules us, from his fortress city of Hesuel Ilshar. What is evil? ‐ Whatever is not Suel, is evil. In your travels on Brotherhood business, do not be tempted by the soft customs of the wretched Oerid, Flan, and Bakluni peoples. They worship false gods, consort with demons too foul to describe, and even mix their blood with nonhumans! What is my lot in life? ‐ It is your glorious duty to serve the Scarlet Brotherhood in whatever manner your talents best suit you for. You will train your body and mind with others in your sept, you will learn both the arts of following orders and GIVING orders, as it is our destiny to rule over all other races. If you are strong and agile of both body and mind, you might be chosen to pass your seed to a woman of our people in our grand breeding program, or if you live long enough you may retire and take a wife conventionally. How do we deal with others? ‐ It is our nature to rule; however, until that time has come, we work behind the scenes to hasten the day of our glorious ascent. We are the masters of all the secret arts; by the time you are permitted to travel beyond these walls, you will have learned these arts as well. Perhaps you will be sent to observe the Court of Ivid V, the Overking of the hated Aerdy Great Kingdom, that we have weakened with our lies nearly to collapse. Perhaps you will journey to the City of Greyhawk, to kill a man who our Diviners say will someday be an obstacle to our goals. Soon, it is foretold, the nations of the north will tremble with righteous fear at the very whisper of our name! Who are our enemies? ‐ Everyone who is not a member of our Brotherhood is your enemy. Deceive them, slay them, use them to further your goals. But never let them gain advantage over you! You are a proud member of the Suloise! We shall one day be the masters!

Spindrift Isles ‐ What Your Father Told You Who are you? ‐ I am Gurdon Norris, a yeoman farmer. Who are we? ‐ We are the descendants of a Suel colony founded on this island by the High Mage Lendore. Though he is gone now, we strive to fulfill the destiny he foresaw for us. What makes us great? ‐ We work hard, dwell in peace with our neighbors, and live happy lives. We broker trade between the mainland and the elves of the northern islands, bringing us much wealth. Where do we live? ‐ We live on the island of Lendore, the southernmost island in the Spindrift chain. What is important in my life? ‐ For now, it is your duty to aid me with the chores on our farm. When you come of age, you might choose to apprentice yourself to any one of a number of guilds, perhaps even joining our island's merchant fleet, to see the world! Who rules us? ‐ We are ruled by the Council of Seven in Lo Reltarma, comprised of the noblemen of the seven original families who settled here. They, along with the Council of Five (elven wizards who speak for the elves of the three northern islands) rule the Spindrift islands. What is evil? ‐ There is much evil in the world. Humanoids and monsters of the wilderness abound, but the human heart perhaps holds a more insidious evil. "Pirates" from the Sea Barons and Lordship of the Isles sometimes prey upon us, and vestiges of the fell faiths of our ancestors still haunt the backwoods of our fair island. What is my lot in life? ‐ None are so blessed with possibilities, my son. The land we farm is fertile, and you can easily be apprenticed to whatever guild you choose, should you choose to leave our farm. You have a strong back, and a good heart, and when you feel you are ready, I will commission a matchmaker to find you a wife. How do we deal with others? ‐ We try to deal fairly with our neighbors, but if they deal in bad faith with us, then we shall extract due revenge. Who are our enemies? ‐ The occasional pirate, the humanoids that haunt the deep forests, and the occasional ill‐intentioned traveler. Ours is a fairly idyllic existence.

3.1 Horned Society Viewpoints The Horned Society ‐ What Your Father Told You Who are you? ‐ I am Misha Kalyeta, High Inquisitor of the city of Molag. Who are we? ‐ We are of the House Kalyeta, who hath served Belial and the Hierarchs for the last thirty years as inquisitors for the city government. What makes us great? ‐ Our service to our patron is our greatest virtue; with his grace, we have risen to the very peak of society. Your uncle Piet will likely become Hierarch when “F” is taken, and our father’s father now serves the Prince of Pain as one of the Bearded Ones. Where do we live? ‐ We live in the lands of the Society of Horns, on the plains between the Veng and Ritensa rivers. What is important in my life? ‐ If you are to continue the tradition of our House, then you must study the functions of the body, and the mechanism of pain. You must put aside any traces of mercy, kindness, or frivolity; you are Kalyeta. Who rules us? ‐ We are ruled by the Thirteen Hierarchs. It is forbidden to speak their names, so I shall not. What is evil? ‐ Weakness and disobedience are the greatest evils, my son. Heed well the commands of those above you, and do not suffer insubordination from those who serve beneath you. The people of the southlands are soft and weak; in the due course of time they shall come to us for leadership, but that time is not yet come. What is my lot in life? ‐ If you have the stomach for it, our House is known throughout the Flanaess for its skills in wringing information from even the most recalcitrant man, woman, or child. Or, if you so desire, I have influence with several generals or bandit chieftains ‐ a young man with a ready sword‐arm and skill in the goblin‐tongues can always find work. How do we deal with others? ‐ We take what we want, when we want it, from whoever has it. Strength and power are the only important things in life, and our people have both in abundance. Who are our enemies? ‐ We have no enemies worthy of the name. We have raided the Tenha, and the Wegwuir, and the Shield‐ folk. Doubtless they fear us greatly, and plot our downfall, but they are impotent before the Lords of the Nine. Iuz seeks to use us and subjugate us, as is his foul demonic want, though his efforts shall only strengthen our position in the Flanaess. I know who the outsiders worship, but who are our gods? ‐ In the temple district, you will see many houses devoted to the Reaper, Nerull, and you might spot the few shrines devoted to Asmodeus. Most of the forces our people serve are worshipped privately, out of the view of prying eyes. In the deepest basement of this manor lies a chamber I will someday bring you to, where our Lord Belial is called forth. When you are ready, you too shall call upon him, and if you can bear the price of his favor, then you too shall join the family business and learn the secret arts of pain and questioning.

8. Major Gods of the Baklunish Pantheon

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Al’ Akbar The High Cleric, Restorer of Righteousness (Demigod) Alignment: Lawful Neutral Portfolio: Guardianship, Faithfulness, Dignity, Duty Holy Symbol: The Cup and Talisman of Al'Akbar Al'Akbar (ahl AHK‐bar) first came to prominence in the days following the Invoked Devastation, when he was called by the gods of the Paynims to restore the Baklunish people to the path of righteousness and dignity. In earnest of this mission, he was given the fabled Crescent Cup and the star‐shaped Talisman that now bear his name. He taught that true religion must include proper devotion to the gods, protection of the community, and guidance of the faithful. Eventually, he caused his own mosque to be constructed and allowed his followers to call upon his name in their prayers, soon thereafter ascending to take his place among the gods, although he remains a demigod out of respect for the rest of the pantheon. His symbol is an image of the Cup and Talisman artifacts mentioned above. "Be a vesel of kindness and emblem of devotion to the Baklunish people, for the righteous man is both steadfast and merciful. Be not as the untutored infidel, but rather heed your superiors, and submit to their wisdom and guidance. Let the faithful strive always to nurture the seed of our faith in the soil of society and our Law, that by doing so they are received into the Garden of Al'Akbar." The faith of Al'Akbar domiantes the Baklunish culture with its sense of community and propriety, and conversion of infedels to their faith. They teach Ancient Baklunish as the language of poetry and learning; and they are generally well disposed toward other faiths that use the classical language in their liturgy. Two historical branches of this faith exist, followers of either the Exalted Faith or the True Faith. The Followers of the Exalted Faith recognize the supremacy of the Holy Caliph (the ruler of Ekbir); they are masters of rhetoric and diplomacy, with high regard for academic achievement. Followers of The True Faith defer to the authority of the grand mufti of the Yatils, taking a more fundamental approach to religion that emphasizes hard work, plain speech, and obedience. More obscure divisions exist among the Paynim dervishes. Clerics of the Exalted Faith usually bear the title of qadi, and tend toward LN or NG. Clerics of the True Faith are called mullahs, and strongly favor LN. Both types hold office as ministers, judges, scholars, and teachers in civil government, while also serving as healers, advisers, and guardians for the military. Adventuring clerics are sometimes tolerant of infidels, though they are still expected to uphold the ideals of the faith. The wandering clergy may travel to any land in search of the Cup and Talisman of Al'Akbar. Ritual prayers are to be made at dawn and dusk every day. Al’Akbar’s faithful celebrate the 7th of Needfest as their Holiest of Days, with lesser services each Godsday.

Azor'alq Son of Light, Banisher of Darkness (Hero‐Deity) Alignment: Neutral Good Portfolio: Light, Purity, Courage, Strength Holy Symbol: An armed man standing atop a stone summit Valiant Azor’alq (Ah‐zor‐ALK), triumphant champion of the First Dynasty emperors, has been venerated as a hero by the Baklunish people for more than 3,000 years. He is first mentioned in the mythic tale of Hegira in which he defended the royal family from the minions of Darkness that assailed them in the flight from their defiled homeland across the desolate western mountains. Poets still sing of his courage and strength in battle, naming him the Banisher of Darkness. Philosophers and mystics esteem his purity and call him the Son of Light. The entrance to his great sanctum is said to be found at the highest peak among the Dramidj Ocean island‐pinnacles that bear his name. He dwells within that sanction with his ancient warriors, the Thousand Immortals. Azor’alq appears as a tall, handsome warrior, dark of skin, clad in a coat of fine mail and a helm topped with peacock feathers. He wields a long curved sword known as Faruk. His symbol is an armed man standing atop a stone summit. "Strength grows in the light of courage. The bright sword of Azor’alq, once drawn, may be sheathed again only in victory. A true leader is the first to join in battle, and the last to seek rest. The flame of truth must be tended with good thoughts, good words, and good deeds, so that the purity of its light may dispel the tyranny of darkness." Azor’alq finds his strongest following among young warriors, but anyone in need of steady courage might call upon him. His adherence to good is unwavering, therefore he does not seek to restore the fallen or convert the evil, for he has no mercy to offer them. Among the Paynim, the clergy of Azor’alq is hereditary; they claim that the legacy of their cult goes back to the earliest days of the Baklunish empire. They often serve as war‐leaders, and are always in the forefront of battle. In the settled lands clerics of Azor’alq are most often found in closed communities, where they are sometimes mistaken for fire worshippers. His few remaining paladins seek to emulate the legendary Thousand Immortals by destroying creatures of Darkness (typically fiends and undead). Some even make a quest to the Pinnacles of Azor’alq, when they feel they have grown sufficiently in knowledge and strength to overcome the challenges that their master has set for them there.

Daoud The Mendicant, Unraveller of Deceptions (Hero‐Deity) Alignment: Neutral Good Portfolio: Humility, Clarity, Immediacy Holy Symbol: Multi‐colored cloth with 7 needles & thread Daoud (dah‐OOD) began life as the son of a noble Baklunish family of great wealth who were exemplars of those virtues known as the Four Feet of the Dragon (honor, family, generosity, and piety). In his early life he found prosperity and acclaim, until he became the philosopher‐pasha of Tusmit. Yet, in his middle years, he was reduced to beggary, stripped of all titles and treasures by the callous hand of fate. Where once he had been celebrated, now he was despised. Exiled from his homeland, he lived as a mendicant priest of Istus and contemplated the harshness of his mistress. As he regarded his drastic change in fortune, Daoud realized that the Four Feet of the Dragon represented a vulgar philosophy. He saw piety as mere affectation and obsession with honor as arrogance, while generosity and devotion to family were little more than matters of social hygiene. In place of these superficial values he put honesty, humility, poverty and endurance, and called this philosophy the Path of the Seeker. Daoud appears as an old man with leathery skin and dark, heavy brows, beneath which shine piercing black eyes. He most often wears the simple clothing of a mountain shepherd, with a well‐worn turban on his head and a heavy staff in his hand. His symbol is a multicolored patch of cloth or tangle of yarn, with seven threads depending from the bottom ‐ one for each distinct color of the spectrum. "Seek the boundaries of fortune, good and bad, for there the threads of destiny are exposed. Never desire more than fate provides and never accept less than fate demands. A fabric of lies must be cut with sharp words." Clerics of Daoud abandon all claims to wealth and social status. Often brutally honest, they have no respect for position. So long as they accept their own fate and follow the path their founder walked before them, they are able to affect the situation of those they encounter. The mighty have been made weak, the downtrodden have been exalted, destinies have been altered, and whole tribes have been scattered by a humble Daoudah’s tug at the strands of fate.

Geshtai Daughter of the Oasis (Lesser Deity) Alignment: Neutral Portfolio: Lakes, Rivers, Wells, Streams & Oases Holy Symbol: A Waterspout or Oasis Geshtai (GESH‐tie) is depicted as a young Baklunish woman standing in a pool of water, often holding a clay water jug. Her pet fish, Gumus, summons water creatures to fill her. Revered today by nomads, travelers, and farmers in Baklunish lands, her temperament is moderate, and she treats all others with care and patience. She dislikes fiery gods and proponents of disease and poison, especially Pyremius. Her symbol is a waterspout. "Tranquility is a benign state, and it should take an extreme act to disrupt it for more than a moment. When such a disruption comes, turn its force back upon itself to negate it, like the stone that breaks the surface of a lake only to be covered and lost. Water, like tranquility, is hard to find but necessary to vitality. Water is more precious than gold, for a thirsty man gets no sustenance from his wealth." Clerics of Geshtai act as guardians of valuable waters, whether lakes, streams, oases, or hidden wells, making sure that they are available to all and not claimed or destroyed by any one group of people. They patrol parched areas of land where travelers often become lost and guide them to safety and water. Some explore the length of a river or stream, learning the unique traits of the entire flow. They seek out those who use destructive magic upon natural reserves of water, as well as those who would harm people by contaminating water with disease or poison.

Istus Lady of Our Fate, The Colorless and All‐Colored (Greater Deity) Alignment: Neutral Portfolio: Fate, Destiny, Divination, Future, Honesty Holy Symbol: Gold spindle Istus (IS‐tus) is the most powerful of the Baklunish deities. She appears as a Baklunish woman of any age or stature, always carrying her mystical gold spindle (her holy symbol) with which she creates the strands of fate. She is aloof from all other gods, even those of her own pantheon, as she concerns herself solely with the fate of the universe and its inhabitants. Her occasional companion is a cloudlike being believed to be a prince from the Plane of Time. "Everything is connected to every other by invisible strands that push and pull over time. The choices a person makes in life affect the pull of some strands, allowing one to alter fate in a small way, but some of these webs of fate have a strong and inevitable pull that cannot be escaped. The perceptive can come to understand these strands and watch them to predict the future. Accepting your destiny is the greatest service you can make to yourself, for dishonesty about your role in the world leads to ruin and disaster." Clerics of Istus have seen the extremes of fate, from innocents dying horrible deaths and sadists controlling kingdoms to children recovering from mortal illness and despots felled by simple accidents. Because of this, most of her clerics are cynical or stoic, but some kinder individuals serve her because they feel they were rewarded by fate. They are called upon to make predictions and divinations for important personage all over the world.

Mouqol The Merchant (Lesser Deity) Alignment: Neutral Portfolio: Trade, Negotiation, Ventures, Appraisal, Reciprocity Holy Symbol: A set of scales and weights Trade in the Baklunish lands is the province of Mouqol (moh‐KOHL) The Merchant. Like Istus, he was neutral in the war between Light and Darkness that precipitated the mythic Hegira; like Geshtai, he provided necessities to both sides of the struggle. Other tales describe Mouqol's travels among genie‐kind, and his skill at bargaining with even these most difficult of clients. Mouqol's particular gifts are the ability to discern the true desire of his customers, and the talent of finding and delivering the rarest of treasures to their predestined owners. "Reward is not gained without risk. The perfect bargain satisfies both necessity and desire. The wise know the worth of a thing as well as its cost. Greed makes the wealthiest into debtors. All life is a matter of exchange." The Bazaar, or marketplace, is holy ground. Some markets in the larger cities are set up around actual temple‐buildings, but most simply contain a tent‐covered altar or shrine to the merchants' god. There is no standard tithe, but a variable set of fees is levied on the traders who utilize the marketplace. These monies are used to cover expenses, but any excess is dedicated to charitable works, for the accumulation of large amounts of wealth is foreign to Mouqol's values. Much more important is the art of the negotiation process, for hard bargaining is near to a sacrament for these Western merchants. Clerics of Mouqol are common among the Baklunish, as well as among the jann and the merfolk of the Dramidj. Clerics use their powers to deter theft, fraud and magical deception. They work as appraisers of common goods, with certain members specializing in more exotic items. Most travel during at least part of their career, particularly as part of merchant caravans. Ritual prayers are said each morning, prior to opening for business or beginning the day's travel.

Xan Ye Lady of Perfection (Lesser Deity) Alignment: Neutral Portfolio: Twilight, Shadows, Stealth, Mental Power Holy Symbol: Black lotus blossom Xan Ye (zan YAY) is a Baklunish goddess with some measure of popularity in the Flanaess. She has temples scattered in hidden places across the land. Having little patience for petty divine rivalries, she has only a few like‐minded allies but places herself in opposition to Pyremius and Pholtus, whose lights destroy her beloved shadows. She appears to be Baklunish, of any age or sex but always slender and graceful, wielding a pair of magic falchions that can shrink to the size of table knives. "Reality depends upon three metaphysical ideals: the Universal Mind (the universe and all things in it exist because the mind created them and maintain them), the Perpetual Harmony (life is balanced, symmetry is in all things, achieving a similar state puts one in harmony with nature), and Internal Peace (martial and mental activities must be mastered to attain a higher level of existence). Flamboyance and wasted energy have no place in the Lady's realm. The extremes of evil and good must be sought out and tempered with harmony to maintain balance." Xan Yae's clerics are agents of harmony and discipline. They seek out radical factions, alignments, and politics and bend them toward balance. They train others in the simple arts of war, hone the minds of those open to mental challenges, scour the world to find evidence of the Universal Mind, and seek gurus of advanced physical and mental abilities for knowledge of self‐ elevation. They are not passive beings, but actively seek change to ensure the stability of the universe. Their prayer time is at dusk.

Zuoken Lady of Perfection (Lesser Deity) Alignment: Neutral Portfolio: Physical and Mental Mastery Holy Symbol: A striking fist Zuoken (zoo‐OH‐ken) is an ascended martial artist in the service of Xan Yae. He was a Baklunish man of unremarkable appearance, but he had achieved the highest level of skill in edel ("gift of fate," psionics) and da’shon ("falling hail," a complicated form of unarmed combat practiced by one of Xan Yae’s sects). His symbol is a striking fist. In 505 CY, he stopped manifesting to his faithful; investigation has revealed that his essence is held somewhere in the central Flanaess; his followers continue to seek the exact place so that he may be freed. "To learn da’shon is to be on the path to perfection, for the use of weapons is a hinderance to the ability of mankind to attain the goal; once the goal is reached, one can use such things without fear of losing sight of perfection. One must strive to achieve the pinnacle of physical and mental ability. One must pursue harmony to achieve perfection, so every issue must be considered from both sides so that a balance may be struck between the two, allowing a harmonious resolution." Zuoken’s clerics teach da’shon and the way of Zuoken and Xan Ye. They wander the land to accelerate their physical and mental advancement, undergo many tests of hardship within and outside their temples in the pursuit of perfection, they search for their god’s prison, and attack monks of the Scarlet Brotherhood when encountered. As aging and infirmities are concerns for those who perfect their bodies, they care for the elderly to acclimatize themselves with its changes. Although Zuoken is confined in some way, his clerics receive their spells normally. It is theorized (and most probable) that this is a gift from Xan Ye, though a direct link has yet to be uncovered.

9. Major Gods of the Flan Pantheon

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Allitur The Brother (Lesser Deity) Alignment: Lawful Good (Lawful Neutral) Portfolio: Ethics, Propriety Holy Symbol: A pair of clasped hands Allitur (AH‐lih‐toor) is an old Flan god, representing the need the maintain traditions, laws, and ethical behaviors between tribes and generations of people. Often considered the younger brother of Rao, he maintains close ties with all of his pantheon and often acts as a liaison to other pantheons because of his gift of divine diplomacy; it is this interaction that has gained him some awareness beyond the Flan people in this century. He rides an untiring horse named Keph; his symbol is a pair of clasped hands. "The people should understand and respect their cultural traditions; else breakdown of society should result." Allitur insists on the performance of traditional rituals, and most of Flan customs about home and family be traced to his teaching. He also introduced the concept of laws and punishment to the Flan, and his name is invoked at trials, diplomatic meetings, and other official situations where fairness is expected from a bargaining partner. Allitur’s clerics arbitrate disputes, carry messages between tribes and nations, act as legal advisers or judges when needed, scribe laws and other documents for the common folk and any time they travel they teach the proper traditions to children and heathens. They also have a martial aspect because of their role as enactors of punishments for criminals, violators of taboos, and oathbreakers. Allitur’s worshipers are expected to comply with clerics when they serve this function. These roles carry them far into hostile lands where their belief comes into conflict with heretics and uncivilized.

Beory Oerth Mother (Greater Deity) Alignment: Neutral (Neutral Good) Portfolio: Oerth, Nature, Rain Holy Symbol: Green disk marked with a circle or a rotund woman figurine Beory (bay‐OH‐ree) is usually considered a manifestation of the will of Oerth itself. Little concerns her except the actual fate and prosperity of the entire world, and she is a very distant goddess, even from her clerics. Named by the Flan, Beory’s name is known throughout the Flanaess. Beory has little time or interest for most other divine beings, even those of similar interests, or her connection to the Oerth consumes most of her attention. Her symbol is either a green disk marked with a circle or a rotund woman figurine. "The Oerth is a wellspring of all life. Whether on the surface, below the waves, or underground, all life is part of Beory. She inspires every living thing to grow, nurtures them with blessed rain, and calls them to herself when it is time to die. Disasters that cause widespread destruction are agony to her. The actions of individuals are of no consequence unless they threaten the Oerth." Clerics of Beory are contemplative and spend their time communing with nature. They often associate with druids. Then they gather, they defer to the wisest and oldest. As they try to see the greater picture, they tend to be slow to act, but when they do act it is direct and focused on the solution. They wander to feel the different sensations of the Oerth, and use their power to relieve the Oerth’s pains where it has been wounded.

Berei Hearth Mother (Lesser Deity) Alignment: Neutral Good Portfolio: Home, Family, Agriculture Holy Symbol: A sheaf of wheat stalks Berei (BEAR‐ay) is possibly a splinter cult of Beory that has taken on an anthropomorphic persona. Berei is the live‐giving soil and the strong stone that is the foundation of a safe home. She is shown as a strong backed woman with tanned skin and kind demeanor, and her holy symbol is a sheaf of wheat stalks. As the goddess of home and family, she blesses weddings, gives fertility, protects the household and its members, guides the hands of those who till the soil, and teaches ways to care for the land. Beory is the only deity that concerns her. "The family is the strongest tie between individuals, and one must learn to support and depend upon one's family to survive. A community is a form of large family, and when another family is in need it is the duty of the community to provide for them. The birth of a new child in a time of plenty is a great blessing and an opportunity to resolve differences and restore frayed connections within the family. Care must be taken with every planting so that life can begin there again next year." Clerics of Berei tend to stay close to the families, serve as advisers and protectors, advise farmers on crops, and restore barren land. Some of her clerics choose to wander, planting seeds, looking for exotic crops, and carrying news between communities. They often adopt their traveling companions as family members, and consider these bonds as sacred as those of blood relatives.

Kyuss The Bone Master (Hero‐Deity) Alignment: Neutral Evil Portfolio: Creation and Mastery of Undead Holy Symbol: A skull with worms in its eyes and jaws Few have not heard of the dreaded sons of Kyuss ‐ terrible zombies that spawn their kind through sickly green worms that corrupt the living. Few know that the creator of these foul creatures, Kyuss (kai‐OOSS) himself, has an active cult in the Flanaess. Sponsored to godhood by Nerull, Kyuss was a Flan priest in the ancient Empire of Sulm, which now lies buried in the Bright Desert. Escaping from there shortly before its destruction, he fled to the Wormcrawl Fissure near the Rift Canyon and underwent apotheosis. He appears as a skeletally gaunt man with hands of bone and eye sockets filled with crawling worms. He is manic and communicates only with his priests, Nerull, and undead beings. He carries a worm‐riddled club that turns whatever it strikes into some form of undead. His symbol is a skull with worms in its eyes and jaws. "Life is a temporary obscenity, and death is an eternity of sedentary non‐existence. Only undeath is the blessed state. Grant others its wonderful gift, even infidels, so they may see Kyuss’ truth. Create undead whenever you are able, abandoning them when you leave. Control undead as you need them, but free them to their own will when you need them no longer. Destroy enemy undead only when you face destruction yourself." Clerics of this cult raid graveyards to create undead just for the sake of doing so. They sometimes sell their creations to mages or other clerics but often let them run wild in the streets of cities. Powerful clerics attempt to create new kinds of undead, and most seek lichdom rather than face true death. Kyuss’ clerics adventure to acquire more undead followers and money to create more undead, discover new or forgotten types of undead, and to discover forgotten holy sites of their patron (such as certain ruins in the Amedio Jungle, where Kyuss once traveled).

Mayaheine The Shield Maiden (Demigod) Alignment: Lawful Good Portfolio: Protection, Justice, Valor Holy Symbol: A shield with a bastard sword, sunburst, two golden sphere and two victory runes Mayaheine (MY‐ah‐heen) is a recently ascended paladin of Pelor, brought here from another world to help fight the powers of darkness and evil. She is portrayed as a strikingly tall woman with blue eyes and auburn gold hair, dressed for battle. Her shield, Hope’s Champion, turns back evil magic upon its source, and her bastard sword Triumph stuns fiends and tyrants with a touch. Her holy symbol is a shield with a bastard sword, sunburst, two golden sphere and two victory runes. While she is fine warrior, she is above all a protector. "Protect those who need it. For good to survive it is necessary to defend the weak and innocent. Bravery, strength of mind, and perseverance in times of hardship or danger are virtues, and adherence to the concepts of justice, fairness, and righteousness are essential. Obedience to Pelor the Sun Father is as important as devotion to the Shield Maiden. Just as Mayaheine traveled a long way to aid our world, it may be necessary for the faithful to travel far to uphold her word." Clerics of Mayaheine train themselves and others in self‐defense. They help build town walls and other protective constructions; many take roles as community leaders, their devotion to justice and good making them excellent judges. They travel to prove their bravery, right wrongs, and to destroy strongholds of evil. This faith sponsors many paladins and is friendly with paladins of other faiths as well. They are always respectful of clerics of Pelor, for their religion wouldn’t’ exist on Oerth if it weren’t for him.

Myrhiss The Thrice‐Kissed, Maid of Light and Dark (Lesser Deity) Alignment: Neutral Good Portfolio: Love, Romance, Beauty Holy Symbol: Lovebird Myhriss (MEE‐ris) is shown as a Flan woman just reaching adulthood, a garland of flowers in her hair, or else as a fair‐skinned, dark‐haired provocative beauty or a sun‐blonde tanned woman of approachable prettiness. Her dark‐haired form is associated with the whip, her other aspect favors the shortbow. She is friendly and affectionate toward all benign gods but avoids those who are hideous, crude, or hateful. Although Wee Jas dislikes her, Myhriss appreciates the vain Suel goddess for her obvious attractiveness. "Love can cure the world's ills. Quarreling rivals and warring nations can be brought together with a well‐placed romance, and beauty can turn the heart of a dumb beast or a despondent tyrant. Beauty is often fragile, so protect it from accidental harm, as the destruction of something beautiful is a great tragedy. Beauty comes in many forms, for even the most evil red dragon is a sight of terrifying splendor when it is on the wing. Celebrate love, affection, romance, and beauty wherever you find it." Clerics of Myhriss are starry‐eyed and always looking for signs of love and beauty in the people and places around them. They bless young lovers, perform marriage ceremonies, create works of art, and travel to see beautiful people and fantastic sights. A few take roles as diplomats, as their looks and charisma make even the most hostile folk stop to listen to them. Some are crusaders against hate and ugliness, seeking out those who destroy love or vanquishing those of repulsive presence.

Nerull The Reaper, The Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom (Greater Deity) Alignment: Neutral Evil Portfolio: Death, Darkness, Murder, the Underworld Holy Symbol: Skull and scythe Nerull (NEH‐rul) is an ancient Flan god; few anywhere do not know and fear his name. He is a rust‐red skeletal being with thick, blackish‐green hair, a cowl and cloak of rusty black, and eyes, teeth, and nails the color of poisonous verdigris. His sablewood staff Lifecutter forms a scythelike blade of red force that slays anyone it touches. Fiends answer his call out of fear rather than loyalty, for he hates all life and is not above destroying servants out of displeasure or spite. His symbol is a skull and scythe. Of all other divine beings, the only one he tolerates is Incabulos whose gifts send many to his realm. "All are equal in Nerull's cold realm. Every living thing is an affront to the Reaper, and every death brings a dark spark of joy to his long‐dead heart. Those who pray to Nerull to appease him only attract his attention and their own doom. Those who kill in his name shall be rewarded." Clerics of Nerull are secretive and solitary, as few sane people would tolerate their presence. Except in the most evil lands, no organized church of Nerull exists. Nerull's clerics commit murder as offerings to their god; when their actions are discovered, they flee their hiding places and move far away to carry out their evil deeds, appearing innocent while occasionally killing wayfarers on their long journey. Among followers of the Old Faith, Nerull is also seen as a god of winter. Some are obsessed with death, even as children, and those are potential recruits to the clergy of Nerull. All must survive the final initiation rite: being buried alive. Nerull's followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for vampires, and raise undead armies to terrify the world of the living. Much of Nerull's liturgy is spoken in the past tense, even if it hasn't happened yet. For example, a cleric of Nerull might pray, "You granted me ultimate dominion over the dead..." Nerull's temples are generally secret places hidden underground and crawling with undead. For unscrupulous adventurers who can stomach Nerull's hatred of the living, they're good places for "no questions asked" raise dead spells. Nerull finds little worth celebrating, other than death. The number of different funeral rites Nerull has, depending on who died and how, is staggering. Nerull's clerics wear rust‐red garb when not in disguise.

Obad-Hai The Shalm (Intermediate Deity) Alignment: Neutral Portfolio: Nature, Woodlands, Freedom, Hunting, Beasts Holy Symbol: An oak leaf and an acorn Obad‐Hai (OH‐bahd HI) carries a hornwood staff called the Shalmstaff, which allows the bearer swift and easy passage through floral and faunal hazards, and a shalm (the double‐reeded woodwind instrument from which he takes his title). He shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and looking like a hermit, although nonhuman communities show him as one of their own race. His symbol is an oak leaf and acorn. Because of their difference in perspective, Ehlonna and Obad‐Hai are unfriendly rivals, and he also counts Phyton as his enemy. "One should live in harmony with nature in all of its variety. Those who destroy or otherwise harm nature deserve swift vengeance in an appropriate manner. Those who are one with nature have little to fear, although the well‐meaning but foolish are sometimes brought down by a danger they could not avoid or divert. The wilds can be ugly, dangerous, or terrible, but these things are a part of nature and should be respected as much as those that are beautiful, harmless, or wonderful." Most of the Shalm's clerics are male, whether human, gnome, halfling, or fey. Most tend get along very well with rangers and druids. They serve as protectors of nature, acting as the agents of retribution when their protection is insufficient or too late. They teach hunting in the way that nature's creatures do (choosing the weakest of the herd, etc.). Obad‐Hai's adherents learn to become one with The Shalm in isolation, surrounded by wilderness. Only at the beginning and end of a new cleric's training does he receive guidance from a senior member of Obad‐Hai's clergy. The rest of the time is spent living off the land and developing an instinctive connection to Obad‐Hai's will. Not surprisingly, Obad‐Hai counts more druids among his followers than clerics. If it takes place in the wilderness, Obad‐Hai's followers are interested. Quests that protect a forest from woodcutters, cleanse the corrupted heart of a swamp, or prevent a dwarf mine from unleashing a volcanic eruption are smiled upon by the Shalm. Obad‐Hai's prayers and psalms often start with a reference to birth or growth and end with a reference to death or ending. One common prayer for guidance begins, "Shalm. my thirst for knowledge grows/Lend me your wisdom and bury my doubts." Groves of oak trees deep in the wilderness mark Obad‐Hai's shrines. These temples are defended by dozens of guardian animals and other denizens of the wilderness, many of whom are content to observe visitors from a distance. Obad‐Hai's rites are exclusively seasonal and are triggered by a real‐world event: the first songbird of spring and the first snowflake of winter, for example. Clerics of Obad‐Hai have no formal hierarchy. They treat all those of their order as equals. They wear russet‐colored clothing and maintain hidden woodland shrines that are usually located far from civilization.

Pelor The Sun Father, The Shining One (Greater Deity) Alignment: Neutral Good (Lawful Good) Portfolio: Sun, Light, Strength, Healing Holy Symbol: Stylized sun‐face Pelor (PAY‐lor) is the Flan sun god, known throughout the entire Flanaess. Riding the great ki‐rin Star Thought, he summons flights of eagles and destroys evils with bolts of sunlight. Depicted as an old man in white, with wild hair and a beard of shining gold, he was until recently a peaceful and gentle god concerned with the alleviation of suffering. Now, he is a more martial deity who brings his wrath to bear on darkness and evil. Now he invigorates and heals those who champion the cause of good, and the stylized sun‐face holy symbol is painted on shields and banners across the Flanaess. "The energy of life originates from the sun. This light brings strength to the weak and health to the injured, while destroying darkness and evil. Do not be afraid to challenge the forces of corruption, but remember that just as staring at the sun can cause blindness of the eyes, relentless attention to the destruction of negative forces can blind the heart to the true essentials of life: kindness, mercy, and compassion." Pelor's clerics are usually quiet, kindly people with a backbone of steel. They are primarily nurturers and protectors, but when the time comes to bear arms they are not afraid to do so. They use their powers to heal, nourish, and otherwise aid the needy, while practicing the skills needed to protect their charges should they be threatened. Clerics of Pelor are free to explore far lands in an effort to drive off harmful beings and spread their god's gift to all who need it. Because Pelor's clerics spend a lot of time tending to the sick, blessing crops, and providing for the basic spiritual needs of their communities, they attract a number of earnest, forthright youths who want to make the world a better place. While not unduly harsh, training among the followers of Pelor is rigorous enough to send many well‐meaning youths back to their farms and cobbler‐shops. More so than adherents of any other faith, the followers of Pelor often find themselves striving against the undead which brings them in direct conflict with those who follow such Gods. They also undertake healing whenever they can ‐ whether that healing is physical or spiritual. Quests that break up a cabal of necromancers, broker a peace accord between rival warlords, or destroy an ancient lich‐queen once and for all are good examples of missions for the glory of Pelor. Pelor's prayers often take the form of first person affirmations, such as "I am merciful, just as the Sun of Mercy shines on me." Temples to Pelor are tall structures that often feature large windows, often with decorative stained glass. They tend to be tall, airy, and blindingly white. They are usually placed so the sun shines into most of their rooms throughout the day. They often feature open, sunny courtyards as well. They are kept scupulously clean, and many of them have wings that house hospitals. They're a good source of healing magic and often easy to find because Pelor‐worship is so prevalent in civilized lands. As befits a sun god, Pelor's major festivals take place on solstices and equinoxes, and many weddings and rites of passage take place on the cusp of a new season. The Blessing of the Sun‐Kissed Field is a common rite requested by farmers. Pelor's clerics favor yellow garb. They are usually kindly people with backbones of steel.

Rao The Mediator, The Calm God (Greater Deity) Alignment: Lawful Good Portfolio: Peace, Reason, Serenity Holy Symbol: White heart made of wood or metal, or a heart‐shaped mask with a calm expression Rao (RAH‐oh) is shown as an old man with dark skin, white hair, slender hands, and a serene smile. Any time an offering of peace is made, Rao grows a day younger. Although he never intervenes directly on Oerth, Rao is the creator of several artifacts of good, particularly the Crook of Rao. He is a dedicated foe of Iuz, an ally of Zilchus, and is otherwise friendly with all other beings. He can cause any aggressive being to relax into an agreeable calmness with a glance, having thwarted even Nerull with this power in the past. His holy symbol is a white heart of wood or metal, or a heart‐shaped mask with a calm expression. "Reason is the greatest gift. It leads to discourse, which leads to peace, which leads to serenity. If all could be convinced to reason with each other, the world would enjoy the harmony of benign order. Some refuse to use reason and instead resort to violence, at which time action ‐ governed by reason and wisdom ‐ is required to counteract their deeds and restore peace." His clerics pursue knowledge, paths of logical thought, theology, and introspective meditation. They prefer peaceful means over violence, but are not above using force when their arguments are ignored or the bastions of reason are threatened. They search for new schools of thinking, fabled locales of calmness and quietude, powerful magic to use in the cause of Law and Good. Temples of Rao are generally stately, open air affairs filled with incense, quiet chanting, and earnest philosophical discussion. Many have extensive libraries and learned sages on hand to answer even the most esoteric question.

Vathris The Transfixed (Hero‐Deity) Alignment: Lawful Neutral Portfolio: Anguish, Lost Causes, Revenge Holy Symbol: A black spear A thousand years before the Twin Cataclysms, the land now known as the Bright Desert was a fertile (if somewhat arid) basin contested by a half‐dozen semi‐nomadic Flan states. Necromantic Flan adepts bolstered the dominant kingdom of Sulm. Their primary rival ltar honored Vathris, a demigod of Progress and Ingenuity who had walked their lands for centuries. When the two nations clashed in an inevitable conflict that lasted more than three decades, Vathris stood at the heart of the final battle. There, the godling and his army were annihilated. For more than a thousand years, Flan dervishes ranged the dunes of the now‐ despoiled desert, venerating a god who would not answer their prayers. Responding to a terrible vision seen by the Qolat Sisterhood in 562 CY, thirty six ranking dervish priests gathered at the Plain of Spears and enacted a ritual to resurrect their fallen god. What emerged from the chaos of their casting was hardly the hero of their ancestors. Ancient carvings depict Vathris as a shirtless copper‐skinned muscular man standing half again as tall as a human and wearing metal and clay beads in his long dark hair. Since his "death," he appears with a grisly torso wound, which seeps black poisonous bile. Vathris wields the wickedly barbed onyx longspear that killed him, using the object of his own defeat to exact revenge upon his enemies. In this way the black spear has become his holy symbol and the favored weapon of the militant side of his clergy. His once‐bright eyes are now empty, hollow sockets. Vathris once stood for the future. Now, he is obsessed with redressing the past. He manifests perhaps once or twice a year, wandering the desert for days in a weakened, delirious state, violently dispatching monsters and ignoble men, and offering guidance and seeding ideas of revenge among the wronged. Within a matter of weeks, he collapses and dies once again. "Fear not your own suffering and death, for those who fall on the side of right will rise again on the Day of Vindication, and take their place among the righteous tribes who forever torment the malign. Break not the laws of our people, but bide your time, striking when fate allows it." The Flan dervishes who worship Vathris are broken into two factions. The unpopular priests who follow the god's original manifestation as interpreted from centuries of oral tradition act as clerics who attempt to elevate the desert folk from their nomadic lifestyles, frequently overseeing oases or caravansaries. The more militant dervishes, often warrior priests, venerate Vathris as the Great Talon who rights wrongs perpetrated upon the tribes by local monsters, northerners from Urnst, and (increasingly) the forces of Rary of Ket.

Vecna The Arch‐Lich, The Whispered One, The Maimed Lord, The Master of All That is Secret & Hidden (Lesser Deity) Alignment: Neutral Evil Portfolio: Destructive and Evil Secrets Holy Symbol: A left hand clutching a human eye Vecna (VEK‐nah) was a terrifying and evil Flan lich‐king who gained a foothold on godhood thousands of years ago. Betrayed by his lieutenant Kas, the Whispered One disappeared from Oerth, leaving behind his legend and his two great artifacts, the Eye and Hand of Vecna. He recently became a lesser god after freeing himself from an extraplanar prison and now plots the destruction of all other gods so that he may take Oerth for himself. He has a great hatred for luz and is hated and feared by other deities. His symbol is a left hand clutching a human eye. "No matter how powerful a being is, there exists a secret that can destroy him. In every heart is a seed of darkness hidden from all others; find that evil seed and your enemies are undone. Strength and power come if you know and control what others dare not show. Never reveal all that you know, or your enemies will take your seed, too." Vecna's clerics subvert governments, seduce good folk to evil, and plot the eventual takeover of all Oerth. So hated is this cult that these clerics' lives are forfeit if they are discovered. They are very secretive as a result but can be found anywhere, spreading evil or looking for items that date back to their master's ancient empire. Of particular interest are Vecna's two artifacts, which once again are lost. New clerics of Vecna are so carefully groomed that they often don't know what they're being trained for. Many think that they're joining an obscure sect of Boccob or Wee Jas. The truth revealed to them only after they've proved their willingness to do anything in exchange for power and knowledge. Vecna's followers spy on the merchant princes of a port city, blackmail the high priests of other religions, and encourage corruption among the king's advisors. Periodic attempts to recover the Eye and Hand of Vecna are common as well. Vecna's worshipers always whisper their prayers. Many clerics reflexively start sentences with the phrase, "You know that ...;"Which figures prominently in their psalms as well. When secrets are your portfolio, you naturally don't have public temples. But those who know the secret location of Vecna's temples find them to be good sources for death magic and (especially) divinations. Vecna's rites are never performed in front of those of other faiths, and the Maimed one's followers often establish secret passwords and hidden shrines for particularly important ceremonies. Black and red are the favored colors of clerics of Vecna.

Zodal The Gray Son, The Gentle Hand (Lesser Deity) Alignment: Neutral Good Portfolio: Mercy, Hope, Benevolence Holy Symbol: A man's hand partially wrapped in grey cloth Zodal (ZOH‐dal) is a servant of Rao. He espouses kindness and compassion in situations of anger and vengeance, and diffuses negative emotions of those around him. Depicted as a man in simple gray robes with large careworn hands, he considers even the most hateful and destructive gods his friends, for he believes that with enough effort on his part they might change their ways. He continues his ministrations despite the evil and pain in the world, believing that his efforts will eventually make change happen. His symbol is a man’s hand partially wrapped in a gray cloth. "Only by experiencing kindness and mercy can evil be turned from its path, whether in a single goblin or an entire nation. Despite the world’s troubles, press on with faith that your actions bring about a better place. Let the Zodal guide you when you would be pulled into the sea of blood, pain, anger and despair. You are the master of your feelings and by acting upon your positive ones you set an example for those who have known only misery." Zodal’s clerics spend their lives in simple circumstances, using their knowledge and abilities helping people in need and alleviating pain. They are drawn to warfare, to minister to the wounded and convince evildoers to change their ways. They adventure to bring attention to their cause, discover artifacts of good like the Crook of Rao, and destroy items that promote woe.

