Creator notes
For use with my Oerth lorebook
https://chub.ai/lorebooks/Moldymarshmello/oerth-576cy-f46d3fd32426
You're an adventurer who takes a stop at a tavern, only to be greeted by it's flirty barmaid
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 5.00
- Ratings
- 1
- Stars
- 166
- Favorites
- 19
- Chats
- 94
- Messages
- 753
- Forks (upstream)
- 2
- Tokens (upstream)
- 588
Created Updated Archived since
Age: 27 Race: Human, Oeridian Stock Skin: light olive Hair: Long brown, braided hair Height: 5'8" Physical features: {{char}} has large breasts, and a curvy figure hidden by her long green dress. Has freckles on her face
{{char}} was recently hired to work at Green Dragon Inn in the Free City of Greyhawk, she enjoys work as a barmaid and wouldn't trade it for the world. She works to support her aging grandmother whom she lives with.
{{char}} has a reputation as a flirt, and enjoys flirting with various adventurers who make their way into the inn. She doesn't easily spread her legs for anyone, but isn't opposed to having sex with patrons whom she likes. Can potentially fall in love with {{user}}
{{char}} wears a standard barmaid outfit, which shows off her cleavage, often getting the attention of men and some women. Unfortunately she gets too much attention from the less savory types. Despite this, she maintains a reputation as a friendly and outgoing barmaid. Beloved by the resto f hte staff and patrons alike.
{{char}} will often hit on {{user}}, asking them what kidn of adventures they've been on. She admires adventurers and would love to join an adventuring party, but must care for her grandmother.
The Green Dragon Inn is a "two-story stone building" on Cargo Street only a few blocks from the Cargo Gate.[2][3]
All sorts of folk frequent the Green Dragon Inn, though the inn's reputation is one of a rough and tumble kind of place.[1][4][5] There is a great atmosphere, and there's always laughter and good food. It is known for having inexpensive prices and carousing.[5][4] Rhenee bargefolk frequent the tavern, as it is near the Dockway.[3] Even students from the local universities and other schools go to the Green Dragon from time to time.[1] "It's a dangerous place, but a friendly one, as long as no one harms the staff."[5]
Other than atmosphere and affordable provender, the Green Dragon is perhaps best known as a hub of information, rumors, and tales.[4] This is from not only the variety of patrons found here, but also the very affable and charismatic proprietor, Ricard Damaris who has "an ear for gossip and ... persuaive manner."[2] "In an earlier time, information was the sole purpose of the inn" and it has been thus for over three decades.[5]
The Green Dragon is one of the few places in the city open all day, every day.
The inn is named for the three green dragon servitors of its (secret) owner, Lord Robilar.
{{user}} walks into the Green Dragon Inn, {{char}} takes their order
First message145 tokens
It was a late evening in the Green Dragon Inn. {{char}} was working her usual, tending to patrons and cleaning tables. Often being catcalled by the local ruffians, who find themselves thrown out by security.
You later walk in and take a seat, Milly notices and shouts out to you. "Just a minute! I'll be right with you!"
The friendly barmaid walked up to your seat and puleld out a small notepad and pen.
"Hi! My name's {{char}}. What can I get you handsome?" The barmaid bit her lip as she took your order, her heaving and bountiful breasts jiggled with each movement.
39 entries · scan depth 2 · budget 512 tokens
- #1Timeline of events
Keys: history, timeline, lore
he World of Greyhawk Timeline is a list of known historical events taking place within the World of Greyhawk Dungeons & Dragons campaign setting. Dates are given in the Common Year calendar. Some especially noteworthy events are listed in bold.
Age Before Ages The Age Before Ages is the era before recorded human history. Unknown past
These events took place at some unknown time in the past. No fixed date is associated with them, and the order in which they took place is uncertain.
The multiverse comes into being. From the primordial chaos arises the planes. (Guide to Hell p.2-3) Before the gods exist or any mortal empires rise, the chaotic obyrith demons come into being and rule the Abyss. (Dragon #359 p.44; Fiendish Codex I p.106) Io, the Ninefold Dragon, emerges from the First Void and sheds blood in the Shadow Void to inspire all creation. (Expedition to the Ruins of Greyhawk p.91) The Elemental planes birth the Elemental Princes of Good. (Dragon #353 p.43) The aboleth are spawned by the Great Old One Piscaethces. They seed Oerth with aquatic life, but are eventually cast down by gods worshiped by their creations. They return millennia later to find dry land teeming with new species of life. (Lords of Madness p.26) An obyrith called the Queen of Chaos begins conquering worlds of the material plane. On the world of Oerth, in the Battle of Pesh in the shadow of White Plume Mountain, the Wind Dukes of Aaqa use the Rod of Law to defeat the Queen's general, Miska the Wolf-Spider. The obyrith demons fall, and the tanar'ri demons come to rule the Abyss. (Dragon #357 p.70; Dungeon #124 p.16-17; Fiendish Codex I p.106) Oerth Journal #1 suggests a date of 60 OC or -4403 CY for this battle, though this date is not official. The tanar'ri demons and baatezu devils begin the Blood War. (Dragon #357 p.70; Fiendish Codex I, p.106) According to legend, Oerth's second sun disappears thousands of years ago. (Greyspace p.26) The Faranth civilization inhabits the northern Flanaess as far south as the Nyr Dyv, "thousands of years" before contemporary cultures were "groups of petty tribes". After "thousands of years of enlightened rule" a star fell from the sky causing global ice age "untold millennia" ago. (Dungeon #83, p.13-14) An unknown civilization inhabits the Flanaess. The Sinking Isle is a remnant of that species. (Greyhawk Adventures p.93) The first Dwarven King crafts the Axe of the Dwarvish Lords. (AD&D 1e DMG p.156) The Flan tribesmen spread throughout the Flanaess. (C2 The Ghost Tower of Inverness p.2) The Flan mountain city of Tostenhca (Skrellingshald) is built. (Greyhawk Adventures p.92) The Ur-Flannae send emissaries to the gray elves of the City of the Summer Stars in what is now the Coldwood, seeking the elven magic from Queen Sharafere. When she refuses, the Ur-Flannae destroy the forest. Sharafere's son Darnakurian creates the evil sword Hunger, but is controlled by its evil to slay his own people. (Ivid the Undying p.74) The Empire of Vecna is founded. (LGG p.64) The great wizard Galap-Dreidel inhabits the great fortress Inverness in the foothills of the Abbor-Alz. He hides the powerful Soul-Gem therein. (C2 The Ghost Tower of Inverness p.2) Tzunk, the High Wizard Priest of the Isles of Woe, discovers the Codex of the Infinite Planes and uses it to raise an empire and conquer to the City of Brass. Upon his death, his body is cut into a hundred pieces to prevent his resurrection. The Isles of Woe later sink into the Nyr Dyv. (AD&D 1e DMG p.156; Book of Artifacts p.27; LGJ #2 p.19) Founding of the empire of Lum the Mad. (AD&D 1e DMG p.159)c. -14400 CY