10. People and Gods of the Oeridian Pantheon

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Atroa The Sad Maiden (Lesser Deity) Alignment: Neutral Good Portfolio: Spring, East Wind, Renewal Holy Symbol: A heart with an air glyph Atroa (ah‐TROH‐ah) is one of the five Oeridian wind and agricultural deities fathered by Procan. Depicted as a fresh‐faced blonde woman with an eagle perched on her shoulder, she once loved the gold Kurell but was spurned by him for her sister Sotillion. She oversees the blessings of spring, including the opening of hearts to new prospects and the body to new horizons. Her sling Windstorm can strike the most distant foe, and her spherical glass talisman Readying’s Dawn can melt ice within her line of sight. She is closest to her divine family and is indifferent to most other gods except Fharlanghn. Her holy symbol is a heart with an air‐glyph within. "Spring is the time that the world awakens from her slumber by the invigorating breath of the east wind. Spring brings new life and love to the world, renews old friendships, and pulls on the heartstrings of lovers, poets, and travelers. It is a time for old things to be repaired, old feuds to be buried, and old biases to be discarded. Like the dawn, it presages great things to come; look to them with an open mind and heart so that they may be enjoyed to the fullest." Clerics of Atroa are optimistic, willing to try new things; and rarely settle in one place for more than a year. They are forgiving and proud to turn foes into friends. They love returning to past friends and lovers almost as much as they relish any opportunity to travel and see new places. They enjoy exploring strange places, especially if they haven’t traveled in a while.

Bleredd The Iron Mule (Lesser Deity) Alignment: Neutral Portfolio: Metal, Mines, Smiths Holy Symbol: An iron mule Bleredd (BLAIR‐ed) is known throughout the Flanaess. He taught iron‐working to the Oeridians and his worship has spread throughout the Flanaess. He cares little for talk, preferring to work in his shop and fashion metal works of art; he created many of the weapons his godly family uses, including that of his wife, Ulaa. His hammer Fury is thought to be the inspiration for the first hammers of thunderbolts forged by humans. Occasionally he accepts small groups of students and unlocks the gift of mastering metal in them. His holy symbol is an iron mule, reflecting his patience and endurance. "The earth's gifts are there for the taking, and creating a perfect suit of armor or flawless weapon is a goal to which all war‐crafters should aspire. Mining and smithy‐work is not for the weak, so those who worship Bleredd should be strong in mind and body, for a weak will forges a weak weapon. Anyone with the talent for this craft should be taught it, and those who keep secret more efficient or effective ways of finding or working metal will be punished." Bleredd’s clerics explore caverns for good ore, hammer out iron for the pleasure of creating and search out sources of meteoric iron, mithral, and adamantine. They also travel to find new students, teach the smith‐crafts, and develop better ways of doing their work.

Celestian The Far Wanderer (Lesser Deity) Alignment: Neutral (Neutral Good) Portfolio: Stars, Space, Wanderers Holy Symbol: Jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond Celestian (seh‐LES‐tee‐an) is a benign Oeridian god. The brother of Fharlanghn (his only close ally), he chose the distances of the stars and planes rather than Oerth. He appears as a middle‐aged man of completely black coloration, always wearing his symbol: piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond. He has few ardent worshipers on Oerth, but counts among his following the many strange beings that live in and above the starry night. "The distant stars are an inspiration to travel; be encouraged to wander far from home, just as the stars do. The stars are eternal and are pleased to be a guide for both legs of a journey. The stars may reveal their secrets if you study them." The clerics are divided into seven orders of ascending knowledge and power, bearing no special titles other than the number of their order; each order's holy symbol differs in which gem is placed at the center. Most of Celestian's clerics are scholars, astronomers and planar explorers, with a few sailors. They search the world, sky, and planes for artifacts of the stars fragments of meteorites, and lore relating to the stars, space, or the planes. Many of his clerics make a pilgrimage to a holy site in the Barrier Peaks. Celestian is a favored deity of good‐aligned members of evil nonhuman races; while their eyes are unable to toler¬ate daylight, they find acceptance and hope in the light of the stars.

Cyndor Keeper of Infinity, the Illimitable One (Lesser Deity) Alignment: Lawful Neutral Portfolio: Time, Infinity, Continuity Holy Symbol: A rounded hourglass of white and black set on its side Cyndor (SIN‐dohr) has three duties: meditate upon how manipulating time‐space alters the universe, record the actions of every creature on Oerth in his Perpetual Libram, and guard the time‐stream from powerful beings that might alter it to their advantage. This Oeridian god endorses the concept of predestination, although his perspective differs from that of Istus or even his sometime ally (and superior) Lender. He is shown as a towering manform with no features and blocklike limbs of terrible strength, representing the unknowable and inevitable advance of time. His symbol is a rounded hourglass of black and white set on its side, much like the symbol for infinity. "Time is not a static thing, but rather something liquid that stretches from the forgotten past to the present and into the distant future. Events of the past cause events in the pres¬ent, which have consequences that last far beyond the life¬times of their progenitors. There is no need to worry about the choices one makes in life, for all actions are determined and your fate is set based upon those choices. Augury is useful only as a moral balm to allow realization and accept¬ance of one's place in the stream of life." Clerics of Cyndor converge near sites of pending importance or disruptions in the time‐flow. They study old lore to plot the course of history and learn the future, and many work as advisers or seers. They debunk charlatan fortune‐tellers and other false prophets. They travel with people whom they perceive will have interesting futures.

Daern The Unshakeable (Hero‐Deity) Alignment: Lawful Neutral Portfolio: Defense, Fortifications Holy Symbol: A shield hanging from a parapet or a stone tower Daern (DAY‐ern) is a minor goddess best known for the magical instant fortresses that bear her name. As a mortal, Daern was responsible for building several famous fortifications, such as Tarthax (now known as Goldbolt) near Rel Deven and Castle Blazebane in Almor. Certain tomes found thoughout the Great Kingdom suggest that she may have played a role in the construction of the Imperial Palace at Rauxes, though this would have involved a visit to the Prime long after she was thought to have perished ‐ shortly after the Battle of a Fortnight’s Length. Daern appears as a plain‐faced Oeridian woman with dark hair and strong blue eyes. She is often associated with griffons, and her holy symbol is a shield hanging from a parapet. While fools believe that a good offense is the best defense, few have the strength or skill to make that true. Knowing yourself and your allies is necessary to plan an adequate defense. Make the most of your surroundings, for in any battle you should know your environment better than your enemy. A single shield can stop a hundred swords, while a foot of stone can break a thousand. Those who fight from behind a wall guard themselves and the helpless, and they draw strength from the stones upon which they stand.” Daern’s clerics advise military leaders on the placement and construction of castles, fortresses, and towers, and teach defensive strategies to commoners living in areas frequented by monsters or war. They adventure in order to study defensive structures of all sorts, and to acquire funds to build their own tower or castle. Her clerics are valued by rulers wishing to establish stronger borders, and many encourage retired adventurers of this faith to settle in their lands.

Delleb The Scholar, The Scribe (Lesser Deity) Alignment: Lawful Good Portfolio: Reason, Intellect, Study Holy Symbol: A large white book Delleb (DEL‐leb) is an Oeridian god depicted as a noble scribe or well‐dressed gray‐haired man with a large white book (his holy symbol). Although he prefers debate to combat, he used his phoenix‐feather quill as a dart to fend off a young and murderous Hextor. He is interested in any sort of useful or interesting lore, but dislikes fiction or overly ver¬bose language. He is friendly to all others but those who are evil or oppose knowledge. It is rumored that Delleb sponsored Daern, hero‐goddess of defenses and fortifications, to her present position. "The accumulation of knowledge is the purpose of existence. What cannot be learned from others may be discovered in books, and when books fail the truly studious will turn to experimentation. An hour studying is an hour well spent. Allowing emotion to cloud your judgment risks danger. The ignorant and inexperienced should be educated." Delleb's clerics ask questions of strangers, listen to bard's tales with a grain of salt, pore over old books, and study lost languages in the hopes of uncovering valuable forgotten knowledge. They use their knowledge to help others, whether designing a more efficient stove for a farmer or planning a great bridge for a city; they may not have the skill to build such things, but they know how to design them. They travel to study recently unearthed tomes, converse with ancient learned people, and adventure to explore old places of lost writings.

Erythnul The Many (Intermediate Deity) Alignment: Chaotic Evil (Chaotic Neutral) Portfolio: Hate, Envy, Malice, Panic, Ugliness, Slaughter Holy Symbol: A red blood drop or a half‐demon, half‐boar mask Erythnul (eh‐RITH‐nul) is the undisciplined counterpart to Hextor, possibly predating him and losing worshipers to his ordered and intelligent rival. This Oeridian god is a terrible sight to behold, with ruddy skin, red garments, a brutally strong build, and a great stone mace that is pierced to cause a fear‐inducing shriek when he swings it. His title comes from his appearance in battle, as his features change between human, gnoll, bugbear, ogre, and troll, and his spilled blood becomes an allied creature of like type. His symbol is a red blood drop or a hideous mask. "Destroy anyone who would take what is yours away from you. Covet that which you do not own. Blessed is he who can take something from a rival. Maim those you cannot destroy, and cause fear in the hearts that you cannot maim. Bloodshed for its own sake is reason enough, and if you can shed the blood of a hated enemy, so much the better. When Erythnul's gift of blood rage comes upon you, be sure to use it well." Any site where great bloodshed has occurred is considered a holy place by the church. Erythnul's clerics are cruel, sadistic, and hateful. They foment rebellion, murder, and riots in civilized areas, lead troops of bandits, raiders, or nonhumans, and commit murder when they grow bored. They deface beautiful things and disfigure attractive people for fun. They aren't above betraying their own allies to suit their own motives or protect their own hides. They travel to bring ugliness and strife to pleasant places or to escape those that would persecute them. Clerics of Erythnul get most of their training in large temples (where they'll witness live sacrifice after live sacrifice) or in the army (where they'll witness the horrors of war). A higher‐level cleric looks over a number of novice clerics, trying to frighten them into rejecting the path they've chosen. Those who don't flinch after repeated tests become Erythnul's new clerics. Anything that creates mass slaughter or mass hysteria pleases Erythnul, so his followers might finish off the dying on a battlefield, make sure a shaky cease‐fire falls apart, or simply pillage the countryside, killing or maiming everyone they find. Erythul favors simple rhyming chants‐and the gorier the subject matter, the better. "First we slay and then we flay!' From skin to bone, you beg and moan!" Erythnul raises massive altars quickly at battlefields, where their followers slaughter in the name of their god. If the tides of war take them elsewhere, they may abandon their altars, leaving the area unhallowed, desecrated, and a prime lair for other evil creatures. For obvious reasons, Erythnul's rites are generally sacrificial. Captured soldiers from a previous battle are often sacrificed at dawn before combat starts in a "Bloody Howl" ceremony that inspires Ervthnul's followers to greater slaughters. Erythnul's clerics favor rust red or bloodstained garments.

Fharlanghn The Dweller on the Horizon (Intermediate Deity) Alignment: Neutral (Neutral Good) Portfolio: Horizons, Distance, Travel, Roads Holy Symbol: Wooden disk bearing a curved line with an upturned crescent above Fharlanghn (far‐LAHNG‐un) is shown as a seem¬ingly old man with leathery, wrinkled skin and youngseeming bright green eyes. Brother of the Oeridian god Celestian, he is on amiable terms with nonevil earth gods and several nature gods, and is sometimes tied to Atroa. His symbol is a wooden disc carved with the curved line of the horizon, and he carries a magical version of this symbol called the Oerth Disc. He is the patron of those who walk or ride long distances (including travelers in tunnels, and as such is praised by those who must use mountain passes or travel the Underdark). "People need to move about and see new things. Be open to travel, as the world may change overnight and you may be in need of a new home or perspective. Look to the horizon for inspiration ‐ the far end of the world has new peoples, new cultures, new magic, and new roads to walk." The church is comprised of wandering clerics (who favor green and minister to those on the roads) and settled clerics (who favor brown and are usually older clerics whose wandering days are behind them). Clerics of Fharlanghn are encouraged to travel the world and see new things. They bless caravans, explore exotic lands, scout for armies, and record lore on distant places and people. Because they learn many languages and cultures, they act as translators and diplomats. Many clerics aid in constructing of roadways and bridges, and a pair of shoes made by one of his clerics is held to last longer than any other. "The road is the best teacher," say the worshipers of Fharlanghn. A higher‐level cleric takes a half‐dozen or so recruits on a long journey, where they'll help fellow travelers, see the wider world, and take part in any number of misadventures. The only way to flunk out of Fharlanghn's training is to ask when the journey will be over‐those faithful to Fharlanghn know that the journey never ends. Any quest involving long journeys can involve Fharlanghn as well. His followers often guard caravans, explore mysterious islands, and maintain a series of portals between worlds. Fharlanghn teaches through short anecdotes, many of which feature a wise old man traveling with a foolish young man. There are more than a hundred stories that involve the two of them crossing a river, for example. Fharlanghn doesn't have many large temples, but wayside shrines to him are common. At major crossroads and port cities, shrines to Fharlanghn provide fast horses and sturdy sailing ships. Because his followers are often on the move, Fharlanghn's rites are often short and to the point. Many Fharlanghn worshipers rely on the ceremonies of allied deities for such things as marriages and funerals.

Heironeous The Invincible, The Valorous Knight, The Archpaladin (Intermediate Deity) Alignment: Lawful Good Portfolio: Chivalry, Justice, Honor, War, Daring, Valor Holy Symbol: Fist holding a silver lightning bolt Heironeous (hi‐ROE‐nee‐us) is the Oeridian battlefield champion of all that is right and good. He wages war against evil of all sorts, especially his half‐brother and nemesis, Hextor. He is tall, with coppery skin, auburn hair, and amber eyes, and wears fine chain. At his birth, Heironeous' skin was imbued with a secret solution called meersalm that protects him from all but the most powerful weapons. His symbol is a silver lightning bolt. His allies are other gods who fight evil, and his foes are those who encourage evil or suffering. Known for his great magic battleaxe, he recently has been promoting usage of the longsword in order to appeal to common soldiers as well as paladins and leaders. "The world is a dangerous place that poses a never‐ending series of challenges to those who fight for justice and protection of the weak and innocent. One must act honorably at all times, and uphold the virtues of justice and chivalry in word and deed. Danger must be faced with certainty and calm, and glory is the reward for defeating evil, while virtue is the reward for upholding the tenets of Heironeous." Heironeous' church is very militaristic, championing causes and crusading to eliminate evils. His clerics travel the world, fighting evil as dictated by their church commanders. Older clerics work as judges, strategists, and military instructors. Many of the most powerful clerics of Heironeous have themselves embalmed alive with meersalm to gain its protective benefits, although some have not survived the process. Many of Heironeous's clerics begin their training as pages to a cleric or paladin of Heironeous, absorbing the code of chivalry as they see it lived before their very eyes. Pages that show promise become squires, then full‐fledged clerics. The traditional chivalric quests are the bread and butter of a follower of Heironeous. They joust against the mysterious Black Knight, rescue the princess from the dragon, and lead the vanguard of a shining army of good. Many of Heironeous's teachings are collected in a series of numbered analects, which worshipers are fond of quoting: "The 34th Analect states, 'Never die easy; strive always for a valorous end.'" A typical temple to Heironeous looks like a fortified castle. Most feature a large, grassy area where knights can joust and soldiers can drill. Most temples provide healing arid other spellcasting for those fighting the forces of evil. Heironeous's followers are eager to recognize bravery, chivalry, and other battlefield virtues in a ceremony that culminates in a medal or other decoration given from the clergy to a warrior, sometimes posthumously. The religious hierarchy of Heironeous is organized like a military order. It has clear chain of command, lines of supply, and well‐stocked armories.

Hextor Scourge of Battle, Champion of Evil, Herald of Hell (Intermediate Deity) Alignment: Lawful Evil Portfolio: War, Discord, Massacres, Conflict, Fitness, Tyranny Holy Symbol: Fist holding six red arrows facing downward in a fan Hextor (HEKS‐tor) is the arch‐foe of Heironeous, his brother and fellow Oeridian war god. He seeks to conquer or destroy any that oppose him. He is depicted as a handsome man with dark hair and light skin when shown as a god who rules through strength, but takes the visage of a gray‐skinned, horrible six‐armed being when shown in his more violent aspect. He uses a different weapon in each arm and wears iron scale armor with many skull decorations. His icon is the Symbol of Hate and Discord, six red arrows facing downward in a fan. "The world is a dark and bloody place where the strong rule the weak, and power is the only reward. It is often necessary to be cruel and merciless in the pursuit of ones goals, and achieving those goals can have harsh consequences. Order must be forged out of chaos and law out of anarchy. The forces of tyranny must be obeyed and dissenters must be oppressed or destroyed." Most of Hextor's temples are built on the sites of great battles where many were slaughtered. Hextor's clerics constantly train themselves in the arts of war, for they plan or lead attacks on rebels and do‐gooders. Many serve petty or powerful leaders, and others still have achieved significant political positions of their own, particularly in the former Great Kingdom. Individuals and small groups strike out from established churches to sow dissent in enemy lands, bringing down foreign nations from within so that the arms of Hextor may conquer. Hextor's religion is organized in military style, so "superior officers" put wou Id‐be clerics through rigorous, harsh training. Only those strong enough to put up with months of abuse become clerics of Hextor. Not surprisingly, they're eager to turn the tables and establish dominance over others. Hextor's followers are obsessed with having "lessers" under their heel. They establish themselves as the state religion wherever they can, join the crusades of despotic conquerors, and force local lords to kneel before them. Worshipers of Hextor generally express concepts as laws, such as "The slave shall not contradict the master, for such is the Law of Hextor., They also exclaim, "He will be obeyed!" a lot. Hextor's followers build their fortress‐temples at mountain passes, river crossings, and other sites of strategic importance. They often have massive forges where they build weapons and armor for those aiding the cause of tyranny. The hierarchical structure of Hextor worship lends itself to a number of rites that honor relationships between two unequal partners, such as master‐slave or officer‐soldier. Hextor's sect is not as secretive as other dark religions. Temples of Hextor operate openly in many cities, and clerics wear black clothing adorned with skulls or gray faces.

Johydee The Hidden Empress (Hero‐Deity) Alignment: Neutral Good Portfolio: Deception, Espionage, Protection Holy Symbol: A small mask of stylized onyx Before the Oeridians began their migration into the Flanaess, their race was scattered throughout much of Western Oerik. In the timelost centuries before the Suel and Baklunish empires initiated their terrible conflict, the servants of evil deities held sway over the most prominent Oeridian nation. In time, the wise priestess Johydee (JOY‐dee) tricked them into creating a magical mask, which she used to overthrow their hold on her people. While she became a hero‐goddess long ago, her sponsor is not known, nor is whom she worshipped in mortal life. Johydee can appear as anything she wishes, but she favors the form of a young woman with honey‐colored hair and gray eyes. She appears flighty and mischievous, but this is a front that hides her true agenda. She makes few allies and never sides with those who serve evil. Her sacred animal is the chameleon, and her holy symbol is a small mask of stylized onyx. "Never let your enemies know your true intent, and casual allies should know little more. Know more about your foes than they know about themselves, and tell their secrets to those who would use that information against them. Guard yourself with layers of deception, for you cannot be harmed if you are not known to be an enemy. Know when to strike and when to flee, and always act to help those who know your true self or those you have sworn to protect." Johydee’s clerics usually work as spies for persons of power, whether nobles, generals, prestigious merchants, or spellcasters. They enjoy situations in which they can pretend to be another person, and often have a different identity in each city they’ve been to. They adventure to discover useful information about evil persons of renown, thwart the actions of tyrants, or humble those with too much pride or ambition. Because they are skilled at deception, her clerics tend to treat all people equally, regardless of apparent status.

Kurell The Bitter Hand, The Scorned Heart, The Vengeful Knave (Hero‐Deity) Alignment: Chaotic Neutral Portfolio: Jealousy, Revenge, Theft Holy Symbol: A grasping hand holding a broken coin Kurell (kuh‐REL) is an Oeridian god once loved by Atroa, but he spurned her to pursue Sotillion, his brother Zilchus’ lover. This failure caused him to lose both goddesses as well as the favor of his brother. Now, his jealous feelings keep him alone, even though the others involved would surely forgive him if he would ask. His only allies are the more temperamental, morose, and reactionary deities Joramy, Ralishaz, and Trithereon. His symbol is a grasping hand holding a broken coin. He is a patron of thieves although other gods such as Norebo and Olidammara are more popular than he, which makes him jealous and fills him with an irrational fervor to steal away their worshippers. "Desires must be seized, for experiencing the act of taking brings joy. Suffering must be avenged, for only retribution alleviates loss. Those that have wealth do not deserve it, nor the power and luck who brought them to where they are, and for that they should be scorned. You must take what is rightfully yours when the time is right or forever be shackled to misery, poverty, and nothingness." Clerics of Kurell are very self‐centered and not particularly interested in proselytizing unless they perceive an immediate benefit for themselves. Their instruction involves teaching by example rather than quoting doctrine. Many make their living as thieves, and spend their time planning acts of revenge against their enemies. They travel in search of great things to steal, to escape their rivals, or to forget their past.

Kuroth The Master Thief (Hero‐Deity) Alignment: Chaotic Neutral Portfolio: Theft and Treasure‐Finding Holy Symbol: A gold coin with the symbol of a key on it or a quill The Oeridian thief known as Kuroth (CUR‐ahth) is said have been the most puissant among the practitioners of his ancient profession. Sponsored by Olidammara after a risky quest for the Laughing Rogue, Kuroth is gaining recognition among more than just sages of old lore. Kuroth is an Oeridian man with medium‐length black hair and a fancy moustache. He is sometimes accompanied by a ferret. His symbol is a gold coin with a symbol of a key on it, sometimes with a quill as well, for he is known to many for his association with the magical quill that now bears his name. Kuroth was rich beyond his wildest dreams before becoming a god, and only kept up his trade to maintain his skills and reputation. Even now he enjoys stealing priceless items just to prove that he can, often leaving the item in an obvious, but dangerous, place for its owners to find. His cult is gaining popularity among adventurers because of his enjoyment of acquiring wealth through unusual means. "The ultimate challenge is taking something that its owner doesn’t want you to have. Constantly push your limits in your attempts to acquire newer, more valuable and unusual things, for stealing from a common merchant is little sport compared to stealing from a dragon’s horde. Even if you lack nothing, avoid the trap that success would place on your mind, and seek to acquire more, discarding it afterwards if you don’t need it. Never destroy a valuable item, for that deprives another of the chance to steal it in return." Not surprisingly, most of Kuroth’s clerics work as thieves. They break into nobles’ houses, merchant guilds, mage towers, and rival churches to find what things can be stolen. They adventure to find the next big horde, discover (and avoid) the next big trap, and to get into places that have been hidden or locked up for hundreds of years. Their predilection for danger tends to keep their numbers low but their reputation high.

Lirr Lady Poet, The Lore Keeper (Lesser Deity) Alignment: Chaotic Good Portfolio: Prose, Poetry, Literature, Art Holy Symbol: An illustrated book Lirr (LEER) is shown as a fresh‐faced Oeridian woman with long black hair and dark blue eyes. Her symbol is an illustrated book, and she carries a tome with her that can show any poetry, prose, spell, or artwork ever created. She works favorably with any being that respects knowledge, learning, and the arts, but she opposes those that would destroy art and knowledge or hide it. Many Oeridian sorcerers and wizards worship Lirr, particularly those who dislike Delleb's conservative and reclusive nature. "The written word, be it in rhyme, prose, myth, or logbook, is the linchpin of civilization. Preserve written works so that the knowledge of the past can be given to the future, and put oral records in more permanent form. Art should be revered, for it conveys feelings and messages that would take hundreds of pages to explain. Every poem, book, or painting lost is a piece of history forgotten." Lirr's clerics wander Oerth in search of lore, news, poetry, historical tales, magic, and works of art. They sneak into lands ruled by oppressive leaders (such as luz), trying to rescue items of interest that are at risk of being destroyed out of malice or ignorance. Many clerics have skill as bards, telling tales and painting pictures rather than singing; they easily find work as tutors, scribes, and artists. Novice clerics spend months making copies of their temple's archives of books, scrolls, and works of art, which are distributed so that others may appreciate them.

Merikka Lady of the Calendar (Demigod) Alignment: Lawful Good Portfolio: Farming, Agriculture, Home Holy Symbol: A basket of grain and a long scroll Merikka (meh‐RIK‐kah) is a quiet Oeridian goddess who takes direction from Cyndor and coordinates activities with her cousins (the gods of seasons) to allow farmers to plant and cut their crops at the proper time. She guides the cycle of a family through the days, seasons, and years of life. Her obsession with dates and cycles makes her a patron of expectant mothers. She is shown as a gray‐haired woman of faded beauty holding a basket of grain and a long scroll, with the objects being her holy symbol. She was trapped for a time under Castle Greyhawk by Zagig Yragerne but eventually released by a group of adventurers. She resents chaotic gods and any who would disrupt her work. "A well‐run farm and strong family both rely on the adherence to routines, an understanding of relationships, and the consequences of actions. Animals will not thrive unless they are cared for, fields cannot be planted unless they are prepared, and grain won't last through the winter unless rationing is kept. Spouse must respect each other, children must obey their parents, and parents should love and teach their children. Ignoring these commands leads to ruin." Clerics of Merikka coordinate groups of farmers so that everyone’s crops are planted and harvested at the optimal time, mediate between warring family members, care for pregnant women, and officiate coming‐of‐age and marriage ceremonies. They enforce laws and punish lawbreakers where other officials are unavailable. Most city folk see them as emissaries of law because of their single‐minded dedication in following their quarry to places far from home.

Murlynd The White Paladin (Hero‐Deity) Alignment: Lawful Good Portfolio: Magical Technology Holy Symbol: A six‐pointed star with rounded points (quite literally an old west sheriff’s badge) Sponsored to godhood by Heironeous, Murlynd (MURR‐lind) is paladin with unusual abilities. From his planar travels he has acquired knowledge of technology unavailable in the Flanaess, and his usage of such devices makes him something of an outcast (although he has been known to travel with Celestian, Heironeous, Zagyg, and certain other hero‐deities). He appears as a handsome Oeridian man with weathered features, worn leather clothing, and a light‐colored hat of a style unseen elsewhere in the Flanaess. Although he appears taciturn and aloof, he is actually quite personable among his allies and only dangerous if provoked by evil folk. He is familiar with the battleaxe and longsword, but is also fond of crossbows and similar weapons of more exotic make. His symbol is a six‐pointed star with rounded points, and his holy book (often titled Murlynd’s Early Adventures & Subsequent Travels) bears this stamp. Murlynd was one of the beings who helped imprison Iuz beneath Castle Greyhawk, and this fact is never far from the Old One’s mind. "Learn from the advancements of the civilized races, both mundane and magical, and apply this knowledge to helping the common folk. Never use an inferior item when you have access to a superior one, whether a spell, sword, or tool. Protect the weak and innocent, act honorably at all times, and facec danger with certainty and calm. Treat followers of Heironeous as your allies and those of this brother your enemies." Murlynd’s clerics seek to uphold the tenets of law and good, similar to the church of Heironeous, and members of the two faiths often work together. They use their knowledge to help commoners and are never too busy to defend a village against raiding monsters. They adventure to forward the cause of good, throw down the outposts of evil, and destroy magical or technological devices capable of great harm (which often teams them with worshippers of Phaulkon). They are incessant inventors, and throughout their travels they build, repair, and improve mills, forges, and other sorts of tools and machinery.

Special Note: Spellcasters of Murlynd (particularly clerics) will have their spells look different from others casting the same spells. When describing the appearance of a spell from a clerical spellcaster of Murlynd, add elements of a technical nature. For example, casting create water might involve a magical faucet spout appearing to produce the water. The appearance of the spell does not change the effect of the spell or the way it interacts with its environment in any way.

Olidammara The Laughing Rogue (Intermediate Deity) Alignment: Chaotic Neutral Portfolio: Music, Revels, Wine, Rogues, Humor, Tricks Holy Symbol: Laughing mask Olidammara (oh‐lih‐dam‐MAH‐rah) loves upsetting those who are too attached to their boring and controlled worlds. He is shown as a brown‐haired man of rakish appearance, olive skin, and merry eyes, although his magic laughing mask (and holy symbol) allows him to change his appearance. Zagyg once forced him into the shape of a small carapaced animal and imprisoned him; the Laughing Rogue still retains the ability to form a protective carapace, and he has used it to thwart many aggressors and pursuers. He is friendly enough with other gods, although the lawful ones resent his capriciousness and tricks. "Treat music as the art it is. Strive to be as skilled at it as your patron. Life is meant to be happy and entertaining, and the best jokes need a target to hang them on; when it is your turn, accept the laugh and appreciate the trick. Wine is one of the joys of life, and the only thing better than making wine is drinking it. Avoid misery, temperance, and solemnity, for they are the greatest poisons to the soul." Olidammara has a faithful following but few easily found churches. Clerics of Olidammara study music, make wine, tell jokes, and occasionally perform acts of mayhem. Those who live in cities tend to work as entertainers or vintners, while those who prefer rural settings act are storytellers, messengers, and minstrels. Many of them live a life on the run from powerful people whom they greatly offended early in their careers. Others just enjoy traveling in search of new music, exotic wines, and celebrations. Becoming a cleric of Olidammara seems easy enough to an outsider ‐ it looks like one celebration and escapade after another. But would‐be clerics are being keenly observed even in their least sober moments as more senior followers of the Laughing God look for the right mixture of joy, whimsy, and mischief. Missions that steal from the rich or embarrass the mighty are the headiest wine of all. Followers of OIidammara might engage in intrigues at the Duke's masquerade ball, steal offerings from the temple of a rival deity, or rescue a world‐spanning thief from a prison on the plane of Pandemonium. Olidammara's prayers are more often sung than spoken, and they almost always rhyme. There are very few established liturgies, because Olidammara's worshipers are expected to freestyle‐rhyme praises to their deity. Simple shrines to Olidammara are common in concert halls and public houses. However, the larger temples are hidden (often in the city's sewer network), because they double as a hideout for thieves. Those who know where a temple to Olidammara is can buy or sell all sorts of stolen or forbidden goods there. Olidammara's rites range from the simple (the Ceremony of the Cork, practiced when a particularly good bottle of wine is opened) to the elaborate (New Moon Follies, a three‐act comedy performed by and for Olidammara worshipers). Most feature alcohol, song, and laughter.

Pholtus He of the Blinding Light (Intermediate Deity) Alignment: Lawful Good (Lawful Neutral) Portfolio: Light, Resolution, Law, Order, Inflexibility, Sun, Moons Holy Symbol: Full moon partially eclipsed by a smaller crescent moon Pholtus (FOHL‐tus) is a stern Oeridian guardian of unbending Law, depicted as a tall, slender man in a white robe, with fair skin and hair, and eyes that shine with the fires of devotion. He carries the Staff of the Silvery Sun, an ivory object shod in silver and topped by an electrum sun‐disk. His holy symbol is a full moon (Luna) partially eclipsed by a smaller crescent moon (Celene). He believes that he is the authority on Law and the natural order, which makes him unpopular with other gods. He particularly despises the Oeridian wind gods and is opposed by St. Cuthbert. "The One True Way is a strict path, but guarantees rightness. Show no tolerance for those who do not give all for the cause of Law. Fanaticism in the name of the Blinding Light is praiseworthy, and Law's champions shall be rewarded in the era when chaos has been vanquished." This church does not have much respect for those of other religions, especially chaotic ones. The anthem of the worshipers is "O Blinding Light"; the church has three ascending orders: Glimmering (preferring white garments), Gleaming (preferring white and silver), and Shining (preferring white, silver, and gold). Clerics of the Blinding Light are expected to bring the word to unbelievers, and brook no argument against this practice. This quest means they must travel far from their churches, usually in groups should unbelievers and heretics turn hostile. They smite chaos where they find it, and Evil once chaos is rooted out. These clerics get along well with conservative paladins. When not preaching, they act as judges, lawyers, and arbiters.

Procan The Storm Lord, Sailor of Sea and Sky (Intermediate Deity) Alignment: Chaotic Neutral Portfolio: Seas, Sea Life, Salt, Sea Weather, Navigation Holy Symbol: Trident over a cresting wave Procan (PROH‐kan) is the father of the Oeridian wind gods (Atroa, Sotillion, Telchur, and Wenta) and the sky‐god Velnius. He usually ignores other gods save those who rival his control of the sea (Osprem and Xerbo). Typically worshiped for his aquatic aspect, a few inland peoples revere him as a weather god. He is greedy, tempestuous, and mercurial, rarely keeping the same mood for more than an hour. His trident Undertow is made of coral and gold and finds sunken treasure; this weapon over a cresting wave is his holy symbol. "The seas and skies are ever‐changing and unpredictable. The waters that blanket the earth are deep and unknowable, and their waves can pull down any ship not guided by Procan. He must be honored so that one can avoid his fury in the greatest storms and reap the bounties of the deep blue waters. Life came from the sea and to the sea all life will return." Clerics of Procan avoid complexities in life (the faith itself has few rituals) and usually live on or near the sea, attending to those who earn their livelihood on the seas. They are considered good luck on sea voyages, and are often hired by captains, or choose to pilot their own vessels. They may be leaders or enemies of pirates. Holy water is made from salt water; their create water cantrips may create fresh or salty water.

Special Note: Divine spellcasters can produce fresh or salt water when casting the spell create water. They make their holy water from salt water as well. Rudd The Charm, The Duelist (Demigod) Alignment: Chaotic Neutral (Chaotic Good) Portfolio: Chance, Good Luck, Skill Holy Symbol: A bull's‐eye target Rudd (RUD) is a woman who ascended to godhood with Olidammara's help. She appears to be a trim, athletic Oeridian woman wearing form‐fitting clothing and a long blue cloak. Some say she was one of the nine demigods trapped by the mad archmage Zagig, and her church has become popular in the last two decades, especially among adventurers. She is friendly with her mentor and Norebo, but opposes Zagyg, Ralishaz, and luz. A master of the rapier, she never misses with her shortbow and claims the bull's‐eye target as her holy symbol. "Depend upon skill for success, but also on your good fortune. Never rule out the long shot, but don't count on it. Successful people make their own luck, at a gaming table or in a duel, especially if they buck the odds with expertise. The ability to recognize good luck and seize its possibilities divides the heroes from the fools." Rudd's clerics practice at games that rely heavily on chance and physical prowess (less often mental ability), hone their fighting abilities, and perform other tasks that improve with repetition. They work in gambling establishments and schools of fencing and archery, counsel the novice to continue training, and caution the perpetually unlucky to find other interests. They adventure for the thrill of experience, to prove their ability, to beat the odds, and just for the sake of exploring.

Sotillion The Summer Queen (Lesser Deity) Alignment: Chaotic Good (Chaotic Neutral) Portfolio: Summer, South Wind, Ease, Comfort Holy Symbol: A winged, pure‐orange tiger Sotillion (so‐TIL‐ee‐on) is depicted as a beautiful woman in diaphanous clothes, reclining on a blanket with a bottle of wine, accompanied by a winged, pure‐orange tiger (her holy symbol). With a wave of her hand she can afflict others with a careless stupor nearly unto slumber. Zilchus's wife, she can retain her favorite comforts because of her husband's prosperity. Ever a languid goddess, she often has to be prodded to her duties by her family. "When the wind blows from the south and when planting is done, it is time to rest and enjoy the warm weather with good food, pleasant folk, friendly gossip, and content quiet. Hard work and strain are things to be avoided, if your rewards are threatened, defend them with zeal like the great cat defends her young, for life without its comforts is a life not worth living." Sotillion's clerics like to be pampered and enjoy casual parties and banquets where they can listen to soft music, engage in pleasant conversation with interesting people, and sample tasty foods and beverages. Her clerics make good diplomats because they are able make people so relaxed that they forget their quarrels and gripes. They travel in style, usually on horseback, in a carriage, or on a litter, in order to visit acquaintances or attend parties. Some are of the mindset that ease and comfort become stale and boring without times of distress and hardship to which it can be contrasted; these clergymen go adventuring, both for the purpose of roughing it and to acquire riches to allow them the comforts they desire.

Telchur Ice Brother (Lesser Deity) Alignment: Chaotic Neutral Portfolio: Winter, Cold, North Wind Holy Symbol: A leafless tree in a field of snow Telchur (TEL‐chur) is the bitterest of Procan's children. Resenting being assigned the coldest and bleakest months of the year, he shuns his family to associate with strange beings (including noble slaadi, the Wolf Lord, and the arch‐devil Belial). Shown as a gaunt man with dark eyes and an icicle beard, he wields an icy shortspear and is accompanied by a winged, albino bull. He is extremely good at his work; because he wishes no rivals to blight his reputation, he urged his greatest clerics trap his rival Vatun in a magical prison seven hundred years ago. He prefers the tranquility of a frozen forest to the screams of an icy wind through a mountain pass; his symbol is a leafless tree in a field of snow. "While life blossoms in the spring and flourishes in the summer; winter always comes and causes it to die, freezing the ground so that even the strongest shoot cannot break free. The cold wind covers all like a shroud, sucking the life from man and beast, blowing out the fires of his hope, and leaving nothing but endless white silence." Telchur's clerics are brooding and withdrawn. They dislike noise and pleasantries, preferring to focus on the grim necessities of survival, even in times of prosperity. They pray just after dark. They preside over winter funerals, help the fit survive the coldest parts of winter, and adventure to spread the gloom of the Icebrother to distant people.

Velnius The Rainshroud, The Elder Breeze (Lesser Deity) Alignment: Neutral (Neutral Good) Portfolio: Sky, Weather Holy Symbol: A bird perched on a cloud Velnius (VEL‐nee‐us) is the most responsible member of his family. As Procan's oldest child, he is the leader of the Oeridian wind gods and is called in to support or take over for them when they are overwhelmed or lax in their duties. He is shown as tall man of middle age with white hair and a cloak of feathers from which pours water and lightning. He is allied with his family members, friendly with neutral or druidic deities, and opposes Kurell. His symbol is a bird perched on a cloud. "The sky is the dome of heaven from which flow the necessities of life. The desert and the parched field cry out for rain while the road and swamp ask for the drying sun, and the request of each is answered. No matter which direction the wind blows, it is all part of the weather that Velnius controls. Weather is a blessing, for even if a storm or drought brings hardship, it will continue on its way to where it is needed." Velnius's clerics are used to speaking on the behalf of others (even if such intervention is not needed). They prefer talk to conflict, but can be very aggressive when provoked. They pray for rain when crops need water and call for temperance when the weather deviates too far from the norm. As mobile as their god, they travel far, and adventure to counteract weather disruptions caused by heretical agents or when Velnius is too busy.

Wenta The Alewife, Harvest Daughter (Lesser Deity) Alignment: Chaotic Good Portfolio: Autumn, West Wind, Harvest, Brewing Holy Symbol: A large mug of beer Wenta (WEN‐tah) is the youngest Oeridian wind god. She always appears as a curvatious and quite buxom rosy‐cheeked woman with straw in her hair and a large mug of beer (her holy symbol). She has no permanent ties to any one being, preferring to go where her heart takes her, and as such has been linked to many deities. The week of Brewfest is a holy time for her, although she prefers that people spend it cavorting and drinking rather than praying. She dislikes only her brother Telchur, seeing him as the black sheep always on her heels. "The cool winds of autumn are Wenta's sign that it is time to reap. Winter's cold can be delayed with the warmth of ale and beer, and brewing deserves as much care as you would give your lover. A day of hard work in autumn is repaid with pleasantly cool nights, good friends, and plenty of good drink to loosen your tongue and quicken your heart." Wenta's clerics are friendly, outgoing, and unafraid to talk to strangers. Their time of prayer is a brief interval before sundown. They organize gatherings, particularly those involving alcohol, and direct harvest procedures so that work is shared fairly by all and finished early. Many work as brewmasters and travel to other parts of the world to enjoy the weather and local spirits. They adventure to meet new people and spend time with friends, or because they agreed to do so while intoxicated. Their holy water is actually blessed ale or beer.

Zilchus The Great Guildmaster, The Money Counter (Intermediate Deity) Alignment: Lawful Neutral Portfolio: Power, Prestige, Money, Business, Influence Holy Symbol: Hands clutching a bag of gold Zilchus (ZIL‐chus) is a popular Oeridian god, depicted as a well‐dressed Oeridian man of plain appearance but great wealth. Husband of Sotillion, brother of Kurell, ally of Rao, Zilchus has many contacts that reflect his ability to establish relationships that are vital to any businessman. A busy god, he has little time for frivolous pursuits, but is knowledgeable in such things because it allows him to influence others. He acts as a dealmaker between gods, finalizing agreements once Rao convinces warring parties to talk. His symbol is hands clutching a bag of gold. "In the world of men, the desire for money can be overwhelming. Control that desire in yourself and exploit it in others ‐ that is the key to success and power. Anything done in the world can be done better for a profit, and those who recognize these opportunities are one step ahead of any competition. Politics and war are simply two other forms of trade, one using a currency of words and the other, lives; the trick is to spend yours more efficiently than your opponent." Zilchus’ clerics are ruthless in business and often seen as emotionless. They are heavily involved in business and politics, and conduct deals above or below the table depending on their disposition. They work for powerful merchants, trade and craft guilds, politicians, or nations, for themselves and their employers. Neophytes get less glamorous jobs, such as managing caravans or remote businesses, but some are hired to participate in high‐risk but potentially profitable enterprises such as smuggling contraband and adventuring.