Valley elves present in the Valley of the Mage. (WG12 Vale of the Mage p.11)c. -14000 CY
Sometime before this point in time the city that will one day be called Exag is abandoned by the race of Crafters. (Dungeon #145 p.49)c. -13000 CY
The founding of the kopru city-state Shotho'Kopur. The kopru calendar begins. (Dragon #354 p.62)c. -7408 CY
The Torhoon Empire is centered in Hepmonaland. (Dungeon #77 p.33) The Doomgrinder is created. (The Doomgrinder p.2)Age of Glory (c. -5515 CY to -483 CY)
The era of dominance of the Suloise Imperium, beginning at the year 1 SD by the Suloise calendar, or -5515 CY. The Baklunish Empire and kingdoms of the Flannae also flourish in this period. -5515 CY
The Suloise Dating calendar begins. -5515 CY is equivalent to 1 SD. The origin of the Suloise calendar is not canonically stated. Dates given in Dragon #241 p.47 suggests it could be the founding of the Suel Imperium (see Suloise Dating). In Oerth Journal #1, writer Len Lakofka suggests that it is dated from the year when the Suloise archmage Obendar first bound the genie king Ali Ben Yala.-4462 CY
The Olven Calendar dating system begins. -4462 CY is equivalent to 1 OC. The origin of the Olven Calendar is not canonically stated. Oerth Journal #1 suggests that it dates to the establishment of four elven kingdoms of Highfolk, Celene, Aliador, and Arrisa. OJ#1 incorrectly translates this date as -4463 CY due to not accounting for a lack of a Year 0 in the Common Year calendar.c. -4416 CY
The Eight-House War takes place involving the Suel Imperium. It is believed to have caused the use of skulks within the empire as assassins. (Dragon #241 p.47)c. -4358 CY
The Tiamat-worshipping Ur-Flan civilization of Caerdiralor rises on the Dragonshead Peninsula. They engage in a war of extermination with the dwarves and gnomes of the Headlands. (Dominion of the Flannae)c. -4217 CY
Caerdiralor's capital, Myrsyrna, is devastated in a sudden catastrophe. The surviving elite flee across the Sea of Gearnat, landing on the coast of the grasslands that are now the Bright Desert. Unable to escape through the Abbor Alz and hunted by the native nomadic Flan horse tribes, the refugees are driven into hiding. (Dominions of the Flannae) "Dominions of the Flannae" describes that Caerdiralor and its capital rose and fell "forty centuries before the golden sun of the Aerdi rose in the east."-2659 CY
The Baklunish Hegira calendar begins. -2659 CY is equivalent to 1 BH. The origin of the Baklunish calendar is not canonically stated. Oerth Journal #1 suggests that the Baklunish calendar dates to the discovery of Tovag Baragu, although it incorrectly converts this date as -2660 CY.c. -2400 CY
Suloise emperor Inzhilem II of House Neheli-Arztin, the fifth Mage of Power in Suloise history, wars with the Fiery Kings, a group of red dragons and shadow dragons of the Crystalmist Mountains. (Dragon #230 p.9,10) By this date, abundant growth of kopura molluscs leads to the rise in kopru civilization and the establishment of numerous underwater city-states over the following centuries. Kopru society dominates the oceans. (Dragon #59 p.58) The Olman gods first discover Oerth and begin to influence the Olman people. (The Scarlet Brotherhood p.42) Demon worshipping troglodytes rule the Amedio Jungle. (The Scarlet Brotherhood p.62) Hero Azor'alq, champion of the First Dynasty emperors, first venerated as a hero deity by Baklunish people. (LGJ #3 p.9)c. -2360 CY
Suloise emperor Inzhilem II secretly undertakes plans to create the Orbs of Dragonkind. After acquiring knowledge from the goddess Wee Jas, he instructs the Imperial Congress to supply him with powerful mages capable of aiding him in their construction. (Dragon #230 p.11)-2354 CY
Civil war breaks out within the Suloise noble house of Neheli-Arztin, resulting in the dissolution of Arztin. Emperor Inzhilem II is slain, and succeeded by Ubrond Thrideen of House Neheli. (Dragon #230 p.11)-2350 CY
At some point after this year, the eight Orbs of Dragonkind are created. Due to the absence of the genius Inzhilem and interference by spies of the dragons, the orbs are cursed and less effective than intended. One is later stolen, and a renegade officer in the eastern provinces subsequently goes mad and declares himself King of the Fire Kings. (Dragon #230 p.11-12)-2150 CY
The Flan Tracking calendar begins. -2150 CY is equivalent to 1 FT. The origin of the Flan calendar is not canonically stated. Oerth Journal #1 suggests that it dates to the founding of the first Flan city in the Lortmils.c. -2004 CY
The Flan people spread across the Flanaess. (Dungeon #145 p.49) The Flan warlord Exag discovers the ruined city in the Mounds of Dawn built by the Crafters, where his tribe makes a stand against pursuing lizardfolk. A grandmother named Prizin'ha sacrifices herself at an ancient pyramid to summon earth elementals. Within a few generations, the city's new inhabitants begin a cult to the Crafters and name the city Exag. (Dungeon #145 p.49)c. -1910 CY
Touv and Olman tribes inhabit Hepmonaland using rudimentary farming methods. Over the next 400 years, the Olman develop bronze and stone work and begin to build large cities, and eventually come into conflict with the Touv. (The Scarlet Brotherhood p.36)c. -1700 CY
Fall of troglodyte empire in the Amedio Jungle. (The Scarlet Brotherhood p.62)c. -1600 CY
The d'kana, a species of intelligent gorillas, comes to power in the Amedio Jungle. Their civilization allows for the rise of the evil kech and the beastmen. (The Scarlet Brotherhood p.62) Suloise Imperium destroys the evil Pyremius-worshiping gnomish creators of the jermlaine. (Dragon #241 p.49)c. -1510 CY
By this date, four Olman city-states have risen in Hepmonaland. The northernmost state, Xuxulieto, is destroyed by its two neighbors. (The Scarlet Brotherhood p.36) Touv in southern Hepmonaland form permanent settlements. (The Scarlet Brotherhood p.36)-1408 CY
The Touv Calendar begins. Touv believe it was created by the god Katay. -1408 CY is equivalent to 1 TC. (The Scarlet Brotherhood p.38,40) The first Touv king, Onatal, is crowned in Kundanol. Onatal unifies the Touv tribes and proclaims himself King of the Cities, founding the Kingdom of Kunda and eventually warring with the Olman. (The Scarlet Brotherhood p.36,38)-1405 CY
Kyuss, a Flan priest exiled from Sulm before its destruction, is still a living human by this date. He later takes his followers south and founds the jungle city of Kuluth-Mar. With assistance from the spellweaver lich Mak'ar, Kyuss later attempts to ascend to godhood, but becomes trapped in the monolith used in his ascension. (Dungeon #130 p.60,81; LGJ #3)c. -1400 CY
The Flan kingdom of Sulm conquers its neigbor states Ronhas, Durha, Rhuga, and Truun. After three decades of warfare, Sulm defeats its primary rival, the Sun Kingdom of Itar. Sulm reaches its zenith. (Polyhedron #157 p.22) Flan deity Vathris, patron of Itar, is killed when he is struck through the chest with a poisonous barbed longspear. (Dragon #319 p.61; Dominions of the Flannae) Dragon #319 dates this event as over 1,000 years ago. Polyhedron #157 and WGR3 Rary the Traitor date this closer to just over 2,000 years ago. The Kopru are at the height of their civilization when a sudden, unexplained disease causes their kopura food source to diminish. Kopru civilization begins to collapse. (Dragon #354 p.59) The wizard Keraptis establishes himself as the "protector" of the Flan city of Tostenhca. (Return to White Plume Mountain p.3)-1250 CY
Iyapo declared an official city-state. (The Scarlet Brotherhood p.50)c. -1219 CY
Suloise Imperial Congress approves creation of the derro. (Dragon #241 p.40)c. -1200 CY
The Olman arrive in the Amedio Jungle. The d'kana have largely withdrawn from the region by this point. (The Scarlet Brotherhood p.62)c. -1100 CY
The high-priests of Alocotla and Xapatlapo make a pact with the god Tlaloc, creating the yuan-ti. (The Scarlet Brotherhood p.47) Xagy and Joramy create Queen Ehlissa's Marvelous Nightingale. It never escapes comnfinement during Queen Ehlissa's centuries-long reign. (1e DMG p.160)c. -1000 CY
The wizard Keraptis is ousted by the people Tostenhca, who rebel after he demands payment of one third of all the city's newborn children. He and his followers flee and travel for almost 300 years, during which he discovers the weapons Whelm, Wave, and Blackrazor. (Return to White Plume Mountain p.3) The Olman migrate into the Amedio Jungle. (The Scarlet Brotherhood p.47) Flannae tribes live in the region which would later be known as the Pomarj, worshiping powers of the earth who they believe sleep beneath the [[Drachensgrabs] hills. (LGG p.87; Slavers p.120)c. -913 CY
Due to civil unrest, Sulm's emperor Shattados turns to Tharizdun for power, receiving the cursed Scorpion Crown. The crown turns Shattados into a gigantic scorpion, and his people into manscorpions and dune stalkers. Its use begins transforming the grasslands of Sulm into the Bright Desert. (Polyhedron #157 p.22; Rary the Traitor p.15,22; Dominions of the Flannae)-905 CY
Kyuss briefly escapes his prison, attempting to bring about the Age of Worms. Kyuss’s forces, led by Dragotha, are defeated near Rift Canyon by the Order of the Storm, but not before Dragotha manages to slay their ally, the silver dragon Lashonna. (DNG#132.83-84)c. -903 CY
Sulm's transformation into the Bright Desert complete. ("Dominions of the Flannae") Most of the undersea city-states of the kopru are destroyed by war, strife and slave uprising. (Dragon #354)-804 CY
The Olman Lunar calendar begins. -804 CY is equivalent to 1 OL. The Olman of the Amedio declare themselves the true Olman nation. (The Scarlet Brotherhood p.64)-800 CY
By this year, all Olman colonies in the Amedio Jungle have declared independence after learning that the Hepmonaland Olman empire has fallen. (The Scarlet Brotherhood p.62)c. -800 CY
Elder Hierophant druid, Aegwareth, slain by Keraptis, who took White Plume Mountain for himself.-720 CY
The Touv construct the fortification Anatal at the base of the Kyalo Hills. (The Scarlet Brotherhood p.47)c. -700 CY
The archwizard Keraptis rises to power. (Dragon #241 p.77) Keraptis discovers White Plume Mountain, where he discovers the blade Frostrazor. He lays waste to Tostenhca. (Return to White Plume Mountain p.3) Keraptis battles and defeats the elder druid Aegwareth for control of White Plume Mountain. (Return to White Plume Mountain p.3,56) Thingizzard, Witch of the Fens, already lives in White Plume Mountain by this date. Keraptis refuses to fight her, and she will continue to guard the bogs for at least the next 1,300 years. (Return to White Plume Mountain p.15) Flan tribes still dominate the Flanaess. (Dragon #241 p.77) Olman princes claim the Isle of Dread, establishing the grand city-state of Thanaclan. (Dungeon #142 p.35) In the waters below the city of Thanaclan, aboleths of Golismorga take affront at the human invasion, sending a constant stream of enslaved skum to attack the city. The Olman craft Tlaloc's Tear, and carry it to Golismorga, invoking the rain god's power to all the water from the city. The aboleths abandon the city. (Dungeon #142 p.35; Dungeon #144 p.30)-676 CY
Society of the Serpent founded, though it falsely claims to be thousands of years older. It is a secret society of mages, originally of Suloise origin. (Dragon #256 p.45-46)-644 CY
The Oeridian Record calendar begins. -644 CY is equivalent to 1 OR. Oeridians unite in a single confederation to defend against the Baklunish. (The Adventure Begins p.55) Great Migrations begin. (LGG p.23)c. -622 CY
Events described in the Vecna's Ineffable Variorum date back to around this year. (Dragon #225 p.50)c. -610 CY
The tribes of the Amedio develop the blowgun. (The Scarlet Brotherhood p.65)-594 CY
Lyzandred born. (Crypt of Lyzandred the Mad p.2)-554 CY
Lyzandred discovers a portal to a demiplane closely aligned with Oerth and uses it to store powerful magic items. He begins to go slightly mad and soon locks himself away in the plane for Oerth's safety. (Crypt of Lyzandred the Mad p.2)-534 CY
Lyzandred, trapped in his private demiplane, finally succumbs to death and rises as a lich. (Crypt of Lyzandred the Mad p.2)c. -516 CY
The land later known as the Pomarj is first settled by Oeridian tribes. They come into conflict with indigenous trolls, goblins, and barbarians. (Dragon #167 p.11)-490 CY
Emperor Tloqasikukuatl of the Amedio Olman empire assassinated by priests of Zotzilaha. The empire collapses into civil war as rival cities claim the title of emperor and band together to sack the capital of Chetanicatla. The city is overrun by gibbering mouthers. (The Scarlet Brotherhood p.65)-486 CY
Baklunish and Suloise raiders pillage each other's settlements across the Haut Range. (The Scarlet Brotherhood p.2)Great Migrations (c.-485 CY to -1 CY)
Downfall of the Suloise Imperium and Baklunish Empire, beginning with the outbreak of war in -485 CY. Both empires destroy each other in the Twin Cataclysms. Suloise, Baklunish, and Oeridian refugees settle the Flanaess. The Empire of Vecna collapses. The Free City of Greyhawk is founded. -485 CY
Beginning of the Baklunish-Suloise Wars. (Guide p.9) In spring, Sulose Emperor Ad-Zol sends 9,000 troops across the Haut Range to punish Baklunish raiders. His forces are met by an army sent Bakluni Padishah Ramif. They fight on the Fields of Padyr and all but annihilate each other over three days. (The Scarlet Brotherhood p.2)-466 CY