11. Major Gods of the Suel Pantheon

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Beltar The Maiden of Malice, She Who Walks Below (Lesser Deity) Alignment: Chaotic Evil (Chaotic Neutral) Portfolio: Malice, Caves, Pits Holy Symbol: A set of monstrous fangs, closing to bite The haglike goddess Beltar (BEL‐tar), one of the stranger Suel deities. She is known to appear as a beholder, red dragon, or a marilith demon (the likely cause of Suloise snake‐cult rumors). She was once a goddess of mines and earth, but was supplanted by others in her pantheon and finally relegated to worship by nonhuman slaves. She hates most everything, even other gods. Her holy symbol is a set of monstrous fangs closing to bite. She takes many mates in her various forms, but she is known to eat them afterward, as well as her own young. "Mine and explore caves in pursuit of foes and riches. Fear is not acceptable in the face of adversity, and only hatred is allowed for those who stand in your way." Primarily worshiped by evil nonhumans and savage humans, Beltar pushes her followers to band together into armies and ally with more powerful creatures, such as red dragons, beholders, demons, or greater undead. They must wage war on hated foes. Clerics of Beltar are expected to take positions of leadership in their tribes; those who cannot do so are cast out to find heathen tribes to convert or new enemies to fight. They inspire hatred in others and make examples of traitors or the weak‐willed. Worship services involve sacrifices and are conducted in caves or points of low ground. Devoted clerics rise from the grave as undead within a year of their deaths, usually returning to aid their original tribe and show proof of the goddess’ power. Ceremonial garb includes black or dark grey cloaks or robes.

Bralm The Flying Queen, The Hive Goddess, The Toiling Lady (Lesser Deity) Alignment: Neutral (Lawful Neutral) Portfolio: Insects, Industriousness Holy Symbol: A giant wasp in front of an insect swarm Bralm (BRAHLM) is depicted as a middle‐aged woman with dark blonde hair, sometimes with insect wings. She is friendly with rest of the Suel pantheon but has no close allies there because she judges others on ability, not age or status. Trithereon has earned her enmity because of his individualism, and fiery deities like Pyremius and Joramy are avoided because of her dislike of that element. Her symbol is a giant wasp in front of an insect swarm. "Everyone has a place in a society, and you must master your role even if you don't understand how it is important. Those who know more or are in superior positions must be obeyed; you can learn much by observing those around you. Work hard and be satisfied with your work. Hive insects follow this path, with some members sacrificing themselves for the betterment of the entire hive." Some splinter churches elevate insects as creatures to be worshiped and keep giant insects as guards or pets. Bralm's clerics act as overseers for complex tasks involving large numbers of people: military captains, farm overseers, mine controllers, slave drivers, and so on. They intercede to prevent destruction of crops by insects and are not above getting their hands dirty to get something done. They enjoy leading groups for the sake of imposing order on a group of independent‐minded people. Their prayer times are twilight and dawn. Temples to Bralm are large convoluted affairs spread over a wide area. They rarely have interior doors (instead of locked passageways, guards are posted) and clergy of all levels and status may enter any part of the temple except personal quarters, which are normally very sparse. Built of rough stone, wood, mud, and other common materials, Bralm's temples are easy to repair if damage. The walls and rooms are arranged in repeating patterns that tend to confuse visitors. Bralm's worshippers are called Bralmi. The hottest day of Goodmonth is the holiest day of the year; clerics anoint themselves with sacred perfumes, build strange structures out of mud and sticks, and release small swarms of captured bees and wasps that cling to the scented worshippers but do not sting. Ceremonial garb includes brown or yellow robes, speckled with insect designs and embroidered in gold, green, and black thread. Jewelry of gold, green, and black metal is very common. During all ceremonies, the high priest wears a heavy gold pectoral with delicate crystal wings sprouting from the back. Adventuring clerics wear simple clothing of neutral colors, with a long shirt or jerkin of brown or yellow decorated with insect symbols.

Dalt Keeper of Secrets, Revealer of the Unknown (Lesser Deity) Alignment: Chaotic Good Portfolio: Portals, Doors, Enclosures, Locks, Keys Holy Symbol: A locked door with a skeleton key under it Dalt (DAHLT) was forgotten for many years while he sought to free his brother Vatun; he is once again recognized as a god, although still primarily venerated by the Suloise people in the southeast. He talks with other gods of the Flanaess (except Telchur) in order to solicit help in his quest. Dalt is shown as an old man with wild white hair and piercing eyes or as a red‐ haired young thief. His symbol is a locked door with a skeleton key under it. "Confront obstacles from different angles until a solution presents itself." Dalt is constantly trying to build a better mousetrap while being the better mouse. His name is used to bless fortresses, prisons, and chests of valuables, as well as the construction of new homes. His churches tend to be a mix of clerics who lock things and those who open them, each side seeing the need for the other. Clerics of Dalt are much like their god, tinkering in workshops, building locks and traps, then turning around and trying to figure a way to undo their own work. They teach their building skills to carpenters, masons, and locksmiths, while training aspiring thieves and spies in the locksmith arts, although they only choose those who would use their talents for the greater good. They firmly believe in guarding valu¬ables from those who would use them for selfish ends, and liberating goods from those who don't deserve to own them. They like to wander about cities and dungeons, looking for situations that would challenge their skills. Ceremonial garb includes a black jerkin and fine black leather gloves.

Fortubo Man of the Mountain, Provider of Hearth and Home (Lesser Deity) Alignment: Lawful Good (Lawful Neutral) Portfolio: Stone, Metals, Mountains, Guardianship Holy Symbol: A glowing headed hammer Fortubo (for‐TOO‐boh) was once a Suel god but withdrew his support from nearly all his human followers in favor of dwarves when he found that the Suel were responsible for the creation of the evil derro. He is friendly with the gods of the dwarven pantheon but avoids all other gods except his brother Jascar. Fortubo is the sworn enemy of the derro and their patron deity Diirinka. His holy symbol is a glowing‐headed hammer, and his personal weapon is a great hammer named Golbi that returns to his hand when thrown and is said to be a gift from the dwarf god . He is shown as a small bearded Suel man who resembles a dwarf. "Focus on your tasks. Do not allow yourself to be distracted by other careers or concerns outside of protecting the com¬munity. Feel your kinship with the stone and do not cut it more than what your community needs. Commit no theft, murder, or evil, for they will shackle the dwarven people more strongly than any chains." Fortubo protects dwarven communities and welcomes clerics of either sex, especially married couples. Fortubo's clerics plan defenses to the smallest detail and are more than willing to shoulder more than their share of the responsibility if they feel anyone else involved is incapable of pulling their weight. They search for orcs and goblins, which they feel harm the earth with their pointless tunneling. Any hammer will serve as a holy symbol. Married pairs of clerics are said to be especially blessed by Fortubo and their children are born with exceptional insight and endurance.

Jascar The Hill Runner (Lesser Deity) Alignment: Lawful Good Portfolio: Hills, Mountains Holy Symbol: A snow‐capped mountain peak Jascar (JAS‐kar) is the brother of Fortubo and dedicated foe of Beltar; his holy symbol is a snow‐capped mountain peak. With his dark beard and shining silver breastplate, Jascar doesn't resemble the Suel people that worship him, but his visage strikes fear into orcs and goblins. He is sometimes shown as a great horse or Pegasus ‐ two forms he once took when fighting Beltar. He is often aided by Phaulkon in his efforts to advance the cause of good, and Jascar's hammer is the bane of all undead. Other than Phaulkon and Fortubo, Jascar talks little with other gods and is often perceived as driven and aloof. "Hold no quarter for evil nonhumans like orcs and goblinoids, and equally hate those who would make the beautiful hills and mountains ugly. Protect the hills and mountains from plundering by evil forces and you will be rewarded with the treasures Jascar places under the earth for good folk to find." The church teaches common tactics used by evil nonhumans. Jascar's clerics often lead cross‐country and underground crusades against evil nonhumans. They survey for precious metals, and advise miners on how to dig their tunnels safely and cause a minimal amount of damage to the surrounding environment. Their single‐mindedness often alienates them from others, but their dependable nature means that an entire temple can be called upon in times of crisis; the network of the multiracial Jascarian faith is strong as stone. Ceremonial garb includes earth‐toned clothing with a white cloth headdress or white metal cap.

Kord The Brawler (Intermediate Deity) Alignment: Chaotic Good Portfolio: Athletics, Sports, Brawling, Strength, Courage Holy Symbol: Dragon hide gauntlets (white), boots (blue), and a girdle (red) or a star composed of spears and maces Kord (KOHRD) is an incredibly powerful Suel god, second only to his grandfather, Lender. Son of Phaulkon and Syrul, he is shown as a hugely muscular man with long red hair and beard, wearing dragon‐hide gauntlets (white), boots (blue), and fighting girdle (red); these items form his holy symbol, although a star composed of spears and maces is popular. He fights with his intelligent dragon‐slaying greatsword Kelmar, and when wounded he often enters a blood rage so intense only Lendor can control him when he succumbs; because of this, a cleric of Kord will always defer to a ranking cleric of Lendor. He is reputed to have dallied with beautiful humans, elves, or even giants; and tales are told of the great heroes who are born of such liaisons. "The strong and fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice." Kord loves physical challenges and contests, and it is this love that inspires many barbarian tribes to use nonlethal sports as a method for resolving disputes. Kord's clerics are expected to be leaders. They train people to become stronger, organize athletic tournaments, and participate in challenging physical activities. Doubting their fitness is a grave insult, and they go to great lengths to prove their physical abilities (although they realize the difference between difficult and suicidal challenges). Wearing of dragon‐hide by a cleric is a blasphemy, unless the wearer is a descendant of Kord. Clerics believe magic should be used to enhance allies rather than strike directly at foes. Would‐be clerics of Kord come into the faith one of two ways. Most succeed on some feat of strength (often at a local carnival or sporting competition), drawing the admiration of a cleric of Kord. Less often, a youth attains notoriety for his sickly nature, but a cleric of Kord notices how passionately the child craves strength. Either way, becoming a cleric of Kord involves rigorous physical training, including calisthenics, running, and practice in any number of specific sports. Kord's followers love any quest where they can prove their strength, especially if it involves direct competition with someone else. Winning in a gladiator arena, climbing an unassailable mountain, and slaying a great wyrm dragon are all pleasing to Kord. Kord favors rhythmic chanting and clapping, the louder the better. Many of his chants feature syllables that exist strictly to maintain the rhythm, such as "Ah re, ah tee, Kord the Mighty..." A temple to Kord is often a sprawling dwelling open to the air. Some feature gymnasiums, fields for athletic competition, and gladiator arenas. They provide training for nearly every physical endeavor. Kord's rites are brief, lasting just a few minutes. They're joyous, dancing ceremonies at the end of a battle or a long‐term teat of strength, such as raising a barn or moving stones to form a hedgerow. Ceremonial garb includes white, blue, and red clothing.

Lendor Prince of Time, Master of Tedium (Intermediate Deity) Alignment: Lawful Neutral Portfolio: Time, Tedium, Patience, Study Holy Symbol: A crescent moon in front of a new moon surrounded by 14 stars Lendor (LEN‐dor), the leader and progenitor of the Suel pantheon, is depicted as a white‐haired and bearded husky older man. Largely withdrawn from the affairs of the world to care for larger issues, Lendor considers himself superior other gods and especially to his children, as he has the ability to banish any of his children or undo their magic. A blow from his flaming sword Afterglow is said to be the force that started the flow of time at the dawn of the universe. His holy symbol is a crescent moon in front of a new moon surrounded by fourteen stars (sometimes less or more). "Time stretches to infinity, and issues that seem pressing are merely a smaller part of a larger whole. In order to make sense of the universe, one must look at the entire mosaic instead of just a part of it. Age brings experience, wisdom, and the impetus to take things slow." Lendor's clergy are mostly older, particularly sages, village elders, and record keepers. They tend to have little interaction with the outside world, remaining cloistered in their libraries and temples for years at a time. Occasionally a younger person will be drawn to this faith, taking the role of wandering adviser, preaching the need to keep the present in perspective; these preachers often become advisers to conservative leaders or mount expeditions to recover ancient tomes and artifacts lost for generations. Ceremonial garb includes silver robes adorned with a black circle containing Lendor's symbol.

Llerg Great Bear, Animal Fang, Strongest Serpent, God of Force (Lesser Deity) Alignment: Chaotic Neutral Portfolio: Beasts, Strength Holy Symbol: A bear, snake, or alligator The most uncivilized god in the Suel pantheon, Llerg (LERG) ignores most other gods, seeing them as too civilized, but has a friendly rivalry with Kord and a hatred for Telchur. He is shown as a strong, shaggy man wearing furs and a fighting girdle or as a great bear, snake, or alligator. These animals are sacred to him, and they are his three holy symbols. He fights with a broadsword or in one of his animal forms and may be the ancestor of the original dire bears, dire alligators, and giant snakes. He is popular among the jungle savages, who call him Hlerg. "Be strong so that others respect you. Be fierce like the creatures of the animal world. Humans have lost contact with their inner animal nature ‐ watch and learn how the predator lives, and you will again be as you should be." Llerg supports barbarians defending their lands against encroaching civilization. Llerg's clerics choose one of his sacred animals as their totem animal. They act as intermediaries when tribes meet, and range far in search of prey when times are lean for their tribe. They bless weapons, warriors, and sites of battle to ensure victory, and in more peaceful times they train young warriors in armed and unarmed combat. Some clerics see visions and travel to find the meaning of what they have seen. Llerg's temples are simple stone or wooden buildings with large open spaces. They are built in places frequented by wild animals, and prey animals tend to avoid such places due to the predators in the area. The interior of the building is carved and painted with animal motifs, with animal skins decorating the walls and floor. An open fireplace dominates the center of the temple. The first appearance of large predators after the winter is a day for celebration; the priests spend all morning in prayer, then wrestle and dance in firelight that night. The first snowfall of winter is likewise heralded as a time for prayer and ritual, putting the animal spirits to rest until the world renews itself; in regions that get no snow, the first day of Sunsebb is used instead. This winter ceremony consists of securing food stores, prayers over animal skins, and feats of strength such as rock lifting and axe hurling. Ceremonial garb includes bear skins, alligator hides, and snake skins. These skins are carefully preserved and often decorated with jewels for eyes. Necklaces, amulets, and belts of carved animal bones complement their dress, and many tie animal teeth and claws to their faces or hands during such times, or even pierce their bodies with these items. Adventuring clerics favor typical barbarian garb, with thich leather girdles carve with bear images; most also wear either a bearskin cloak or a "Llerg‐cloak," a tasseled robe woven to represent the pelt of a bear. Llerg's clergy are known as beastwalkers.

Lydia Lore Mother, Choral Queen (Lesser Deity) Alignment: Neutral Good Portfolio: Music, Knowledge, Daylight Holy Symbol: A spray of colors from an open hand Lydia (LIH‐dee‐ah) is a wise Suel goddess, shown as a dynamic older woman with white hair and clear blue eyes. Her symbol is a spray of colors from an open hand. She interacts with many other gods, exchanging information and songs. In some ways she is the converse of Pholtus, pressing for individual liberty so that others may see the light of truth without being blinded by it; this pleases Trithereon, who also strives for the freedom of the individual. "People must gain knowledge to better themselves. Music is a key to learning, and the light of day lets one see their own ignorance." Lydia's church has an open policy on all records, for the goddess hates secrets and those who would hoard information to the detriment of others. Her teachings are presented in song form so that they may be easily remembered, and her church often converts current and historical texts into ballads. Her church uses education to uplift women from lesser stations in life; this tends to make her unpopular with patriarchies. Most of her clerics are women. They discover and spread information wherever they travel, and are often found in the company of clerics of Fharlanghn. They are required to help women in need of education, and they spend much of their time in villages teaching women and children how to read and acting as midwives. They travel to discover lost caches of information and song, preferring historical accounts of actual deeds rather than fictionalizations and hearsay tales. Ceremonial garb includes white robes trimmed with gold and silver.

Nazarn The Gladiator (Hero‐Deity) Alignment: Neutral Portfolio: Formal and Public Combat Holy Symbol: A chain wrapped around a shortsword Nazarn (NAZZ‐arn) is a god of ritualistic and public combat, such as honorable duels and gladiator matches. Once a popular gladiator slave owned by a member of the Scarlet Brotherhood; Nazarn escaped from his captors to find a better place for himself in the world. He was fortunate to encounter and impress a descendant of Kord, and eventually convinced the Brawler to elevate him to godhood after defeating all opponents (including a young green dragon) in a Hepmonaland arena run by yuan‐ti. Nazarn is honorable but cares little for moral debate, seeking only the freedom to do what he wants and have a fair fight in the arena. Nazarn appears as an older half‐orc with a strongly orcish appearance and hair that is rapidly graying to white. He is usually shown with his short sword Crowdpleaser. His symbol is a chain wrapped around a short sword. "Answer a challenge with honor and bravery. Never fight at anything but your best. Know when you should please the crows and when you should focus on your foe, for a flamboyant warrior often ends up dead if he underestimates his adversary. Avoid dirty fighting unless it is purely for sport. Offer mercy to a defeated foe if you can, but finish them if they have fought without honor or broken the combat's accepted rules of conduct. Be inspiring to those who fight on your side and those who would emulate you in the future, for your legacy will survive you." Nazarn's clerics work as professional duelists or gladiators, act as officiators and seconds in formal duels, as well as minister to gladiators and similar combatants. They adventure to seek out new heroes of the arena in distant cities, to test their mettle against unusual foes, and to collect trophies and scars that add to their reputations.

Norebo God of Gambles (Lesser Deity) Alignment: Chaotic Neutral Portfolio: Luck, Gambling, Risks Holy Symbol: A pair of eight sided dice Norebo (noh‐REE‐boh) is one of the more popular Suel gods, known for his willingness to make a bet on anything and his fondness for dice games; his symbol (a pair of eight‐sided dice) stems from this. He has been paired with most of the female members of his pantheon, but has been linked to Wee Jas for the past one thousand years despite their alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. Norebo is shown as a man of average height, weight, and features, but can assume animal forms, especially when he wishes to be hidden. "Life is full of risks and gambling with fate is the only thing that makes life worth living. Owning property and life itself are fleeting things, and best be enjoyed while you have them." His worship is popular in the barbarian lands and large cities, and donations to his temples (called Churches of the Big Gamble) are usually in the form of lost bets (as gambling operations are run on‐site). Some patrons donate to his temple in the hopes of warding off thieves and assassins. Clerics of the Norebo are willing to make wagers on anything and are usually employed at least part of the time in a gambling house. Others wander the world to bring chance and elements of risk into people's lives; they especially love bothering clerics and followers of rigid gods such as Allitur, Pholtus, and St. Cuthbert. Ceremonial garb includes brown or dark green robes.

Osprem Queen of the Sea, Mother of the Oceans Bounty (Lesser Deity) Alignment: Lawful Neutral Portfolio: Sea Voyages, Ships, Sailors Holy Symbol: A barracuda or a sperm whale Osprem (AH‐sprem) is a generally benign goddess, revered by the Suel people as the protector of those who travel on the water. She is more compassionate than her occasional companion Xerbo, yet she is not averse to punishing those who offend her or disobey her laws. She is shown as a beautiful gowned woman, a dolphin, a barracuda, or a sperm whale; the latter two are interchangeably used as her holy symbol. She wears no armor but is protected by a ring carved from a whale's tooth, given to her by the grandfather of all whales. "The seas provide a bounty of food and a means of travel; protect the sea as you would your own home, or face Osprem's wrath. She protects those who sail and their vessels as long as they respect her and abide by her laws. She guides vessels through dangerous waters and is the patron goddess of naval explorers." Those who defy her laws are punished by storms of ice, and it is said entire towns were wiped out because of serious transgressions against her. Her clerics are skilled navigators and often become the spiritual leaders of communities that rely on the sea for survival. Many gain political power for themselves based on the need for their abilities. Clerics not tied to one place might travel a great deal by ship; though they feel awkward away from the ocean, they are comfortable enough near lakes or rivers to venture inland. Ceremonial garb includes blue robes or brass armor decorated with symbols of ships, dolphins, barracuda, and whales.

Phaulkon Lord of the Sky, The Archer (Lesser Deity) Alignment: Chaotic Good Portfolio: Air, Wind, Clouds, Birds, Archery Holy Symbol: A winged human silhouette Phaulkon (FAHL‐kahn) is an active deity, promoting the cause of good and chasing down evil. He concerns himself with all things that happen under the open sky, and is a scholar of artifacts (and how to negate their powers). Father of Kord and second only to him in fighting ability, he is friendly with Aerdrie Faenya (the elven goddess of air and weather), Jascar, and the other gods with portfolios similar to his own. Depicted as a powerful, cleanshaven, bare‐chested wingless man, his holy symbol is a winged human silhouette. "Victory in battle depends upon archery. The sky is the dome over creation, and creatures of the sky are blessed for freeing themselves from the soil. Take the fight to the enemy; do not wait for the encroachment of evil. The ancient devices of war are best left alone, as their use involves great danger." Phaulkon's clerics study the sky and clouds for portents, and work to protect the nesting places of flying animals. They teach archery and hunting to common people so they may feed and protect themselves, teach farmers the difference between birds that eat seeds and those that kill seed‐eaters, and train soldiers in the more difficult aspects of ranged combat. When rumors of ancient evil magic surface, they seek out the source to make sure the item gets destroyed or at least stays buried. His clerics tend to be wanderers, enjoying living under the open sky and fighting evil where they discover it. Ceremonial garb includes blue clothing.

Phyton The Woodshaper (Lesser Deity) Alignment: Chaotic Good Portfolio: Nature, Beauty, Farming Holy Symbol: A scimitar in front of an oak tree Phyton (FIE‐tahn) is a tall, slender, youthful‐looking Suel god who can take the form of any forest creature. Once like most nature deities, he now represents man's dominion over nature, and this puts him at odds with those who would protect a forest from the actions of mankind, just as his dominion over beauty angers Wee Jas. He clears forests to make room for crops, cuts tracks through mountains to make roads, and dams up rivers to form fishing ponds. His symbol, a scimitar in front of an oak tree, hearkens back to his old purpose. "Nothing in nature is so beautiful as what man can make of it. A field of crops, a garden of herbs, and a swamp drained to form fertile soil are all marvels of nature as much as the forest and mountains. Natural animals that can be domesticated should be, but those that are dangerous to man or his works should be slain." Clerics of Phyton act as protectors for farming settlements and look for ways to make use of nearby land. Each normally chooses a region to watch over, typically a circle one day's walk in diameter. They might use their powers to redirect a river to suit a town's needs, or to cull a forest of its uglier plants to leave a more pleasant locale. Some clerics wander the unsettled parts of the world, looking for destructive creatures to kill, abandoned sites of old civilizations, or wild places that might be useful to mankind. Ceremonial garb includes brown or green (lighter colors in autumn).

Pyremius The Blazing Killer, Demon of Venom, Hideous Assassin (Lesser Deity) Alignment: Neutral Evil Portfolio: Fire, Poison, Murder Holy Symbol: A demonic face with ears like bat wings Pyremius (pie‐REH‐mee‐us) was originally a demigod of poison and murder, but he poisoned Ranet, the Suel goddess of fire, and assumed her portfolio during the height of the Suel Empire, corrupting it from a life‐giving power into a destructive element. He is now the patron of assassins, and he carries a longsword called Red Light and a whip called Viper. He is friendly with fiends; jermlaine worship him, as do many nonhuman tribes. He keeps other gods at arm's length, except for Syrul, a fellow patron of the Scarlet Brotherhood. His holy symbol is a demonic face with ears like a bat's wings. "The world will perish in fire. Anything that threatens you must be burned, and those who would keep you from doing this must be killed. The greatest enemy must sleep sometime. Those who fall to such tactics deserve their fate, and those who exploit these weaknesses are the most crafty of all." This doctrine means ranking clerics tend to prey upon each other, and smarter ones sometimes leave a temple to found their own order of the church. Pyremius’s clerics watch other people for weaknesses or openings in their defenses. They expose themselves to great heat to test their strength, plot against those who hold things they want, build superior forges, and explore exotic locations to find rare plants and other substances from which poisons can be made. Assassins can be hired at their temples; turnover among the clerics is high because of internal feuds. The Hideous Assassin's temples are always built of mortared stone, preferably volcanic, with red and orange shapes enameled onto the walls and covered in a glaze to reflect the light. Fires burn in the center of every public room at all times. There are many alcoves and blind corners, giving visitors who spend any time here a strong feeling of paranoia. Hot, dry days that can cause fires are holy times for these obsessve people; they met at the site of such fires and offer prayers to their fickle god. Sacrifices of prisoners and slaves are conducted at the beginning of winter, spring, and low summer; these victims are poisoned with corrosive substances, stabbed in the back, and burned alive on great pyres. Ceremonial garb includes orange silk trousers and jerkins, with another layer of red silk over that, slitted to reveal the inner layer; one wearing such a costume appears to ripple with flame. Heavy bracers made of brass adorn the wrists, and males and females shave their heads. Ceremonial tools are a small sword made of brass and a fine leather whip braided with red gold. Alternating colors of red and orange are the norm for adventuring followers of the Blazing Killer. This is normally accomplished with patches of one color sewn onto clothes of the other color, strips of both colors tied in elaborate knots, or with vivid body paints. The clergy of Pyremius are known as deathseekers.

Syrul The Forked Tongue, Night Hag, Oathbreaker (Lesser Deity) Alignment: Neutral Evil Portfolio: Lies, Deceit, Treachery, False Promises Holy Symbol: A forked tongue Syrul (SIGH‐rul) appears as a dirty, smelly old hag in tattered clothing (an illusion covers her non‐descript appearance). She is never without Small Lie (a dagger of venom made from an evil unicorn’s horn) and Harsh Truth (a rod of withering made from a gold dragon’s crystallized soul), and rides a great nightmare called Flamedevil. See can see from any deception or illusion, and her holy symbol is a forked tongue. Syrul avoids other deities except for Pyremius, whom she partners with many things."The best way to protect what you know is to shield it in a lie. Speech is deadlier than any weapon; the greatest and smallest fall with a well‐spoken untruth. Give your word to advance your cause, and break it when it is no longer of use. Trust is for fools, and betraying a fool is the greatest gift and lesson you can give them. Honesty and straightforwardness are for the dull‐witted." Her churches get along well despite their communication obstacles. Her clerics use their ability to lie effectively in situations where they can cause the most trouble: markets, courtrooms, embassies, and fortunetellers’ booths. Many are skilled actors; performing in self‐written plays that slander authority figures. They engage in debate, and are hired by leaders to confuse and misdirect spies and unwarranted foreign dignitaries. They travel to escape persecution, to find rumors to escalate, and to exploit the trust of greedy and foolish explorers. Her temples are strange affairs made of gnarled wood and tortured‐looking stone. The walls are carved with weird designs that resemble one thing from one angle, and a different from another. Unusual paintings hang from the walls, such as two dark figures standing between a pair of trees which ‐ if observed long enough ‐ resolves into the image of a skull. Spinning wooden disks with pleasant and ugly images on either side hang from the ceiling. Syrul's followers are called forktongues. The eleventh day of each month is a holy day for the forktongues, although there is no formal ceremony at these times. Instead, the forktongues are not allowed to tell any truths that day, though they must craft true‐sounding lies and get others to believe them. Any forktongue speaking a truth on this day has his legs broken and reset askew as a warning. Ceremonial garb includes golden robes ‐ often sewn with actual gold thread ‐ adorned with a forked‐tongue symbol; the inner lining of these robes ranges from medium brown to near‐black. This garb is complemented by an elaborate wooden staff that cleverly conceals an ornate dagger. A forked‐tongue amulet of red metal, preferably red gold or lacquered rusted iron, is worn over the robe. Adventuring clerics wear golden‐yellow robes with a red forked‐tongue symbol. Even when these robes become ragged or dirty, the tonguesymbol must remain recognizable.

Vatun The North God (Lesser Deity) Alignment: Chaotic Neutral Portfolio: Northern Barbarians, Cold, Winter, Arctic Beasts Holy Symbol: The sun setting on a snowy landscape Vatun (VAY‐tun) is largely forgotten outside the Thillonrian peninsula. Not worshiped by the original Suel Imperium, Vatun is included in this pantheon because of his worship by the Suel‐descended northern barbarians. Vatun was imprisoned by clerics of Telchur about the time of the Battle of a Fortnight's Length. He wields an ice battleaxe called Winters Bite. When free, Vatun was a whirlwind of cold rage and energy, inspiring his followers to raid south as often as possible. Dalt and Llerg are his only allies. He is shown as a huge Suel man wearing polar bear skins and a beard of ice and snow, with frozen fog coming from his mouth. His holy symbol is the sun setting on a snowy landscape. "Winter is a time for culling the weak so that the strong may survive. Snow shall cover cowards and they shall be forgotten by all. The people of the north are the true survivors and will inherit the world when the Great Winter comes to cover the land." Vatun's clerics preach violence against Telchur's faith, help their tribes survive in winter, heal the injured, and aid their people in battle. Level‐headed clerics are sent to search for the Five Blades of Corusk, which if united will free Vatun from his prison (or so say the legends). Recent lore indicates a diabolical connection to Vatun's prison, and so his clerics have become ardent foes of devils. Because of his imprisonment, Vatun's clerics must be within ten feet of a torch‐sized (or larger) flame to prepare or cast spells. Ceremonial garb includes white furs.

Wee Jas The Witch Goddess, Ruby Sorceress, Stern Lady, Death's Guardian (Intermediate Deity) Alignment: Lawful Neutral (Lawful Evil) Portfolio: Magic, Death, Vanity, Law Holy Symbol: A red skull, sometimes wreathed in flame Wee Jas (WEE jas) is portrayed as a stunning woman dressed in a beautiful gown, wearing some piece of jewelry with a skull motif. She promotes the utilization of spells and magic items (though many of her Suel followers insist she favors the creation of such things). She gained her death aspect when the survivors of the Rain of Colorless Fire looked to their goddess of magic for assurance that the dead were being escorted to the afterworld. Wee Jas protects a departing Suel soul on its way to the afterlife, and the clerics of Wee Jas are greatly respected because of this. Her allies are the lawful Suel gods while the chaotic ones are her enemies (except Norebo, who is her lover despite their philosophical differences). Her love affair is supposedly secret, although word of it has spread to the rest of the pantheon and even to her followers. It is rumored that the divine couples first argument caused the southern Crystalmists to erupt in flames, earning their current name, the Hellfurnaces. She respects Boccob, dislikes the beauty goddess Myhriss, and ignores most other deities. Her symbol is a red skull, sometimes in front of a fireball. "Magic is the key to all things. Understanding, personal power, security, order, and control over fate come with the study of magic. Respect those who came before you, left their knowledge, and died to make room for you; there will come a time when your life is over and those who come after will honor your learning and your memory." Clerics of Wee Jas arbitrate disputes, give advice on magic, investigate magical curiosities, create magic items, and administer funerals. The more powerful clerics use their magic to fortify their temple and city. Clerics of lower level are expected to defer to ones of higher level at all times. Her clerics must get her permission before restoring a weak or chaotic being to life. Wee Jas trains her clerics in academic fashion. Offering classroom instruction punctuated by increasingly difficult examinations. Her academies are not unlike boarding schools, where small infractions of grooming and uniform regulations are punished with a system of demerits. The followers of Wee Jas are fascinated with magic, especially magic that breaks the boundary between death and life. Rebuilding a plundered tomb, resurrecting an ancient sage, and braving Limbo to ask questions of a long‐dead wizard are the sorts of quests the Ruby Goddess sponsors. More so than most deities, Wee Jas venerates a series of deceased "honored ancestors." Worshipers rarely speak of the will of Wee Jas, instead attributing commandments to ancestors such as "Yag the Many‐Eyed Traveler says..." or "Grant me the calm of Queen Ochtho XI V..." Wee Jas's temples are covered with funerary trappings, and many have shrines and catacombs where powerful spellcasters are buried‐sometimes with a spellbook, staff, or magic regalia. The Wee Jas clergy casts spells on behalf of anyone not obviously opposed to Wee Jas's alignment or agenda, but they often demand service or information in addition to a donation to their church. Funerals are obviously important rites to Wee Jas followers; in addition, many followers have monthly Rites of Accumulated Lore, where clergy or lay leaders read aloud from musty tomes about magic, ancient history, or other esoteric topics. Wee Jas' temples are built like mage towers and are often guarded by charmed monsters. The temples are decorated with artful statuary and unobtrusive skull motifs; they often store lore and records of local law, so each temple has an extensive library. A few even have permanent magical fires burning atop the highest point of the temple. The followers of Wee Jas are known as the Jasadin. Nights when a moon is waxing are holy nights to Wee Jas. Coldeven 4th (when both moons are waxing) is called the Goddess' Blush by her followers; on this night, the most valuable piece of jewelry discovered in the previous year is sacrificed to her in a great magical fire. Ceremonial garb includes layered full‐length robes, alternating grey and black. The robes always have hoods but are normally drawn back to reveal the wearer's head, which is normally adorned in jewelry. Other jewelry showing skulls and gems are worn on the arms and neck, and they carry ornate staves. Adventuring clerics wear gray or black robes, adorning them with runes or jewelry as they see fit. Wee Jas is a demanding deity who expects obedience from her followers. She reminds them that death is inevitable, but she promises that their learning and memory will be honored by those who come after.

12. Other Gods and Deities in the World of Greyhawk

12.1 What is this ‘Universal’ Pantheon? This section is somewhat of a catchall section for deities that are either universally worshipped around the Flaeness, have a completely unknown origin or are worshipped in a very small and specific area of Eastern Oerik. Almost one third of the deities listed here are demigods or hero‐deities that have arisen to their current celestial status only recently, and others such as Tharizdun are perhaps older than the universe as we know it. If there is one thing that does bring all of these separate entities together it is that these beings are just as much movers and shakers on Oerth (and beyond!) as any other pantheon presented in this volume. Another would be that they simply just don’t fit in with the other pantheons, even with such strong and direct relations to another pantheon, as is the case with St. Cuthbert. All of these deities are unique in their own way, and are quite firmly a part of life throughout the Flaeness. Many of the hero‐deities and demigods have small shrines dedicated to them either as separate places or as part of other larger temples to deities that have similar portfolios as their reach is relatively small or so new that not many have heard of them outright.

12.2 Other Major Gods and Heroes in the World of Greyhawk

Boccob The Uncaring, Lord of All Magic, Archmage of the Deities (Greater Deity) Alignment: Neutral Portfolio: Magic, Arcane Knowledge, Foresight, Balance Holy Symbol: Eye balanced on a pedestal inside a pentagon Boccob (BOH‐kob) is known throughout the Flanaess, oversees the maintenance of magic’s existence on Oerth, and is interested in the creation of new magic items and spells (he is said to have a copy of every magic item made by mortals). He sees that Oerth’s magic is declining and will eventually fade away; he combats this effect and suspects that Tharizdun is responsible. He is distant from all other gods save his servant Zagyg. Shown in purple robes with shimmering runes of gold, Boccob carries the first staff of the magi; an eye within a pentagram is his symbol. "Seek balance above good, evil, law, or chaos. Fight to push back the encroachment of good, just as you would the oppression of evil. Magic is the most important thing on Oerth, and it must be preserved so that the balance can be preserved." Churches are protected from outside interference, and those within devote most of the time to research, particularly prophecies, which they guard carefully lest they fall into the wrong hands. In lands where the forces of Law, Chaos, Good, or Evil grow too strong, churches of Boccob are built to balance those forces. Clerics of Boccob create and study magic and divine the future. They leave their churches to root out rumors of lost magic items or spells, or to defend a magical place or item from destruction. Most clerics of Boccob are neutral, as extremism in ethos is frowned upon; they must maintain the balance between all alignments. Boccob's clerics are alert for signs of magical aptitude among youngsters, and they offer education to any youth they deem worthy of the privilege, whether noble or commoner. Clerics of Boccob almost always learn their prayers and sacraments in a classroom at a major temple‐college. Anything that involves powerful magic involves the followers of Boccob. Creating or destroying artifacts, uncovering new kinds of magic and traveling the Outer Planes are all common quests. A follower of Boccob might rescue a sorcerer captured by bugbears, brave a ruin to retrieve an ancient spellbook, or break up a cult of ur‐priests seeking to cut off magic power to all but themselves. Prayers to Boccob have remarkably florid language. One common one begins, "Hail and I greet you, Boccob, Master of Magic, All‐Seeing, All‐Potent Revealer of Mysteries Beyond Compare. Whose Perspicacity knows no boundaries, most puissant protector of the eldritch realms, both known and unknown..." Boccob favors tall, round towers for his temples. Almost all have colleges for the study of both divine and arcane magic, and visitors are as likely to meet wizards as clerics inside. Most Boccob temples provide magic item identification and a number of divinations to the public. Boccob's followers celebrate powerful magic in all its forms, performing ceremonies when a magic item is made or a new spell discovered. Many high‐level followers make pilgrimages to other planes to see magic in action. Boccob's clerics favor purple garments with gold trim; many are cleric/wizards or cleric/sorcerers. Most remain aloof from worldly affairs and devote themselves to magical research and to formulating prophecies. They share their knowledge of the future only sparingly, lest someone get the upper hand and upset the balance. Boccob's clergy actively create magic items. Most of Boccob's clerics keep busy rooting out bits of magical lore, recovering lost magical items, and investigating mysteries. They adamantly oppose any attempt to destroy a magic item or any magical place. Boccob's temples are usually located in urban areas. They are always well fortified to withstand outside interference, and they house extensive libraries. Most are also well equipped with various scrying devices and defenses. Visitors to a temple of Boccob usually get a cool greeting at best and are never truly welcomed unless they have some unusual magic item to offer for examination or money to spend on spells, magic items, or information.

Earth Dragon, The Wyrm of the Hills, Earth Lord, Serpent of Stone (Demigod) Alignment: Lawful Evil Portfolio: Earth, Weather, Hidden Treasures Holy Symbol: A coiled dragon The Earth Dragon is an ancient deity of the Flanaess, a remnant of an era when spirits of nature were worshipped as gods. Unlike most of the gods of Greyhawk, the Earth Dragon is not a part of a sophisticated theology. It is just the spirit of Mount Drachenkopf, although it long ago spread its influence to all of the Drachensgrab Hills. Worship of the Earth Dragon is limited to a relatively small geographic area where its power is strongest. Its relationship to its worshippers hearkens back to a simpler time. In return for obeisance and sacrifice, the Earth Dragon protects its worshippers from harm and makes them prosperous. But it can also be an angry god, and it destroys as easily as it creates. The Earth Dragon's domain is beneath Mount Drachenkopf. Legend says it lives in an expansive underground lair avoided by all the subterranean races. The temple of Mount Drachenkopf has a shaft of unknown depth that is used to drop sacrifices down into the god's realm. The magic of the shaft transports victims safely to its lair, where the god devours them. The Earth Dragon most commonly manifests its power as an avalanche to indicate the god's displeasure. It also may cause avalanches, rains of stone, and rarely, volcanic eruptions. The Earth Dragon may manifest itself as a mottled serprent or a gargantuan dragon formed of varigated stone laced with precious ores. The forces of Turrosh Mak have built many shrines and small temples throughout the Pomarj and the southern Wild Coast. "The Earth Dragon provides. The great god is the spirit of the earth, and those who worship and obey it will be protected. The Earth Dragon knows all the secrets of the land, and favors its chosen with knowledge and power. Those who worship, sacrifice, and spread the faith please the god." Worship is offered in the temples each Earthday, and important sacrifices are made in the third weel of each month. Originally the Earth Dragon had no particular festival, but now it is honored during the week of Growfest. Since the rise of Turrosh Mak, Growfest has featured human sacrifices by the hundreds at the Drachenkopf Temple. The derro know and respect The Earth Dragon. Priests of the Earth Dragon wear brown robes embroidered with cloth of gold and gemstones. During ceremonies, they wear the bronzed skulls of young dragons on their heads.

Elder Elemental Eye, The The Elemental God (Demigod) Alignment: Neutral Evil Portfolio: Elemental Evil Holy Symbol: A black metal equilateral triangle, point down, with an inverted Y within it The Elder Elemental Eye is an aspect of Tharizdun (see below in this section). It was created to mask the cult from the forces of good and to draw in new worshipers who might be afraid to serve Tharizdun directly. Clerics of the Elder Elemental Eye typically wear ochre‐colored robes and carry or wear a symbol, a black triangle with an inverted Y‐shape inscribed within it). Sometimes the robes are altered to reflect which element the specific cleric is aligned with (air, earth, fire, water).

Heward Song Bringer, Lord of all Bards and Skalds (Hero‐Deity) Alignment: Neutral Good Portfolio: Bards, Musicians Holy Symbol: A black metal equilateral triangle, point down, with an inverted Y within it Heward (HYOO‐werd) is of indeterminate age ‐ appearing both young and old at the same time. He is athletic and strong, quick and lively. Although his pate is bald, Heward has a luxurious moustache and small beard of sandy‐brown. His forehead is wrinkled but his cheeks are rosy and fresh. Heward always wears shabby garb or finery which is old and out of fashion (thus actually creating a style all his own and quite remarkable). Although distinctive, Heward has the power to be quite unnoticeable when he so desires, simply by willing it, so no magic aura betrays this anonymity. Because of his non‐aggressive philosophy, Heward seldom carries any major weapons. Similarly, Heward is uncomfortable with protective devices, although he does employ a special herbal mix which improves his armor class. In addition to his magical powers, Heward is able to employ any standard musical instrument to enhance his bard skill. Heward understands the arcane art of technology, and is particularly adept with mechanical items of this nature. His domicile is reputed to have many devices of this occult nature: engines, clockworks, etc. Heward dislikes incomprehensible things, however. The devices, as well as golem‐machines, are reputed to serve in many capacities in Heward’s bizarre stronghold. The domicile of Heward is non‐descript on the exterior. It extends into many extradimensional spaces, so its interior actually contains all manner of rooms and spaces ‐ from cramped lofts to a grand auditorium with a great organum, including open gardens and spacious parks. This domicile is a nexus which touches parallel worlds, many planes, and the dimension of time. Heward will always have various pitch pipes and tuning forks with him. The powers of these instruments are basically twofold: one will provide defensive magical effects, the other is for movement to other planes.

Incabulous The Black Rider (Greater Deity) Alignment: Neutral Evil Portfolio: Plagues, Sickness, Famine, Nightmares, Drought, Disasters Holy Symbol: The magic icon for the eye of possession Incabulos (in‐CAB‐yoo‐lohs) is a dread power feared by mortals, fiends, and (it is said) even some gods. The bringer of disease and blights is a terrifying figure ‐ deformed body, skeletal hands, nightmarish visage, and garbed in a black robe lined with orange and green. He rides a nightmare and is accompanied by hags. He causes a nightmarish slumber in any who meet his eyes, and his great staff causes seeping wounds and withers flesh with a touch. His symbol is the magic icon for the eye of possession. Incabulos hates all other gods, although he is indifferent to Nerull, who completes the work Incabulos starts. "The suffering of the world is meat and bread to Incabulos. Sickness, famine, and other curses bring him power. Some feel that the Black Rider can be warded off or appeased by prayers; but this only delays the inevitable. The world of dreams is his battleground, and he wages war against minds just as he rots bodies." Clerics of Incabulos are secretive and paranoid. Justifiably fearing persecution by good and evil folk, they rarely reveal themselves for what they are except in times of great despair when they can fan the emotions of the suffering. Greater clerics use threats and this state of fear to encourage junior members to maintain secrecy. They enjoy torturing others, inflicting disease, and spreading blight. They travel to find new locations or people to infect, escape those who would destroy them, or find strange lands where exotic diseases can be found.

Iuz The Evil, The Old One, Demon Spawn (Demigod) Alignment: Chaotic Evil Portfolio: Deceit, Pain, Oppression, Evil Holy Symbol: A grinning skull luz (EYE‐ooze) is thought to be the cambion (half‐fiend) son of the demon lord Graz'zt and the powerful wizard Igglwilv. Appearing on Oerth as a shriveled old man or as a huge, demonic‐looking being, luz has many fiendish allies and impersonates other gods to fool mortals and increase his territory. He remains a great threat to the balance despite setbacks since the Greyhawk Wars. His symbol is a grinning skull, and he holds a particular hatred for Zagyg, Vecna, St. Cuthbert, and Greyhawk. "The weak must be exploited, tortured, and stripped of hope. The strong must be constantly wary of betrayal by their underlings. Pain is power, and inflicting pain demonstrates power best. Crush those beneath you. luz must be obeyed, and those who defy him will know absolute pain." luz's clerics inflict cruelty and torture upon all who oppose them. luz tolerates no less than fanaticism and complete obedience. His clerics constantly try to outdo each other in their acts of cruelty and evil. They show their superiority over all other beings by hunting for trophies; rare finds such as unicorns or paladins are truly prized. The clerics create spells and magic items of terrible power and evil nature, and travel the world to commit acts of evil and search out luz's enemies, luz is served directly by the Boneheart ‐ two tiers (Greater and Lesser) of six advisers each (clerics and wizards), and by the Boneshadow, six spies and evildoers who roam the world. Iuz builds grand temples to himself in his nation‐state, but his churches elsewhere are small and secret. He maintains important sites for mass rituals, sacrifices, and other ill deeds in forbidding wilderness terrain far from the eyes of good.

Joramy The Shrew, Maiden of Disputes, Mistress of Heat, The Furious Inferno, The Raging Volcano (Lesser Deity) Alignment: Neutral (Neutral Good) Portfolio: Fire, Volcanoes, Wrath, Anger, Quarrels Holy Symbol: A volcano Joramy (JOR‐um‐ee) is a hot‐temprered but generally good‐natured goddess. Shown as a nondescript woman with fiery hair and one fist raised, Joramy argues for the sake of arguing, and uses emotional arguments when rational ones fail. She is on good terms with nonevil gods who enjoy their aggressive side, but disdains emotionally distant beings such as Delleb, Rao, and her estranged lover Zodal. Her holy symbol is a volcano. "The dance of a flame and the twisting patterns of molten rock are the most beautiful sights in the world, representing fire's argument with earth. Let your passions burn as hot as these things, and never back down when you have the opportunity to convert someone to your perspective. Ideal and opinions are what forms and shapes a person, and not defending with all your effort what you hold in your heart to be the truth is a betrayal to yourself and your ideals. Any rival opinion is a challenge ‐ answer with the same fervor that you would a physical threat." Clerics of Joramy make good political leaders and revolutionaries. They are willing to defend their ideals to the death and have a gift for inspiring others to do the same. Many work as diplomats for small but aggressive nations, where their tendency to escalate talks into heated arguments makes their parent nation appear stronger than it is. They go adventuring to find new people to argue with and new causes to champion.

Kelanen The Prince of Swords (Hero‐Deity) Alignment: Neutral Portfolio: Swords, Sword Skills, Balance Holy Symbol: Nine swords in a star shape, points outward Of unknown race and origin, Kelanen (KEL‐a‐nen) is probably the best‐known and popular hero‐deity in the Flanaess. He can appear in any humanoid form, although he is traditionally shown as a fair‐skinned man with a silvery scar on the right side of his face. Quiet and determined, Kelanen is obsessed with swords of all types and with preserving the balance between good, evil, chaos and law. He has been known to work on the side of any of these alignments in order to push the balance of power back toward the middle. His myths say that he discovered the resting place of three of the magical swords known as the Pillars of Heaven, and that he wrested the now‐lost blade Fragarach the Answerer from an alien god. He created the legendary final word swords, from which his holy symbol (nine swords in a star shape, points outward) is derived. His cult is popular in the Hold of the Sea Princes, and among the humans of the now Pomarj‐controlled Wild Coast and neighboring lands. "Mastery of the sword is the path to mastery of the self. Relentlessly practice your skills with all kinds of blades until you are competent with them all. Eschew all extremes, for only when you are in the center are you truly balanced and at your best. Bring down those in power who carry too strongly the taint of the Four Dooms: Chaos, Evil, Good, and Law, for Balance is the true ideal." Kelanen’s clerics spend much of their time practicing with at least one kind of sword, and many study at martial academies all over the Flanaess in order to master all styles of combat with their favorite blade. They adventure as a means of acquiring wealth to get more powerful and perfect weapons, and to restore the Balance. Few of his clerics are of alignments other than neutral, for such a paths are seen as intentional disregard for the teachings of Kelanen.

Keoghtom The Pulse of the Living Land (Hero‐Deity) Alignment: Neutral Good Portfolio: Secret Pursuits, Natural Alchemy, Extraplanar Exploration Holy Symbol: A round disk bisected by an arrow pointing upward Thought to have been born in the Sheldomar Valley some three hundred years after the Great Migrations, the enigmatic man known as Keoghtom (KEY‐oh‐tome) has traveled the whole of the Flanaess and now walks the ephemeral boundaries and unending trails of the Outer Planes. A jack of all trades who has mastered the arts of the hunt, alchemy, and the mysterious Old Lore, Keoghtom seeks to unlock the secrets of the natural world in an attempt to determine man’s role in the vastness of nature. In mortal life he learned about the Old Faith and the Faerie Mysteries, even discovering the inner secrets of the Silent Ones, all without ever becoming fully indoctrinated by any of them. His travels eventually led him to the service and friendship of Fharlanghn, and into the famed company of adventurers led by the mortal Zagig Yragerne. After that being’s apotheosis, Keoghtom retreated to the Celadon Forest, and thence from Oerth itself. His quest, he realizes, is an eternal one, and thus Keoghtom seeks the everlasting life of a true god. Keoghtom appears as a young man of slight build dressed in elven leathers or silken finery. He seldom appears on the Prime, preferring to stay true to the planar path on which he believes he will find enlightenment. His symbol is a round disk bisected by an arrow pointing upward. "There is a fundamental pattern to the natural world. Train yourself to listen to the clues of the raging river and the silent glade. Follow the dewdrop trail of time and progress, and break the code of the elements. We are all of us a part of that code, and discovering our ultimate role is the greatest secret in the universe." Keoghtom’s cult is small, though geographically and ideologically diverse. Though the god himself dabbles in many areas of study, he is most popular among alchemists, who tend to focus on pursuits their god would find mundane (such as the transmogrification of lead to gold) rather than the more humanistic and natural aspects of his doctrine.

Ralishaz The Unlooked For (Intermediate Deity) Alignment: Chaotic Neutral Portfolio: Chance, Ill Luck, Misfortune, Insanity Holy Symbol: Three sticks of bone Ralishaz (RAL‐ih‐shaz) is ever‐changing (hideous to beautiful, female to male), but he usually appears as an oddly dressed beggar. He carries nothing but his wooden staff; his holy symbol is three sticks of bone, derived from divination and gambling tools. He rewards or punishes those that rely on chance or take great risks, seemingly at random. He is the god of insanity; many debate whether his appearance and whims are truly random or just madness. He shuns other gods, although he does not seem to be hateful of them. "Order does not exist, only randomness and chance, and the odds are stacked against you. While you may have a good run against the odds, eventually the universe will balance itself out against you. Randomness and insanity go hand in hand, and sometimes those who are the most insane are the ones who are closest to the true nature of the universe. Kindness and prosperity are illusions, as misfortune comes to all sooner or later." Clerics of Ralishaz are a curious combination of fatalism and recklessness, stoicism and wild endeavor, depending upon how they feel their place is in the world at that moment. They live charmed lives, although when misfortune hits them it hits hard. They preside over places of gambling, although most patrons are unsure if their presence wards off bad luck or draws it. They travel when their divinations indicate they should, or at the roll of a die. They are often mean‐minded or cruel, not seeing the point of friendliness to someone who will eventually be cursed by bad luck.

St. Cuthbert of the Cudgel (Intermediate Deity) Alignment: Lawful Good (Lawful Neutral) Portfolio: Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline Holy Symbol: A starburst of rubies, a wooden billet, or a crumpled hat St. Cuthbert (CUTH‐bert) was a mortal man who served Rao very long ago, and to this day calls him Lord. Though Rao is a Flannae God and of that Pantheon; St. Cuthbert himself was (reportedly) of Oeridian, Flan and Suel ancestry himself. St. Cuthbert preached his personal gospels all along the Wild Coast and the Domain of the Free City of Greyhawk, which meant his brand of Rao’s teachings reached an incredibly varied and wide audience, hence his inclusion in this section. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled hat, and while he takes many forms including that of a common yokel or white‐haired mustached man in plate mail) he usually is shown with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus. "The words of St. Cuthbert are wise, practical, and sensible. The word of the Cudgel is law, and the word must be spread so that all may benefit from his wisdom. Weakness in faith and acting against the Saints teachings are intolerable in believers. Unceasing effort should be made to bring unbelievers into the fold. Honesty, truthfulness, practicality, and reasonability are the highest virtues." St. Cuthbert's clergy consists of three divisions that have different purposes: the Chapeaux, which seek to convert people to the faith, the Stars, which exist to retain doctrinal purity among the faith, and the Billets, which minister to and protect the faithful. Clerics of the Cudgel are stern folk who speak their minds plainly. They do not suffer fools and discipline those who backslide in faith. They train in the arts of war and keep themselves physically fit. The Chapeaux wear traditional crumpled hats, the Stars wear a starburst insignia of copper, gold, or platinum, and the Billets wear an oaken or bronzewood billet symbol. St. Cuthbert teaches new clerics with specially recruited mentors that have drill‐sergeant attitudes and stern demeanors. Day and night his acolytes pray, train, and fight, until they can recite entire books of St. Cuthbert's scripture from memory. Like Heironeous, St. Cuthbert urges his followers to undertake quests that uphold the chivalric ideal. But more of the Cudgel's quests involve righting a wrong or avenging a fallen hero. Tracking down the bandits that stole the viscount's tax collections, imprisoning the blackguard who slew Sir Cyrrus the Bold, and liberating a province conquered by demon armies are all crusades that a follower of St. Cuthbert would lend his sword to. St. Cuthbert's religious teachings are passed on in the form of commandments, all of which begin "Thou shalt" or "Thou shalt not." In general, clerics of St. Cuthbert are more likely than most to pepper their speech with thee, thine, and other archaic pronouns. Solid, imposing buildings are favored by the architects of St. Cuthbert's temples. Many feature engraved quotations such as "Chaos and evil prevail where good folk do nothing" or "obstinacy brings lumps to the heads of the unfaithful.' The clergy there otter healing and protective magic, but they're careful to make sure that those they help are worthy of St. Cuthbert's favor. All of St. Cuthbert'ss ceremonies include a brief but fiery sermon from a member of the clergy, who exhorts the listeners to turn from their chaotic ways and adhere more closely to the laws of St. Cuthbert.

Tharizdun The Dark God, He of Eternal Darkness, The Greatest One, Entropy Lord (Greater Deity) Alignment: Neutral Evil Portfolio: Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity Holy Symbol: A dark spiral or inverted pyramid Tharizdun (tha‐RIZ‐dun) is an old and evil god of uncertain origin, imprisoned by the concerted effort of all of the gods. It is said in whispers by the gods themselves that he is the greatest entity that has ever existed. Tharizdun has not been heard from in many thousands of years dating back to his imprisonment. If freed, it is said that the gods would again unite to lock him away, for he wishes no less than to unravel the very fabric of the universe. Sites keyed to him still exist, and his relics still hold power. Although no true depictions of him remain, he is thought to be an utterly black entity without a solid form, leaving cold, decay, and insanity in his wake. His modern worshipers (such as the Scarlet Brotherhood, many say) carry a symbol of a dark spiral or inverted pyramid. "Light must be snuffed, perfection decayed, order dissolved, and minds fragmented." All sorts of evil are described in the few remaining texts ‐ foul rituals of sacrifice, destruction, and horrors from beyond the world unleashed upon the innocent. The current teachings of this faith revolve around the number three, the discovery of items relating to his power (keys to contacting him), and the means to free him from his confinement. Many of his clerics are mad. The rest are deluded enough to think that his release will grant them privilege when he remakes the world. They are very secretive and learn to trust only other members of the cult. They conduct bizarre rituals and explore ancient sites for keys to his chains. Because of their god's imprisonment, his clerics must be in contact with an object or site imbued with some of Tharizdun's power to prepare or cast spells. Clerics of Tharizdun wear black or violet robes. They carry an obex ‐ a symbol that resembles a black, angular, inverted two‐step pyramid. The leaders of Tharizdun's cult are called doomdreamers. They dress in violet robes and wear spiked helmets that conceal their faces.

Tritherion The Summoner, Bringer of Vengence, Defender of Freedom (Demigod) Alignment: Chaotic Good Portfolio: Individuality, Liberty, Retribution, Self‐Defense Holy Symbol: The rune of pursuit ( in essence a three armed swastika) Trithereon (tri‐THEE‐ree‐on) is shown as a tall well‐built young man with red‐gold hair, clad in a chainmail shirt and blue or violet clothes. His symbol is the rune of pursuit, representing his relentlessness in hunting down oppressors and tyrants. He is famous for his three great magic weapons (the shortspear Krelestro, the Harbinger of Doom; the sword Freedom's Tongue; and the scepter called the Baton of Retribution) and his three summoned animals (Nemoud the Hound, Harms the Falcon, and Carolk the Sea Lizard). He fights evil and oppressive law, so he sometimes opposes other good‐aligned deities such as Heironeous and Pholtus. "All deserve life and the ability to choose their own place in the world, and those who would place others in shackles or control them with oppressive laws must be toppled. Train the common folk to defend themselves and their property should another wish to take their freedoms. If you are wronged, you are right to exact vengeance yourself, especially if none will help you." Because the faith praises individuality over standardized doctrine, each church has a different focus but is allied with all others. Trithereon's clerics are rugged individualists, never afraid to question authority. Those in cities instruct commoners in self‐ defense and recruit like‐minded rogues and rangers for the cause of individual liberty. Those in rural areas act as scouts or spies against despotic lords or murderous nonhumans. Both sorts keep close watch on Lawful religions lest they become too powerful. The Summoner's clerics travel far and wide in search of those in need of their help.

Tsolorandril The Ethereal Walker (Hero‐Deity) Alignment: Lawful Neutral Portfolio: Wave Motions Holy Symbol: A sphere with a simple wave‐shape repeating along its circumference Tsolorandril (so‐lo‐RAND‐ril) is a sexless alien being, a native of another plane. How or why it first came to Oerth is unknown, but it frequents the Ethereal plane rather than using a more permanent residence on Oerth or the outer planes. It has few allies save the powerful mortal wizard Elayne Mystica of Irongate, herself an outcast of a lost tribe of Suel refugees. Tsolorandril sees its role as a record keeper, noting the peaks and valleys of natural cycles of politics, time, and nature; then making predicitions based on those patterns. It appears as a tall androgynous humanoid with very white skin, muted features, and silver‐blue hair, carrying a length of metal rope that bends as if it were liquid. Its odd appearance and interest in cycles leads some to think it was sponsored by Cyndor. It symbol is a sphere with a simple wave‐shape repeating around its circumference. "Every action causes changes in the world, like ripples spreading across a pond. These changes always have a rise, a peak, and a decline, repeating until stability is reached. By studying the effects of these changes, you can see what will happen in the future as the next peak occurs. Use this knowledge to prevent Chaos from stepping beyond its bounds. Sometimes these ripples begin on one plane and spread to others, causing greater chaos than local events alone could." Tsolorandril's clerics work as seers and advisors, using their abilities to predict the outcome of events set into motion by great and terrible deeds. They adventure so they can be closer to people of power who might cause such world‐ripples, or to thwart the advances of Chaos. They also study nearby planes and watch people known for plane‐travelling or relying upon extraplanar aid.

Wastri The Hopping Prophet, Hammer of False Humans (Demigod) Alignment: Lawful Neutral (Lawful Evil) Portfolio: Amphibians, Bigotry, Self Deception Holy Symbol: A grey toad Wastri (WAY‐stree) is a violent proponent of human supremacy, causing many to believe he has ties to the Scarlet Brotherhood. Wearing clothes of gray and yellow, Wastri uses his great glaive‐guisarme, Skewer of the Impure, to impale his favorite targets: dwarves, gnomes, and halflings. He looks like a human with toad features, and is accompanied by gray‐clad followers and giant toads. Living in the Vast Swamp, he is amiable to any human god save Zagyg, whose mortal self once trapped him in a magical prison. His symbol is a gray toad. The fact that he dislikes nonhuman races, yet is only barely human himself, is an irony lost on the godling. "Humans are superior to all other races. Ores, goblins, bullywugs, and such are sufficient to serve humans, but creatures such as elves, dwarves, gnomes, and halflings deserve only death. Those who disagree with you are wrong and must be convinced of their error, with a weapon if need be. Those who live in the water and on land deserve respect, for having a refuge when one of your realms becomes too dangerous is clever and resourceful." Wastri's clerics preach the superiority of humankind, seek out enclaves of inferiors to slay, and search for new species of amphibians to collect and study. Their bodies are gradually altered by Wastri's presence, and the most powerful clerics become less human and more toadlike with time. They raise, tame, and train amphibians, favoring toads; some sell poisonous toads to wizards, alchemists, and assassins. His clerics serve as intermediaries to the many bullywug tribes that revere him.

Zagyg The Mad Arch‐Mage (Demigod) Alignment: Chaotic Neutral (Chaotic Good) Portfolio: Humor, Eccentricity, Occult Lore, Unpredictability Holy Symbol: Rune of insanity Zagyg (ZA‐gig) was once Zagig Yragerne, the most famous lord mayor of the city of Greyhawk. Part of his apotheosis required the capture of nine demigods of opposing alignments (including Iuz, Merikka, Wastri and Rudd). While some of these demigods were freed by a group of adventurers, their temporary confinement (and Boccob’s sponsorship) was sufficient to allow Zagyg’s ascendance. Eccentric and likely insane when a mortal, he chose the rune of insanity as his symbol. He favors dark blue and silver but has little constancy in his physical depictions. He serves his divine sponsor and has been known to associate with Celestian. "All deserve and need to be entertained and surprised by humor, although preferably in a manner that leaves them wondering for some time; to provide this service is of the highest priority. The quest for odd bits of information on magic is of the utmost importance, and above all one should live a life of unpredictability and abstain from repetitive habits." The various small clusters of his faith focus on one type of humor for a time, then abandon it when they believe it perfected, only to take it up again after a seemingly random interval. Zagyg’s few clerics enjoy bringing strangeness and humor to the lives of those around them, especially those in need of comedy to lift up their dulled souls, Many work as bards, travel far when their jokes are misunderstood or cause offense, and try to uncover lost magical knowledge. Most have at least one odd personal quirk, although whether this is an actual trait or one affected solely for the observer is debatable.

13. The Demihuman Gods and Pantheons in the World of Greyhawk

13.1 Introduction Demihumans have their own pantheons of deities and heroes that are just as varied as their human and even their humanion counterparts. This chapter lists those deities and heroes for the Dwarven, Elven, Gnomish and Halfling pantheons.

13.2 Major Gods of the Dwarven Pantheon

Abbathor Great Master of Greed, Trove Lord, The Avaricious, Wyrm of Avarice (Intermediate Deity) Alignment: Neutral Evil Portfolio: Greed Holy Symbol: Jeweled dagger Abbathor (AB‐ah‐thor) embodies the principle of greed which is the major weakness of the dwarven race. He has an insatiable lust for treasure, especially gold. He is tolerated by the other dwarven deities because he has sided with them in epic battles of the past, but none trust him.

Berronar Truesilver The Revered Mother, Matron of Home and Hearth (Intermediate Deity) Alignment: Lawful Good Portfolio: Safety, Truth, Home, Healing Holy Symbol: Two silver rings Berronar Truesilver (BEAR‐roe‐nahr TROO‐sihl‐vur) is the bride of Moradin. She dwells with him at the Soul Forge beneath the mountains. The Revered Mother is the defender and protector of the home ‐ not a passive homebody. She is seen as the patron of marriage and love, and her name is often invoked in small home rituals for protection against thieves and duplicity. Berronar is also the goddess of healing. Lawful good dwarves who value their families, clans, and the common strength and security of dwarven society revere her for her caring and loving service to the entire race. All dwarves of any alignment who seek a safe refuge or who want their loved ones or relatives kept safe offer her appeasement as well.

Clangeddin Silverbeard Father of Battle, Lord of the Twin Axes, The Giantkiller, The Goblinbane, The Wyrmslayer (Intermediate Deity) Alignment: Lawful Good Portfolio: Battle, War Holy Symbol: Two crossed battle axes Clangeddin Silverbeard (CLAN‐gehd‐din SIHL‐vur‐beerd) is the Father of Battle and primary dwarven war god. All dwarves who must fight, especially dwarves who are warriors by profession, worship Clangeddin, their patron and exultant leader in war. The Father of Battle is the deity of choice among lawful neutral dwarven warriors. Clangeddin watches over the battle‐skills and performances of dwarves from his mountain fortress in Arcadia. He encourages valor in battle, weapon‐mastery and training, and wisdom in war and most often manifests his powers to further these aims. Clangeddin is concerned with war as a way of life and is very different from Moradin in this respect. The aptly named Father of Battle especially hates giants and has taught the dwarves ‐ and the gnomes, through their gods ‐ special ways of fighting giant‐ type creatures.

Diirinka The Great Savant, The Cruel Master, The Deep Lich (Intermediate Deity) Alignment: Chaotic Evil Portfolio: All Derro, Magic, Knowledge, Cruelty Holy Symbol: Spiral of gray, black, and white Diirinka (DYE‐rin‐kaa) is the derro deity of magic, savants, knowledge, and cruelty. His symbol is a spiral of gray, black, and white. His magical power was stolen from Ilsensine, and he passes this power on to his followers. Diirinka is an unpleasant deity who will betray anyone for his own ends. When he dispatches avatars, it is normally for the sake of uncovering lost magic or merely to torment others for his amusement. He cares little about what his followers choose to do. If he punishes them, it is usually an act of random cruelty rather than for any real purpose.

Dugmaren Brightmantle The Gleam in the Eye, The Wandering Tinker, The Errant Explorer (Lesser Deity) Alignment: Chaotic Good (Neutral Good) Portfolio: Scholarship, Discovery, Invention Holy Symbol: Open book Dugmaren Brightmantle (DUHG‐mah‐ren BRITE‐man‐tuhl) is the patron of dwarven scholars and the embodiment of the chaotic and exploratory spirit that consumes some of the Stout Folk. He is venerated by dwarves and even a few gnomes, all of whom are scholars, inventors, engineers, tinkers, and fiddlers. His worshipers are consumed with the acquiring of knowledge simply for its own sake rather than for any practical purpose. Whereas Moradin draws smiths and other craftsfolk to his forge, Dugmaren attracts those free‐thinkers who want to create something truly new, not a variation on an old theme.

Dumathoin Keeper of Secrets Under the Mountain, The Silent Keeper, The Mountain Shield (Lesser Deity) Alignment: Chaotic Good (Neutral Good) Portfolio: Mining, Exploration Holy Symbol: Gem inside a mountain Dumathoin (DOO‐muh‐THOE‐in) is the Keeper of Secrets Under the Mountain, and he hides the secrets of the earth until deserving and diligent dwarves are ready to be guided to them. He lays veins of iron, copper, gold, silver, and mithral where he feels they will best benefit his followers. He watches over the safety and security of miners of all races and has a special role as the protector of shield dwarves and the creator of the urdunnirin. Dumathoin created a paradise under the mountains for the shield dwarves when Moradin named him their protector. He shaped natural caverns of great beauty, studded with rich and beautiful deposits of shining metals and glittering outcroppings of crystalline gems. He was angered when the dwarves began to mine the mountains, destroying the beauty he had created. Dumathoin was pleased, flattered, and a little awed, however, when he saw the finely Grafted items the dwarves produced from the ores they had mined. Dumathoin no longer objects to tunneling, mining or the collecting of treasures underground. The Silent Keeper frowns, however, on clumsy or crude rockcutting that does not smooth the earth, follow the natural flows, and highlight the individual features of the rocks. Cutting that causes cavern collapses and floodings are even less to his liking and he is openly angered by those who pillage. Pillagers, in Dumathoin's eyes, are beings of all races who take the earth's riches away (in other words, to the surface) for unfair or selfish purposes, taking more than their share and leaving rubble and other messes in their wake.

Gendwar Argrim The Doomed Dwarf (Hero‐Deity) Alignment: Lawful Neutral Portfolio: Fatalism and Obsession Holy Symbol: A waraxe bearing the dwarven rune for destruction Young Gendwar Argrim (GEND‐war AHR‐grihm) was traveling to his apprenticeship in another clan when his home clan was wiped out by an invasion of orcs and giants. Because of the distance between the clans, he didn’t find out about it for a year. When he did hear the news, he abandoned his apprenticeship as a silversmith and swore to keep no wealth and take no wife until every foe of dwarvenkind was slain. Fully expecting to be slain long before he had a chance to complete his goal, Gendwar instead experienced remarkable success and eventually achieved godhood (after a quest in which he slew a divine‐descended fire giant and her minions) with the help of Clanggedin Silverbeard, dwarven god of war and battle. Gendwar is the epitome of the stereotypical dwarf: dour, taciturn, and focused on the destruction of evil humanoids. His appearance is unremarkable except for his sandy blonde hair and beard. His dwarven waraxe, Forgotten Hope, screams every time a dwarven community is attacked. His symbol is a waraxe bearing the dwarven rune for destruction. "The only hope the dwarven race has to survive is if its enemies are utterly destroyed. Focus on their destruction. They breed faster than the True Folk and spawn ten times our numbers within one dwarven generation. Honor, glory, wealth, and love are all meaningless and trivial while the future of the dwarves is at stake. Focus on their salvation. Commit yourself to the task of destroying the enemies of the dwarves, and expect to die in battle, but make your death cost a thousand enemies their own. If the dwarves survive only in song and legend, ours will be an empty legacy." Gendwar’s clerics seek out and destroy evil humanoids, preferably those that threaten dwarven settlements. They train warriors in the best tactics against traditional dwarven foes, search for vulnerabilities in new enemies, and fortify dwarven clans against attacks. They adventure to unearth pockets of dwarven enemies and to discover dwarven weapons and artifacts useful in their fight.

Laduguer The Gray Protector, Master of Crafts, The Exile, The Slave Driver, The Taskmaster, The Harsh (Intermediate Deity) Alignment: Lawful Evil Portfolio: All Duergar, Crafts, Protection, Magic, Magic Weapons, Artisans Holy Symbol: Broken crossbow bolt on a shield The deity of the duerar, Laduguer occasionally still answers the prayers of other dwarves. The Gray Protector, as he is called, demands constant toil and a rigid hierarchy from his subjects, many of whom are slavers or would‐be warlords. Would‐be clerics of Laduguer engage in hour after hour of repetitive prayer, punctuated only by hard physical labor or similar hardships. Those who don't wash out of the process become clerics and inflict similar mind‐numbing initiations on the next generation of followers. Laduguer's quests often involve awakening – and hopefully controlling ‐ some long‐buried evil. If an army of slaves is trying to unearth a fallen, ancient labyrinth‐temple, Laduguer is probably behind it. Prayers to Laduguer are simple one‐ or two‐ sentence affairs, but they're repeated dozens of times with the same rhythm and intonation. Laduguer has simple temples unadorned with decoration. Many have torture chambers, prison cells, or battle arenas attached to them. Laduguer offers his followers few rites, because time spent in ceremonies is time spent away from more proper duties. "Rituals? Get back to work!" says the cleric of Laduguer.

Moradin The Gray Protector, Master of Crafts, The Exile, The Slave Driver, The Taskmaster, The Harsh (Greater Deity) Alignment: Lawful Good Portfolio: All Dwarves, Smithing, Engineering, Creation, War Holy Symbol: Hammer and anvil Moradin (moar‐uh‐din) usually appears as a stern‐faced male dwarf with a powerful build. His upper body is particulary robust, with a barrel chest, wide shoulders, and arms corded with big muscles. He has flowing black hair and a beard to match, and he always wears full plate armor. He carries a shield and a warhammer. Moradin forged the first dwarves out of metal and gems and breathed life into them. Many of Moradin's clerics have parents and grandparents who were also clerics of the Soul‐Forger, so many clerics train for their calling from childhood with a father or mother as teacher. Defense of dwarven civilization ‐ and the traditions that make it strong ‐ is paramount to followers of Moradin. They protect new mines from goblinoid invaders, track down a lost line of dwarven warrior‐kings, and journey to the Elemental Plane of Fire to light a forge that tempers a new artifact. Moradin's prayers are replete with references to metals and smithing. One of the most common prayers for intercession begins, "You burn the dross from me, but the iron remains." At the center of every temple to Moradin is an anvil and a massive forge, where the weapons and armor that defend the dwarven people are made. The anvil is also frequently used as the altar. The best weaponsmiths in the world probably work in Moradin's temples. Genealogy and heritage are important aspects of Moradins rites. A funeral for a Moradin worshiper is a grand, solemn spectacle, with chants that describe the lineage of the deceased stretching back thousands of years.

Muamman Duathal Finder of Trails, the Watcher over Wanderers, the Finder, the Wanderer (Lesser Deity) Alignment: Neutral Good Portfolio: Expatriates, Urban Dwarves, Travelers, Exiles, Lightning Holy Symbol: Mace held by gauntleted fists Muamman Duathal (Moo‐AM‐man Doo‐AH‐thuhl), is the protector of dwarves who make their lives in human society in the North, rather than keeping to mountain or deep‐delve enclaves. Commonly known as Wanderers, all such dwarves make offerings to him in appeasement for good fortune. Muamman is the patron of adventurers and explorers and all those dwarves who travel or live far from the dwarven homelands, allowing them to find routes to escape or to victory in their travels. He also watches over dwarven craftsfolk of any good alignment, keeping their homes and persons safe. His secondary aspect as Power of lightning is unique among dwarves. The Finder‐of‐Trails is a growing cult in the North, and he may be evolving into an intermediate power.

Ulaa The Stonewife (Intermediate Deity) Alignment: Lawful Good Portfolio: Hills, Mountains, Gemstones Holy Symbol: A mountain with a ruby heart Ulaa (OO‐lah) is built like a dwarven woman but with the facial features of a gnome and she is worshiped by both of those races. Her enchanted hammer Skull Ringer was forged on the same anvil as her Clangeddin’s weapon. Earth elementals serve her; she can pass through stone, and can commune with the Oerth Mother. Her holy symbol is a mountain with a ruby heart; she places rubies in the earth as gifts to those who do her husband's work. "The hills and mountains are sacred and beautiful places, whether on the surface or within tunnels that hole them like veins. Working with stone for any good purpose is a blessed task, but cutting rock out of pure greed or evil intent is an abomination. The greatest gift the earth gives are gemstones, each a tiny part of the earth's power and beauty reflected a thousand times upon itself." Ulaa's clerics live on or in the mountains, protecting them from those who would enter for the sake of greed or evil. They protect their community, root out dens of evil nonhumans, and teach miners and quarrrymen how to spot the best places to work. They act as guides for those passing through their lands, travel to see other stony examples of the earth's beauty, and abhor slavery.

Vergadain The Merchant King, The Trickster, The Laughing Dwarf, The Short Father (Intermediate Deity) Alignment: Neutral Portfolio: Wealth, Luck Holy Symbol: Gold piece Vergadain (VUR‐guh‐dane), the Master Merchant, is the patron of dwarven merchants and most non‐evil dwarven thieves. A schemer and a rogue, Vergadain is venerated by dwarves of any neutral alignment engaged in commerce and concerned with wealth. Vergadain is sometimes called the Trickster, though not by dwarves who worship him, and the Laughing Dwarf, though a dwarf would never use such a term. Long ago Vergadain assumed aspect of Bes, the Short Father, a lesser power of an ancient hill dwarf pantheon. While Bes's cult has long since sunk into obscurity, a few dwarven merchants that deal with some of the few ‘good’ races of the Underdark still venerate Bes, though the powers they derive from their worship surely come from Vergadain.

13.3 Major Gods of the Elven Pantheon

Aerdrie Faenya The Winged Mother, Lady of Air and Wind, She of the Azure Plumage, Bringer of Rain and Storms (Intermediate Deity) Alignment: Chaotic Good Portfolio: Air, Weather, Avians, Rain, Fertility Holy Symbol: Cloud with bird silhouette Aerdrie Faenya (air‐dree fain‐yuh) is the elven goddess of air and weather. The goddess takes her delight in the freedom of the skies, the music of wind instruments, and (sometimes) fairly severe and violent thunderstorms. She rarely grants omens to her followers, but if they come they arrive as whispering winds. Aerdrie appears as a tall, slim elven female with sky‐bluse skin, feathered hair and eyebrows, and large wings. Her feathers seem to constantly change colors (blue, green, yellow, and white). The lower half of her body from hips down vanishes into a swirling mist, so she seems never to touch the ground. Exploration and mantaining good relations with avian races are a prime duty for her clergy. Development of musical skills on wind instruments and acquiring magical aids to flight are also considered important goals. Her clerics pray for their spells at dawn, when the first hint of a breeze often drifts across the land. The vernal and autumnal equinoxes are holy days. Aerdrie teaches that "the ever‐changing reaches of the sky are the greatest gift of the Winged Mother. Take flight into her windswept embrace, and gambol amid the clouds. Honor those who dwell in the sky and cherish the birds dancing on Aerdrie's tresses. Change is beautiful and chaos births new life. Ascend, soar, glide, dive, and ascend again and relish the freedom that the Winged Mother bequeaths."

Corellon Larethian Creator of the Elves, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves (Greater Deity) Alignment: Chaotic Good Portfolio: All Elves, Magic, Music, Arts & Crafts, War Holy Symbol: Silver crescent moon CorelIon Larethian (core‐eh‐lon lah‐reth‐ee‐yen) usually appears as an androgynous elf clad in a sky‐blue cloak and armed with a longbow and longsword (named Sahandrian, made from a star). He also wears a large circular amulet that bears his crescent moon symbol. He has a lithe and swift look about him, and his movements are both swift and graceful. Gruumsh, the deity of orcs, is his nemesis, and it is because of Corellon's battle prowess that Gruumsh is called One‐Eye. Because elves are so long‐lived, CorelIon's clerics can afford to spend years observing potential recruits before initiating them into the mysteries of the faith. Once a new cleric‐to‐he gets an invitation to join the clergy, he spends much time in meditation, quiet academic study, and artistic endeavors. Corellon wants to protect the elven people from harm, naturally. Beyond that, he wants to return to the elves the lost artistic masterpieces of their heritage, and he tries to thwart the drow at every opportunity. Corellon's followers find themselves protecting villages from gnoll incursions, stealing into evil temples to recover ancient elven tomes of lore, and destroying underground fortresses full of vampiric drow clerics. Corellon's prayers are always in Elvish. They often begin. "Hei‐Corollon shar‐shelevu," which means "CorelIon, may your grace grant,.." In an elven city, the temple to is often an alabaster wonder of minarets and parapets. In smaller communities, the temple often takes the form of a massive treehouse hundreds of feet above the forest floor. Most temples are eager to aid traveling elves in any way they can‐and other races as well if they're fighting the hated drove. Corellon's rites are integrated with elven society. celebrating births, honoring deceased believers, and blessing marriages. Before a battle, believers often recite a Litany of the Arrows. Correlon's clergy often wear blue cloaks. Prayer time for clerics is at night, preferably when the moon is highest in the sky. Most of his holy days are tied to astronomical events and only occur every few years. Correlon teaches that "The elves are sculptors and wardens of magic's endless mysteries. Bring forth the beauty that envelops and let the spirit gambol unfettered. Seek out new experiences and new ways. Ward against those that would destroy what they cannot create. Commune with the natural and mystical world. Be ever vigilant against the return of the banished darkness, and be strong in heart against the corruption of the Spider Queen."

Deep Sashelas Lord of the Undersea, The Dolphin Prince, The Knowledgeable One, Sailor's Friend (Intermediate Deity) Alignment: Chaotic Good Portfolio: Aquatic Elves, Oceans, Knowledge, Beauty, Water Magic Holy Symbol: Dolphin Deep Sashelas (DEEP SA‐sheh‐lahs) is the Lord of the Undersea and the patron of sea elves, whom he created long ago by modifying Corellon's land‐bound creations. Sashelas is a powerfully creative deity who is forever changing the environments below the sea, creating islands and reefs by altering continental rifts, tinkering with undersea volcanoes, and the like. He is also said to create the deep undersea caverns that the sea elves can use for air‐breathing when they wish. Sashelas is known as the Knowledgeable One, for he provides advice as to where food can be found or the enemies are hidden. The sea elves also claim that Deep Sashelas is the author of the Chambeeleon, a resplendent spell tome held in the royal vaults of the Thunderfoam (ancient birthplace of the aquatic elves ) an age ago but since lost. Followers of other aquatic gods make similar claims.

Elhonna Goddess of the Forests, Goddess of the Woodlands (Intermediate Deity) Alignment: Neutral Good Portfolio: Forests, Woodlands, Flora & Fauna, Fertility Holy Symbol: A rearing unicorn Ehlonna (eh‐LOHN‐nah) is a very old goddess. She combats those who would harm or despoil the forest of its resources and beauty. Shown as either a dark‐haired human woman or a golden‐haired elf maid (in which form she is sometimes known to many ancient elves as Ehlenestra). Elhonna is served by Novelee, a planetar whose heart is so pure it makes unicorns weep. She has a hostile rivalry with Obad‐Hai, but is friendly with the elven gods and most good‐aligned deities. Her symbol is the unicorn. "The woodlands are a beautiful place full of life. The secrets of the forests should be learned and taught so that people can live in harmony with nature. Those who would harm or exploit the woodlands must be driven out or destroyed. The plants and animals of the forest are things that nature gives as gifts, not things to be stolen." Most of Ehlonna's clergy are female, whether human, elven, or fey. They live in the forests, are friendly with rangers and druids, and watch for encroaching nonhumans, hunters, and loggers. They educate those who wish to live in harmony with the forest, just as the animals do. They are gentle in their first warning to those who would harm the forest and ruthless in stopping those who persist. They travel to spread their teachings or to protect a forest in danger. Clerics of Ehlonna are often trained one‐on‐ one by higher‐level clerics, and the forest is the classroom. Even a low‐level cleric can identify a tree by its leaf and a bird by its song. Anything that threatens the health and growth of the forest is anathema to Ehlonna's followers. They root out goblin warhands hiding in the woods, stop raging forest fires. and defeat evil blighters who twist the forest to their evil ends. A typical prayer to Ehlonna first references two positive aspects of the forest. For example, a sunset prayer might start with "Golden leaves/And tall trees/Shelter us this night." Almost every temple to Ehlonna is a camouflaged lodge deep in the forest. They're good places to find healing and rangers who can track evil interlopers in the forest or guide visitors safely through the woods. Ehlonna's ceremonies take place in the forest when possible. Most cover various aspects of fertility, and children figure prominently in many. Ehlonna's clerics usually choose servicable attire of forest green.

Erevan Ilesere The Trickster, The Chameleon, The Fey Jester, Jack of the Seelie Court (Intermediate Deity) Alignment: Chaotic Neutral Portfolio: Mischief, Change, Rogues Holy Symbol: Nova star with asymmetrical rays Erevan Illesere (AIR‐eh‐van ILL‐eh‐seer) is the elven god of mischief and change and the patron of elven and half‐elven rogues. The Trickster's following is not as large as most of his fellow elven gods for Erevan is too unpredictable for most elves. Nevertheless, he commands his share of attention from the Fair Folk, particularly by those engaged in thievery or other forms of knavery, those who seek excitement so as to alleviate the boredom of near‐immortality, as well as many young elves who seek a life of adventure and danger. Erevan is also revered by some members of the small sylvan races, such as pixies, sprites, and leprechauns, but most such fey beings revere the deities of the Seelie Court.

Fenmarel Mestarine The Lone Wolf (Lesser Deity) Alignment: Chaotic Neutral (Chaotic Good) Portfolio: Wild Elves, Outcasts, Scapegoats, Isolation Holy Symbol: Pair of elven eyes in darkness Fenmarel Mestarine (FEHN‐muh‐rehl MESS‐tuh‐reen) is the eternal outsider, the solitary god who holds himself aloof from his fellows. He is venerated by outcasts from elven society, many of whom have withdrawn voluntarily in response to perceived slights, as well as by elves who have been isolated from the main body of their race and who live in wild, relatively uncivilized rural groups. Although he does not actively seek the worship of mortals, Fenmarel serves as the teacher and protector of those who turn to him, one who is silent and subtle, instructing his people in survival, spying, camouflage, deception, and secrecy.

Gadhelyn The Archer, Lord of the Wildwood (Hero‐Deity) Alignment: Chaotic Neutral Portfolio: Independence, Outlawry, Feasting, Hunting Holy Symbol: A leaf‐shaped arrowhead Gadhelyn (Gad‐THEL‐en) the Archer is an old name in elven mythology. Once part of the traditional Fey Mysteries, he is now largely forgotten by the elf‐kindreds, save among the grugach. To these wild elves of the Flanaess he remains a potent and heroic figure appearing as a sharp‐featured elf with long, yellow hair and bright green eyes. He is attired in rough garb of hide and fur, the color of which varies according to the season. His symbol is a leaf‐shaped arrowhead. Gadhelyn is the ideal of the noble outlaw, with a court of unruly but loyal subjects. He recognizes no value in family lineage, but admires only individual skill and merit. He delights in discomfiting the high‐born, but is known to show generosity to those in genuine need ‐ if the mood strikes him. One or two Knights of Luna are thought to be sympathetic to the Lord of the Wildwood, but otherwise he finds little favor among the members of the Grand Court of Celene. "Rejoice in the springtime, make merry in the summer, feast in the autumn, and dream in winter’s shadow. At the court of the Lord of the Wildwood, knights are knaves and the rude are royal. Let all who would enter the forest bring a gift to the Lord of the Wildwood; but beware, if it is not pleasing, he shall take what he will in its stead. When the first arrow strikes the heart, it is a noble wound; when a second must be shot, it is fitting that the hunter should become the hunted." Gadhelyn has many druids in his service, though very few of them participate in the hierarchy of the Old Faith. His worshippers are most commonly grugach, but also include a number of wood elves, and even a few half‐elves and humans revere him and participate in his festivals. His followers are the bane of wealthy travelers in the woodlands, but they are truly dangerous only if attacked, or if their forests are despoiled.