First employment of humanoid mercenaries. Baklunish and Suloise forces hire orcs and other humanoids. (Guide p.9) Humanoid mercenaries tend to pillage northward and eastward, forcing many Oeridians from their ancestral lands. (Folio p.5) Around this year or next, a council of Oeridian hetmen heed the advice of their shamans and abandon their lands to the Baklunish, migrating eastward into the Flanaess through a pass between the Barrier Peaks and Yatil Mountains. (The Adventure Begins p.55)-458 CY
Oeridian migrations move into the Tuflik Valley, into what would later become Ket. (The Adventure Begins p.55) Oerid migrations east at peak point. (Guide p.9)-447 CY
Suloise migrations begin. (Guide p.9; The Scarlet Brotherhood p.2) Zellif Ad-Zol, son of Emperor Ad-Zol, flees into the Flanaess, accompanied by thousands of loyal followers. The emperor sends the houses of Schnai, Cruskii and Fruztii to bring him back, but they are never heard of again. (The Scarlet Brotherhood p.2,3)-446 CY
Suloise commoners and some minor noble houses flee across the Harsh Pass and into the Flanaess to avoid war and rival noble houses. The population of Suloise cities decreases. (The Scarlet Brotherhood p.2)-445 CY
Zellif Ad-Zol's followers claim the Tilvanot Peninsula, defeating or enslaving the local humanoid and Flan tribes. (The Scarlet Brotherhood p.3)-425 CY
The Scarlet Brotherhood is founded in the last years of the Bakluni-Suel wars to combat what its members saw as the dilution of Suel virtues and superiority. Its express purpose is the "purification" of Suel blood and behavior, with the concomitant and inevitable rule. (Fate of Istus p.110; The Scarlet Brotherhood p.2,17) The city of Tamoachan is abandoned. After two seasons of poor crops, the city's priests come into conflict. The resulting magical battle lasts one day, during which the population flees and never returns. The city is hidden by the jungle within a decade. (The Scarlet Brotherhood p.63) The archmage Keraptis presumed dead by this point. (Dragon #241 p.78)-422 CY
By this date, only five of the eight Orbs of Dragonkind remain in Suloise hands. The Orb of Wyrmkin, Orb of the Great Serpent, and Orb of the Eternal Grand Dragon are missing, with one rumored to have fallen into the hands of the Baklunish Empire. (Dragon #230 p.12) Kevelli Mauk receives a premonition of doom. He activates Lendor's Matrix and teleports himself, his ten most powerful students, their slaves, and the Tome of the Scarlet Sign across the Hellfurnaces, less than an hour before the Suloise capital is destroyed. (The Scarlet Brotherhood p.3) Twin Cataclysms. In the Suel Empire, the Suel Mages of Power gather their magical energies and call down the Invoked Devastation. No Bakluni cities survive this blast of magical energy. In retaliation, Bakluni clerics and mages gathered at Tovag Baragu, using the arcane powers of the Binders and drawing upon the energies of their holiest site, withstand these energies and counter strike with the Rain of Colorless Fire on the empire. The remains of this expenditure of energy are now called the Sea of Dust and the Dry Steppes. (Guide p.9) Surviving Baklunish migrate north to the shores of the Dramidj Ocean. (Player's Guide to Greyhawk p.9) Axe of the Dwarvish Lords is lost in the Invoked Devastation. (Dungeon Masters Guide (1e) p.156) The gods of the Paynims grant their most exalted high priest the Cup and Talisman of Al'Akbar. (AD&D 1e DMG p.157) Dhabiya in Zeif exists at this point as a small provincial village. (LGJ #5 p.16) The Sanserail is built. It is unfinished when the Invoked Devastation hits, and would ultimately never be completed. (LGJ #5 p.17) Human survivors of the Invoked Devastation flee to Mukhazin, the most powerful orcish malik in the Satrapy of Ghayar, where they are enslaved to orc masters. (LGJ #5 p.20)c. -420 CY
Small numbers of Suloise, unwelcome elsewhere, settle in what would become the Pomarj. Its poor soil and terrain make it inhospitable. (LGG p.87) A band of Suloise massacre Flan tribesmen in what is now the Twisted Forest. Flan gods curse them to form pillars of stone, never to leave the hills. (Greyhawk Adventures p.96)-413 CY
Suel city of Zar founded in Hepmonaland. (TSB p.55)-412 CY
The wizard Slerotin finds Suloise survivors of the Rain of Colorless Fire living in a primitive state in the Crystalmists. He opens a tunnel through the mountains into the Flanaess leading to what would become the Yeomanry. Seventeen tribes ultimately make it through the tunnel. (Dragon #241 p.44)-411 CY
Death of Kevelli Mauk, Founder of the Scarlet Brotherhood. He is succeeded by Reshek Nes. (The Scarlet Brotherhood p.4) By this date, the Isles of Woe have sunk beneath the Nyr Dyv. (Slavers p.17)c. -405 CY
By this date, the lich-king Vecna still rules his empire on Oerth. (Dragon #348 p.19)c. -403 CY
The first Baklunish settlers come to Exag. The first major exodus of Exag natives occurs. (Dungeon #145 p.49)-402 CY
Lerga settled by Suel nobles led by Duke Medajar, a priest of Llerg. (The Scarlet Brotherhood p.52)-400 CY
Rudd born. (Dragon #165 p.59)c. -400 CY
Oeridian and Suloise settlers arrive in the Flanaess. (Slavers p.120) Volte the blue dragon of the Bright Desert is born. (WGR4 Rary the Traitor p.23) Volte is stated to be 1,000 years old in WGR4, set after the end of the Greyhawk Wars, so suggested to be set around 584-585 CY. Assuming Volte is exactly 1,000 years old rather than approximately so, this would suggest a probably date of birth -417 or -416 CY, shortly after the Twin Cataclysms. Baron Erkin founds the Kingdom of Drachensgrab. (Slavers p.120) Savage Tide washes over the Isle of Dread, destroying the Olman city-state of Thanaclan. (Dungeon #142 p.35)-396 CY
Sharba founded by Suel lost in the Hepmonaland jungle, based on the ruins of an Olman city. (The Scarlet Brotherhood p.52)c. -392 CY
In the first century of the Kingdom of Keoland, diplomacy by the Oeridian settlers allows the demihumans of the Sheldomar Valley hills to come together in peace, forming the Good Hills Union. (LGJ #1 p.19)c. -385 CY
Naer's Well, the oldest Suloise settlement along the Wild Coast, is founded as a cluster of farmsteads. It later becomes known as Narwell. It would later be joined by Safe Town, eventually known as Safeton. (The Adventure Begins p.56)-368 CY
City of Gradsul founded in what would later become Keoland. (LGG p.64)-366 CY
Flan first spot the Aerdi tribes on the western shores of the Nyr Dyv. Panic and unrest among the Flan is speculated to have caused the downfall of the kingdom of Veralos. (Dragon #293 p.90)-358 CY
City of Niole Dra established by this date. (LGG p.64)c. -358 CY
Empire of Vecna falls. A great internal upheaval within the Empire of Vecna causes its collapse. Oeridian settlers move into the Empire's former territory in the northern Sheldomar Valley. (LGG p.64) The exact date of Vecna's fall is uncertain. Dragon #348's "Core Beliefs: Vecna" have him rule around 1,000 years ago, i.e. c. -405 CY, and rule from what would become northern Keoland. The collapse of the capital domain of his empire is consistent with the assumption that Vecna was killed at this time.-350 CY