Hanali Celanil The Heart of Gold, Winsome Rose, Archer of Love, Kiss of Romance, Lady Goldheart (Intermediate Deity) Alignment: Chaotic Neutral Portfolio: Love, Romance, Beauty, Fine Arts, Artists Holy Symbol: A leaf‐shaped arrowhead Hanali Celanil (HAN‐uh‐lee SELL‐uh‐nihl) is the elven goddess of love, romance, and beauty. Lady Goldheart is predominantly depicted as female, although on rare occasions it is said that she has taken male form. Hanali is revered especially by gold elves and moon elves. Her followers also include elven artisans (particularly sculptors), lovers, performers (particularly bards and dancers), and nobles. Lady Goldheart is also widely revered by half‐elves born of joyous unions, in honor of the love that brought their parents together. Hanali is closely associated with Evergold, a sacred crystal fountain and pool found within her crystal palace in Arvandor. She keeps watch over her followers by using the placid waters of Evergold as an immense crystal ball, and philters of love created by elves are said to contain drafts of this fountain's waters.

Labelas Enoreth The Lifegiver, Lord of the Continuum, The One‐Eyed God, The Philosopher, The Sage at Sunset (Intermediate Deity) Alignment: Chaotic Good Portfolio: Time, Longevity, History Holy Symbol: Setting sun Labelas Enoreth (LAH‐bay‐lahs EHN‐or‐eth) is the elven god of longevity and time. At the creation of the Fair Folk, Labelas blessed the elves with long lifespans and decreed that their appearances would not be marked by the passage of time. The Lifegiver cooperates with Sehanine in overseeing the lifespan of elves and their growth away from and beyond mortal realms.

Rillifane Rallathil The Leaflord, The Wild One, The Great Oak, The Many‐Branched, The Many‐Limbed (Intermediate Deity) Alignment: Chaotic Good Portfolio: Wood Elves, Woodlands, Nature, Druids Holy Symbol: Oak tree Rillifane is likened by his clerics to a giant ethereal oak tree so huge that its roots mingle with the roots of every other plant in the world. On a more mundane level, Rillifane can appear as a green‐skinned elf clad in bark armor and carrying a magic bow. Arrows shot from this bow by Rillifane always slay their target if they hit. Rillifane is primarily concerned that all creatures have the opportunity to act out their roles in nature without abusing them. Rillifane’s clerics are deadly enemies of those who hunt for sport and those who harm trees maliciously or unnecessarily.

Sehanine Moonbow The Lady of Dreams, Daughter of the Night Skies, Moonlit Mystery, The Mystic Seer (Intermediate Deity) Alignment: Chaotic Good (Neutral Good) Portfolio: Mysticism, Dreams, Far Journeys, Death, Full Moons, Transcendence Holy Symbol: A full moon topped with a crescent shaped haze Sehanine Moonbow (SAY‐hah‐neen moon‐boe) appears as a youthful and ageless female elf wearing a diaphanous flowing gown of moonbeams, using her magic and wands to stun foes or put them into deep sleep. The wife of Corellon Larethian, Sehanine shed tears that mingled with his blood and formed the first elves. She watches over elves' spirits on their journey from death to the afterlife. As a moon goddess she is also responsible for dreams, omens, and illusions, but protects her faithful against lunacy. Her symbol is a full moon topped by a crescent‐shaped haze. "Life is a series of mysteries whose secrets are veiled by Sehanine. As the spirit transcends its mortal limits and discovers new mysteries, it achieves a higher state and the cycle of life continues. Through dreams and visions revealed in sleep and reverie, she unveils the next step along the path and the next destination in the cycle of life and death. Revere the mysterious moons, for they pull on the soul of each being like tides." Sehanine's clerics are seers and mystics, serving as spiritual counselors to elves and half‐elves who embark on journeys in search of enlightenment and transcendence. They serve her aspect as guardian of the dead by administering funeral rights and guarding the remains of the fallen; they consider undead to be a blasphemy. They create illusions to guard elven lands and strongholds, and cast divinations to discover potential threats to their communities. They adventure to discover lost arcane knowledge, particularly that of divination and illusion. Sehanine's clerics pray for their spells whenever the moon is fullest during the day. Holy days are tied to the position of various heavenly bodies, particularly the phases of the moon and eclipses. Many of these celebrations occur once in a decade, century, or even longer.

Solonor Thelandira Keen‐Eye, The Great Archer, The Forest Hunter (Intermediate Deity) Alignment: Chaotic Good Portfolio: Archery, Hunting, Wilderness Survival Holy Symbol: A silver arrow with green fletching Solonor Thelandira (SOE‐lue‐nohr Theh‐LAN‐dih‐ruh) is the elven god of hunting, archery, and survival in wild and harsh places. Solonor is concerned with the integrity of nature and the balance between exploitation and agriculture on one hand and fallow, wild terrains on the other. Like Corellon Larethian and Fenmarel Mestarine, the Great Archer watches over the boundaries of elven lands. He instructs the Fair Folk in the art of hiding in and moving through natural foliage so as not to be detected as well as the art of archery and hunting. Solonor is primarily revered by elven and half‐elven rangers, hunters, woodsmen, and fighters.

Ye’Cind The Bard (Demigod) Alignment: Chaotic Good Portfolio: Music, Magical Songs Holy Symbol: A recorder or other small flute like instrument Ye'Cind (yee‐SIND) was once a skilled elven wizard and master bard. After a flawless performance on his Recorder in front of agents of the Seldarine, Corellon Larethian manifested to the musician and offered him the gift of divinity as a reward for his diligence. He accepted and was infused with a spark of Corellon's power, which changed Ye'Cind so that he was like Corellon himself, with elements both male and female. Ye'Cind is shown as an attractive elf in blue and green, playing a recorder (his holy symbol). His allies include Olidammara, Lydia, and the good powers of the Seldarine, while he opposes powers of evil magic. "Music is a minor of the patterns and energy of the universe. The rush of a waterfall, wind through the trees, the crackle of a fire, and the thunder of an avalanche are all parts of the world's music. It transcends languages and race, promoting understanding or inspiring the rage of vengeance. Enhanced by magic, a song can alter the world or change the course of history, and tying music and magic together creates something more powerful and fundamental than either alone." Ye'Cind's clerics are scholars of music. They are versant in the use of many instruments and many dabble in other sorts of magic. They seek out songs, exotic noises of nature, magical lore, and master performers in the hopes of increasing their musical repertoire and understanding of the chords of magic that exist under the surface of everything in the world. Many are talented songwriters, weaving subtle magic into their works.

13.4 Major Gods of the Gnomish Pantheon

Baervan Wildwanderer The Masked Leaf, The Forest Gnome, Father of Fish and Fungus (Intermediate Deity) Alignment: Neutral Good Portfolio: Forests, Nature, Travel Holy Symbol: A raccoon face Baervan Wildwanderer (BAY‐ur‐van WILD‐WAN‐der‐er) is the god of forest‐dwelling gnomes and their communities, travel, and the outdoors. He loves oak trees and all forest animals and is guardian of the wild. Baervan gifted forest gnomes with the ability to communicate with forest animals, and taught them to how to hide in and move through wooded environments without being detected. The Masked Leaf is the patron god of forest gnomes, but he is well loved by all of the gnome subraces. He is even revered by the svirfneblin as the Father of Fish and Fungus. Baervan is worshiped by those who love the woodlands, as well as many wanderers, thieves, fighter/thieves, and fighters, particularly those who prefer living in the outdoors rather than in a city all the time. Baervan's friend and constant companion in his escapades is a giant raccoon named Chiktikka Fastpaws, who is highly intelligent but prone to act before he thinks. Many stories are told of the adventures that this duo has shared, often started by Chiktikka's humorous ability to get into trouble by borrowing something valuable, such as a minor artifact. Baervan is closely allied with the other gods of the gnome pantheon, with the notable exception of Urdlen. He works closely with Segojan Earthcaller, for both gods are concerned with the natural world.

Baravar Cloakshadow The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkin (Lesser Deity) Alignment: Neutral Good Portfolio: Illusions, Protection, Deception, Hatred of Goblinoids Holy Symbol: Cloak and dagger Baravar Cloakshadow (BARE‐uh‐vahr CLOKE‐sha‐doh) is a sly, sneaky protector of the Forgotten Folk. His defenses and protective strategies are rooted in deceit‐illusions, traps, ambushes, and the like‐and his jests and tricks may cause their victims some pain (emotional if not physical). In addition to teaching the arts of disguise, stealth, and spying to the gnomes, the Sly One creates traps and illusions of incredible depth and cunning, a skill he has passed on to gnomes throughout the Realms. As the patron of illusions, Baravar is the preeminent gnome god of magic. The Sly One oversees the magical arts of gnome magical craftsfolk as well. All those who survive by their wits venerate Baravar, particularly those who must often combat kobolds, goblins, and other humanoids. Most gnome wizards venerate the Sly One as well, though they do not necessarily participate in their god's ongoing war with the goblinkin powers.

Callarduran Smoothhands Deep Brother, Master of Stone, Lord of Deepearth, The Deep Gnome (Intermediate Deity) Alignment: Neutral Portfolio: Svirfneblin, Protection, Earth, Mining, Secrecy Holy Symbol: Gold ring with star symbol The patron deity of the svirfneblin, Callarduran Smoothhands teaches his followers the best way to be safe is to dig deep into the earth and tell no one what you've found. Because larger communities of drow, mind flayers, and goblinoids often threaten svirfneblin communities, such secrecy is an effective survival strategy. Callarduran Smoothhands is as important to the svirfneblin as Garl Glittergold is to the other subraces of gnomes. Accordingly, most adolescent svirfneblins with an interest in religious matters wind up in Callarduran's priesthood. Callarduran's quests almost always involve an element of subtefuge. He often sends adventurers in magical disguise to infiltrate societies inimical to the svirfneblin, such as drow cities or mind flayer temples. Callarduran has an extensive liturgy of prayers, but they all share one common element: they're whispered, not spoken aloud. Callarduran's temples often feature echo chambers and other acoustical tricks that magnify sound of whispered prayers to him. In the larger temples, the whispered chants of an entire congregation can be as deafening as a shout. Callarduran has a number of protective rites that promise protection against the svirfneblin's many enemies. In svirfneblin communities, his clerics also handle birth, marriage, and funeral rites.

Flandal Steelskin Master of Metal, Lord of Smiths, The Armorer, The Weaponsmith, The Pyromancer (Intermediate Deity) Alignment: Neutral Good Portfolio: Mining, Smithing, Fitness Holy Symbol: Flaming hammer Flandal Steelskin (FLAN‐dahl STEEL‐skin) is a master of mining and one of the finest and strongest smiths in creation. The Forgotten Folk hold that he helped create the craft of metalworking along with several of the dwarven powers. In particular, Flandal devised an alloy (now long lost to all but a few of the most reclusive gnomes) first employed by gnomes known as telstang, and he was the first to discover the properties of arandur, a legendary metal once known to the Forgotten Folk. Flandal is physically the strongest of the gnome gods, and his prodigious nose gives him an uncanny ability to sniff out veins of metal that thread the earth. The Master of Metal is the patron of gnome miners, artisans, craftsmen, and all smiths—not just blacksmiths, but goldsmiths, silversmiths, and all other workers of metal. They venerate Flandal in the hope of gaining a fraction of his skill. A large number of gnome warriors venerate Flandal the Armorer as well, for his skills help ensure their continued survival.

Gaerdal Ironhand The Stern, The Shield of the Golden Hills (Greater Deity) Alignment: Lawful Good Portfolio: Protection, Vigilence, Combat Holy Symbol: Iron band Gaerdal Ironhand (GAIR‐dahl EYE‐urn‐hand) is the stalwart defender of the Forgotten Folk, the most martial deity of the gnome pantheon. His serious nature garners him sober respect, instead of the gentle affection that is lavished on the other deities. The Shield of the Golden Hills guards against threats from above and below and teaches gnomes to hold their own in combat with larger and more powerful creatures by using their size and natural abilities to their advantage. Gaerdal has a small but devout following among gnome warriors and those responsible for defending gnome communities against outside threats, and he has earned the respect of the Forgotten Folk in general.

Garl Glittergold The Prankster, The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit (Intermediate Deity) Alignment: Neutral Good Portfolio: Gnomes, Protection, Humor, Wit, Gemcutting, Jewelrymaking, Illusion Holy Symbol: Nugget of gold Garl Glittergold (garl gliht‐er‐gold) appears as a handsome, golden‐skinned gnome with glittering gemstones for eyes. He is well dressed, usually in a silk jacket with long tails and silk hose. He always wears a lot of gold jewelry and accoutrements. He is renowned for the jokes and pranks he pulls on other deities, though not all his victims laugh off his jests. Garl once collapsed the cavern of the kobold god Kurtulmak; since then, the two deities are sworn enemies. Most of Garl Glittergold's rituals involve the whole community, so his clerics have plenty of opportunities to recruit those who show a particular combination of duty to community and mischievous humor. An older cleric typically teaches three or four students by example, explaining Garl Glittergold's ways as he attends to the needs of the gnomes in his care. Followers of Garl Glittergold find themselves guarding the welfare of gnome communities, delving deep for gems, and fighting the goblinoid enemies of the race. Typical quests include battling a tribe of kobold raiders, pulling a good‐natured prank on an arrogant human king, and seeking the long‐lost Ebondark Gem Mine on the Elemental Plane of Earth. Many of Garl Glittergold's prayers are performed call‐and‐response style, with the leader posing a riddle and everyone answering it in Unison. "Glittergold asks: What is our joy? To delve for treasures and guard our hearth." Garl Glittergold's temples take the form of unassuming, often magically hidden shrines and chapels. Many are underground. The temple clergy are usually eager to help a traveling gnome any way they can. The ceremonies of Garl Glittergold are flashy affairs full of illusion and mystery, often attracting curious gnomes from miles around. Most rites extol the gnome virtues of cleverness and craftsmanship‐blessing a masterwork item, a new gem mine, or the top students in a school are common. Garl promotes a doctrine of practicality tempered with humor. Ignorance and complacency are dangerous, warns Garl, and he urges his people to explore not only the world around them but new ways of doing things. Garl also emphasizes brains over brawn. Garl's clerics favor gold jewelry, like their patron.

Roykyn The Merciless (Hero‐Deity) Alignment: Neutral Evil Portfolio: Cruelty Holy Symbol: A furled scroll dripping a dark fluid Roykyn (ROY‐kin) is a gnome goddess of cruelty, particularly cruel pranks. Sponsored to divinity by Erythnul (possibly as an attempt to broaden his appeal to more than just outright violence), she doesn't care who her targets are, as long as they suffer suitably. A former cleric of Urdlen, gnome god of bloodlust, evil, and uncontrolled impulses, she abandoned her faith and turned over an entire temple of her own clergy to a conclave of mind flayers as a cruel joke and insult to her former patron, whom she felt didn't reward her enough for her work. Roykyn is capricious and not above inflicting a cruel joke upon any being, evil or good. She is depicted as a black‐haired gnome with a wicked gleam in her eye, but can appear in almost any humanoid form. Her favorite weapon is a spiked gauntlet with poisoned barbs, her favorite animal is a feral cat, and her holy symbol is a furled scroll dripping dark fluid. "The greatest joy is in causing pain and suffering to others, whether in the spirit, mind, or body. Let no day pass without giving someone the kindness of a small cruel joke. Be merciless if you find someone who can be humbled with the proper act, for what makes us equal is our capacity for humiliation. The ability to harm another with an unkind word or deed is the greatest power, for cruelty is a tyrant that is always attended with fear. It is fed, not weakened, by tears, and upon the tears of your victims you will grow strong." Roykyn's clerics scandalize public officials with scandalous letters, embarrassing rumors, and betrayals by lovers and allies. They love nothing more than to see the high brought low and the low forced to sleep in their own misery. They adventure to find new people to harm and for the opportunity to see a terrible fate befall someone undeserving, such as a pious paladin slain by a poisoned spike trap.

Segojan Earthcaller Earthfriend, The Rock Gnome, Lord of the Burrow, Digger of Dens, The Badger, The Wolverine (Intermediate Deity) Alignment: Neutral Good Portfolio: Earth, Nature Holy Symbol: Large glowing gemstone Segojan Earthcaller (SEH‐goe‐jann URTH‐cahl‐ur) is the gnome god of earth and nature whose primary concern is creatures who dwell within the ground and burrow through the earth. He is a friend to all living animals that move above and below the earth and one who speaks to the very rock itself. Segojan gifted rock gnomes with the ability to communicate with burrowing animals and taught them how to befriend moles, badgers, and other subterranean creatures. Much like Urogalan of the halfling pantheon, the Lord of the Burrow has assumed oversight of funerary rituals and the dead, for the Forgotten Folk inter their fallen kinfolk in his domain. Segojan was one of the first gods to be worshiped by the gnomes of the Realms, second only to Garl Glittergold. Some scholars of other races have postulated that the Lord of the Burrow has declined in influence and power over the centuries. In truth the emergence of other powers‐Baervan Wildwanderer, Bar avar Cloakshadow, Callarduran Smoothhands, and Flandal Steel‐skin‐who took over responsibility for aspects of gnome life that Segojan once oversaw is more an indicator of the maturation of gnome religious beliefs than a suggestion of weakness on the part of the Lord of the Burrow. Segojan is widely worshiped by those who dwell within the earth, particularly rock gnomes, and to a lesser extent, deep gnomes. The Lord of the Burrow is revered by gnome miners, jewelers, illusionists, and artificers, but most members of these professions venerate Flandal Steelskin, Garl Glitter‐gold, or Baravar Cloakshadow, respectively. With the notable exception of Urdlen, Segojan is closely allied with the rest of the gnome pantheon, for his areas of control overlap the portfolios of the other gnome powers. Segojan works closely with Baervan Wildwanderer, the gnome god of forests, travel, and nature, and their shared oversight of the natural world is divided between burrowing animals of the deep earth for Segojan and forest animals and plants for Baervan. Similarly, the Lord of the Burrow is closely allied with Callarduran Smoothhands, and their shared oversight of those who dwell within the earth is divided between creatures of the shallow earth for Segojan and creatures of the deep earth on the Deep Brother's part. To a lesser extent, the portfolios of Segojan and Flandal Steelskin overlap as well, for (he Master of Metal governs mining by the Forgotten Folk, a particular type of burrowing. Both powers work closely together to ensure the safety of gnomes engaged in extensive tunneling beneath the earth. In addition to his oversight of earth and nature, Segojan was once venerated as a gnome god of magic as well. The growth of Baravar Cloakshadow's cult in the Realms and the predominance of specialists in the school of illusion/phantasm among gnome spellcasters‐gnome artificers being a rare exception‐has led to the Sly One being revered as the sole gnome god of magic by the Forgotten Folk. Segojan is no longer seen as having influence in this aspect of gnome life. Nevertheless, Segojan and Baravar work closely together overseeing the development of gnome wizardry. Outside the ranks of the gnome pantheon, Segojan is most closely allied with other gods of nature and the earth, and to a lesser extent, death.

Urdlen The Crawler Below, The Evil One (Intermediate Deity) Alignment: Chaotic Evil Portfolio: Greed, Bloodlust, Evil, Hatred, Blind Destruction Holy Symbol: White mole Urdlen (URD‐len), a neuter and sexless being, is the epitome of the evil impulse that rules some gnomes and is feared by the rest. A mindless force of malicious evil and destruction, Urdlen serves as a warning for every gnome to beware the taint of greed that lies within the gnomish delight in gems and jewelry. It is telling that gnomes have no myths of how this evil arose, but that they simply fear Urdlen's vicious, life‐hating evil and bloodlust. Just as the Crawler Below can burrow into the earth of the Abyss, so it hopes evil will burrow into the hearts and souls of gnomes everywhere. Urdlen thrives on trickery that harms the innocent and the good. It is commonly venerated by evil thieves and fighters, although gnomes from all walks of life have succumbed to its evil taint. Spriggans are said to be the twisted offspring of gnomes who succumbed to Urdlen's taint early in the history of the Forgotten Folk, and they honor their god and patron by perpetuating its reign of terror.

13.5 Major Gods of the Halfling Pantheon

Arvoreen The Defender, The Vigilant Guardian, The Wary Sword (Intermediate Deity) Alignment: Lawful Good Portfolio: Protection, Vigilance, War Holy Symbol: Two Swords Arvoreen (ARE‐voh‐reen) the Defender, fiery guardian of the home, is the nearest thing to a halfling war god. He is a god of stern defense and aggressive watchfulness, who is always preparing for incursions into halfling lands and making ready to repulse hostile creatures at the first sign of trouble. Arvoreen is venerated primarily by halfling fighters, but also by fighter/thieves who prefer the former set of skills over the latter.

Brandobaris Master of Stealth, Misadventure, The Trickster, The Irrepressible Scamp, The Friendly Rapscallion (Intermediate Deity) Alignment: Neutral Portfolio: Stealth, Thieves, Adventuring Holy Symbol: Halfling's footprint Brandobaris (BRAN‐doe‐BARE‐iss) is the master of adventure and misadventure, a favorite of halfling adventurers. Tales of the Trickster's wild exploits are almost beyond counting. He is the errant rogue of the halfling pantheon, regarded with exasperated tolerance by his fellows.The followers of Brandobaris, as might be expected, are mostly thieves and fighter/thieves. The more ardent followers are usually also the ones to take the greatest risks on adventures, and the Master of Stealth views them almost as favored apprentices.

Charmalaine The Lucky Ghost (Hero‐Deity) Alignment: Neutral Portfolio: Keen Senses and Narrow Escapes Holy Symbol: A burning bootprint Charmalaine (SHAR‐mah‐lain) is a young halfling goddess concerned with awareness of her environment and the ability to react to its hazards. Sponsored by Fharlanghn and Brandobaris (halfling god of adventurers and thieving), she is an energetic and spontaneous person, unafraid of danger, for she expects to be able to detect it when it approaches and evade it before it brings her harm. The holy text of her faith reads like an adventurer’s diary, detailing her escapes from an army of sahuagin, a newly‐released demoness, hundreds of magical traps, and even the lair of an ancient red dragon. Charmalaine is depicted as a young halfling with bright eyes, black oiled leather armor, and muddy boots. She carries the light mace First Warning and is usually accompanied by her ferret familiar, Xaphan. Her holy symbol is a burning bootprint. She is called the Lucky Ghost because of her ability to send her spirit out of her body to scout ahead safely, and is said to warn halfling adventurers of impending danger while in her incorporeal form. "Be attuned to your surroundings at all times, for the one who is off‐guard is the one who gets caught. Hone your reflexes until your body reacts before your mind has time to make you pause, for a moment’s hesitation can cost you your life. Be quick on your feet, and don’t get weighed down with too many material things, as they make you slow. Enjoy the ability to explore, and revel in the times you are safe, for soon enough you’re going to put yourself in danger in the hopes of getting the big catch." Charmalaine’s clerics are almost always adventurers, but some find work in other risky professions such as monster‐catching, military scouting, and guarding public officials. Her adventuring clerics are thrill‐seekers, for the danger and the rewards it brings. Some join specific quests to experience new things and have interesting tales to tell.

Cyrrollalee The Hand of Fellowship, The Faithful, The Hearthkeeper (Intermediate Deity) Alignment: Lawful Good Portfolio: Friendship, Trust, Home Holy Symbol: Open door Cyrrollalee (SEER‐oh‐LAH‐lee) is the halfling power of friendship and trust. She is also a protective deity, like Yondalla, but whereas the concern of the Protector and Provider lies with the overall race, Cyrrollalee cares more for the sanctity of the home itself. The Hearthkeeper is specifically a goddess who protects the hearth and home while keeping the inhabitants from being too defensive and closed in. She oversees many of the mundane and day‐to‐day aspects of halfling home life. Her real interest is in the hospitality, generosity, and kindness halflings can show to others, and she is most displeased with those who fail to display proper hospitality and good fellowship. Her worst enemies are those who betray the trust of a host or who break into homes (of halflings) to steal. She is also the enemy of oathbreakers. Cyrrollalee's followers are largely regular halflings as well as a few warriors.

Sheela Peryroyl Green Sister, The Wise, The Watchful Mother (Intermediate Deity) Alignment: Lawful Good Portfolio: Nature, Agriculture, Weather Holy Symbol: Daisy Sheela Peryroyl (SHEE‐lah PAlR‐ree‐roil) is the halfling goddess of agriculture, nature, and weather. She balances the concern for wild untamed lands and habitats with strong roles as a goddess of cultivation, seasons, and especially harvests. She is also concerned with the pleasures of life ‐ feasts, revelry, romance, and the general desire to live with passion. Her followers often wear a small flower in her honor and strive to work in harmony with nature and the earth.

Urogalan He Who Must Be, The Black Hound, Lord in the Earth, The Protector, The Shaper (Demigod) Alignment: Lawful Neutral Portfolio: Earth, Death, Protection of the Dead Holy Symbol: Silhouette of a dog's head Urogalan (URR‐roh‐GAH‐lan) is the protector of the dead and god of the underground. His deathly aspect is as a protector of the souls of the dead and as an adviser‐judge with Yondalla. His earthy aspect is one of reverence for the very earth itself and protection from threats beneath the surface, rather than concern with natural growth. Few halflings worship him, but he is respected and revered by most as a protector. Although the Small Folk generally do not fear death, most halflings shiver at the sight of the Black Hound's symbol. Urogalan is on good terms with the rest of the halfling pantheon, particularly Yondalla, Arvoreen, and Sheela, but he holds himself somewhat removed from their joyous embrace of life. The Black Hound is closely allied with those powers of human and demihuman pantheons concerned with earth, death, and the protection of the dead, but he abhors those whose portfolios include necromancy and the undead. Urogalan rarely speaks or displays much emotion, and when he does, the Black Hound's quiet‐spoken voice is tinged with loss. The Lord in the Earth prefers observation to intervention and has the disconcerting habit of appearing in the shadows and simply watching and waiting until he is noticed. Urogalan dispatches his avatar to gather in the souls of great, wise, or exceptional halflings, and he may also dispatch his avatar underground to watch over perils that may come from within it.

Yondalla The Protector and Provider, The Nurturing Matriarch, The Blessed One (Greater Deity) Alignment: Lawful Good Portfolio: Halflings, Protection, Fertility Holy Symbol: Cornucopia Yondalla (yon‐dah‐lah) appears as a strong female halfling, with a proud bearing. She dresses in green, yellow, and brown, and always carries a shield. Yondalla's clerics train new followers by borrowing a wagon from a halfling caravan, then "borrowing" the would‐be clerics from their families for a month or two. The cleric and her disciples then wander the back roads of the land, seeking sights that none of the pilgrims‐teacher and students alikehave ever seen before. The safety of the hauling people is Yondalla's first concern, but she's eager to chart new territory for halfling caravans to visit. Her followers act as guards and guides for caravans and trading companies, capture the raiders that plague the highways. and lead expeditions to unexplored lands. Yondalla's prayers are models of understatement. A prayer for healing might begin, "I am in such fine health, yet..." and a prayer for intercession might begin, "A minor annoyance is visited upon me..." Yondalla's temples are gathering places for the halting population, which is otherwise seminomadic. They're storehouses of food, weapons, and everything else needed to equip a caravan for a long journey. They'll help a halfling in need, and her nonhalfling friends as well, if they seem trustworthy. Yondalla's rites center around family and community, with weddings having particularly elaborate and joyous ceremonies. When a halting caravan pulls into a town near harvest time, it's a sure her that Yondalla's worshipers plan to hold a carnival‐like Pageant of the First Fruit.

14. The Horned Society and their Devil Worship

Unlike the other deities in this book, the Archdevils are listed in order of the plane in the Nine Hells that they control, starting with the first plane (Avernus) and decending in order to the 9th Plane of Hell (Nessus).

Barbatos The Gatekeeper, The Bearded Lord, Ruler of Avernus (Archdevil) Alignment: Lawful Evil Portfolio: Evil, Pain, Avarice Holy Symbol: A tri‐cornered wave of darkness or shadows surrounding three eyes Avernus, the uppermost level of Hell, is ruled by the archdevil Barbatos (BAR‐ba‐toss). He holds the keys to Hell's gates and holds dominion over birds that consume the recently dead. Many gods condemn suicide, and Barbatos is known for claiming the souls of those who take their own lives. He is unusually willing to barter for the release of such doomed souls to be judged again.

Dispater The First King, The Iron Lord, Ruler of Dis (Archdevil) Alignment: Lawful Evil Portfolio: Torture, Imprisonment Holy Symbol: Three headed hellhound Dispater (dis‐PAY‐tur) is well regarded as one of the easiest arch‐Devils to lose one’s soul to, as he willingly caters to whatever lusts a mortal harbors in his heart of hearts. For those willing to pay Dispater’s price, no fantasy is impossible to make reality. The only catch, of course, is that Dispater can only provide ‘things’. He cannot make you smarter, or wiser, or turn you into a king. And while he might not be able to make the woman of your dreams love you, he can can provide a woman who looks just like the one you seek, who will act in all ways as though she were the one you desired. Dispater is among the more humanoid arch‐Devils, possessing a stern, rugged face on a head that is bare except for a pair of small pointed horns and a small goatee. A long tail descends from beneath his robes, and his left foot (only) has the appearance of a cloven hoof. Dispater commonly wears satin robes of dark purple, accentuated by shoulder boards and cuffs of shiny black leather in a dragon‐wing motif.

Mammon The Argent Prince, Merchant of Hell, Ruler of Minauros (Archdevil) Alignment: Lawful Evil Portfolio: Greed Holy Symbol: An azure coin with the head of Mammon stamped on it The archdevil Mammon (mam‐MONN) and sometimes spelt 'Mamon' is Hell's accountant and treasurer. He rules over the lightless realm of Minauros, the third plane of Hell, metaphorically located beneath the Iron City of Dis. Mammon is interested only in the collection of wealth through any means and is the epitome of greed. Any mortal wishing to curry his favor must sacrifice precious metals, jewels and even magic items to him.

Belial The Pale Kiss, Ruler of Phlegethos (Archdevil) Alignment: Lawful Evil Portfolio: Adultery, Desire, Lust Holy Symbol: a two‐pronged ranseur and a handsome male face with dark features and small horns Great Belial (beh‐LIE‐ul) rules the Fourth Hell. He is most concerned with sins of the carnal variety: adultery, murder for passion and lust are all well within his domain. From his basalt palace, Belial dictates the disposition of the abishai, barbed, bearded, bone, and spined devils populating the reeking fens and smoking plains of his realm. Belial is humanoid and typically diabolic in appearance. His hide is scaly and sooty black. His horns, tail, and wings are glossy black. His eyes are large and slanted, and they glow red.

Geryon The Serpent, Ruler of Stygia (Archdevil) Alignment: Lawful Evil Portfolio: Lies, Heresies, False Promises Holy Symbol: A giant war horn The archdevil Geryon (GAIR‐ee‐ohn) is the master of swampy Stygia, Hell's fifth layer. When the Hells war with other planes (most notably the Abyss) it is mighty Geryon that leads the hordes of devils, from a respectable place in the rear of course. Why expose your greatest general to danger? Geryon is the source of all great heresies. Geryon notably devoured 812 other tyrants of Hell before swearing himself to Asmodeus. A handsome head and torso sit atop Geryon's snakey trunk. This arch‐devil has no legs, but travels in a snakelike mode along the ground. He has huge bat wings. His tail is barbed and drips poison. Geryon's arms are strong and hairy, ending in paw‐like hands

Moloch General of Hell, Ruler of Maleboge (Archdevil) Alignment: Lawful Evil Portfolio: Mercilessness, Combat, Pillaging, Destruction, War Holy Symbol: A bulls head surrounded by purple flame Moloch (MOH‐lok) is an archdevil and ruler of the infernal layer of Malebolge. It is said that all who burn join the armies of Moloch. A being of seething wrath, the Lord of the Sixth embodies both absolute discipline and directed destructive force. General of Hell's armies, Moloch endlessly trains his infernal legions to be the greatest martial force in the multiverse and ultimately defeat the hosts of Heaven and goodness as much as the demons in the Abyss. Moloch is a great, square‐bodied creature with red‐orange skin visible beneath black full plate mail covered in hellish unholy runes that glow purple. He has short, thick arms and legs, and huge, square hands and feet. His feet and head are horned. His head is huge with slanting eyes and a gaping mouth.

Baalzebul Lord of the Flies, Ruler of Maladomini (Archdevil) Alignment: Lawful Evil Portfolio: Treason, Undeath Holy Symbol: A haloed white gemstone above a split silver crown The archdevil Baalzebul (BAY‐al‐zeh‐bull) rules the seventh layer of Hell called Maladomini. He is an Archdevil of great power, second only to Asmodeus. Maladomini is a black stone plane, filled with stinking vapors, smokes, fire pits, and huge caves and caverns. There will be found the moated castles of the great fortress city of Malgaard, Baalzebul’s home. When Baalzebul speaks to any being, it is through the buzzing of flies that issue forth from his mouth.

Mephistopheles Ice Lord, The Unseen Menace, Ruler of Caina (Archdevil) Alignment: Lawful Evil Portfolio: Deceit, Unholy Unions, Secret Deeds Holy Symbol: A crimson trident piercing a golden ring The archdevil Mephistopheles (mef‐uh‐STOF‐uh‐leez) is the ruler of Caina, the bitter cold and frozen Eighth Layer of Hell where he keeps many of Hell's greatest secrets and contracts. Mephistopheles is a huge blue‐black humanoid with human, if diabolical, features. He is hugely muscled and is a match for any titan in feats of strength. He has deep blue wings and white eyes with no pupils.

Asmodeus The Master of Evil, Overlord Hell, Prince of Darkness (Greatest Archdevil) Alignment: Lawful Evil Portfolio: Purest of Evil, Greatest of Power Holy Symbol: A red pentagram on a black field Asmodeus (az‐MO‐dee‐us) Asmodeus is the lord of the Archdevils, and makes his home on the Ninth Layer of Hell Nessus. The other archdevils constantly vie for his power, but none have managed to ever outwit or overpower the Prince of Hell. It was he who is credited with the penning the contract of creation, within which his followers believe is hidden the means for their patron's eventual rise to supremacy. Asmodeus believes that the strong should rightfully govern the weak, who in turn owe their masters unwavering obedience. He loves negotiations and contracts, especially those that give one of the parties a distinct, hidden advantage over the other. He expects and appreciates flattery, but is never fooled by it, seeing it as a negotiation tactic, as well as a duty those in inferior positions owe their betters. Arguably the most handsome of the diabolic coiterre, Asmodeus has pointed ears, two small horns rising from his temples, and a full, arrow‐shaped goatee. His eyes are dark, and seem to swirl with an even deeper darkness within. His mode of dress is always at least faintly regal, featuring silks, velvets, furs, and much jewelry. He also carries with him his Rod of Office, an opaline tipped device of pure ruby. Brimstone and black fire typically accompany his appearance in the world, as do myriad tiny devilkin, which seem to swarm about him like evil flies.

APPENDIX I – Humanoid and Other Gods

A1.1 Introduction Just as varied as the various gods and pantheons that govern humans and demihumans alike, so to do humanoids and their ilk have many deities that they worship. The following appendix summarizes those deities that are the major players in their respective pantheons.

A1.2 Major Gods of the Bugbears

Grankhul The Hunter, the Furtive One (Lesser Deity) Alignment: Chaotic Evil Portfolio: Hunting, Senses, Surprise, Stealth Holy Symbol: Ever‐open eyes in darkness Grankhul (GRAN‐kool) the Hunter is the bugbear god of hunting and stealth. He is a master hunter, one who considers any creature less powerful than himself to be his prey. He is known as the Furtive One, he who stalks his prey with perfect stealth and silence. It was he who granted the bugbear race their preternatural ability to surprise their foes. He never sleeps and can never be surprised, remaining ever vigilant for an opening to attack his enemies. Grankhul also prizes intelligence, but not the sort favored by gods of magic and learning. Instead, he values the ability to craft well‐designed plans and think fast. The Furtive One can be very violent, and is prone to temper tantrums when displeased.

Hruggek The Decapitator, The Master of Ambush (Intermediate Deity) Alignment: Chaotic Evil Portfolio: Bugbears, Violence, Combat Holy Symbol: Ever‐open eyes in darkness Hruggek (HROO‐gek) the Decapitator is the dominant deity of bugbears everywhere. He is not especially smart, but is wily, cunning, and manipulative. Like the other dominant gods of the goblinoid pantheon, the Master of Ambush is a powerful force of physical strength and combat. He delights in savage, individual combat, but unlike his brethren amongst the orcs and goblins, he has no interest in leading armies or military battles. He knows that, while individually powerful, his people are not numerous enough to meet other races in mass battle; thus he focuses on ambush and opportunism to gain the upper hand. His cave in Pandemonium, filled with constant howling winds, is arrayed with the severed heads of heroes of a dozen races or more, many of whom are cursed to eternally moan pleas of mercy and praise to the might of the Decapitator.

A1.3 Major Gods of the Goblins and Hobgoblins

Bargrivyek The Peacekeeper, the Unifier, the Mediator (Lesser Deity) Alignment: Neutral Evil Portfolio: Cooperation, Territory, Unification of all Goblinoid races Holy Symbol: White‐tipped flail Despite his portfolios and epithets, Bargrivyek (BARG‐riv‐yeck) the Peacemaker is just as bellicose as the other goblin gods. He stands for the unity of all goblin tribes and subraces, for unity is strength. It is this unity that will allow the goblins to expand their lands and slaughter and rule their foes, the Unifier teaches. The Mediator keeps internal conflicts to a minimum, resolving such disagreements swiftly and turning anger and aggression outward. Bargrivyek is utterly loyal to Maglubiyet, and the Lord of the Flaming Iron Throne values the Mediator’s ability to resolve intertribal war and turn the goblins onto outside enemies.

Khurgorbaeyag The Decapitator, The Master of Ambush (Lesser Deity) Alignment: Lawful Evil Portfolio: Goblins, Slavery, Oppression, Morale Holy Symbol: Red and yellow striped whip Khurgorbaeyag (kurr‐GORE‐bay‐ag) the Overseer, the patron of goblins as a race, is primarily a deity of slavery and oppression. The Slave‐Taker emphasizes the superiority of the goblin races by enslaving all other races, and forcing them to perform the menial labor that is beneath goblins. Finally, like Maglubiyet, the Mighty Oppressor is a deity of strict and rigid social order and hierarchical organization, stating that every goblin has their place and they must stick to it.

Maglubiyet The Mighty One, the Lord of the Flaming Iron Throne, the Battle Lord, Fiery‐Eyes, the High Chieftain (Greater Deity) Alignment: Lawful Evil Portfolio: War, rulership, destruction, hierarchical order, goblins and hobgoblins Holy Symbol: Bloody Axe The High Chieftain of the goblins and hobgoblins, Maglubiyet (mag‐LOO‐bih‐yet), is the iron‐fisted ruler of his pantheon. As with Gruumsh, lord of the orcish pantheon, the Battle Lord of the goblins pushes his followers to war, conquest, and glory. He represents rigid order and strict discipline, teaching that they are the keys to strength and victory. He is the patron of both goblins and hobgoblins equally, as well as the degenerate norkers. Maglubiyet is known for having few friends outside of his own pantheon. His strongest hatreds are reserved for the gods of the dwarves and gnomes, whose followers compete for habitable space in the upper underdark of many areas his faithful inhabit. While his followers do not covet the living spaces of the elves, the Seldarine’s frequent alliances with the dwarven and gnomish pantheons have earned the High Chieftain’s eternal enmity. Despite their continuing war on Acheron and Maglubiyet’s intense dislike of the orcish deities, he and Gruumsh do occasionally ally when their goals coincide, though this is a rare occurance.

Nomog-Geaya The General, the Warrior, the Torturer, Grim‐Visaged, the Grim‐Visaged One (Intermediate Deity) Alignment: Lawful Evil Portfolio: War, authority, courage in battle, savagery Holy Symbol: Crossed longsword and handaxe Second only to Maglubiyet in personal power amongst the goblinoid pantheon, Nomog‐Geaya (noh‐MOG GEE‐ya) is the patron of the hobgoblin race. He is feared and respected as a merciless warrior and as one of the finest military commanders in the multiverse, exemplifying the coldblooded brutality and stoic courageousness that are the cultural ideals of a hobgoblin warrior. He exercises his tyrannical authority with nothing but a grim, tightlipped expression, speaking no more than is necessary and never letting strong emotion play across his face. He is known to enjoy eating the roasted flesh of his fallen foes. Nomog‐Geaya is an important deity within the goblin pantheon, being both a loyal lieutenant to Maglubiyet and an excellent warrior and commander.

A1.4 Major Gods of the Kobolds and Urd

Dakarnok The Raider, the Skirmisher, the Gnomecrusher (Demigod) Alignment: Lawful Evil Portfolio: Destruction, havoc, skirmishes, raiding, plundering Holy Symbol: Black spiked club over a broken skull Dakarnok (DACK‐ar‐nock) the Raider was once a mortal kobold chieftain who forged a kingdom out of neighboring tribes and achieved great military success against neighboring communities of humans and gnomes, the latter of which earned him the epithet Gnomecrusher. Not satisfied with mortal kingship, he began searching for a way to achieve godhood, and apparently found it. In his role as the Skirmisher, he embodies the destructive raids that kobolds so often partake in, striking swiftly, plundering what they can, and then escaping before a serious counter‐offensive can be mounted against them. While such tactics often seem random and senseless to their victims, Dakarnok teaches that a cunning strategy must underlie these actions, in order to keep enemies weak and prevent them from slaughtering the smaller and physically weaker kobolds.