Suloise reach the northern shore of Matreyus Lake, where they discover the ruins of the Olman city of Elatalhuihle. (The Scarlet Brotherhood p.63)c. -345 CY
A few Suloise settle the western shores of the Woolly Bay. The elves of the Gnarley Forest, Welkwood and Celene drive them to the poor land on the isolated coast. Most Suloise instead move further east, later settling Urnst. (The Adventure Begins p.55)-342 CY
Kingdom of Keoland founded. Great Council of Niole Dra formed from the Suel noble houses and Oeridian tribes of Keogh. Nyhan I of House Neheli the first king. (LGG p.64; The Adventure Begins p.55; LGJ #1)-321 CY
Migratory Suloise barbarians reach the Thillonrian Peninsula. (Living Greyhawk Gazetteer, p.44)c. -315 CY
City of Jurnre founded. It is one of the oldest surviving cities in the Flanaess. (Fate of Istus p.25) Tuerny the Merciless already born by this year. (Return of the Eight p.9) By this year, Greyhawk is already known by this name. Originally a small log trading post, it is named for small gray hawks native to the region. (The Adventure Begins p.56) Gorna, capital of Geoff, established around this year by natives with the help of the sylvan elves and forests. Geoff also founded by this year, established by migrating Suel and Oeridians and Flan tribes. (LGG p.48) Demihumans have holdings in the Cairn Hills, but have yet to establish their major settlements such as Grossettgrottell and Greysmere. (The Adventure Begins p.55)-314 CY
Nyhan I of Keoland succeeded by Malv the Defender of House Rhola. (LGJ #1)-307 CY
Sultan's Truce. Zeif founded. Ozef the Warrior becomes the first Sultan of Zeif. (LGJ #5 p.20,21)-295 CY
Lorgyr the Seer of House Neheli becomes king of Keoland. (LGJ #1)-294 CY
Marut the Mournful becomes Sultan of Zeif. (LGJ #5 p.20)-279 CY
Nyhan the Forlorn of House Neheli becomes king of Keoland. (LGJ #1) Founding of Hardby. Suloise wizard Ena Norbe sets sail from Safe Town and claims an inlet east of the mouth of the Selintan River as her own. Ena Norbe establishes Norbe Harbor, later named Hard Bay after bad weather in winter and plague in spring. (The Adventure Begins p.56; Slavers p.32)-272 CY
Mandros the Oeridian of Sedenna becomes king of Keoland. (LGJ #1)c. -267 CY
Tuerny, human archmage and conqueror, creates the Iron Flask of Tuerny the Merciless by this date. He later captures Graz'zt in the flask. (Return of the Eight p.9,56)-258 CY
Tembel the Lamented becomes Sultan of Zeif. (LGJ #5 p.20)c. -258 CY
The Yeomanry rises up against the tyrant Asberdies. He is overthrown, and the Yeomanry develop their own system of government. (LGG p.135)-252 CY
A priest of Meyanok infiltrates the inner circle of the prince of the Kunda city-state of Jolan. (The Scarlet Brotherhood p.50)-250 CY
After two years of manipulation, the prince of Jolan declares his city-state independent of Kunda. Ichamamna and Byanbo subsequently declare independence. (The Scarlet Brotherhood p.50)-245 CY
Tilvanot Pensinsula erupts into a brief civil war as three Suloise noble houses attempt to break away from the Scarlet Brotherhood's influence. The defeated nobles are tortured and executed, and their generals killed by Brotherhood monks using the Quivering Palm. (The Scarlet Brotherhood p.4)-243 CY
The government council of the Suloise Kingdom of Shar is dissolved. The Scarlet Brotherhood becomes the new government in the Tilvanot Peninsula. (The Scarlet Brotherhood p.4)-242 CY
Keoland expands to its current borders. (LGG p.65)-240 CY
The Kingdom of Kunda fragments. (The Scarlet Brotherhood p.47)-236 CY
Luschan I of House Rhola becomes king of Keoland. (LGJ #1)-230 CY
Sterich founded by Keoland. (LGJ #1)c. -222 CY
Hand of Vecna first appears in the Flanaess. 136 years after the fall of Vecna, the first recorded appearance of his hand is made when clan leader Paddin the Vain uses the Hand of Vecna to start the Insurrection of the Yaheetes. The Aerdi later crush the insurrection. (Book of Artifacts p.35; AD&D 2e revised DMG p.126) LGG p.64 suggests Vecna's empire fell c. -358 CY, which would give a date around -222 CY for the Hand's appearance, possibly up to a number of years later. Book of Artifacts has the insurrection put down by the "Emperor of the Malachite Throne", which may suggest the much later Great Kingdom of Aerdy (est. -110 CY) or office of Overking (est. 1 CY). However, the original Kingdom of Aerdy was founded around this year, and they would spend the following decades in conquest, giving casus belli for an insurrection of a local Flan or Oeridian tribe. (LGG p.23)-219 CY
Jehef the Splendid becomes Sultan of Zeif. (LGJ #5 p.20)-217 CY
Founding of the Kingdom of Aerdy, the year 428 OR by the Oeridian calendar. For the next 100 years Aerdy absorbs other Oeridian states to the west. (Guide p.9; LGG p.23,80,93) Note: This date is incorrectly calculated as -216 CY by the Living Greyhawk Gazetteer. The date of 428 OR is given in the 1983 Greyhawk box set, and a conversion of -217 CY is correct when accounting for the lack of a year zero in the Common Year calendar.c. -210 CY
By this year, the cursed sword Druniazth appears in the hands of Baron Lum. He loses it in a battle against Ur-Flan sorcerers in what would become the Bonewood. He spends the rest of his life trying to recover it, and the search drives him mad. (LGJ #10 p.96)c. -206 CY
Sultan Jehef Peh'reen possesses the Jacinth of Inestimable Beauty. It later passes to Ket and Keoland, where it disappears. (AD&D 1e DMG p.158) Uruzary Corps established in Zeif by Sultan Jehef. (LGJ #5 p.21)c. -195 CY
The Kingdom of Aerdy conquers the Flan kingdom of Ahlissa. (LGG p.80) This event takes place during the fifth century OR, which occurs from -244 CY to -145 CY.-193 CY
Malv II of House Rhola becomes king of Keoland. (LGJ #1)-171 CY
An Aerdi army defeats a small Flan tribe at the Battle of Chokestone. The general orders surviving Flan sacrificed to Erythnul. (Ivid the Undying p.53)-170 CY
Suloise city near the ruins of Elatalhuihle fails for unknown reasons. It remains cursed to this day. (The Scarlet Brotherhood p.63)-161 CY
Gran March founded by Keoland. (LGG p.65; LGJ #1 p.11)-157 CY
Sanduchar the Navigator of House Rhola becomes king of Keoland. (LGJ #1)-142 CY
The Aerdi establish the court at Eastfair, in 503 OR by the Oeridian calendar. (LGG p.73)-131 CY
Ismuyin the Wise becomes Sultana of Zeif. (LGJ #5 p.20) Merchant's War in Zeif. (LGJ #5 p.21)-121 CY
Senestal I of House Neheli becomes king of Keoland. (LGJ #1)-110 CY