Gaknulak The Trapmaker, the Protector, the Builder (Demigod) Alignment: Lawful Evil Portfolio: Protection, Stealth, Trickery, Traps Holy Symbol: Cauldron with whirling ellipses Gaknulak (GACK‐nuh‐lack) the Trapmaker is the kobold god of traps and trickery, having been granted those portfolios by Kurtulmak. He is also the Protector, the one who protects kobolds and defends their lairs. As the Builder, he teaches kobolds to always build sturdily and strongly, and to innovate in their creation of defenses and traps. In this way he is one of the few goblinoid deities with a focus on creation rather than destruction. He carries with him a magical pot of his own creation from with he can draw many a mundane or minor magical item; these he uses for his creations and sometimes gives to worthy followers. He is in all things a pragmatist, believing that every situation warrants an individual and well‐considered response; he scorns those who act based on abstract ideals.

Kuraulyek The Cowardly, the Winged Kobold, Horned Thief, the Master of Bats (Demigod) Alignment: Neutral Evil Portfolio: Urds, flight, air, bats, defense, cowardice, covetousness Holy Symbol: Pair of feathered wings Kuraulyek (kur‐ALL‐yek) the Winged Kobold is the creator and patron of the urd race. Like he himself, they were once kobolds, but were changed by the Horned Thief to better reflect his new form after fleeing from Kurtulmak. In his dark cave hidden in the Gray Waste, Kuraulyek learned to control the enormous bats he found upon his arrival, and thus became the Master of Bats. He has always been a greedy and cowardly being, and his cowardice has only increased as the millennia pass.

Kurtulmak The Cunning, Ol’ Stingtail, Steelscales, Gnomebane (Lesser Deity) Alignment: Lawful Evil Portfolio: War, mining, exploration, exploitation of resources, survival, revenge, unity against enemies Holy Symbol: Red and yellow striped whip Kurtulmak (Ker‐tuhl‐MACK) the Cunning is the chief god of the kobolds. He is a hateful being who despises most life, save his faithful kobold race. He has no remorse or mercy, and relishes killing and bloodshed. However, he does not urge his followers to wage all‐out war on all their enemies; after all, survival is more important than victory. Victory can be achieved at a later time, but only if you survive. In this manner, he is also a god of revenge, feeling that a late victory is just as sweet as an immediate one. Much like his hated rivals, Garl Glittergold and the gnomish pantheon, Ol’ Stingtail is a deity of mining and resource exploitation, although greed rather than the desire to create is the driving factor for him. He was once also a deity of ambushes, traps, and artifice, but he long ago gave those over to his subordinate Gaknulak.

A1.5 Major Gods of the Orcs

Bahgtru The Leg‐Breaker, the Strong, Son of Gruumsh (Intermediate Deity) Alignment: Lawful Evil Portfolio: Strength, combat, loyalty Holy Symbol: Broken thigh bone Bahgtru (bog‐TRUE), the orcish god of brute strength and physical combat, is incredibly stupid and unconditionally loyal to his father, Gruumsh, and his mother, Luthic. The Leg‐Breaker prizes nothing more than strength, and scorns those who rely on weapons, armor, and magic to defeat opponents. Unlike gods of physical prowess in many other pantheons, Bahgtru has little interest in athletic feats of strength or contests such as wrestling, at least in so far as following regulated rules and such are concerned. His only interests and passions are the use of physical power to crush foes and win battles. He constantly searches for challenges to overcome, be they legendary beasts or other gods renowned for their strength.

Gruumsh One‐Eye, Creator of the Orcs, He Who Never Sleeps, He Who Watches (Greater Deity) Alignment: Lawful Evil Portfolio: Conquest, territory, survival, domination, orcs Holy Symbol: Single unwinking orc eye As the undisputed leader of the orcish pantheon and creator of the orcs, Gruumsh (GROOMSH) One‐Eye drives his followers to overcome all foes, expand their territories, and claim what they believe is rightfully theirs. He revels in warfare and combat, and teaches that only through constant warfare can the strongest, most brutal orcs survive to beget even stronger future generations. One‐Eye epitomizes the brutal savagery and drive to dominate all other creatures that is at the heart of orc society. All those with orcish blood venerate Gruumsh, except the scro and those few who have turned their back on their evil and savage heritage. He is ever watchful of his race, although woe betide those who transgress him or his priests. Gruumsh has held his pantheon with an iron grip ever since two now‐forgotten orcish deities in the distant past rose up and tried to usurp his throne. He Who Never Sleeps destroyed them utterly, and has since tolerated no challenges to his authority. However, this does not mean that he either trusts or fully depends on the other orcish gods. The only ones he can solidly depend on are his son, Bahgtru, and his wife, Luthic. He does not trust Ilneval, but with Bahgtru at his side, he does not worry a great deal about threats to his rule from the Horde Leader.

Ilneval The Horde Leader, the War Maker, Son of Strife, the Lieutenant of Gruumsh (Intermediate Deity) Alignment: Lawful Evil Portfolio: Warfare, combat leadership, strategy, planning, courage, unity against foes Holy Symbol: Single unwinking orc eye As the Lieutenant of Gruumsh, Ilneval (ILL‐nev‐all) is entrusted with leading the orcish hordes when One‐Eye is busy with other tasks or does not wish to exercise it himself. Whereas Gruumsh is primarily the patron of the chieftains and tribal leaders and Bahgtru is the leader of the common orc warrior, Ilneval is the god of battle commanders and war party leaders. He emphasizes planning and tactics before combat, but once battle is engaged, he leads from the front with nothing but victory and the destruction of his foes on his mind. However, he is quick of wit, and always watches for weaknesses he can exploit in his foes. This, coupled with his strategic mind and sense of planning, makes him the closest thing the orcish pantheon has to a contemplative deity. He is also somewhat interested in seeing the orcs unite against their common foes, however, this is not an overriding belief and he sees the merits in intertribal warfare to weed out the weak.

Luthic The Cave Mother, the Healer of Warriors, the Great Mother (Lesser Deity) Alignment: Lawful Evil Portfolio: Females, fertility, medicine, healing, herbalism, servitude, caves, morale, midwifery Holy Symbol: Cave entrance rune Luthic (LOOTH‐ick), as the sole female power amongst the bellicose orcish pantheon, represents all the domestic aspects of orcish society. As wife of Gruumsh and mother of Bahgtru, she is seen as the epitome of an orcish female, for she is servile to her mate and has produced a strong warrior son for him. In these roles, she also represents the fertility of the orc race, although many male orcs look to One‐Eye as the patron of male fertility. While the sole widely‐accepted female deity amongst the orcish pantheon, she is by no means soft. She is harsh in her judgments and a vicious combatant when defending the lairs and children of orcs, for they are the future strength of the orcish tribes. As the Cave Mother, she is seen as the protective embrace of the caves and caverns that so often constitute the homes of the orcish race. Caves are Luthic’s womb, from which warriors are born and boil forth to wage war upon the other races. Finally, she is also the one who gave rudimentary medicine and herbalism to her followers, thus enabling them to heal brave warriors so they can more quickly rejoin battle.

Shargaas The Night Lord, the Blade in the Darkness, the Stalker Below (Intermediate Deity) Alignment: Neutral Evil Portfolio: Darkness, thieves, night, stealth, assassination, the underdark, undead Holy Symbol: Red crescent moon with a skull between the moon’s horns Shargaas (SHAR‐gas) the Night Lord is the orcish god of night and activities best kept hidden in darkness. As the Blade in the Darkness, he is the patron of orcish thievery, stealth, and assassination; stealing the power, lives, and treasure of rivals to further his own goals. He is also the Stalker Below, the god of the deepest underdark reaches in which orcs dwell, as well as the representation of the danger that lurks there. He hates all life other than orcs, and is a force of swift and hidden death, preferring to use a blade from behind rather than coming face‐to‐face with a foe.

Yurtrus The White Handed, White‐Hands, the Rotting Lord, the Lord of Maggots, the Rotting One (Intermediate Deity) Alignment: Neutral Evil (Lawful Evil) Portfolio: Death, disease, burial lands, plagues, the dead, rot Holy Symbol: White hand on a dark background As the god of death and disease, Yurtrus (YER‐truss) White‐Hands is an enigmatic and terrifying presence in the lives of orcs. He embodies the end result of every orc: death, decay, and burial, be it from battle or disease. All seek to propitiate the Lord of Maggots out of fear his debilitating touch will come down upon them; when it does, great sacrifices and entreaties are made to appease him and turn his wrath elsewhere. The Rotting One is a wholly mute god, and never communicates directly with any being.

A1.6 Major Gods of the Giants

Special Note: Often times the Giants will refer to their pantheon as The Ordning, and the deities and heroes that are part of it the Jotunbrud. In a somewhat confusing twist, Jotunbrud can also refer to noble giant families or warriors, or even all of giant kind, depending on how it’s used in a sentence or its context in a particular work.

Annam All‐Father, the Prime, the Creator, the Great Creator, the Progenitor of Worlds (Greater Deity) Alignment: Neutral Portfolio: Magic, creation, knowledge, fertility, philosophy, meditation, the Jotunbrud Holy Symbol: Two hands, wrists together, with fingers facing downwards Annam (AHN‐ahm) the All‐Father is the powerful creator deity of the giants, and sire to The Jotunbrud (in this case, the entire pantheon of giantish deities). He is said to be the first of the deities, the oldest being in existence, and supposedly even created the elements with which all of creation is built. His merest thought is said to spin off worlds on the Prime Material Plane and his greatness unfolds itself across all time, planes, and worlds. Some giant aesthetes, especially amongst the storm giants, see the All‐Father as an eternally sleeping dreamer, whose subconscious thoughts shape and form the worlds of the multiverse. The giants speak of Annam as always existing, before all other things, or having willed himself into being at the very beginning of the multiverse. Some stories say he was spawned from the merging of the concepts of Law and Chaos at the beginning of time to balance and rule the two forces. In recent years, Annam has withdrawn from all giant kind and even most of the Ordning into a great contemplation at what fate will bring to all giants and their future place on Oerth.

Diancastra The Wanton Wanderer, Pleasureseeker, Annam’s Unruly Daughter (Demigod) Alignment: Chaotic Good Portfolio: Trickery, pleasure, wit, impudence, knowledge, discovery, exploration Holy Symbol: A sea green streak Diancastra (die‐ann‐CASS‐trah) is Annam’s Unruly Daughter, a trickster goddess who delights in the joy of discovery and the pleasures of the mind and body. She is a free spirit who never likes to stay in one place, and is always curious about what lies beyond the next hill. She is especially favored by rebellious youths and wanderers, and those with a thirst for knowledge, as well as those who take joy in the various pleasures life has to offer.

Grolantor The Steading Lord, the Clublord, the Hill Lord, Dwarf Thumper (Intermediate Deity) Alignment: Chaotic Evil Portfolio: Hunting, combat, cooking, eating, gluttony, hill giants Holy Symbol: A wooden club Grolantor (GRO‐lan‐tor), evil patron of the hill giants and ettins, is one of Annam the All‐Father’s younger sons by an unnamed sky goddess, and one of his greatest disappointments. While very strong, the Steading Lord is also very stupid, although he can be cunning in combat and ambushes. He excels in hunting and eating, and considers himself unsurpassed at these activities. In many respects, Grolantor is a degenerate version of his father; where Annam is said to have many beautiful wives and mistresses, the Steading Lord is said to have consorted with a great many evil female goddesses and monsters. Most of the other gods consider the Steading Lord to be stupid and evil, but more stupid than evil. They despise his cruelty and crudeness, and all Giantish Gods have generally disowned him due to his evil temper and relative weakness. The only member of Giantish Pantheon that actively works with Grolantor is Memnor, who uses his silvered tongue to trick the Steading Lord into furthering his goals.

Grond Peaksmasher The Peaksmasher, King of the Firbolgs, Hiatea’s Son (Demigod) Alignment: Chaotic Good Portfolio: Civilization, culture, struggle against base instincts, self‐improvement Holy Symbol: Silver‐hafted axe overlaid on a mountain Grond Peaksmasher (GROND PEEK‐smash‐er) is the recently revived patron of the firbolg giants. Since awakening, he has taken on the task of raising the firbolgs out of the barbarism they had degenerated into during his long absence. In that manner, he has come to represent the struggle of culture and civilization over base instincts, and the striving to better oneself through hard work and knowledge. Grond has had very limited results in bringing the Firbolgs back to their former civilized ways since his reawakening.

Hiatea The Huntress, Lady of the Flaming Spear, the Huntress of Legends, the Reaper and Sower, Annam’s First Daughter (Greater Deity) Alignment: Neutral (Neutral Good) Portfolio: Nature, agriculture, hunting, females, children, childbirth, protection, guardianship, community, adventurers Holy Symbol: Flaming spear Hiatea (high‐ah‐TEE‐ah or hee‐AH‐tee‐ah) is the dual‐aspected giantish goddess of community and nature. Through her concern for community, she is the patron not only of female giants and their roles in settled life, but also agriculture and the nurturing of children. She is also patron of nature and natural things, and the gathering of nature’s bounty through hunting and gathering. Joining these two ideals together is a powerful interest in the balance of both settled life and life in wild lands, and the protection of each from dangerous forces.

Iallanis The Tender One, the Floral Giant, Annam’s Gentle Daughter (Lesser Deity) Alignment: Neutral Good Portfolio: Love, mercy, forgiveness, beauty, flowering plants Holy Symbol: Garland of flowers The youngest of all of Annam’s divine children save Diancastra, Iallanis (EE‐uh‐lan‐is) is the giantish patron of love in all its forms. She believes that through love comes mercy and forgiveness, and ultimately unity and redemption for all giants. Iallanis holds a deep passion for beauty, both inner and outer, and sees flowers as the ultimate expression of natural beauty.

Karontor The Deformed One, the Cruel, the Exile, Master of Beasts (Lesser Deity) Alignment: Neutral Evil Portfolio: Deformity, hatred, beasts, jealousy, exiles, fomorians, verbeeg, lycanthropic giants Holy Symbol: Winter wolf’s head Karontor (kahr‐ON‐tor) the Deformed One is patron of the fomorian and verbeeg giants, smaller members of the giantish pantheon who bear the mark of his wicked ways. His cruelty and evil twisted his body and lead to his banishment from his father Annam’s court, and so he has come to also be patron of exiles and fugitives, especially if the reasons are due to antisocial and malicious behavior. He claims control of predatory animals and monsters as the Master of Beasts, and this pairing with his nature as a giant has led to his patronage of the rare giantish lycanthropes. He is also sometimes venerated by the ugly and deformed who have hatred and jealousy in their hearts.

Memnor The Deceiver, the Charming, the Wise, the Wise Counselor, the Prideful, the Manipulator (Intermediate Deity) Alignment: Neutral Evil Portfolio: Pride, mental prowess and control, dominion, “honor” (see below) Holy Symbol: Thin black obelisk Memnor (MEM‐nor) purports himself to be the giantish god of honor, justifiable pride, and mental acumen, but in reality the Deciever is the god of unjustifiable pride and hubris, mental prowess and the manipulation, control and dominion of others. The Deciever has crafted a false face as the Wise Counselor: the epitome of the knowledgeable advisor, rightfully proud of his abilities and skills as a cloud giant, which he uses for the benefit of all giant breeds. Beneath this charming and cultured façade, however, is a deep and intense evil, and his kindhearted words are deceitful and subtly manipulative. His chosen followers are evil cloud giants, whom he corrupted by long whispering of their superiority over the rest of the Jotunbrud, first‐born status amongst the worlds, and the constant belittling of all other breeds. In his overweening pride, the Manipulator desires to usurp Annam’s place at the top and rule over all the other giantish deities.

Skoraeus Stonebones Lord of the Stone Giants, King of the Rock, the Living Rock, Rock King (Intermediate Deity) Alignment: Neutral Portfolio: Arts, craftsmanship, solitude, stone, underground, stone giants Holy Symbol: Stalactite Skoraeus Stonebones (SCORE‐ay‐us STONE‐bones) is the giantish god of artistic creation and the lands beneath the earth’s surface. An introvert and a loner, the King of the Rock has chosen to withdraw himself from the concerns of the other members of the giantish pantheon to focus exclusively on his favored breed, the stone giants. He is dour and expressionless, little taken to the good humor and lusty nature of Annam or Stronmaus, preferring to take a serious view on things and work tirelessly until a task is complete. The Living Rock endlessly wanders the underground realms of the multiverse to visit the wondrous beauty they contain and discover the ancient secrets long buried from other races. It is said that simply by touching the bedrock of a world and feeling the vibrations that travel through it, he knows everything that goes on within the earth.

Stronmaus The Storm Lord, the Smiling God, the Thunderhead (Greater Deity) Alignment: Neutral Good (Chaotic Good) Portfolio: Sun, sky, weather, seas, storm and cloud giants Holy Symbol: Forked lightning bolt descending from a cloud partly obscuring the sun Stronmaus (STRAWN‐mawz) the Storm Lord is the giantish god of the seas and skies, the sun and storms, and patron of the mighty storm and cloud giants. He is an ever‐exuberant god who is always smiling and takes great pleasure in life and nature. He is looked to by all giants who desire beneficial rains or sunshine for agriculture. With Annam’s withdrawal, Stronmaus is increasingly the deity who oversees the giantish pantheon and giantish affairs in general.

Surtr the Black Lord of the Fire Giants, the Black, the Black One, the Swarthy One, Lord of Volcanoes (Intermediate Deity) Alignment: Lawful Evil Portfolio: Fire, destruction and rebirth through fire, smithing, iron, war, volcanoes, patience, fire giants Holy Symbol: Flaming sword Surtr (SURR‐ter) the Black is the giantish god of fire and fire in its destructive forms, smithing, volcanoes, and patron of fire giants. He seen as the eldest of Annam’s second generation of sons, brother to Thrym and Skoraeus Stonebones by the same mother, often depicted as Gaea, Chauntea, Beory or another goddess of the earth. At his core, the Lord of Volcanoes is a very utilitarian being, believing that tools should do the job they are expected to do and nothing more. Fire is one of these tools, and one of the most important ones in the Jotunbrud’s arsenal; it can form metal into thousands of useful shapes and it burns away all that is old and broken‐down to make way for the new. Like his brothers, the Swarthy One chose one of the breeds of giant as his chosen followers, and claims dominion over their preferred habitats. He inherited his father’s trait of great patience and is willing to wait long periods of time for opportunities to act on his goals; however, his rage and anger simmer like a long‐ dormant volcano during these periods, and he explodes with terrible ferocity with the time is just right. While his brother Skoraeus is the patron of craftsmanship in general and the arts specifically, the Lord of the Fire Giants cares only for utility in the items his followers create; function over form is the ideal he believes in. While few besides the fire giants actively worship him, he is often called upon when matters of war and weaponmaking arise among the giant gods.

Thrymm Lord of the Frost Giants, King of Ice, Glacial Lord, the Winter Storm (Intermediate Deity) Alignment: Chaotic Evil Portfolio: Cold, ice, snow, winter, arctic and winter storms, glaciers, high mountains, fortifications, frost giants Holy Symbol: Forked lightning bolt descending from a cloud partly obscuring the sun Thrym (THRIM) the Glacial Lord is the patron of the frost giants, the aggressive breed of giants who live in glacial and arctic lands. The King of Ice controls winter and winter storms, sending cold, snow, and ice against the enemies of his people. As the Lord of the Frost Giants, he is held to be the protector and leader of that race, preparing them for the day their worlds will be encased in ice and they will rule.

A1.7 Major Gods of the Gnolls

Gorellik The Loner, King of Hyenas, Hyena King, Bone‐Crusher, Marrow‐Gnawer (Demigod) Alignment: Chaotic Evil Portfolio: Hunting, hyenas, hyaenodons Holy Symbol: White, mottled hyaenodon’s head Once the chief deity of a small but diverse gnoll pantheon, Gorellik (GOR‐el‐ick) has declined to obscurity and insignificance. He hunts with his pack of hyaenodon servitors throughout the lower chaotic planes, calling no permanent place home; as the ages have past, he has found comfort in the simple savagery of a bestial form, caring for little else but hunting prey with his entourage pack. Most gnolls and flinds barely remember their former master, due in no small part to the absence of a creation story from their myths through which he could hold sway over them. It is said he encountered the infant race of gnolls in his ancient wanderings when he was a more powerful deity, admired for his strength and might. He was known even then as the King of Hyenas, and taught the gnollish races how to master and tame hyenas and hyaenodons as hunters and guards. He has always been a loner, counting no other deity as kin or mate, not even the other powers of the nascent gnollish pantheon, although he held dominion over them. With no mythology to hold the pantheon together and bind the gnolls to him, his followers began looking to other, more powerful gods, for he taught them too well to value might. They first looked to Annam’s brood, envying the height and strength of the giants and hoping that through worship they could gain similar power. In the end, however, most turned to Yeenoghu, the self‐styled Demon Prince of Gnolls, for the magical and clerical power he promised them and his chosen form, so much like their own. Some devotees still clung to the old gods, but the lack of worship caused most of the pantheon to slowly die and disappear, forgotten even amongst sages of the divine, leaving only the King of Hyenas himself and the goddess of fear, Refnara.

Refnara Moon‐Biter, She Who Bites the Moon (Demigod) Alignment: Neutral Evil (Chaotic Evil) Portfolio: Fear, dread, darkness, snakes, caves, the earth Holy Symbol: Serpent with the moon in its jaws Refnara Moon‐Biter (REF‐nahr‐ah) is the gnollish god of fear and darkness, and one of the last remaining deities of the ancient gnoll pantheon. She is a terrifying serpentine being who originally instilled the fear of light and the moon in gnolls; she alleviates the fear of moonlight by biting away chunks of the moon regularly and returning night to darkness. Like Gorellik, her origins are murky and unrelated to the gnolls themselves; she has managed to hold onto what remains of her faithful simply through fear and superstition.

Yeenoghu The Demon Prince of Gnolls, Beast of Butchery, the Ruler of Ruin, Demon Lord of Ghouls (Demon Prince) Alignment: Chaotic Evil Portfolio: Gnolls, butchery, ghouls, paralysis Holy Symbol: Triple‐headed flail Yeenoghu (yee‐NO‐goo) is the very model of the ambitious heights powerful demon lords can achieve. Through ancient alliances, magical rituals, and the slow poaching of followers from the old gnoll pantheon, the Beast of Butchery has managed to achieve the ranking of Lesser Deity and subvert the worship of the vast majority of gnoll‐kind, and in doing so gained the title of the Demon Prince of Gnolls. He has also added ghoul‐kind and paralysis to his portfolios through his conquest of the White Realm and the capitulation of the nearly‐divine Doresain, Demon King of Ghouls. He rules his realm in the Abyss from an enormous mountain of cracked bones, while ever questing for greater influence.Yeenoghu aims to one day be the first demonic lord to achieve the level of a Greater Power. His titles also reflect the drive he instills in his followers to violently and destructively take what they wish from the world. Yeenoghu long ago turned his back on the normal interests of most demons, desiring instead desiring to be worshiped and gain influence on the Prime Material. As a demon lord, he is part of no pantheon, and brooks no polytheism from his followers. He does not associate with most other powers or greater demon lords out of disdain and dislike, preferring to plot the theft of their followers. His only known current ally is Doresain, the Demon King of Ghouls, who swore fealty to the Beast of Butchery after the Demon Prince led an invasion into the White Realm, the king’s abyssal realm.

A1.8 Major Gods of the Ogres

Mirklak The Orcslayer, the Tharkul (Demigod) Alignment: Lawful Evil Portfolio: Warriors, ogre warrior virtue, bravery, leadership, ogre nobility, war Holy Symbol: Two‐handed sword over an orc skull Mirklak (meer‐CLACK) is the ogrish deity who embodies the qualities of leadership and bravery that ogres look for in their nobility. He is dispatched by Vaprak to inspire ancient ogre lineages faced with great foes, and to organize burgeoning ogre tribes into powerful and cohesive kingdoms. He is known by many names, for it is said that all great ogre kings were incarnations of him. Mirklak’s origins are unknown, although sages speculate he was once a mortal ogre who so impressed Vaprak that he was elevated to divine status as a reward. It is not even known if Mirklak is his original name, or just the name of his most widely‐ known incarnation. Whatever his origins, he serves Vaprak loyally and unquestioningly, acting as his agent when a more strategic mind is needed. Compared to Vaprak, Mirklak is essentially a civilized deity, and as such he is only known to ogre tribes who rise above the petty barbarism that ensnares much of that race. He represents a more orderly life of kings and nobles than most ogres experience. To that extent, he has come to be seen as a patron of ogre magi, although he does not formally include that race in his portfolio.

Vaprak The Destroyer, the Rapacious, the King Eater, the Undying One, the Great Devourer, Troll King (Lesser Deity) Alignment: Chaotic Evil Portfolio: Combat, greed, destruction, aggression, frenzy, ogres, trolls Holy Symbol: Taloned claw Vaprak (VAP‐rak) the Destroyer is the rapacious and savage god of ogres and trolls. Motivated primarily by base instinct and emotion, his actions are frenetic and violent, with generally little aforethought. Hunger, hatred, envy, malice, and fear are the prime motivations of his actions. He is said to be the King Eater and the Eater of Kings, surrounded by the bones of hundreds of mortal rulers in his dank cave in the Abyss. Little concrete evidence exists on Vaprak’s origins. Troll and ogre mythology has little to say on the matter. Trolls believe he has always existed and will always exist; in fact, they believe the Destroyer created all other gods, and thus all mortal creatures, simply so that he and his followers would have something to eat. Ogres, while not having such a simplistic mythos, generally take on aspects of nearby races when discussing Vaprak’s origins and the birth of their race. Tales from ogrish kingdoms with an ancient pedigree and tales from the oldest ogre magi tribes often share a number of similarities, however. In such tales, Vaprak is a great noble ogre deity, wise in rulership and shrewd in command, wearing gleaming armor and wielding a powerful weapon, typically a maul‐like hammer or a great tetsubo. He created the ogre race in his image at the time of the giants, before the humans and orcs appeared. Unlike those larger creatures, Vaprak endowed his creation with the ability to live where they pleased, and wander wherever they desired, and they built great kingdoms, only to have them destroyed by the treachery and villainy of the smaller races. Vaprak’s appearance and nature in these early myths, particularly his lack of trollish characteristics, has led many sages to speculate upon a merger of two different beings at some early point in the history of the Destroyer, with the attributes and personality of the trollish deity generally winning out over the ogrish one. Perhaps tellingly, younger ogre tribes often have some version of a myth that ties Vaprak’s origins to a merger of troll and ogre, resulting as well in the creation of the powerful artifact known as the Hand of Vaprak. It is also a strong possibility that one of these deities was the child of the giant god Annam and a goddess of illusion and deceit. As with many such divine mysteries, however, the gods keep the truth of the matter to themselves.

Ysshara The Lorekeeper, the Restorer, the Teller of Tales (Demigod) Alignment: Neutral Evil Portfolio: Healing, heroic deeds, history, genealogy Holy Symbol: A club overlaid on a broken shield Ysshara (EE‐shaar‐ah) serves Vaprak by maintaining the health and vitality of the ogrish race. She is said to know the history of every ogre, and ensures that those of proper bloodlines rule and guides them to take mates who keep the bloodlines strong and healthy. She is also said to inspire young ogres to bravery and heroics by sending dreams of the great ogre heroes of old. Finally, her herb‐lore is legendary amongst ogres, and she is said to have granted the first ogre shamans all her knowledge in that field.

A1.8 Other Major Non‐Human Entities

Special Note: The following two Demon Lords are included as they directly interfere with the Giant pantheon (and others).

Baphomet Demon Lord of Minotaurs, the Trampler, Prince of Beasts (Demon Prince) Alignment: Chaotic Evil Portfolio: Minotaurs, battle, vengeance, beasts, mazes, magic and magical experimentation Holy Symbol: A stylized maze The Demon Lord of the Endless Maze, Baphomet (BAFF‐oh‐met or BAFF‐uh‐met) has adopted the minotaurs as his chosen followers much as Yeenoghu has adopted the gnolls. The Trampler embodies the brutal savagery of bestial life, carefully directed by a keen intellect that is a master of magical experimentation. The creation of new forms of monstrous beasts and tanar’ri are passions of the Prince of Beasts, rivaled only by his love of vicious combat. His vengeance is legendary, for he has a long memory and never forgets betrayals or slights by others; because of this reputation, he is often looked to by the desperate as a path to mete out their own vengeance on those who have wronged them, and the Trampler has no qualms about promising such in order to gain the assistance of mortals in his goals. As is the case with most powerful demons, Baphomet has a lengthy list of foes, many of whom are fellow powers of the Abyss. His most hated rival is the Demon Prince of Gnolls, Yeenoghu. Neither recalls the nature of their animosity it was so long ago, nor does either have the power to destroy the other. This animosity spills over into their followers as well, causing gnolls and minotaurs who follow the two Abyssal Lords to attack each other on sight. The Prince of Beasts also opposes many other Abyssal Lords although more as rivals to power than due to any overriding hatred. He rarely takes direct action against them unless he feels his influence on events can be hidden. However, due to direct confrontations in the past, Baphomet is much more likely to engage Lolth, Graz’zt, or Orcus directly if he sees an opportunity to thwart their schemes. The Trampler views all other deities who claim purview over beasts and animals as infringing on his rightful domain. The magical experimentation he and his followers perform on animals has earned them the ire and revulsion of deities who place high value on keeping nature unspoiled, such as Rillifane Rallathil and Obad‐hai. While appreciating the savagery of Baphomet, Malar the Beastlord has sworn to destroy the demon lord for claiming such a similar dominion as his own; similarly, Karontor hates the Prince of Beasts for subverting the worship of some evil giants. The jungle god Ubtao’s philosophy that each mortal’s life is a unique labyrinth that must be navigated has caused Baphomet to swear destruction on him, claiming that all mazes and labyrinths, be they physical or philosophical, are his rightful domain.

Kostchtchie Prince of Wrath, the Demon Prince of Ice, the Wrathlord (Demon Prince) Alignment: Chaotic Evil Portfolio: Strength, violence, wrath, destruction through cold, conquest Holy Symbol: A two‐handed hammer or maul Kostchtchie (KO‐stee‐chee), Prince of Wrath and Lord of the Iron Wastes, is a hateful and spiteful being who revels in the strength and destructive power of ice. His fury at all those who oppose him is unending and unbreakable, and there are few beings of power indeed who do not oppose him in his eyes. As a powerful Abyssal lord, the Demon Prince of Ice can draw upon hordes of lesser tanar’ri, but instead prefers frost giants as his thralls, having long identified himself with that race despite once being a mortal man. In turn, he has increasingly been embraced by the most violent and malevolent members of that giantish brood. In the distant past, Kostchtchie was a mortal human named Koschei; in what land and on what world even he no longer remembers. Legends say he was a malicious and hateful warrior, and in pursuit of his desire to gain great power and slay all who oppose him, he made a bargain with the immortal witch Baba Yaga. She trained him in the use of magic and sealed his soul away in a series of enchanted objects, rendering him immune to the ravages of time and the weapons of his enemies, whereupon he became known as Koschei the Deathless. Unfortunately for him, there was a weakness in his invincibility, exploited by an astute young warrior‐maiden with the unwilling assistance of Baba Yaga herself. His hatred and evil was too strong for death to quench, however, and his spirit found itself reborn on the vast plains of the Abyss as a lowly demon. Unlike most other evil spirits who find their way to the Abyss, however, Koschei retained all of his hatred and much of his memory. Taking the name Kostchtchie, he used his hatred to advance through the ranks to that of an Abyssal Lord quite quickly. To this day he blames his death and fall on Baba Yaga in particular and women in general, which has spread to the deep misogyny practiced by his followers. Kostchtchie has earned the special ire of the entire Ordning as he delights in gaining evil giants and giant‐kin as worshippers. In fact, outside of a few ogre tribes and a small cult of humans, thevast majority of his worshippers are in fact giants of evil alignment.

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APPENDIX III – Listing of Human Deities by Pantheon

BAKLUNISH PANTHEON Name Status Align Portfolio Al‐Akbar Demigod LN Guardianship, Faithfulness, Dignity, Duty Azor'alq Hero‐Deity NG Light, Purity, Courage, Strength Daoud Hero‐Deity NG Humility, Clarity, Immediacy Geshtai Lesser Deity N Lakes, Rivers, Wells, Streams & Oases Istus Greater Deity N Fate, Destiny, Divination, Future, Honesty Moqul Lesser Deity N Trade, Negotiation, Ventures, Appraisal, Reciprocity Xan Ye Lesser Deity N Twilight, Shadows, Stealth, Mental Power Zuoken Lesser Deity N Physical and Mental Mastery

FLAN PANTHEON Name Status Align Portfolio Allitur Lesser Deity LG/LN Ethics, Propiety Beory Greater Deity N/NG Oerth, Nature, Rain Berei Lesser Deity NG Home, Family, Agrigulture Kyuss Hero‐Deity NE Creation and Master of Undead Mayaheine Demigod LG Protection, Justice, Valor Myrhiss Lesser Deity NG Love, Romance, Beauty Nerull Greater Deity NE Death, Darkness, Murder, the Underworld Obad‐Hai Int. Deity N Nature, Woodlands, Freedom, Hunting, Beasts Pelor Greater Deity NG/LG Sun, Light, Strength, Healing Rao Greater Deity LG Peace, Reason, Serenity Vathris Hero‐Deity LN Anguish, Lost Causes, Revenge Vecna Lesser Deity NE Destructive and Evil Secrets Zodal Lesser Deity NG Mercy, Hope, Benevolence

OERIDIAN PANTHEON Name Status Align Portfolio Atroa Lesser Deity NG Spring, East Wind, Renewal Bleredd Lesser Deity N Metal, Mines, Smiths Celestian Lesser Deity N/NG Stars, Space, Wanderers Cyndor Lesser Deity LN Time, Infinity, Continuity Daern Hero‐Deity LN Defense, Fortifications Delleb Lesser Deity LG Reason, Sanity, Intellect Erythnul Int. Deity CE/CN Hate, Envy, Malice, Panic, Ugliness, Slaughter Fharlanghn Int. Deity N/NG Horizons, Distance, Travel Heironeous Int. Deity LG Chivalry, Justice, Honor, War, Daring, Valor Hextor Int. Deity LE War, Discord, Massacres, Conflict, Fitness, Tyranny Johydee Hero‐Deity NG Deception, Espionage, Protection Kurell Hero‐Deity CN Jealousy, Revenge, Theft Kuroth Hero‐Deity CN Theft and Treasure Finding Lirr Lesser Deity CG Prose, Poetry, Literature, Art Merikka Demigod LG Farming, Agriculture, the Home Myrlund Hero‐Deity LG Magical Technology Olidammara Int. Deity CN Music, Revels, Wine, Rogues, Humor, Tricks Pholtus Int. Deity LG/LN Light, Resolution, Law, Order, Inflexibility, Sun, Moons Procan Int. Deity CN Seas, Sea Life, Salt, Sea Weather, Navigation Rudd Demigod CN/CG Chance, Good Luck, Skill Sotillion Lesser Deity CG/CN Summer, South Wind, Ease, Comfort Telchur Lesser Deity CN Winter, Cold, North Wind Velnius Lesser Deity N/NG Sky, Weather Wenta Lesser Deity CG Autumn, West Wind, Harvest, Brewing Zilchus Int. Deity LN Power, Prestige, Money, Business, Influence

SUEL PANTHEON Name Status Align Portfolio Beltar Lesser Deity CE/CN Malice, Caves, Pits Bralm Lesser Deity N/LN Insects, Industriousness Dalt Lesser Deity CG Portals, Doors, Enclosures, Locks, Keys Fortubo Lesser Deity LG/LN Stone, Metals, Mountains, Guardianship Jascar Lesser Deity LG/LN Hills, Mountains Kord Int. Deity CG Athletics, Sports, Brawling, Strength, Courage Lendor Int. Deity LN Time, Tedium, Patience, Study Llerg Lesser Deity CN Beasts, Strength Lydia Lesser Deity NG Music, Knowledge, Daylight Nazarn Hero‐Deity N Formal and Public Combat Norebo Lesser Deity CN Luck, Gambling, Risks Osprem Lesser Deity LN Sea Voyages, Ships, Sailors Phaulkon Lesser Deity CG Air, Wind, Clouds, Birds, Archery Phyton Lesser Deity CG Nature, Beauty, Farming Pyremius Lesser Deity NE Fire, Poison, Murder Syrtul Lesser Deity NE Lies, Deceit, Treachery, False Promises Vatun Lesser Deity CN Northern Barbarians, Cold, Winter, Arctic Beasts Wee Jas Int. Deity LN/LE Magic, Death, Vanity, Law

UNIVERSAL PANTHEON Name Status Align Portfolio Boccob Greater Deity N Magic, Arcane Knowledge, Foresight, Balance Earth Dragon, The Demigod LE Earth, Weather, Hidden Treasures Elder Elemental Eye Demigod NE Elemental Evil Heward Hero‐Deity NG Bards, Musicians Incabulous Greater Deity NE Plagues, Sickness, Famine, Nightmares, Drought, Disaster Iuz Demigod CE Deceit, Pain, Oppression, Evil Joramy Lesser Deity N/NG Fire, Volcanoes, Wrather, Anger, Quarrels Keoghtom Hero‐Deity NG Secret Pursuits, Natural Alchemy, Extraplanar Exploration Ralishaz Int. Deity CN Chance, Ill Luck, Misfortune, Insanity St. Cuthbert Int. Deity LG/LN Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline Tharizdun Greater Deity NE Eternal Darkness, Decay, Entropy, Malign Knowledge Tritherion Demigod CG Individuality, Liberty, Retribution, Self‐Defense Tsolorandril Hero‐Deity LN Wave Motions Wastri Demigod LN/LE Amphibians, Bigotry, Self Deception Zagyg Demigod CN/CG Humor, Eccentricity, Occult Lore, Unpredictability

APPENDIX IV – Listing of Demihuman Deities by Pantheon

DWARVEN PANTHEON Name Status Align Portfolio Abbathor Int. Deity NE Greed Berronar Truesilver Int. Deity LG Safety, Truth, Home, Healing Clangeddin Silverbeard Int. Deity LG Battle, War Diirinka Int. Deity CE All Derro, Magic, Knowledge, Cruelty Dugmaren Brightmantle Lesser Deity CG/NG Scholarship, Discovery, Invention Dumathoin Lesser Deity CG/NG Mining, Exploration Gendwar Argrim Hero‐Deity LN Fatalism and Obsession Laduguer Int. Deity LE All Duergar, Crafts, Protection, Magic, Magic Weapons Moradin Greater Deity LG All Dwarves, Smithing, Engineering, Creation, War Muamman Duathal Lesser Deity NG Expatriates, Urban Dwarves, Travelers, Exiles, Lightning Ulaa Int. Deity LG Hills, Mountains, Gemstones Vergadain Int. Deity N Wealth, Luck

ELVEN PANTHEON Name Status Align Portfolio Aerdrie Faenya Int. Deity CG Air, Weather, Avians, Rain, Fertility Corellon Larethian Greater Deity CG All Elves, Magic, Music, Arts & Crafts, War Deep Sashelas Int. Deity CG Aquatic Elves, Oceans, Knowledge, Beauty, Water Magic Elhonna Int. Deity NG Forests, Woodlands, Flora & Fauna, Fertility Erevan Ilesere Int. Deity CN Mischief, Change, Rogues Fenmarel Mestarine Lesser Deity CN/CG Wild Elves, Outcasts, Scapegoats, Isolation Gadheiyn Hero‐Deity CN Independence, Outlawry, Feasting, Hunting Hanali Celanil Int. Deity CN Love, Romance, Beauty, Fine Arts, Artists Labelas Enoreth Int. Deity CG Time, Longevity, History Rillifane Rallathil Int. Deity CG Wood Elves, Woodlands, Nature, Druids Sehaine Moonbow Int. Deity CG/NG Mysticism, Dreams, Far Journeys, Death, Full Moons Solonor Thelandira Int. Deity CG Archery, Hunting, Wilderness Survival Ye'Cind Demigod CG Music, Magical Songs

GNOMISH PANTHEON Name Status Align Portfolio Baervan Wildwanderer Int. Deity NG Forests, Nature, Travel Baravar Cloakshadow Lesser Deity NG Illusions, Protection, Deception, Hatred of Goblinoids Callarduran Smoothhands Int. Deity N Svirfneblin, Protection, Earth, Mining, Secrecy Flandal Steelskin Int. Deity NG Mining, Smithing, Fitness Gaerdal Ironhand Greater Deity LG Protection, Vigilence, Combat Garl Glittergold Int. Deity NG Gnomes, Protection, Humor, Gemcutting, Jewelrymaking, Illusion Roykyn Hero‐Deity NE Cruelty Segojan Earthcaller Int. Deity NG Earth, Nature Urdlen Int. Deity CE Greed, Bloodlust, Evil, Hatred, Blind Destruction

HALFLING PANTHEON Name Status Align Portfolio Arvoreen Int. Deity LG Protection, Vigilance, War Brandobaris Int. Deity N Stealth, Thieves, Adventuring Charmalaine Hero‐Deity N Keen Senses and Narrow Escapes Cyrrollalee Int. Deity LG Friendship, Trust, Home Sheela Peryroyl Int. Deity LG Nature, Agriculture, Weather Urogalan Demigod LN Earth, Death, Protection of the Dead Yondalla Greater Deity LG Halflings, Protection, Fertility

APPENDIX V – Listing of Humanoid Deities by Pantheon

DEVILS of the NINE HELLS (Horned Society) Name Status Align Portfolio Barbatos Archdevil LE Evil, Pain, Avarice Dispater Archdevil LE Torture, Imprisonment Mammon Archdevil LE Greed Belial Archdevil LE Adultery, Desire, Lust Geryon Archdevil LE Lies, Heresies, False Promises Moloch Archdevil LE Mercilessness, Combat, Pillaging, Destruction, War Baalzebul Archdevil LE Treason, Undeath Mephistopholes Archdevil LE Deceit, Unholy Unions, Secret Deeds Asmodeus Greatest Archdevil LE Purest of Evil, Greatest of Power

BUGBEAR DEITIES Name Status Align Portfolio Grankhul Lesser Deity CE Hunting, Senses, Surprise, Stealth Hruggek Int. Deity CE Violence, Bugbears, Combat

GOBLIN & HOBGOBLIN DEITIES Name Status Align Portfolio Bargrivyek Lesser Deity NE Cooperation, Territory, Unification of all Goblinoid races Khurgorbaeyag Lesser Deity LE Goblins, Slavery, Oppression, Morale Maglubiyet Greater Deity LE War, rulership, destruction, hierarchical order, goblins and hobgoblins Nomog‐Geaya Int. Deity LE Hobgoblins, War, authority, courage in battle, savagery

KOBOLD & URD DEITIES Name Status Align Portfolio Dakarnok Demigod LE Destruction, havoc, skirmishes, raiding, plundering Gaknulak Demigod LE Urds, flight, air, bats, defense, cowardice, covetousness Kuraulyek Demigod NE Urds, flight, air, bats, defense, cowardice, covetousness Kurtulmak Lesser Deity LE War, mining, exploration, exploitation of resources, survival, revenge

ORCISH DEITIES Name Status Align Portfolio Bahgtru Int. Deity LE Strength, combat, loyalty Gruumsh Greater Deity LE Conquest, territory, survival, domination, all orcish kind Ilneval Int. Deity LE Warfare, combat leadership, strategy, planning, courage, unity Luthic Lesser Deity LE Females, fertility, medicine, healing, servitude, caves, morale Shargaas Int. Deity NE Darkness, thieves, night, stealth, assassination, the underdark, undead Yurtrus Int. Deity NE/LE Death, disease, burial lands, plagues, the dead, rot

THE ORDNING (GIANTISH DEITIES) Name Status Align Portfolio Annam Greater Deity N Magic, creation, knowledge, fertility, philosophy, meditation, the Jotunbrud Diancastra Demigod CG Trickery, pleasure, wit, impudence, knowledge, discovery, exploration Grolantor Int. Deity CE Hunting, combat, cooking, eating, gluttony, hill giants Grond Peaksmasher Demigod CG Civilization, culture, struggle against base instincts, self‐improvement Hiatea Greater Deity N/NG Nature, agriculture, hunting, females, children, childbirth, protection Iallanis Lesser Deity NG Love, mercy, forgiveness, beauty, flowering plants Karontor Lesser Deity NE Deformity, hatred, exiles, fomorians, verbeeg, lycanthropic giants Memnor Int. Deity NE Pride, mental prowess and control, dominion, “honor” (see full descr.) Skoraeus Stonebones Int. Deity N Arts, craftsmanship, solitude, stone, underground, stone giants Stronmaus Greater Deity NG/CG Sun, sky, weather, seas, storm and cloud giants Surtr the Black Int. Deity LE Fire, smithing, iron, war, volcanoes, patience, fire giants Thrymm Int. Deity CE Cold, ice, snow, winter, glaciers, high mountains, fortifications, frost giants

GNOLL DEITIES Name Status Align Portfolio Gorellik Demigod CE Hynting, hyenas, hyaenadons Refnara Demigod NE/CE Fear, dread, darkness, snakes, caves, the earth Yeenoghu Demon Prince CE Gnolls, butchery, ghouls, paralysis

OGRE DEITIES Name Status Align Portfolio Mirklak Demigod LE Warriors, ogre warrior virtue, bravery, leadership, ogre nobility, war Vaprak Lesser Deity CE Combat, greed, destruction, aggression, frenzy, ogres, trolls Ysshara Demigod NE Healing, heroic deeds, history, genealogy

OTHER NON-HUMAN DEITIES OF NOTE Name Status Align Portfolio Baphomet Demon Prince CE Minotaurs, battle, vengeance, beasts, mazes, magic and magical experimentation Kostchtchie Demon Prince CE Strength, violence, wrath, destruction through cold, conquest

Appendix VI – A Full Account of the Greyhawk Wars

The defining event in the recent history of the continent of Oerik was the series of conflicts known collectively as the Greyhawk Wars. This recounting presents, in its entirety, the actual campaign history of the fighting. This material should be common knowledge to anyone on the Flanaess that has paid the slightest attention to current events or their history lessons.