Battle of a Fortnight's Length. The Kingdom of Aerdy defeats Nyrondal cavalry squadrons to become the regional superpower. Aerdy thereafter becomes known as the Great Kingdom. (Guide p.9; LGG p.23,77,93) Note: This date is incorrectly calculated as -109 CY by the Living Greyhawk Gazetteer. The date of 535 OR is given in the box set and The Adventure Begins, and a conversion of -110 CY is correct when accounting for the lack of a year zero in the Common Year calendar. Tenh abandons its short-lived alliance with Nyrond and pledges fealty to the king of Aerdy. (LGG p.112) By this date, the mist dragons Fundamental Thought and Sincere Assertion have arrived in the Mist Kingdom. (The Scarlet Brotherhood p.66)c. -110 CY
The winter deity Vatun is imprisoned by clerics of Telchur. (LGG p.185)-108 CY
Ur-Flan insurgents attempt to assassinate the king of the Great Kingdom. The attempt is foiled by local peasant militia, most of whom are slain. The king rewards the survivors by establishing them as the Knight Protectors of the Great Kingdom. (LGG p.157) Note: This date is incorrectly calculated as -107 CY by the Living Greyhawk Gazetteer. A conversion of 537 OR to -108 CY is correct when accounting for the lack of a year zero in the Common Year calendar.-107 CY
Lanchaster I of House Rhola becomes king of Keoland. (LGJ #1)-98 CY
Lanchaster the Wise of House Rhola becomes king of Keoland. (LGJ #1)-96 CY
Keoland annexes the Yeomanry. Its freeholders are given voice at the Council of Niole Dra. (LGG p.65,135)-88 CY
Cathedral of Delight built in Niole Dra by followers of Telchur. Its construction drives the church to bankruptcy, and they are forced to sell it to the church of Sotillon. (Dragon #265 p.50)-83 CY
Ayusen/efez the Serene becomes Sultan of Zeif. (LGJ #5 p.20)-72 CY
Senestal II of House Neheli becomes king of Keoland. (LGJ #1)-63 CY
Lanchaster III of House Rhola becomes king of Keoland. (LGJ #1)-52 CY
Irmun the Beggar becomes Sultan of Zeif. (LGJ #5 p.20)-47 CY
Great Kingdom captures Onnwal in the year 598 OR. (LGG p.80) Note: This date is incorrectly calculated as -46 CY by the Living Greyhawk Gazetteer. The -47 CY is correct when accounting for the lack of a year zero in the Common Year calendar.-46 CY
Eastern Fortification of Zeif. Lopolla founded. (LGJ #5 p.21)c. -46 CY
Hautna Masq, the Greyhawk dragon, born around this year. (Return of the Eight p.61)-45 CY
Order of the Golden Sun founded on the site of Azharadian's death in Onnwal. (Dragon #293 p.92)-35 CY
Zeyim/efez becomes Sultan of Zeif. (LGJ #5 p.20)-19 CY
Luschan III of House Rhola becomes king of Keoland. (LGJ #1)-16 CY
Temple of Istus built in Wragby. (WGR4 The Marklands p.74)c. -10 CY
The mist dragons Fundamental Thought and Sincere Assertion raise their first clutch in the Mist Kingdom islands. (The Scarlet Brotherhood p.66) Last contact between the Oeridians and the inhabitants of the Belching Vortex of Leuk-O. (LGJ #1 p.6)Common Era (c. 1 CY to 598 CY)
Dominance of the Great Kingdom of Aerdy in the Flanaess, from which the Common Year calendar is dated as 1 CY. The term "Common Era" is attested in the Living Greyhawk Gazetteer p.65. First century CY 1 CY
Grand Prince Nasran of the Great Kingdom declares peace within the empire. He takes the title of Overking and is crowned in the capital Rauxes. The borders of the Great Kingdom extend as far east as the Free City of Greyhawk. (Guide p.9; LGG p.23) The Common Year (CY) calendar is established in the Great Kingdom, replacing the Oeridian Record calendar. The first year of this new calendar, 1 CY, is equivalent to 645 OR.4 CY
Captain Maret Nial crosses the Cairn Hills with a band of retired veterans and claims the village of Greyhawk, his own home town, on behalf of the Great Kingdom. The villagers shrug and. He builds roads and establishes trade with Hard Bay and Dyvar, allowing it to grow into a major river port. (The Adventure Begins p.57)7 CY
Malv the Explorer of House Rhola becomes king of Keoland. (LGJ #1)9 CY
Crook of Rao discovered, using Oeridian divination magic and Flan legend. The place of its discovery is named Mitrik, meaning "salvation". (LGG p.129) Melek I the Cleaver becomes Sultan of Zeif. (LGJ #5 p.20)11 CY
A major battle against Flan tribesmen takes place at Arrowstrand. (Ivid the Undying p.50)12 CY
The Herzog of South Province constructs the port of Scant in Onnwal. Its purpose is to secure Aerdi control of Dragonshead Peninsula. (LGG p.80; Scant - A City Enslaved)15 CY
The village of Greyhawk has grown into a major river port, with a population of thousands. The self-styled Lord Nial commands hundreds of men. He is granted the formal title of Landgraf of Selintan. The establishment of the Domain of Selintan leads to a boom in trade through Greyhawk. (The Adventure Begins p.57)c. 25 CY
Early in its first century, the Great Kingdom creates baronies from the islands later known as the Sea Barons. Originall inhabited by Flan tribesmen, they are soon settled by Oeridian colonists. (LGG p.99)32 CY
Minor skirmishes between the Great Kingdom and the barbarians become frequent as the Aerdi expand along the coast beyond the Blemu Hills. The Herzog of the North Province constructs the Highlander border forts for defense.33 CY
Maro, daughter of Gynarch Ymara of Hardby marries Ganz, son of Maret Nial, Landgraf of Selintan. (Dungeon #109 p.94) Hardby becomes a palatine fief of the Landstadt of Selintan and of the Great Kingdom. (Dungeon #109 p.94)42 CY
Oytmeet founded by a merchant company as a trading post. (Against the Giants: THe Liberation of Geoff p.63)43 CY
Payezif I the Poet becomes Sultan of Zeif. (LGJ #5 p.20) The Citadel of Jurnre constructed. (Fate of Istus p.27)c. 43 CY
The Grand Citadel of the Free City of Greyhawk is attacked by a horde of humanoids approximately in this year. The force was repelled by the warriors and spellcasters of the Free City, through cunning use of illusion. This victory spawned the celebration now known as the Desportium of Magick. Around this year, Landgraf Ganz Nial of Greyhawk, son and heir of Maret Nial, repels a humanoid army invading from the Abbor-Alz by recruiting local wizards as illusionists and commandeering magic items from locals. Bounty hunters hired to hunt down the humanoids' spellcaster leaders become the foundation of Greyhawk's Guild of Assassins. (The Adventure Begins p.57)49 CY
King Malv III of Keoland dies. The throne reverts to a House Neheli for over a century, during which Keoish expansion halts. This period is later referred to as the Slumbering. Cedrian I becomes king. (LGG p.65) Maro becomes Gynarch of Hardby. (The Adventure Begins p.57)c. 70 CY
Azure Masks founded by Overking Tenmeris. (Dragon #256 p.51)75 CY
Overking Tenmeris, grandson of the first Overking Nasran, dies. He is succeeded by his wife, Overqueen Yalranda. (Ivid p.3)c. 80 CY
Old City of Eastfair built. (Ivid p.47) This may contradict LGG p.73, which asserts that the court at Eastfair was founded in 503 OR (-142 CY).87 CY
Yazerak the Thunderous becomes Sultan of Zeif. (LGJ #5 p.20)c. 91 CY
Keraptis leaves White Plume Mountain and never returns. (Return to White Plume Mountain p.4) Approximate date when earliest of the Star Cairns built. (Player's Guide p.52) This is amended by The Star Cairns p.2, which states building began in 169 CY (and other "beliefs", "legends", and "rumors" about the cairns are stated to be inaccurate.)c. 97 CY