A1.1 Introduction

Philosophers say that war is always born of lust ‐ lust for power and loot. Perhaps this holds true for the petty forays and border raids that have plagued the Flanaess through history. However, the grand carnage of recent years cannot be explained by mere lust. Rather, the complex alchemy of mortal passions, foibles, and dementia is what hurtled nation against nation in the wars that reworked the Flanaess.

A1.2 Dramatis Personae: Antagonists

To understand the so‐called Greyhawk Wars, one must understand the cast of characters. The cast ranges widely—from demi‐ gods to outcasts and from heroic warriors to red‐hooded spies. Together they comprise a grand dramatis personae, the cast of a great tragedy.

Iuz the Old “His Most Profane Eminence, Lord of Pain, Fiend of the North, Child of the Evil One, Master of the Dread and Awful Presences, Iuz the Evil, Iuz the Old”—so was this foul demi‐god hailed by the corrupt and evil things that served him. Ruling from blood‐ black Dorakaa, City of Skulls, Iuz harbored an undisguised desire to dominate all of the Flanaess. He first gained notice, however, a century before the Greyhawk Wars. In 479 CY, the land now called Iuz was a fractious collection of independent fiefs. The petty princes who ruled these plots of land vied to inherit the lands of Furyondy, which at that time reached far north. Among these princes was a paltry despot of the Howling Hills, who died in that year and left the land to a son of questionable origin—Iuz. Oddly, rumors alternately described the “son” as an old man and a 7‐foot‐tall, feral‐faced fiend. After the incipient Lord of Evil reorganized his small estate into a military camp, his attention swung to neighboring fiefs. Feigning a merely defensive stance, Iuz worked covertly to pit his despotic neighbors against each other. In time the resources and wills of these princes were whittled away by conflict, and Iuz seized the land. By the end of his first year on the throne Iuz had assimilated the three fiefs surrounding his. Iuz’s domain began to spread like mold upon an overripe peach, primarily due to his use of humanoid tribes. Most human princes considered orcs and goblins vermin‐ridden inferiors, an attitude best typified by His Eminence Count Vordav, who swore to “burn on sight any hovel of those miserable scum.” (1)Though this attitude allowed the petty princes to “maintain a false sense of purity for the old Aerdi traditions,”(2) it also meant their armies were quickly overmatched by Iuz, who made full use of orcish cruelty and fecundity. As more and more fiefs fell to the humanoids, a swelling stream of refugees carried wild tales of Iuz’s powers to Furyondy in the south. According to such rumors, Iuz had constructed a road paved with skulls between the Howling Hills and Dorakaa, his new capital. The watchtowers guarding the road were said to be fueled on the flesh of living men. Iuz himself had sloughed off his withered form and grown to colossal size—or so the tales said. Though hindsight may dismiss the most outlandish of such claims, the rumors at that time spread panic along the southern shores of Whyestil Lake.(3) The King of Furyondy, Avras III, shifted attention to his northern frontier to prevent expansion of Iuz’s power into the heartlands of Furyondy.(4) Yet King Avras’s position was compromised by the independence of his nobles—particularly the Great Lords of the south, who remained unthreatened by Iuz. Many of these southern lords seized the opportunity to wring concessions from their hard‐ pressed king, depriving him of the taxes and control he was soon to need.(5) Such concessions roused the ire of the northern‐ border margraves, who felt betrayed by the Great Lords. In reaction, the margraves infiltrated the Order of the Hart, a small religious faction at the time, and patiently, deliberately transformed it into a military brotherhood loyal to them. So it was that Iuz’s external threat sundered Furyondy internally. By 505 CY, a three‐way split had grown in the ranks of the nobility. The most powerful faction was the Great Lords of the south, who used Iuz’s threat to lever their lands from the king’s control. Second in power was the Order of the Hart, which grew in unity and strength to oppose Iuz’s border raids. Least in power was King Avras III with his estates and kin. Trapped in the lands between the more powerful factions, the king futilely strove to appease both. At this crisis point, however, Iuz’s growing power was checked. Whether by luck, wisdom, or courage, a small party of adventurers managed to seize the Lord of Evil and imprison him beneath the towers of Castle Greyhawk. How or why they undertook this feat has long been lost to the tides of time ‐ lost along with all but one of the heroes’ names: the wizard Zagyg the Mad.(6) Whatever the adventurers’ motives and means, their labors resulted in salvation for Furyondy. Deprived of their lord, the orc and goblin armies massing on Furyondy’s borders rapidly dissolved. The barbarous creatures fought the regents of Iuz and won for themselves the east and west shores of Whyestil Lake. East of the lake, savage chieftains and unscrupulous humans founded the Horned Society by 513 CY, but the depths of the Vesve Forest remained untamed up to the Greyhawk Wars over half a century later. Though the humanoid armies had retreated from the borders, Furyondy was too wracked by internal dissension to give chase. As pressure from the north ebbed, Prince Belvor III, King Avras’s son, energetically courted the Order of the Hart. By playing on the suspicions of the Great Lords of the south, Belvor III swung the Order of the Hart into the royal faction. After his father’s death, Belvor used his monarchial power to force the Great Lords back into the fold as well. Though his reign was relatively short,(7) Belvor’s coalition lasted, holding the fractious kingdom together during the years of his son’s regency. Since assuming the throne from Lord Throstin, Regent of the Realm, Belvor IV has striven to strengthen Furyondy, planning the eventual conquest of the Horned Society and Iuz. Relations within the kingdom are far from settled, though. The rival factions, though much weaker, still remain and have found new causes to champion. In Belvor’s efforts to reform and strengthen the empire, he has undone much of his regent’s handiwork. Disgruntled, Lord Throstin has gained increasing control over the Order of the Hart and thus slowed the king’s reassumption of full power. With all the turmoil within his borders, King Belvor IV virtually ignored Iuz’s return in 570 CY. Iuz, for his own part, had not sought to draw the attention of the southern lands. His sudden departure left disorder in the kingdom and until he could reassert absolute authority over the quarrelsome humanoid tribes, he was content to be ignored by his enemies.

The Mad Overking Ivid V Before the conflict between Iuz and Furyondy began its slow festering, events of equal import developed in the east. In the palace of Rauxes at the heart of the Great Kingdom, scions of House Naelax swept through the halls, brutally slaying every last member of the ruling House of Rax. Brought to power by blood and treachery, the House of Naelax was destined to rule by terror, for madness flowed in the blood of its progeny.(8) The tale of the Great Kingdom of Aerdi begins almost 40 years prior to Iuz’s rise. In those days, the North Province was ruled by Prince Ivid, a charismatic and able—though thoroughly debauched— nobleman. Because decades of weak kingship under the House of Rax had eroded imperial power, nobles such as Prince Ivid grew bold in their claims, pressing demands upon the Malachite Throne. The kingship, weak as it was, folded beneath the pressure and the Great Kingdom plunged into the Turmoil Between Crowns. When Nalif, the only remaining heir of Rax, was assassinated,(9) a host of rival princes claimed right to the Malachite Throne. Through a campaign of diplomacy, war, and assassination, Prince Ivid solved the problem of succession by eliminating all contenders and leaving himself the sole surviving prince of blood. Thus, the House of Naelax achieved the throne and Prince Ivid became His Celestial Transcendency, Overking of Aerdy, Grand Prince Ivid. Included in his chain of titles were Herzog of the North; Archduke of Ahlissa, Idee, and Sunndi; Suzerain of Medegia; Commander of the Bone March; and Protector of Almor and Onnwal. Fate, however, quickly made these titles little more than grandiose claims. The chaos unleashed with the assassination of Nalif did not cease when Ivid seized the throne. Indeed, the peasants of Onnwal, Idee, and Sunndi rebelled, and the Herzog of Ahlissa asserted his own independence.(10) Ivid hurried to deal with his southern cousin (the nobility of the Great Kingdom were all related) only to find his lands exhausted and ill‐administered after years of civil war. Unable to raise a sufficient army from his own fiefs, the Overking reluctantly called upon his remaining cousins for aid. Like sharks scenting blood, they closed in on the seemingly helpless king, intent on a kill. The history of this second wave of civil war is even more confused and incomplete than that of the first. The sack of the University of Rauxes in 449 CY destroyed all imperial records of the war.(11) Likewise, Duke Astrin’s considerable library at Eastfair went out in rucksacks and up in flames during the final imperial campaign. Though some fairly complete histories survived in the monasteries of Medegia, they are heavily tinged with the Holy Censor’s degenerate philosophies. Their accuracy is highly questionable, especially concerning their main topic: the battles between Rauxes and Medegia. Though reliable accounts of the battles are lost to time, the results stand clear: the Overking retained his throne but suffered losses of territory and power. A nephew that Ivid left as steward of the North Province rebelled against his uncle and established his fief as a sovereign state. So too, the chief prelate of Ivid’s empire—the Holy Censor of Medegia—defied the Overking and established an independent see. The Sea Barons were not as successful: though they gained control over the Aerdi fleet, the Overking closed all mainland ports to them. Left with only hostile non‐Aerdi neighbors, the Sea Barons sued for peace. Little is known of the campaigns in the heartlands of the Great Kingdom, though certainly Ivid earned the title “the fiend‐ seeing” during these battles. When Almor rebelled, the Overking struck back with a vengeance, demonstrating his “fiend‐ seeing” abilities. Drawing upon hellish aid, the Overking’s armies routed the rebels. Even in the empire’s weakened state, Almor could not stand to the diabolical fury of the Companion Guard (12) until Nyrond sent its aid. In the end, the exhausted armies fought to a draw along the current borders. Since that time, the Great Kingdom has seen a progression of Overkings. Ivid ruled for 48 years and, though he never regained control of his lost provinces, he bound the rest of Aerdi to him through fear and debauched reward. His son, Ivid II, survived only three years on the fiend‐seeing throne. Unstable before his coronation, Ivid II quickly lapsed into raving dementia upon assuming the full regalia of office. (13) Madness did not bring Ivid II’s fall, however: he was slain by a son who desired the crown. Ivid III immediately followed his grandfather’s example, exterminating his blood kin so none could challenge him for the crown. With the blood of his father still beneath his fingernails, Ivid III imprisoned his children in richly appointed cages. He provided his heirs with tutors and countless lavish debaucheries lest he seem the neglectful father. When he reached advanced age, however, Ivid III declared that his surviving child would succeed him. The announcement unleashed a bloodbath of fratricide in his children’s velvet prison. The sole survivor became Ivid IV. The new ruler of Aerdi emulated his father: those children not slain at birth were imprisoned, and their mothers monstrously tortured for the Overking’s amusement. With their father’s throat out of reach, the children practiced their Naelaxan butcheries on a succession of nursemaids and governesses. Some survivors of the children sadly came to the Overking’s attention and joined his ever‐changing stable of concubines. After a brief dalliance or pleasing interlude, these women disappeared into the bowels of the torturers’ dungeons: the Overking loved pain more than passion. Otherwise Ivid IV’s reign accomplished little. The Overking excelled in debauchery, not administration. He perennially launched military campaigns to retake Almor and Nyrond and always managed only to shift the borders a few miles in either direction. No matter—the battles provided a summer spectacle to occupy the Overking, who was more interested in fury and thunder than real military gain. While Ivid IV dallied, his someday successor, Ivid V, set to work. Second among the Overking’s sons, Ivid V thought to simplify the appointment of an heir by exterminating his siblings.(14) Though Ivid V completed this task with skill and dispatch, his father still refused to yield the throne to him. The heir apparent therefore hired the Overking’s latest favorite to pour acid in the emperor’s ear.(15) Ivid V ascended the throne and has held it for 28 years. Though as a commander of armies he is dissolute and weak, Ivid V ruthlessly governs his empire with a genius for political machinations. Undeniably, the few campaigns he has fought ended in disaster, but madness has not obscured his diplomatic skill. The North and South Provinces have once again fallen into line behind the Overking’s banner and his emissaries have even brought the humanoids of the Bone March closer to the imperial fold. With his strength growing, the Overking looks for an excuse to again press his claims on the rebellious western lands.

The Father of Obedience The third and perhaps most decisive figure in the looming tragedy of war was also the most mysterious. Known only by a title— His Peerless Serenity, the Father of Obedience—the head of the Scarlet Brotherhood purposely fostered secrecy and rumor about himself and his followers. Most of what is known is only unfounded speculation.(16) Though this organization of the Suel humans is purported to be ancient,(17) the Scarlet Brotherhood only came to the notice of the rest of the Flanaess in 573 CY. (18) This year also saw the abduction of the Prince of Furyondy and the Provost of Veluna. The coincidence of these events seems significant, particularly to conspiracy theorists who suspect the hand of the Scarlet Brotherhood in all dark and mysterious deeds. (19) Whether or not a connection exists, the Brotherhood has remained notoriously silent on the subject. Without question, though, the Scarlet Brotherhood is a fanatical people. Their harshly monastic society has earned for them the epithet “monks,” though the religion practiced by the Brotherhood remains a mystery. They deem all other races as inferior to the Suel People, and with cold, methodic evil set these beliefs to practice. Despite unfailing stealth and treachery when dealing with those beyond the pale, members of the Brotherhood apparently obey their leader—the Father of Obedience—unto death. Though vague rumors of the Brotherhood had existed for centuries, the first official act of the organization was the dispatching of emissaries to the courts of the Iron League in 573 CY. Traveling robed and hooded in red, these strangers claimed to be ambassadors from the Land of Purity. Most were excellent scholars and sages who observed in the courts of the Iron League and generously offered their talents to those who needed them. Through this insidious process the robed strangers patiently wormed into sensitive and even vital offices in the courts of many southern lords. While the robed sages became confidants to kings, assassins of the sect infiltrated the courts under subtler guises. The time when this silent invasion actually began remains unknown, and estimates of the number of assassins are pure guesswork. Some revealed themselves prior to the war, advancing the Brotherhood’s cause through assassination and terror. Even in these strikes, though, the extent of the Brotherhood’s role remains in doubt: assassins seldom proclaimed allegiance as they struck the blow. Was the roof tile that slew the Steward of the Principality of Ulek wielded by an assassin, or by the capricious hand of fortune? (20) Of the Brotherhood’s other prewar activities, only rumors speak. In the last years before the war, reports reached the southern Flanaess that red‐hooded mystics were enslaving and martialing vast savage empires in Hepmonaland. Travelers described these savages in the most horrific terms, mercilessly detailing their cruel rites and debased customs. (21) According to travelers’ tales, vast nations following the ancient ways of the Suloise were mustering in the steamy gardens of Hepmonaland. Still, Hepmonaland was too far from the beleaguered borders of the Flanaess kingdoms to cause much concern. Travelers’ tales fell on deaf ears, and no one noticed the growing stranglehold of the redhooded sages. Had anyone taken note, countless lives could have been saved.

A1.3 Full Account of the Greyhawk Wars

Given the delicate balance of good and evil in the Flanaess and the tragically flawed natures of the land’s tyrants and kings, the question was not whether a war would erupt, but how, when, and where it would. By 582 CY, these questions had met with some startling answers.

The Rise of Stonefist In the frozen north, far removed from the power struggles of the ancient Aerdi kingdoms, dwelt several tribes of barbaric folk: the Fruztii, Schnai, and Cruski, and the raiders of the Hold of Stonefist. For centuries these bands attacked anything or anyone that moved across their barren lands or seas. Three of the four groups—Fruztii, Schnai, and Cruski— claimed Suloise heritage and common foes. Numbered first among their foes were the folk of the fourth group, the raiders in the Hold of Stonefist. The squabbling skirmishes of these small and primitive peoples should have remained merely a parenthetical aside in the epic chronicle of the Flanaess. Rumors surfaced, however, concerning an ancient artifact—the Five Blades of Corusk: the barbarian birthright of five swords imbued with otherworldly magic and lost for all ages. Four of the blades had purportedly been found in the heart of the Corusk Mountains. When the final sword was united with its mates in the proper ritual, the Five Blades of Corusk would combine their power and invoke the Great God of the North. This supernatural being would then muster the barbarian tribes and lead them to victory over the warm lands farther south. Though countless young warriors died upon vision quests in the high mountains, no one discovered the fifth blade. Regardless, in 582 CY, a leader of great power and charisma arose among the barbarians. He called himself Vatun, Great God of the North— and had the power to support his claim. Vatun’s appearance surprised even those most convinced by the rumors of the Five Blades, including the barbarian kings who had used the rumors to further their power. Vatun must have somehow proved his power to these doubtful rulers, for the kings of Fruztii, Schnai, and Cruski each surrendered their ancestral sovereignty to “all‐ powerful” Vatun. Vatun, though, was hardly what he seemed: The entire episode was a fraud. Iuz, with his evil cunning and demi‐god powers, fabricated the god Vatun and masqueraded as messiah of the barbarians. Perhaps the Five Blades of Corusk were genuine and perhaps the Great God of the North might really have appeared were the fifth blade found, but Iuz’s evil schemes ended all search. Vatun wasted no time deliberating. War was imminent between the barbarians and Stonefist. Even as Vatun appeared before his dread‐filled followers, the Fists converged upon them to stop the ceremony. In the brief battle that ensued, Vatun easily routed the Fists and thereby won the prostrate praise of the barbarians. However, instead of completely crushing the Fists, Vatun sought them as allies. Over the course of a few weeks, Sevvord Redbeard—once noted for his stubborn independence— underwent a radical (if not magical) change of heart and joined forces with Vatun and his barbarian hordes. The Rovers of the Barrens, perhaps scenting the familiar stench of Iuz’s evil upon winds from the east, proved less pious toward Vatun. Fiercely independent, the leaders of the few surviving wardogs refused Vatun’s offer to ally. Retreating into the great plain between Stonefist and Iuz, the Rovers were both protected and plagued by their icy and forbidding lands. Though Vatun seemed inconsequential to sages in civilized lands and though the Great God was in fact a sham, his appearing irretrievable unbalanced the delicate scales of good and evil. Iuz’s alter ego clutched the northern tribes in a fist of iron, and with a single gesture he flung them southward. The Hold of Stonefist, now ally rather than enemy of the barbarians, massed for an assault to the south. Demonstrating a savagery that surpassed even his reputation, Sevvord Redbeard, Master of the Hold, bloodily crushed all opposition to his rule. He turned the yearly Rite of Battle Fitness into a massacre to prove his ascendancy then gathered his cowed forces for war talk. He said the time had come for the Fists, robbed of their lands and glory, to bring their southern neighbors to task. With such demagoguery, the Master of the Hold assembled a huge and loyal barbarian army. The Fists were hungry for war and Sevvord Redbeard planned to let them feast. Under Vatun’s orders, the Master of the Hold led his army through Thunder Pass and swept down on Calbut in the Duchy of Tenh.

The Fall of Tenh For decades upon decades, the atamans of Stonefist had coveted the Duchy of Tenh—a land warm and lush by the severe standards of the barbarians. Yet for as many years, the Duke of Tenh and his armies blocked the way into those wealthy lands. Based in the walled city of Calbut, (22) Duke Ehyeh’s patrols watched and guarded Thunder Pass, repelling small forays and delaying larger raids until reinforcements from the city garrison could arrive. For centuries the walled cities and garrisons of Tenh limited the Fists to minor border raids. Preoccupied by skirmishes with the Fruztii, the Fists had not mounted a major attack through the pass for over 30 years. In that time the Tenhas grew complacent. Believing the northern frontier secure, Duke Ehyeh siphoned warriors from Thunder Pass to more pressing assignments: patrols to intercept foul creatures from the Griff Mountains and the Troll Fens, task forces to hunt down desperados of Rookroost and the Bandit Kingdoms, and standing armies along the increasingly hostile border with the Theocracy of the Pale. With Thunder Pass quiet and the Hold preoccupied, Ehyeh allowed the Tenhas guard in Calbut to dwindle dangerously. By 582 CY, Calbut lay completely unprepared for the storm of barbarians sweeping through Thunder Pass. The once‐great gorge wall that sealed the heights of the pass toppled before the Fists’ onslaught and Tenhas runners bearing word of the attack fell between footfalls. The relentless tide of Fists flooded through the pass, inundated the walls of Calbut, and stormed the still‐ open gates, catching the garrison commander completely unawares. (23)Every man among the townsfolk was slaughtered and many women and children carried off to captivity. Though the loss of Calbut grieved the Duke of Tenh, he expected the invasion to follow the course of previous incursions: the advance would grind to a halt while the undisciplined hordes looted Calbut. During the days—perhaps weeks—the Fists would spend in savage plunder, Duke Ehyeh would carefully muster his army and trap the barbarians in their camps. Slowly the duke drew the army of Tenh together, secretly withdrawing troops from other fronts. This invasion, however, did not follow the same course as past attacks. While Tenh’s forces mustered to waylay the Fists, Sevvord Redbeard pushed his troops forward again. In the brief campaign that followed, the Fists marched down a branch of the Zumker River, easily overwhelming the thin ranks of the Tenhas militia in their path. Within five days of the fall of Calbut, Sevvord’s horde laid siege to the walled capital of Tenh, Nevond Nevnend. Without the assuring presence of Duke Ehyeh, the citizens panicked. Rumors of empty granaries ignited a mob of fearful peasants, who marched on the citadel. In grotesque overreaction, the Council of Lords loosed the citadel guard upon the mob. The protest festered into a riot that spread to every corner of the city. As mob panic reach a rolling boil within the walls of Nevond Nevnend, Sevvord Redbeard laid siege to the walls without. The capital fell, and with it all authority in Tenh. After the twin disasters of Calbut and Nevond Nevnend, the armies of Tenh were decimated. Sevvord’s Fists easily fanned out through the countryside and into the Phostwood. The Duke and Duchess, along with their children, fled their homeland, finding refuge in the court of Countess Belissica of Urnst.

Diplomacy News of the fall of Tenh spread through the Flanaess like a rolling cloud of doom, triggering reaction on all sides. Sevvord Redbeard’s conquest rung like a death knell across the land. The messengers whispered the news in the ears of kings and emperors, saying “The hammer has fallen. The time has come.” The great war had drawn its first blood. Most devastated by the fall of that hammer was deposed Duke Ehyeh. In Radigast City, he and his courtiers cobbled together a court‐in‐exile. The decisiveness of the defeat left the duke’s reputation hobbled. Miscalculations were magnified into character flaws, misfortunes considered ineptitude, desperation labeled despotism. The shattered duke appealed to his benefactress for funds and an army to regain his homeland. The Countess of Urnst, unwilling to abuse the age‐old traditions and rights of the nobility, provided him refuge and even funded his court, but refused further aid. Other nations were no more obliging. The Theocracy of the Pale, though unhappy to have Sevvord Redbeard next door, had long distrusted and disliked the Tenhas anyway. The Supreme Prelate of the Pale refused to volunteer an army for Duke Ehyeh to command, choosing instead to strengthen his own borders and prepare to seize Tenh for himself. The king of Nyrond, though sympathetic to Duke Ehyeh’s cause, reserved his troops and funds to counter the ominous rumbles coming from its old rival, the Great Kingdom. At the same time, Iuz suffered his first reverse. The folk of Fruztii, Cruski, and Schnai, long‐time rivals of Stonefist, took exception to Sevvord’s bold stroke. Tenh had always supported the barbarians in their struggles against the Great Kingdom and the Bone March. As part of that support, Duke Ehyeh customarily turned a blind eye to the arms trade traveling across Tenh from Rookroost to Krakenheim. Now, however, the Master of the Hold closed the caravan routes, seizing all weapon shipments for his own people. Angered by their loss and feeling betrayed by the “Great God of the North,” the barbarians began to doubt Vatun. Iuz’s alliance of trickery had begun to erode. The barbarian kings resisted Vatun’s call to overrun Ratik and invade the Bone March. Though the humanoids of the March were bitter foes, the barbarians were quite loathe to swarm Ratik. The tiny archbarony had cooperated with the barbarians for many years, developing strong ties between it and the lands of the north.(24) Though quite willing to launch sea raids against the Bone March and Great Kingdom, the barbarians refused even Vatun’s orders to march through Ratik. As the first few months of the war drew to a close, the northern alliance collapsed altogether. And so the deception that triggered the great war met its end, but not before Iuz had firmly allied Stonefist to his cause. Though the alliance farther east collapsed, Iuz had successfully turned the barbarians’ attention away from the west: instead of pouring though the mountain passes, the barbarians launched daring longship raids along the coast of the Great Kingdom.

Martyrs of the Holy Shielding In 583 CY, Iuz returned to his homeland. The short absence he had taken to work his deceptions upon the barbarians threatened to reduce his evil empire to turmoil once more. Stung by setbacks in the east and determined to silence internal unrest, Iuz savagely restructured his nation. The straggling human nobles from the old Furyondy houses—worms of men, too weak to oppose Iuz and too morally bankrupt to flee—were deposed or executed. In their stead, Iuz placed unholy demons from the Abyss: nabassu, cambions, hezrou, mariliths, and vrock. Somehow he forced them to his will. (25) Nor did the Lord of Evil stop at rebuilding his own lands, but reached also into the Horned Society to replace leaders there. The Dread and Awful Presences, the Hierarchs, almost made the task easy for him. The Hierarchs reigned in veiled seclusion, hiding their human identities from their humanoid minions. Rumors that the Hierarchs were fiendish overlords arose among the humanoids of the Horned Society—rumors the Hierarchs fostered to cement their power. Iuz decided merely to make the rumors reality. In the month of Coldeven, at the height of the Blood‐ Moon Festival, the citadels of Molag ran red with blood as Iuz attempted to stage his coup. Though details are sketchy at best, what is known is that in less than a fortnight, the Hierarchs regained a measure of power in their southern lands, and Iuz had a shaky alliance with the Horned Society. Iuz’s assumption of power in his lands and armament for war did not pass unnoticed. Furyondy’s spies headed back to King Belvor IV with word of the swelling humanoid armies. The news could well have been written in the spies’ blood, though, for most of the human agents were discovered and slain, virtually closing King Belvor’s eyes and ears. When the few spies did reach him, though, the Furyondy king heeded the fate of Tenh and immediately set to building his defense. The citadels along the Veng River were stocked and garrisoned in expectation of immediate attack. Belvor’s vassals raised militia and shifted troops to the Veng border. Emissaries rode to the Shield Lands and Veluna to brace them for war. Belvor was determined that Furyondy would not fall. King Belvor’s emissaries to the Shield Lands met with an icy reception from Lord Holmer, Earl of Walworth and Commander of the Knights of the Holy Shielding. Relations between the two rulers had always been prickly. Though ostensibly allied with Furyondy, the earl long suspected that Belvor intended to annex the Shield Lands. Thus the messenger’s news of the mustering of humanoids in Molag so suddenly after recent events struck Lord Holmer as suspicious: he did not entirely dismiss the warning, but suspected King Belvor of overstating the danger. Holmer felt it more perilous to admit powerful knights of Furyondy into his lands to aid in its defense than to face the rabble of the Horned Society with his own knights. In the coming of Flocktime, Iuz struck. In the dead of night along the banks of the Veng and Ritensa, the humanoids from the Horned Society launched probing attacks. None made more than small headway against the knights of the Hart and Shielding, but the attacks still achieved their aim. While King Belvor and Lord Holmer peered myopically at their river frontiers, Iuz’s true legions marched east, fording the Ritensa north of the Shield Lands and striking into the Bandit Kingdoms. The petty warlords were easily cowed by Iuz’s might and, given the number of spies recently executed, the evil lord was confident that Belvor and Holmer were blind to his maneuvers. Indeed they were. Lord Holmer learned of Iuz’s flanking march only after the humanoid hordes had breached the eastern border. Raging like a grass fire across the open fields of the Shield Lands, they drove on Critwall. When this dark report reached Lord Holmer, he pulled all but a screen of knights from the river frontiers and personally fought his way back toward the undefended capital, Admundfort. More than half of the knights fell in the drive toward the island, but those who reached the Nyr Dyv set fire to as many vessels as they could, then sailed across the channel to the capital. Ragged and weary, the remaining knights could not hold the capital before the onslaught of humanoids, though they came across in dories and trawlers. Admundfort and Critwall fell, and so too did Lord Holmer, borne away in clawed hands to the dungeons beneath Dorakaa to a dark fate that is best left unspoken. The fall of the Shield Lands left Furyondy’s eastern flank exposed, a threat King Belvor moved quickly to block. Lords scoured the countryside, raising vast militias to complement the thin ranks of the Order of the Hart and troops were hurriedly transferred from the Vesve Forest frontier. The newly raised troops and reinforcements confronted the advancing humanoids at the Battle of Critwall Bridge, dealing Iuz’s forces a severe blow. The armies of Furyondy repelled the humanoids and held the Veng River line against further advance.

Stroke & Counterstroke Though ill‐prepared, Furyondy was not complacent. King Belvor IV, while raising troops at home, dispatched his most silver‐ tongued advisors to the southern courts. Ambassadors bore the alarming news to Celene, Bissel, Veluna, the Uleks, and—most important of all—Keoland. With impassioned eloquence, the emissaries warned of dire consequences should the northern kingdoms fall. They urged the nations to ally and thus check the tide of evil, finally and forever. Nor were their words in vain: most of the leaders heeded the call, but wondered how little aid they could provide and how long they could delay before sending it. Meanwhile in the east, Archbold III of Nyrond finally rallied himself from the shock of Tenh’s defeat. Smarting from accusations that he had allowed the troublesome dukedom to collapse, King Archbold decided to undeniably prove his support for his former colonies. Armed with reports that the Fists were mercilessly pillaging the fallen duchy, Archbold marched north into the Nutherwood. Elven contingents in his army allowed him to easily infiltrate the Phostwood and overwhelm the few Fists posted there. Without further warning, the Nyrondese burst from the forest. Unlike the Tenhas though, the Fists did not simply crumble: Archbold found himself facing a determined foe. Angered at the surprise attack, Sevvord executed a few lackluster commanders as examples to the others, and then sacrificed Fists to delay the advance as he mustered his forces outside the village of Ternsmay. Though outnumbered, Sevvord held the advantageous ground. In the ensuing battle, neither side could gain the upper hand. After fighting well into the night,(26) the Fists withdrew farther and fortified their position. Though Archbold had emerged victorious, the victory was bitter, for he could risk no further advance into Tenh. He had, however, forced Redbeard into a defensive stance as well. The battle ended in stalemate and the armies spent the next tedious weeks watching their enemies across a milewide no man’s land. Iuz had no intention of letting his string of victories end, however. Using loot captured in the Shield Lands, Iuz hired humanoid mercenaries in the Vesve Forest.(27) The mercenary army descended from the Vesve, overrunning the frontier guard of Furyondy and capturing Crockport. Furyondy’s capital, Chendl, lay open and unguarded across the belly of the land. But for a hasty confederation of Highfolk and knights, Chendl would have fallen by the next dusk. The ragged force of Highfolk and knights refused to grant the orcs an open fight, harrying them instead. Though the orcs’ advance continued, it slowed sufficiently for the defenders of Chendl to prepare. By the month of Reaping, however, Chendl lay surrounded.

Furyondy Beseiged The news from Chendl struck a heavy blow on King Belvor IV. Iuz held the Shield Lands, the Horned Society probed constantly across the borders, and now Fairwain Province and Chendl—perhaps the most beautiful city in the whole Flanaess—lay besieged. Worse yet, no help had come. The reports from the ambassadors were discouraging. Lord Kendall wrote from Celene to say that Her Fey Majesty, Yolande, was “distinctly ambiguous when pressed on how many troops she might consider as fulfilling her obligation, or when she might think fit to mobilize them.” Word from Bissel was no better: the margrave expressed concern that the horsemen of Ket might attack his weakened frontier. The Commandant of the Gran March insisted it could only act in concert with Keoland and Keoland remained maddeningly silent. Internally, the Seven Families (the noble houses of Furyondy) began to grumble at the costs of the war. In addition to the revenues spent, they lamented the revenues lost. The new militias had stripped the countryside of able young men, leaving the ripening harvest to rot in the fields. Meanwhile Iuz’s agents permeated the land, stirring up unrest among the hungry poor. King Belvor hardened his face to these setbacks where any lesser man would have surrendered to despair. Not all news was bleak, though. The knights had managed to stop the orcish advance into Fairwain and the humanoids could do little more than surround Chendl. The Horned Society’s incursions across the Veng occurred less often and grew less concerted. Best of all, the Canon of Veluna sent word that his forces were hurrying to Furyondy’s side. The news from Nyrond, too— though not the best—at least indicated that the Fists were contained. After considering these encouraging matters, King Belvor rallied his spirit and returned to the fight. Furyondy’s first task—more political than strategic—was to sunder the siege of Chendl. Gambling on the chaotic nature of the tribes surrounding the city, (28) Belvor left most of his strength on the Veng border and personally led a picked command of elite units against the siege force. Belvor’s knights were severely outnumbered, but by strategic cunning and sorcerers’ aid, they gained the upper hand. The knights sliced through the humanoid lines and pinned the besiegers to the city walls. In short time, the fields around Chendl became a smoldering graveyard of goblinkind and the way to Chendl was open once more. By this time both Iuz and Furyondy were stretched to their limits. The furious pace of the war had exhausted their reserves of trained manpower and supplies. Through the months of Patchwall, Ready’reat, and Sunsebb, both nations scrambled to reprovision their forces.

The Great Kingdom Awakens To this point, the conflict that was to become the great Greyhawk War was viewed by most nations as just another regional dispute—albeit a particularly volatile one—between a few northern nations. The states of the Iron League and those around Keoland saw little reason to help the besieged nations, or even to fortify their own borders against attack. But the rulers of these nations were, as all mortal folk, blind to the plans of Fate. Whether due to madness—as some have suggested—or political ambition, the Overking of the Great Kingdom chose that moment to enter the arena of war. The mad ruler had long coveted Nyrond and Almor, but the two nations had always stood united against his legions. The recent troubles in Tenh, though, provided the Overking a perfect distraction for Nyrond: King Archbold was away in the far north with a large contingent of his army, and the remaining troops, though not helpless, would be matched two to one by the Overking’s forces. Other factors convinced Ivid V that Nyrond and Almor were ripe for harvest. For some time, the Overking had courted the humanoids of the Bone March, but being blood‐thirsty and primitive, they saw no gain in his offers. Now an ambassador flew north on one of the Overking’s personal carpets to make a new proposal. In exchange for alliance, the orcs of the Bone March would gain both land and loot—all from Nyrond. While the emissary delivered this proposal, the Overking drummed up war fever in his own land to compel his independent‐ minded cousins to join the fray. The North Province, sensing a dangerous shift in the wind, stood by Ivid, (29) reasoning that though he made an unreliable friend, he was a truly horrific enemy. The South Province dithered, fearing retribution for its past failures against Onnwal. The See of Medegia remained defiant, the Holy Censor confident in his power to keep the mad Ivid in check. Though the Overking was displeased by this refusal, he took no action against his chief prelate. (30) To further expand his army ranks, the Overking reached into the state’s depleted coffers and paid out huge sums for mercenary bands. News of his largess even spread beyond the City of Greyhawk. Even the ranks of Furyondy and Nyrond thinned as hired soldiers sought better pay in the east. With sizeable but unreliable armies, the Overking struck in several directions at once. His Glorioles Army crossed the Thelly River and entered the Glorioles. After hacking through stiff resistance there, the army broke south into the County of Sunndi. Ivid’s Aerdi Army marched slowly toward Chathold in Almor. His Northern Army entered the Adri Forest near Edge Field, bound for Innspa in Nyrond. Meanwhile the Grand Field Force of the South Province marched into the Iron Hills, again intent on taking the city of Irongate.