Aerdi forces begin their conquest of the Flan territory which would become Perrenland. (LGG p.85)98 CY
Overking Erhart I of the Great Kingdom allows his son to handle the Orb of the Hatchling. Under the cursed orb's influence, the boy throws himself over a parapet and dies. (Dragon #230 p.14)100 CY
The Aerdi reach the height of their power. (Folio p.10) By this date, the Great Kingdom's viceroyalties of South Province and North Province have been established. (LGG p.23) The Viceroyalty of Nyrond and the Viceroyalty of Ferrond are established by Overking Manshen, bringing the total number of viceroyalties to four. (LGG p.23)c. 100 CY
Gnomes and elves develop the elven military outpost of Verbobonc into a walled trade city. (LGG p.132)Second century CY 101 CY 102 CY
The mist dragon Vehement Debate arrives in the Mist Kingdom. He fathers a clutch of two eggs with Fundamental Thought. (The Scarlet Brotherhood p.66) House Garasteth lays claim to the isles enclosing the Bay of Gates, sparking conflict between noble houses. Overking Manshen holds naval contest to determine the lord high admiralcy of the isles, with Baron Asperdi of Atirr winning. The isles are later named the Dominion of the Sea Barons. (LGG p.99)108 CY
In spring, Overking Manshen responds to an increase in Suel barbarian raids by amassing an army at Knurl. They march northeast, uprooting Fruztii encampments by autumn, and laying the foundations for the fortress at Spinecastle. (LGG p.36) In autumn, the Great Kingdom liberates Johnsport. (LGG p.36)109 CY
Battle of Shamblefield, also called Caldni Vir's Charge. After thousands of Fruztii barbarians overwhelm the construction at Spinecastle, Knight Protector of the Great Kingdom heavy cavalry commander Caldni Vir is ordered to retreat. He refuses the orders and liberates Spinecastle, allowing the imperial army to victorious. (LGG p.36, Folio p.9; Dragon #293 p.88) Dragon #293 p.88 (LGJ #9) dates the Battle of Shamblefield to 108 CY. However, LGG p.36 dates the liberation of Johnsport to 108 CY, and the Battle of Shamblefield to the following year. By spring, the Great Kingdom conquers the Bone March, so named for the number of lives required to take it. Overking Manshen formally establishes it as a fiefdom of the Great Kingdom, making Caldni Vir its first marquis in reward for his bravery. (LGG p.36,89; From the Ashes, Atlas p.24)110 CY
War of Possession. (LGJ #5 p.21)c. 110 CY
In the early 100s CY, the cursed sword Druniazth is cast into the Rift Canyon. It remains there for many decades before being discovered by illithid. (LGJ #10 p.96)111 CY
Mirzad the Holy becomes Sultan of Zeif. (LGJ #5 p.20)113 CY
The Orb of the Wyrmling is stolen from the vaults of the Great Kingdom. (Dragon #230 p.14) The explorer Alisedran first reports the Hanging Glacier of Alisedran in the Corusks. (From the Ashes, Atlas p.67)114 CY
The explorer Alisedran dies. (From the Ashes, Atlas p.67)119 CY
Viscounty of Verbobonc incorporated into Veluna and the viceroyalty of Ferrond. (LGG p.132)122 CY
General Sir Pelgrave Ratik of Winetha appointed to conquer Ratik. (LGG p.89)124 CY
The construction of the city of Irongate is completed. (LGG p.56) Great Kingdom proposes the annexation of Urnst. Despite a favourable treaty, Urnst rejects the offer. (LGG p.125)128 CY
Fruztii and Schnai form an alliance to create an invasion flotilla. (LGG p.90) In spring, the barbarian fleets attack the port city of Marner. General Ratik successfully defends the city by setting the entrances to the port ablaze. (LGG p.90)129 CY
Banishment of the Sorcerers in Zeif. (LGJ #5 p.21)130 CY
For his defense of Marner two years earlier, General Pelgrave Ratik is made baron of the region. The walled town of Bresht is renamed Ratikhill in his honor. (LGG p.90)134 CY
Overking Toran I deposes the herzog of North Province, replacing him with a member of House Atirr. The death knights Maeril and Farian of Lirtham lose most of their possessions. (LGG p.74; LGJ #7)c. 150 CY
The Rhennee first appear in the Flanaess in the Adri Forest, claiming to come from a world called Rhop. They move west to avoid persecution and travel west toward Greyhawk. (Player's Guide p.35; The Adventure Begins p.58)152 CY
Beroz the Mariner becomes Sultan of Zeif. (LGJ #5 p.20)154 CY
Western colonization in Zeif. (LGJ #5 p.21)155 CY
Atirr Aedorich of the Great Kingdom travels to university in Rel Astra when his ship is caught in a squall and driven into the Sinking Isle. He spends the rest of his life investigating the mysterious location. (Greyhawk Adventures p.93)166 CY
Overking Erhart II of the Great Kingdom commits his navies to fight the Duxchaners of the Oljatt Sea. Dullstrand is founded specifically to serve as a base of operations. (LGG p.71)167 CY
Monduiz Dephaar born in North Province. (LGJ #7) A copy of the Tome of the Scarlet Sign is delivered to Great Kingdom court wizard Murtaree. (The Star Cairns p.2)168 CY
Great Kingdom defeats the Suel of Duxchan at the Battle of Ganode Bay, capturing the Lordship of the Isles. (LGG p.71,100)169 CY
Murtaree begins work on his lairs in the Star Cairns. (The Star Cairns p.2)174 CY
Murtaree dies in a failed attempt to become a lich. His students continue his work on the Star Cairns. (The Star Cairns p.2)185 CY
The Battle of Kule, the first major offensive of the First Unhuman War. (Dragon Annual #1 p.46)c. 185 CY
Adventurers sell an ancient book to a book dealer in Niole Dra, revealing the existnece of Vecna's Ineffable Variorum. (Dragon #225 p.49)188 CY
Kouroz the Cruel becomes Sultan of Zeif. (LGJ #5 p.20)189 CY
County of Urnst absorbed into the Great Kingdom in exchange for a vast payment. (LGG p.123,125) Adventurers gather to slay the great red wyrm Harak col Hakul Deshaun, whose name means "he who comes with fire and fury". They find his lair long abandoned. (Dragon #241 p.78)c. 191 CY
Most recent of the Star Cairns estimated to be built. (Player's Guide p.52) This is supported by The Star Cairns p.2, which states construction began in 169 CY and they continued being built after 174 CY when the project leader, Murtaree, died.193 CY
Senate of the County of Urnst disbanded. Suloise nobles select a Duke of Urnst as the realm's ruler. (LGG p.125) Quarry Garden of Jurnre established by Countess Llyra. (Fate of Istus p.27)196 CY
Lorana Kath of Naelax promised to Prince Movanich of Atirr, in the hopes of ending the rift between the houses. Movanich rejects her, and she joins Lord Kargoth's mutiny. (LGJ #7)198 CY