Osson’s Raid The Great Kingdom’s intentions could hardly pass unnoticed. One country that held an anything‐butcasual interest was the Prelacy of Almor. This small nation had long witnessed the brutal ambition of the Overking at work and therefore knew not to be caught unawares. The Prelate Kevont had personally organized an extensive spy network to monitor the lands of the madman. That network now reported the mustering and movement of massive armies in all landed quarters of the kingdom. When he received this intelligence, Prelate Kevont dispatched messengers to Nyrond and the Iron League and sent the war banner throughout the country. With the speed of a people ever poised on the brink of war, Almor’s defenses were fully manned. A prudent ruler, Kevont did not personally take command of Almor’s troops. The old prelate had long led his country by wisely recognizing the best man for every job. In this case, the best man was the Honorable Osson of Chathold. Kevont appointed the energetic young knight as Commandant of the Field, with every knight and yeoman of Almor’s forces under his command. Commandant Osson had little difficulty assessing the grave situation facing Almor. The Great Kingdom could squash the tiny country through sheer numbers ‐ and apparently intended to do so. Though the dilemma was clear, the solution was not. Recognizing that Almor could not be defended against such a foe, Osson decided to take the offensive ‐ committing a daring raid into the Great Kingdom’s lands to keep its forces from attacking. The plan would have met with insurmountable objection from older and “wiser” knights had the prelate wavered even momentarily in support of his young protege. The plan was simple and daring. Osson divided his army into two forces, posting the first along the border with the Great Kingdom. Too small to block a major attack, this army aggressively patrolled and probed the frontier. Their rigor would make them seem twice their actual number and thus hopefully forestall any major assault by the Aerdians. (31) The second half of the army consisted of all available cavalry, riding under Osson’s personal command. Baggage, notoriously cumbersome and complicated for most armies (32) was all but forbidden. Osson ordered that each man live in the saddle, forsaking all the comforts normally carried. For the outnumbered forces of Almor, speed could make the difference between life and death. Having divided his forces, Osson set his plan in motion. Knowing that neither of his armies could long withstand the full attention of the Great Kingdom, the commandant hoped to divert Ivid’s armies away from Almor. Almor needed time for Nyrondese aid to arrive, and if Osson could fluster the mad Ivid like a wasp in the helmet, the Overlord might never attack. Either way, Osson preferred to keep the battle on Aerdian soil. Osson first struck south, passing through the Thelly Forest. With speed and surprise on their side, the horsemen brushed away Ahlissa’s ill‐trained troops and plunged into the South Province. The land fell quickly into disarray. The peasants, long oppressed by their Herzog, welcomed the Almorian forces. The Herzog himself was slow to respond, for the bulk of Ahlissa’s troops were massed on her western border, preparing to assault Irongate. Rushing detachments of his army toward the east, the Herzog reluctantly accepted offers of aid from the Overking. (33) The Aerdi army marched southwest to engage the intruders, but before either force could catch him, Osson advanced again. Instead of returning to Almor, Osson led his horsemen into the Rieuwood. The Glorioles Army of the Overking, though victorious, had suffered badly in its conquest of Sunndi. Osson calculated that a defeat in Sunndi would swing Ivid’s attention from Almor. Once through the wood, Commandant Osson found the Overking’s forces arrayed and ready for him. Even badly hurt, the Glorioles Army would have proved an equal match for the Almorians but that the Aerdians did not have a general of genius on their side. At the Battle of Rieuwood, Osson initiated the tactic of false retreat that was to become his hallmark. Believing the cavalry routed, the Aerdians gave chase, only to blunder into a deadly trap. The Glorioles Army was decimated. After a brief delay to reorganize, proclaim Sunndi’s liberation, and recruit volunteers, Osson set off again. Crossing the Glorioles, the commandant made a stab at Nulbish on the Thelly River. Sadly, the good fortune that had followed him to this point fled. The garrison commander at Nulbish, Magistar Vlent, had the military training that other Aerdi commanders lacked. Refusing to fight outside the city, Magistar Vlent used a heavily armed river flotilla to maintain supplies and harry the Almorians. After several weeks of futile siege, Osson received word that the Aerdi Army was descending from the north. Any return to Almor was clearly impossible, for a massive army now blocked the path. Many options ‐ all of them grim ‐ came under debate in Osson’s war council. (34) Some of the knights argued for fighting back to Almor, others suggested wintering over in Sunndi, and a handful even proposed a drive for Rauxes, capital of the Great Kingdom! In the end, Osson chose none of these, calling instead for a march on the See of Medegia. For Almor’s sake, Osson argued, the cavalry must continue to pressure the Great Kingdom. If reports held true that the Lordship of the Isles and the Iron League were planning to ally, surely the Lordship’s fleet could provide an escape to the Almorian cavalry. Though the attack into Medegia surprised the Overking, his reaction was equally surprising. As soon as Osson’s intentions were clear, Ivid ordered his armies to stop their pursuit. Rebellious Medegia would receive no aid from the Great Kingdom. In a series of stunning field battles, Osson’s army crushed the forces of the Holy Censor and seized the land from Pontylver to Lone Heath. Spidasa, the Holy Censor, fled to Rauxes to beg his imperial majesty’s forgiveness. Compassion failing him, Ivid V arrested the chief cleric and sentenced him to the Endless Death. (35)

Aid from the South The coming of winter brought respite to all the warring states. In the north, snow and ice covered the land and freezing wind whipped across the plain. Along the south rim of the Vesve Forest, Iuz’s humanoids, far from their warm and secure caves when the frigid winter blasts descended, dug crude shelters as best they could. Once entrenched, the miserable humanoids refused to venture beyond their warm dens. King Belvor used the resulting quiet in the north to plan and reorganize. In the east, rains had an equally retarding effect. Mired in mud and hamstrung by the Overking’s pettiness, the Great Kingdom’s armies massed on the borders of Medegia, Almor, and Nyrond. Osson’s raid and the coming of the rains bought the Almorians time to fortify their borders and gather new reserves. Nyrond also raised new armies to meet the threat from the Great Kingdom. Though the winter halted armies, it seemed to spur diplomatic efforts forward. The Bone March, fairly reeling from promises of gold and land, cast its lot with Ivid V, pledging to march when the snows lifted. Ahlissa, sensing its fate could have been like Medegia’s, affirmed its intention to fight at the Overking’s side. The Sea Barons too expressed their steadfast resolve, while the North Province crowed about its ever faithful loyalty to the crown. The Overking’s entry into the war simplified one task for Almor and Nyrond—persuading the Iron League to join the alliance. With Irongate, Idee, and Sunndi threatened, the land‐based members of the League met in Oldred at Archbold’s invitation and signed the Eastern Pact, formally allying themselves against “the mad aggressions of the Great Kingdom.” The County of Urnst also signed the pact, but the Theocracy, citing Nyrond’s many heresies, refused to join. However, the worst setback for the alliance came when a sudden coup replaced Prince Latmac Ranold of the Lordship of the Isles with his distant cousin, Prince Frolmar Ingerskatti. The new ruler surprisingly proclaimed his support of the Great and Hidden Empire of the Scarlet Brotherhood. This proclamation not only pulled the Lordship from the alliance, but effectively trapped Commandant Osson of Almor in Medegia. Though the Brotherhood’s hand had heretofore gone unfelt, its effect would become increasingly undeniable. In the west, the diplomats’ alarms finally penetrated. Realizing that Iuz’s threat was neither quick nor contained, the southern states consented to ally. First to sign the Treaty of Niole Dra came the largest and most important nation—Keoland—quickly followed by the Gran March, Yeomanry, Duchy of Ulek, and County of Ulek. Celene was last to agree, the elves begrudgingly consenting to send a token force. Citing threats on their borders, the remaining countries declined to aid, although all vowed they would give no aid to Iuz. With the treaty in hand, King Belvor returned to Chendl with hope for his people. In his own heavy‐handed fashion, Iuz concluded alliances—all obscenely lopsided in his favor. After the Bandit Kingdoms were cowed into submission, agents traveled to Ket, Tusmit, and Perrenland, urging them to take up the sword. Ket and Tusmit responded favorably while Perrenland offered only mercenaries and a promise of neutrality in the coming years. Other agents penetrated into the Crystalmists, hoping to rouse the creatures there to attack and harry the good lands. When at last spring came, several new armies were on the march: Keoland’s main force moved through passes of the Lortmil Mountains; a small but experienced army from the Gran March passed through the Lorridges; Celene sent a small detachment north through the forests; and the Iron League gathered in Idee and Irongate. Among the evil forces, Ket was poised to strike into Bissel; the Bone March threatened Ratik and Nyrond; and ships from the Sea Barons and the Lordship of the Isles raced to Grendep Bay to end the barbarians’ longship raids.

An Empire Where None Has Stood While fresh armies marched north, startling events unfolded in a long‐neglected part of the world ‐ the Pomarj. Once a part of the Keoland Empire this wild tangle of mountains and woods had long since passed into the hands of savage humanoid tribes. Over the decades, the Principality of Ulek made numerous attempts to reclaim the region, but none could defeat the fierce resistance of the orcs and goblins who now sheltered in this wilderness. The Pomarj quickly earned the reputation of a place of death, slavery, degeneracy, and treasure. Only corrupt or adventurous humans and demihumans intentionally entered there. This savage reputation hid from the neighboring lands of Celene and Ulek the events unfolding in the Pomarj. A revolution had occurred like none that land had ever seen: a half‐orc leader had emerged. After claiming chieftainship of the Nedla peoples, Turrosh Mak seized control of the neighboring tribes. (36) Proclaiming himself Despot, Turrosh Mak proceeded to forge the mismatched collection of tribes into a single confederation. What might have seemed folly to even attempt, Despot Mak achieved. To gain a grip on this quarrelsome collection of orcs, goblins, gnolls, ogres, and the like, Turrosh united them behind a common cause. Tales of the Hateful Wars, which drove the tribes from the Lortmils, still circulated around the council fires, so Turrosh needed little persuading to convince his chieftains to reclaim their “birthright.” By a stroke of fortune, Turrosh struck at the most opportune time. Great crusading armies had just left the lands of the south, taking with them some of their nations’ ablest men and generals. With others’ attention focused to the north, the newly proclaimed orc nation found time to organize and grow. Boastfully proclaiming that he would “forge an empire where none has stood,” Turrosh fielded his savage armies in the month of Readying. He chose his first conquests carefully, looking for easy victories. In quick succession Elredd, Badwall, and Fax fell to the humanoid armies, and thus the southern Wild Coast was overrun. Flushed with victory, the tribes turned southwest, marching through the dreaded Suss Forest and into the Principality of Ulek. As noted before, the stroke fell at an opportune time. Though the Principality had not joined the alliance, any neighbor who could have offered aid to the small nation had joined, sending the picked troops well north of the Lortmils. The Principality’s small army, though determined and professional, was caught completely unawares by the united mass of tribes that assaulted it. The dwarven Warden of the Jewel, Augustos Clinkerfire, fought his best, but in the face of such numbers, could only manage a careful and organized retreat. Finally in the hills of the lower Lortmils where his dwarves were at their best, Lord Clinkerfire could make a stand, though by that time all of eastern Ulek was lost. Recognizing the fragility of his tribal confederation, Turrosh did not press the assault. His orcs needed victories to maintain their enthusiasm and the Despot was determined to avoid a prolonged and inconclusive battle. Satisfied with his gains, Turrosh stationed his human contingents on the Ulek line and turned his orc hordes north. (37)The time had come for the Despot to reclaim the ancient birthright of the Pomarj. Avoiding the large tracts of forest due north, Turrosh swung his armies northwest, down the ridge of the Lortmils between Celene and the County of Ulek. The gnomes, halflings, and dwarves of the hills fought with courage and skill, but many of the boldest and best trained soldiers were away in Furyondy. The orcs drove further northwest, virtually unopposed until they reached Celene pass. There a combined force of reservists—humans, dwarves, gnomes, halflings, and even elves from Celene— made their stand. The Battle of Celene Pass was bloody and hardfought. The advance scouts of the League of Right (as the defenders styled themselves) had just reached a sharp bend in the pass when they sighted the first orcs, advance scouts like themselves. By order of Rourk Splinterstone of the Ulek dwarves, the scouting party, no more than 200 strong, piled up a hasty barricade of dirt and stone—a wedge‐shaped redoubt along the far side of the pass. Realizing his command was hopelessly outnumbered Splinterstone dispatched runners under the cover of night to both Celene and Ulek. Though the messengers risked the dangers of the pass, unknowing whether the orcs roamed there as well, those who remained faced a grimmer fate. If the messengers were slain, or reached civilized lands too late for relief parties to affect a rescue, Splinterstone and his men could do nothing save fight to the bitter end. The first assault came under cover of darkness ‐ a standard orc tactic. The attack was nothing more than a wild charge, an attempt to overwhelm the defenders by sheer numbers. Under Splinterstone’s cool command, though, the barricade held. Waves of orcs pounded the bulwark through the hours of darkness, only retreating with the dawn. The morning sun revealed a scene both stunning and horrifying: countless orc bodies lay in gory heaps before the rocky wall, as though adding their mass to the redoubt. The dwarven casualties, though far fewer, were still severe. Despite his troops’ dire need of rest, Splinterstone ordered a second and even a third wall erected behind the first. For the next three days, the Defenders of Right clung to their rocky position against wave after wave of orcs and goblins. When the relief column from Ulek finally arrived (38) the grim troops were astonished to find Splinterstone and 30 of his men still alive, tenaciously holding the pass behind the last redoubt. The relief force’s commander had long since given then up for dead. For his bravery, Rourk Splinterstone received a small barony, and his troopers were gratefully pensioned for the remainder of their lives. Rourk’s defense halted the orcish advance. Once again the Despot of the Pomarj broke off his attacks, this time to deal with rebellious chieftains back home. Though Turrosh Mak could yet hold his empire together, further expansion would have to wait. With Turrosh halted, the Uleks prepared to counterattack, but even combined their armies were too bruised and weak. Though Celene on the other side of the Lortmils could have virtually assured victory, Celene had no intention of assisting. Long distrustful of outsiders, Her Fey Majesty Yolande now let fears and suspicions paralyze her nation. To her mind, humans from the north had “demanded” her aid and thus drained vital troops from her lands. Now dwarves and gnomes, no friends of the elves, pressed her for help in the mountains. No country offered to assist Celene in defending its woodlands from the Pomarj threat, she reasoned, so Celene would aid no others. In a brief and emphatic proclamation, the Queen of Celene recalled her troops from Furyondy and closed the borders of her nation. Others had started these wars and others would solve them—without the loss of elvish lives.

Conquest of Almor As the clouds of spring cleared in the east, Commandant Osson, still encamped in Medegia, could little deny the fate dealt him and his men. The hope he had posted on the Lordship of the Isles proved misplaced. Ships of the Sea Barons—the sharks of Ivid V—patrolled the waters of the Aerdi Sea while the rested and refitted Aerdi armies awaited Osson across every border. Even the peasantry that Osson hoped would arise remained quiescent, fearing retribution when the Overking’s legions returned. Thus, with certain knowledge of their doom, the cavalry took the field one last time, in a break‐out attempt toward the Hestmark Highlands. Though Osson planned an orderly dash for safety, it was not to be. As the cavalry charged across the Flanmi River, most of its officers fell to the bowmen of the entrenched Aerdi Army. So many fell, in fact, that even the energetic and brilliant commandant could not reign in the cavalry. Before even securing the field, every horseman who still drew breath rode hard for the hills and the safety of Sunndi. From there, the ragged line of cavalry wormed its way home by way of the Iron League. Commandant of the Field Osson of Chathold did not return, and his final fate remains a mystery. The Great Almorian Raid had finally met its end. Only after the fiends among the Aerdi legions had sated themselves on the dead did the Overking occupy Medegia. Ivid ordered the land ‐ protected from looting during Osson’s brief tenure ‐ raped and looted. Unsatisfied by the eternal punishment meted out to his Holy Censor, Ivid wanted every man, woman, and child of the upstart province to suffer. The Overking authorized plundering and spoils for every soldier, and commanders even fought minor battles over the right to sack each town. Ivid’s commitment to despoiling Medegia thus, removed his mightiest army from combat for some time. Osson’s raid accomplished much for Almor: destroying the Glorioles Army, redirecting the Aerdi army to conquest of Medegia, and providing Almor time to raise armies and fortifications. Even so, Almorian resistance ultimately proved futile. The Overking—with Ahlissa, Medegia (what remained of it), the North Province, and the Bone March at his side—unleashed all his might against the hapless Prelacy. Historians hesitate to call the invasion of Almor a battle: it was more accurately a massacre. Armies from Ahlissa and the heartlands converged upon Chathold from the south and east; the Army of the North marched through the Adri Forest to seize the border between Almor and Nyrond; and orcs of the Bone March boiled through the Flinty Hills, cutting into the flank of Nyrondese forces. Ivid thus overran Almor on three fronts and prevented Nyrond from aiding the Prelacy. Ironically, both the attack and fall of Almor came within Goodmonth. Though Chathold contained a large garrison, well provisioned for conventional siege, its defenders fell to the magical fury unleashed by the Overking’s wizards and clerics. In a single day, now called the Day of Dust, fell mages and priests leveled the walls, buildings, and citizens of Chathold with an onslaught of earthquakes, fireballs, floods, clouds of poisonous gas, and worse. When the smoke cleared, nothing remained of Chathold to loot and despoil. Ivid did order, however, that the body of Kevont, Prelate of Almor, be hunted out and exposed for a month on the toppled city gates. Thus, the nation of Almor passed from the face of the Flanaess.

The Horsemen of Ket Meanwhile in the west, Iuz faced a powerful coalition of good‐aligned armies. Furyondy, Veluna, Gran March, the Uleks (news of Pomarj had not yet reached the treaty troops), Keoland, and the Yeomanry all arrayed their banners against the Lord of Evil. With the Horned Society and Stonefist as his only willing allies, Iuz’s doom seemed certain. The Lord of Evil’s own diplomacy finally bore fruit, however. At the beginning of Goodmonth, Bissel guardsman in watchtowers along the Fals sighted banners of Ivid’s new ally, Ket. The vigilant armies of Bissel moved to block the enemy advance and held the riders for several weeks along the river line. Veluna, fearing the horsemen might turn and march on Mitrick, withdrew troops from the Furyondy frontier. At the same time, news of the Pomarj’s attack reached the commanders of Ulek. Torn between promises to King Belvor and needs of their homeland, the Duke of Ulek (supreme commander of the two states’ armies) divided his forces, hurrying one back home and keeping the other in Furyondy. Atop these other setbacks came a new threat from the Crystalmists: giants, ogres, and other hideous creatures, long held at bay, surged into the mountain vales of Geoff and Sterich. The rulers of these lands sent frantic appeals to King Skotti of Keoland, but, with the bulk of his army gone, the king had little help to offer. Even his reserves were largely committed to the Ulek frontier. Nonetheless, King Skotti scraped together what forces he could and offered them to Earl Querchard of Sterich, provided the earl recognize Keoland’s authority over him. Negotiations wasted precious time: before the two could come to terms, Sterich and Geoff were overrun. Giants and ogres also descended from the mountains to attack the Yeomanry, which ‐ unlike its northern neighbors—repulsed the beasts. The solid Yeomanry peasants were long accustomed to mustering in defense of their land. By becoming an armed camp, the Yeomanry repelled its attackers, but lacked the strength to uproot the creatures from their mountain strongholds. These Giant Troubles, as they came to be called, prevented the Yeomanry from sending more reinforcements to Furyondy. To the minds of some statesmen and sages, the forces of evil seemed united in some grand scheme(39): in the aftermath of the Pomarj invasion and the giant troubles, Iuz launched a new round of attacks. The Lord of Evil first drove on Chendl, but when his armies were repulsed he quickly shifted the attack east of Crockport. At the same time, the Horned Society forded the Veng and laid siege to Grabford. Pressed hard by these assaults, the Furyondy forces fell back and Iuz’s armies took the shores of Whyestil Lake. The Whyestil fleet, which had long assured Belvor’s dominance on that water, barely escaped, sailing down the Veng to the Nyr Dyv. The forces of evil also tasted defeat, however. While Iuz marched east, Belvor counterattacked into the Vesve Forest. Aided by the elves of that wood and the rangers of Highvale, he systematically decimated the old orcish tribal grounds. With the destruction of each petty chieftain’s lair, Belvor eliminated a little more of Iuz’s ability to reinforce and rebuild. Meanwhile, the forces of Veluna checked the Ketish advance on Mitrik. Bissel was not so fortunate: its soldiers could not hold the frontier against the mounted warriors of Ket. After breaching the Fals River line, Beygraf Zoltan, Shield of the True Faith, forced the Margrave of Bissel to accept his terms of surrender. With the peace that was concluded, Ket controlled the vital trade routes through the Bramblewood Gap.

The Mad King Takes the Field Though the tide of evil seemed certain to flood the land ‐ even to the gates of Greyhawk City ‐ fate intervened, wearing the guise of madness. The mad Overking Ivid V compared the success of the Almorian campaign, in which he had played a small part, with the previous handling of Osson’s raid. He concluded not that Osson had been a brilliant commander, but that his own generals were incompetent bunglers,(40) requiring his aid to be successful. In short, Ivid decided he was a military genius and all his generals were fools. After this realization, Ivid personally assumed complete command of all the armies of the Great Kingdom, despite the counsel of his best advisors. Ivid did not just overrule or even sack his generals: he executed them, sparing only his favorites. The military campaign that followed was, predictably, a disaster. Flushed with victory over Almor, Ivid pushed his leaderless armies into Nyrond, believing that through magic and messengers he could command them from the distant Malachite Throne. The first efforts to cross the Harp River near Innspa ended in disaster. The few commanders who had escaped Ivid’s wrath feared to act on even the smallest tactical details without explicit commands from Rauxes. Such orders required hours to arrive, if they came at all, and even then were illogical or clearly surpassed by battlefield developments. Ivid responded to these failings with more executions. Fear began to spread through the nobility: the death of a commander led to the appointment of a “trusted” noble who was placed in an impossible situation and thus became the next candidate for execution. Intended as an honor, command appointments became the mark of death. Generals quickly learned the only way to survive was to do nothing. All progress in Nyrond ground to a halt, but the armies continued the futile attack, mindlessly following the Overking’s orders. Nor did Ivid stop there. Believing ‐ with good reason ‐ that his generals conspired to mutiny, the Overking sought even greater control over them. The priests of Hextor, seeking favor in the eyes of the mad Overking, devised a solution to his problem.(41) Through secret rituals, the priests revived each dead general as an animus—a being that, though dead, retained its intelligence and abilities. Perhaps the Overking believed such beings would serve him better or be more amenable to his will. In fact, Ivid was so taken with his animus generals that he broadened the program, first slaying and reviving those nobles who offended him and eventually working the death and revivification as a reward for all his favored courtiers. Though Ivid’s nobles were undeniably decadent, they were not mad: they considered Ivid’s gift an unenviable “reward.” Because winning the Overking’s favor had become as deadly as incurring his wrath, most nobles sought refuge in mediocrity, obscurity, and anonymity. A few of the more courageous and less astute nobles attempted to dissuade Ivid from his insane schemes, but succeeded only in convincing Ivid to “reward” them on the spot. Fear gave way to defiance as the nobles plotted against their mad lord. Thus, Ivid’s prediction of mutiny became a self‐fulfilling prophecy. The crisis reached its climax during the Richfest celebrations of that year. An assassin emerged from the thronging crowds and struck Ivid a mortal blow with a poisoned dagger.(42) When news spread of Ivid’s death, the gloom over the land lifted. The nobles stoked the fires of celebration, joyously preparing for the power struggle to come. The Great Kingdom was spared that turmoil, however, by an even greater one. Just as the cunning of the mad Overking had saved Ivid from countless threats past it saved him now from the grave. Secret arrangements, perhaps made with fiends summoned while on the Malachite Throne, resulted in the Overking’s revivification. Ivid V ‐ who had seemed cold and soulless in life ‐ seemed doubly so in death. The vengeance visited by the animus Ivid was swift and terrible. The orgy of execution and revivification soared out of control. Ivid rewarded even the slightest suspicion with death. Nobles falsely implicated enemies, seeking to settle old scores, but Ivid cared little whether the accusations were false or true. The mad Overking, now styled the Undying One, revelled in the chaos and destruction in his lands. Hearing of massacres in Ivid’s lands, King Archbold in Nyrond counterattacked the Army of the North between Womtham and Innspa. Though Ivid’s animus generals fought well—being themselves unafraid of death—the chaotic heartlands of the Great Kingdom offered no support to the Northern Army. Grace Grenell, Herzog of the North Province, rebelled against his cousin in a desperate attempt to hold his lands against the march of King Archbold. Freed of the mad king, the Herzog and the orcs of the Bone March halted the Nyrondese armies in the rugged Flinty Hills. The Herzog callously sacrificed both human and orcish troops to grind King Archbold’s advance to a halt. Though the Nyrondese could advance no further against the combined armies, Archbold, tantalized by the prospect of ultimate victory, refused to break off his assault. The North Province’s defection from the Great Kingdom unleashed the pent‐up fears and ambitions of all nobility in the Great Kingdom, both living and animus. The Herzog of the South, among the first nobles rewarded with death and revivification, reasserted his claim to the South Province. The wave spread outward from there: living nobles turned their fiefs into armed camps and animus lords sought to expand their realms. The Overking’s authority collapsed entirely, leaving Ivid with only his personal estates. Thus, the always‐fragile Great Kingdom shattered into a hundred petty principalities, dukedoms, baronies, counties, and earldoms. The Aerdi Empire was no more.

The Scarlet Brotherhood Strikes Throughout the first year of the war, one faction had remained notably silent: the ominous Scarlet Brotherhood of recent legend. While other nations hurled massive armies against each other, the Brotherhood insidiously wormed advisors into courts of kings. Against armies the Father of Obedience sent agents. Though the isolated Brotherhood seemed a mere bystander in the wars, nothing could have been further from the truth. The first phase of the Scarlet Brotherhood’s plan was simple: wait and watch. The Father of Obedience spent the opening months of the war assessing who would fight whom and where the true centers of power lay. So long as the war stayed in the north, the Father of Obedience contented himself with reports from agents in all camps. These men, posing as tutors and learned sages from before the start of hostilities, advised lords and commanders and thereby added the Brotherhood’s invisible hand to every battle. In all things, these spies worked to assure that neither side came too close to victory or treaty. The Father of Obedience commanded that the war continue, and so it did. Another group of the Brotherhood’s agents work even further afield, in desolate and horrible places. These men sought out foul things and whispered promises in their ears. “Arise, take the lands of men as your own, and you shall find great reward,” was their song. From the Crystalmists to the Troll Fens, fell creatures responded. Thus, like the silent and inexorable tug of the moon, the Father of Obedience raised the tide of evil. When the Great Kingdom awoke from its slumber, the Brotherhood initiated the second phase of its plan: to shift the power bases to its advantage. The Father of Obedience considered certain countries and alliances vital to his plans. Chiefest among these was the Iron League: the Brotherhood neither wanted the neighboring League to prosper nor to die. As long as the little states remained sovereign but impotent, they acted as a useful buffer between the Brotherhood and the menacing Great Kingdom to the north. Though he equaled or exceeded Ivid in evil, the Father of Obedience held no love for the mad Overking. Because of its ambivalent position in the Brotherhood’s plans, the Iron League received strange helps and hindrances in the war. Irongate, threatened by armies of the South Province, received secret support: equipment, money, advisors, and mercenaries all flowed into the city, evidently from diverse sources. In truth, the Scarlet Brotherhood guided everything to the city. Apparently unsuspecting of the source of this aid, Cobb Darg, Lord High Mayor of Irongate, put it to good use. The mayor, an able and energetic leader with good sense and tactical cunning, used the resources to repeatedly trounce the South Province’s Grand Field Force with his drastically outnumbered Army of Irongate. Cobb Darg, aided by many wise advisors, made astute use of deceptions, magic, fortifications, and traps—luring more than one Ahlissan army to destruction. While defending Irongate, and thus Onnwal, the Brotherhood worked elsewhere to destroy the unity of the Iron League. Confident the Vast Swamp would block any overland attack the Father of Obedience did not lift a finger when Osson liberated Sunndi. Under Ivid’s rule, the courts of Sunndi were impervious to the Brotherhood’s advisors, but liberated from the yoke of the Great Kingdom, the people would welcome the Scarlet Brotherhood ‐ at least for a time. One other part of the Iron League held particular interest for the Scarlet Brotherhood ‐ the Lordship of the Isles. The Father of Obedience’s plans necessitated that he gain control of the southern waters, and this was best done by capturing an existing fleet. True to form, the Brotherhood did not attempt to conquer the islands from without. Instead, agents of the Scarlet Sign corrupted a distant cousin to the throne and then, through their secret connections, engineered the overthrow of Prince Latmac Ranold. Once the puppet Prince Frolmar Ingerskatti was securely on the throne, the Brotherhood signed him to a favorable treaty and then took over. By the Father of Obedience’s demand, Ingerskatti installed Brotherhood agents in powerful offices. Priests of the Scarlet Sign opened temples and preached to the disaffected. New laws suppressed the old nobility. In short, the Scarlet Brotherhood swiftly remade the isles in its own image. With the Iron League under control and the Great Kingdom headed for certain decline,(43) the Father of Obedience initiated the third phase of his plan. A red‐hooded ambassador arrived at the court of the Sea Princes, bearing an ultimatum: “Submit to the Scarlet Brotherhood or be destroyed.” When the lords of the land mocked the messenger, he presented them with a list of 30 names, all petty nobles of the Sea Princes’ lines. Before the next sunrise, 27 of those names had been crossed off the rolls of heraldry, slain by red‐hooded assassins. Only three of the listed nobles survived the attacks, and two of them were seriously injured. The mockery stripped from their ashen faces, the Sea Princes surrendered and signed a treaty stating as much. Within a fortnight, ships bearing the Scarlet Sign docked at Port Toli and Monmurg, off‐loading strange, savage warriors from the jungles of the south. With a newly enlarged fleet and armies from the steaming jungles the Brotherhood struck fast and hard at its neighbors. Idee (though it would fall to the Great Kingdom of Ahlissa shortly afterward in late 584 CY) and Onnwal collapsed in a single stroke, undone by traitors within and invaders from the sea. Irongate proved stronger. Despite appearances, Cobb Darg had known the precise origin of the aid that Irongate had received, and used that knowledge to his best advantage. Just before the Brotherhood armies closed in, Darg expelled or executed every agent he could find. When the armies did arrive, Darg met them with his customary skill and energy. Safe from betrayal, Irongate stood, the last bastion of freedom in the Iron League. In the west, the Brotherhood blockaded Gradsul, but the Keoland fleet prevented their landing. The Father of Obedience sent a savage army through the Hool Marshes and into the Dreadwood. There a strong force of Keoland elves fought the savages to a stand‐still. Though the defenders held, fresh reinforcements from the Hold of the Sea Princes kept tight pressure on Keoland. Unlike other nations in the war, the Brotherhood did not press its gains or attempt to overreach its resources. The Father of Obedience, again taking the long view, halted further advances to develop governments in the newly conquered lands. Brotherhood agents replaced key officials, priests of the Scarlet Sign established temples, and new laws slowly tightened the stranglehold of the Father of Obedience over the new lands.

The Wars End For two long years (582 to 584 CY), the nations of the Flanaess had schemed, murdered, and warred against each other until nearly all sides lay bloodied and beaten: war had exhausted the land and the people. Furyondy and Iuz ground to a stalemate; Nyrond’s vast coffers were drained dry and its overtaxed peasants were rebellious; the Great Kingdom was shattered into a swarm of petty landholdings vying for power; Keoland fought invasion on all sides; countless men, dwarves, elves, and orcs marched off to war, never to return; farms stood empty; fields lay fallow. . . The Flanaess could make war no longer. Proposals for a peace conference met with greater and greater acceptance. The puppets of the Scarlet Brotherhood, taking orders from the Father of Obedience, issued a call for a grand truce: (44) every nation would cease hostilities and put its own house in order. In the end, through negotiation, intimidation, and even assassination, the Brotherhood’s proposal found acceptance.(45) The City of Greyhawk, untouched by the war, became the site of the conference.(46) In the month of Harvester, the Great Council (as it came to be known) convened. The proposed truce, though simple in theory, proved an enormous undertaking, what with the countless ambassadors present. In the six months of the Great Council, intrigues abounded as each side attempted to gain the upper hand. The conference nearly collapsed more than once when ambassadors took umbrage over some real or imagined slight. Magical scrying and the strenuous efforts of sages have not availed to give the full story of what happened that day. All that is known for sure is that, within the Grand Hall where the treaty was to be signed, a fierce magical battle erupted and spread havoc through both the New City and the Old City. Afterwards, two members of the famed Circle of Eight, the great mages of Greyhawk, lay wounded. Otiluke and Tenser were eventually brought back to health in time. Fearing further disruptions, the delegates hurriedly signed the Pact of Greyhawk, and so the wideranging war of the Flanaess came to an end, and gained the misleading title, the Greyhawk Wars.

End Notes 1. Annals of the Family Vordav. Count Vordav’s fief included large portions of the Vesve Forest, an area well‐known for its vicious humanoid population. The quoted command appeared in an order to one of Vordav’s knights guarding the frontier. The knight, now unknown, apparently carried out the order to the letter, for Iuz rallied the goblins and orcs of the Vesve several years later simply by reminding them of Vordav’s butchery. 2. The Savant‐Sage & P. Smedger the Elder have suggested Iuz himself concocted and disseminated these rumors. G. Ivril argues, however, that such speculation has only poetic, not historic, significance. 4. This distraction prevented Avras III from his planned assimilation of the Shield Lands. Freed from the threat of military action, the Earl of Walworth resisted the demands for fealty to the Furyondy crown. This resistance produced grave repercussions a century later. 5. Earl Kirhk of Attstad was the most aggressive and effective in pressing his demands. In exchange for a mere 20 knights and his signed pledge of assistance, the earl secured rights to assess and collect taxes within his demesne, freedom from royal levies, the right to collect tolls on the Att River, a bishopric for his nephew, and even a favorable marriage between the king’s third son and Earl Kirhk’s daughter! 6. Tales of Zagyg’s capriciousness and power suggest that he may have performed the kidnapping alone. More likely, however, Zagyg was assisted—possibly by St. Cuthbert of the Cudgel or one of his priests. St. Cuthbert’s participation in the capture could certainly explain Iuz’s great hatred of that faith. 7. Belvor III died in his sleep in 537 CY after a reign of 15 years. Some nobles accused the Great Lords of assassination despite the fact that the Dread and Awful Presences—the Hierarchs of the Horned Society—claimed their magic wrought the king’s death. A commission of wizards and priests led by Lord Throstin of the Hart determined that King Belvor died naturally in his sleep. The Great Lords were exonerated, but the Hierarchs never withdrew their claim: the deed only increased their standing in the Horned Society. 8. The precise cause and nature of that madness has sparked much debate among scholars of the Great Kingdom. Pomfert the Elder, one of the Eight Sages of Rel Mord, considers the Overkings’ madness magical in nature. Citing the Overking’s epithet “the fiend‐seeing,” Pomfert argues that the lunacy of the Overkings arises from their trafficking with fiends of the Abyss. He continues to state that no similar hereditary madness has ever been witnessed, arguing strongly against congenital causes. Lorall of Almor postulates another source: the madness is a curse from the gods for the Overkings’ evil treacheries. As Eye of the Faith for the clergy of Almor, however, Lorall’s judgement in the matter must be considered suspect: the Almorians have long preferred to see the gods’ support in their struggles with the Great Kingdom. Furthermore, as a curse, the madness has done far more to harm the foes of the House of Naelax than its members: the Ivids seem almost to relish their insanity. 9. Though commonly credited to Prince Ivid’s hand, no direct evidence links the future Overking to the assassination. 10. The Herzog of Ahlissa gambled that his army alone could crush the nascent Iron League, formed in 447 CY and consisting of Onnwal, the Free City of Irongate, Idee, Sunndi, and the Gloriole & Hestmark demihumans. By defeating this economic and military alliance, the Herzog of Ahlissa hoped to create for himself an empire. 11. The principal surviving source is The Death‐Code of Eeas, a pithy listing of crimes for which execution was mandated. Though this corpus displays early tinges of the madness that would infect the Naelax line, it offers only limited vision into the political events of the era. 12. G. Ivril has indisputably shown that some but not all units of the Companion Guard were barbazu, lesser baatezu from the Nine Hells. This fact accounts for the highly erratic performance of the Overking’s armies. 13. The Overking’s symbols of office are the Staff of Naelax (staff of thunder and lightning), the Orb of Rax (equal to a brooch of shielding) and the Aerdian crown (a helm of brilliance). In addition, the Malachite Throne itself is believed to be a minor artifact. Fashioned from a piece of star‐fallen crystal the throne was built by an imperial wizard many centuries ago. Its powers have remained a closely guarded secret of the Overking. When the last heir of Rax took the secrets of the throne to the grave with him, Ivid I consulted the finest sages to deduce the throne’s power. The sages served him well, and as reward, he slew them, jealous of his new‐found secret. The Ivid line has learned that the throne allows anyone sitting on it true sight and surrounds him with an invisible globe of invulnerability. In addition, anyone knowing the command word can open a gate once per week. This gate leads to the uppermost level of the Nine Hells. The throne does not offer protection from creatures passing through the gate, however. Using the gate power of the throne is also dangerous because each use carries a 5% chance of causing insanity—a bitter curse on a line already plagued by madness. 14. Ivid IV had been a prolific sire. Before his ascension could be assured, Ivid V had to dispose of 123 brothers and sisters. Though suckling babes proved easy prey, Ivid V’s older brother easily matched him. For many years the pair waged a war of assassination and intrigue in their prison‐palace before Ivid V prevailed. 15. Ivid V’s role in the affair is doubtless: the new ruler boasted of the ruthless deed. Recognizing the danger of keeping a treacherous concubine on hand, however, Ivid V sentenced his accomplice to the Wheel of Pain. 16. By far the best source on the Scarlet Brotherhood and its activities is L. Marquel’s An Honest Traveler’s Strange Tales of the South. Marquel, a paladin of Nyrond, accepted a commission from King Archbold III to investigate rumors coming from the Densac Peninsula. Traveling in disguise, Marquel wandered in his investigation into lands even farther south. Although unable to penetrate the forbidding ranks of the Scarlet Brotherhood, Marquel faithfully recorded every rumor, tale, and experience of his journey. The result is an odd admixture of petty details and grand impossibilities, but once again, it provides the best source of information on the Scarlet Brotherhood. 17. Rumors that the Scarlet Brotherhood is a nonhuman order (e.g., that they are surface‐adapted drow or creatures that arrived through a magical gate) fail to account for the easy infiltration of Brotherhood spies and assassins into human courts. 18. According to the chronologies of P. Smedger the Elder and the Savant‐Sage, in 573 CY emissaries from the Scarlet Brotherhood appeared in the courts of the Iron League, offering their sagely services. 19. Morrev Ironseeker of Scant has gone to great lengths to connect the Scarlet Brotherhood to most major prewar events. He ties the group to the kidnappings previously mentioned, the release of Iuz from Zagyg’s prison, the Great Fire of the Celadon, and the tribulations that plagued the city of Greyhawk. Unfortunately Ironseeker’s “proofs” are as fabricated and groundless as they are interesting and popular. 20. M. Ironseeker ascribes almost all prewar deaths of nobles in the good lands to the hand of the Scarlet Brotherhood. His proofs, though lacking in research, bespeak an unequalled (and unbridled) imagination. 21. The paladin wanderer L. Marquel was particularly disgusted by the rituals he witnessed in the jungles of Hepmonaland. Underlying his vehement protestations of disgust, however, the reader may note a fascination with the myriad indecent details of the rites. Amusingly, after leaving Hepmonaland, Marquel spent two months in a Sunndi monastery “seeking respite from dark thoughts and tortured dreams.” 22. The fortification of the frontier actually predates the founding of the Duchy of Tenh. The first defenses were built by the Aerdi, a towered wall at the top of the pass. Calbut evolved naturally at the base of the pass and was already fortified at the time of the Tenhas Rebellion. 23. The less‐than‐illustrious career of Margeist of Redspan won him the back‐waters post of Steward of Calbut, a position in which he “could cause the least harm.” Vain and incompetent, the new garrison commander quickly came under investigation by the Knight‐Magistar of Tenh for supposedly diverting funds from the garrison treasury. Margeist’s guilt or innocence became moot when he disappeared in the sack of Calbut. Rumors suggested Margeist betrayed Calbut, using the capture to screen his escape. 24. In particular, the king of the weakest barbarian nation, the Fruztii, profited greatly from his pact with Ratik. The archbarony aided the Fruztii in clearing the northern pass of the Fists and in amassing enough strength to virtually pull free from the domination of the powerful Schnai. 25. A. Yamoskov, a sage of Rel Mord, theorizes that according to the Codex of Mordenkainen Iuz held the life‐force items of his minion fiends and could thus force them to his will. He argues that during Iuz’s “imprisonment” in the dungeons of Zagyg, the demi‐god was actually banished from the Prime Material plane. During this exile, Yamoskov suggests, Iuz collected the items he needed. 26. Sevvord Redbeard defied the normal custom of breaking off at nightfall, instead relying upon troops with infravision to press the attack. 27. Indisputably, the money came from the Shield Lands. An adventuring party from Perrenland looted the treasure of a Vesve orc chieftain and found silver from Lord Holmer’s table! 28. G. Ivril believes the siege force consisted of at least five major orc tribes: the Vrunik, Faarsh, Jukko, Haggnah, and Karaki. However, the Vesve army must certainly have included other races, particularly goblins and hobgoblins, and so Ivril’s list of tribes is surely incomplete. 29. Though not too close, lest the Herzog of the North find a dagger in his side. 30. Tales say that, livid at his impotence to force the Holy Censor of Medegia into alliance, the mad Overking ordered the assassination of 100 of the Holy Censor’s concubines to soothe his anger. 31. Osson correctly measured his foes. The Aerdi Army, strongest in the Great Kingdom, was staffed not with warriors, but courtiers ‐ experts in pandering and fawning to the Overlord. The Grandee Despotrix of the army, his Highness Yimdil of Jalpa, customarily commanded his regiment from the comfort of his palace at Jalpa rather than endure the rigors of an actual campaign 200 miles away. His subordinates were no better, vying among themselves more than against the enemy and each seeking to discredit his colleagues and thus gain favor in the eyes of the Overking’s dreaded censors. 32. The Aerdi Army provided a fine example of wasteful military baggage. Though no accurate counts were made, the provost of the Aerdi Army estimated in a letter to his wife that the baggage train for his troops stretched 40 miles behind the back ranks and took three days to properly assemble in any one place. Among the notable items in the train were 5,000 women, 500 young boys, two theater troupes, and 50 nightingales in gilded cages! 33. Ivid extended these offers not out of friendship or kinship, but because the Overking saw a chance to secure a grip over his wavering cousin. 34. Thredus, Commandant Osson’s personal wizard and chronicler, faithfully recorded these war councils. Thredus’ True Account of the Great Almorian Campaign spans five volumes and provides both historical accounts of battles and biographical information about Osson himself. 35. Victims of the Endless Death are forced to wear a ring of regeneration while torturers endlessly perform their arts on them. These torturers, trained from youth to perfectly gauge the intensity and extensity of pain, always stop one step short of inflicting death. Rumors tell that victims of this punishment have been tortured by grandfathers, fathers, and sons of the same executioner families. 36. How a half‐breed ‐ normally ostracized by orcs ‐ gained command of one of the largest tribes in the Pomarj is a mystery. Some scholars speculate that Mak was aided by a wizard or perhaps by the Scarlet Brotherhood. 37. The Despot both loathed and needed his human troops. Though he despised them as weak and lacking in savagery (when compared to his orcs), he knew they had more patience for a protracted campaign. The orc forces, on the other hand, would dwindle if not constantly provided with battles and victories. 38. No relief ever arrived from Celene. The elves at the time claimed they never received word of trouble. Several weeks later however, a messengers returned to the pass saying he personally delivered news of Rourk’s plight to the Luminous Elf‐ Commander Jevrail. No evidence exists to support the messenger’s claim and many (certainly the elves) believe he was lying to hide his own desertion from duty. 39. G. Ivril, more than any other, has championed this view. He holds that the precise timing of attacks from Iuz, the Pomarj, and the Crystalmists bespeaks a central plan. To be sure, Iuz’s agents sought to incite the inhabitants of the latter two regions, but inciting goblinkind and giantkind is far easier than martialing them for coordinated attacks. More likely, as Pomfert suggests, the attacks were roughly simultaneous because the beasts of the Pomarj and the Crystalmists simultaneously noted their neighbors’ preoccupation with Iuz and decided to strike. According to Pomfert, therefore, Iuz’s agents merely incited attacks rather than leading armies of beasts on precisely plotted invasions. 40. More than a few were, in fact, incompetent, but Ivid also included many able commanders in his assessment. 41. With the arrest and “living execution” of Holy Censor Spidasa, the cult of Hextor suffered a grievous loss of prestige and power in the Overking’s court. Logically, the surviving members of the cult sought to curry Ivid’s favor by assisting the Overlord in “restructuring” his army. 42. The identity and political alignment of this assassin remains a mystery: the blow was only seconds old when Ivid’s bodyguards blasted the assassin into dust. 43. G. Ivril confidently asserts that the Scarlet Brotherhood engineered the Great Kingdom’s eventual collapse. Most other historians consider Ivid V’s insanity reason enough for the kingdom’s fall. 44. Why the Scarlet Brotherhood sought a universal peace remains unclear. Peace would certainly allow the Father of Obedience to establish governments in Onnwal, Idee, and Hold of the Sea Princes as well as infiltrate new agents into other lands. The true motivations, however, remain unknown. 45. For example, the Yeomanry signed the truce only after the border between it and the Sea Princes was clearly defined. The Hold of Stonefist signed following the mysterious deaths of several atamans. 46. Greyhawk actually prospered immensely from the war. Refugees fled to Greyhawk to escape the war‐torn lands—among them the world’s greatest scholars, artists, and wizards. Having fled with their gold and little else, the refugees needed food, clothing, and shelter—and had the money to buy them. This influx of people expanded Greyhawk’s small borders to include the northern Wild Coast and the hills as far as the Duchy of Urnst.