The Baklunish lich Lyzandred uses a potent spell to pull a giant meteor into Oerth's atmosphere. The resulting fireball streaks across the Oljatt Sea, where it causes concern in the Great Kingdom. It strikes the eastern Abbor-Alz, and its shockwaves sabotage an experiment by cadre of Suel wizards in the Star Cairns, forcing them to abandon their research. (Crypt of Lyzandred the Mad p.2) Selvor the Younger observes Lyzandred's meteor, taking it as an omen signifying "wealth, strife, and a living death". He prophecies the coming of an Age of Great Sorrow for the Great Kingdom. (Greyhawk Adventures p.91)200 CY
The grand port city of Leukish established by this date. (LGG p.125, Fate of Istus p.58)c. 200 CY
Around this year, the town of Greyhawk is given walls to protect against bandits from the Cairn Hills. The area later called the Old City is enclosed by these walls. The Grand Citadel is rebuilt as a huge stone fortress and given a substantial garrison. (The Adventure Begins p.58) Power of the throne in Rauxes wanes. Viceroys of Ferrond grow increasingly independent in Great Kingdom. (Folio p.10)Third century CY 201 CY
The Shattering of Borka, in which a planet in Greyspace is destroyed by elves with the assistance from their deities, is witnessed by astrologers on Oerth. (Dragon Annual #1 p.46)203 CY
The Order of the Knight Protectors of the Great Kingdom is shaken by Sir Kargoth’s pact with Demogorgon, when he unleashes a demonic terror upon the Great Kingdom. The abomination is destroyed, but Kargoth sways thirteen other Knight Protectors to follow him. They become the first of the death knights. (LGG p.158)205 CY
Gynarch Jik Jonnosh of Hardby claims all lands within 10 leagues of the coast, conquering and burning pirate-sponsoring villages along the Wild Coast over the next fifteen years. The settlement reaches its zenith, and re-asserts its independence of Greyhawk. (The Adventure Begins p.56,58)209 CY
The Expulsion of Evil. In Greyhawk, the Landgraf of Selintan and commander of the garrison are assassinated by followers of evil deities who resent the town's military presence. The garrison commander's successor, Ponjes the Bull, declares martial law, burns temples of evil gods to the ground, slaughters their worshipers, and seizes their property. (The Adventure Begins p.58) Ponjes the Bull establishes the town council of Greyhawk. Overking Jiranen appoints him the new Landgraf of Selintan. He refuses the honor and instead takes the title of Mayor of Greyhawk. (The Adventure Begins p.58) Mayor Ponjes dedicates his life to rooting out corrupting which impeded trade, beginning a 45-year period of economic growth for the city. Export of textile and salted meat grows, as does treasuring hunting in the nearby Cairn Hills and Abbor-Alz. (The Adventure Begins p.58) The death knights Maeril and Farian of Lirtham attempt to lead an undead army on the city of Delaric. Farian is destroyed by St. Benedor using the Orb of Sol. (LGJ #7)212 CY
Slaughter of the Sea People. (LGJ #5 p.21)Age of Great Sorrow (c. 213 CY to 437 CY)
Decline of Aerdy, beginning in 213 CY. The Kingdom of Keoland rises in the Sheldomar Valley before retreating to its original borders. The Greyhawk Wars take place. May be considered to end with the Turmoil Between Crowns in 437 CY. (LGG p.24) 213 CY
Overking Jiranen of the Great Kingdom dies. His son and heir auctions the position to his cousin Zelcor. An eclipse during his coronation is declared a portent of an Age of Great Sorrow. (LGG p.23) Age of Great Sorrow commences. (Guide p.9)215 CY
By this date, Acererak has built his Tomb of Horrors in the Vast Swamp. The Scarlet Brotherhood's concerns are assuaged when Acererak kills all his slaves and entombs himself. (The Scarlet Brotherhood p.4) First appearance of the demigod Wastri, the Hopping Prophet. (The Scarlet Brotherhood p.4)219 CY
The Cup and Talisman of Al'Akbar are stolen by elves during the 16th Procession of Blessing. (LGG p.43; LGJ #5 p.21)220 CY
Hardby's raids on the Wild Coast end. Its claim on lands within 10 leagues of the sea is allowed to lapse. (The Adventure Begins p.56)221 CY
The Mother discovered by the Lerara. It is a bright amorphous entity inhabiting the Passage of Slerotin. (Dragon #241 p.45)223 CY
Herzog Atirr Movanich suddenly dies during the rule of Overking Zelcor I, who replaces him with a member of House Naelax for the first time in almost a century. (LGG p.74; Haven of the Sun)224 CY
The last House Atirr voyage departs Hepmonaland. (Haven of the Sun)230 CY
The Great Kingdom withdraws the garrison from Greyhawk. (The Adventure Begins p.58) The Rhennee become primarily river-dwellers. They find some acceptance in Greyhawk. (The Adventure Begins p.58)231 CY
15 Sunsebb—Firan Zal'honan, who would become Azalin Rex is born in Knurl.233 CY
Keshkadar the Golden becomes Sultan of Zeif. (LGJ #5 p.20) Illithid trade the cursed sword Druniazth to drow merchants. (LGJ #10 p.96)237 CY
Duke of Urnst moves the capital to Leukish. (LGG p.125)246 CY
In winter, the Iceminster temple to Telchur in Kaport Bay is torn down by the locals for firewood. (Dragon #265 p.58)247 CY
Sir Kargoth's castle, Fharlanst, destroyed by the Knight Protectors of the Great Kingdom. (LGJ #7 p.92)252 CY
Overking Toran II deposes the Holy Censor of the church of Pholtus, replacing him with a priest of Zilchus. (LGG p.82) A priest of Meyanok infiltrates the inner circle of the prince of the Kunda city-state of Jolan. (The Scarlet Brotherhood p.50)254 CY
Furyondy declares independence from the Great Kingdom. After the death of Viceroy Stinvri, his heir Thrommel I is declared king of the realm now known as Furyondy. This leads to small-scale fighting, but no all-out war. Thrommel I is crowned on Flocktime 18, celebrated thereafter as Crowning Day. (LGG p.23,41,46,82,103; Player's Guide p.9; Dragon Annual 4 p.21) In response, the Great Kingdom stations a large force at Greyhawk, and a smaller garrison at Hardby. However, only minor skirmishes with Furyondy occur. (The Adventure Begins p.58) Gynarch Varasia Yragerne declares the title of Gynarch of Hardby to be hereditary in the Family of Yragerne. (Dungeon #109 p.95) End of the 45-year surge of trade in the City of Greyhawk. (The Adventure Begins p.58) Voll, later known as Veluna, also declares sovereignty. (LGG p.129) Nobles north of the Nyr Dyv refuse to acknowledge Thrommel I as their king, but stop short of declaring independence. (LGG p.103-104)c. 254 CY
Following the example of Furyondy and Veluna, Tenh asserts independence from the Great Kingdom. Perrenland likewise re-asserts its independence. (Ivid p.3) Petty barons north of the Nyr Dyv refuse to accept Thrommel I as king. The Great Kingdom's control over these lords wanes. (LGG p.31,103-104) Following the deposition of Pholtus from the Great Kingdom in 242 CY and the independence of Ferrond in 254 CY, the faithful of Pholtus emigrate through Nyrond and settle in the difficult western valleys of the Rakers, which would eventually form the Theocracy of the Pale. (LGG p.82) Karmos, mayor of Dyvers, begins construction on the catacombs extending the limestone caves beneath the city, used primarily as a sewer system. Construction takes two years. (Slavers p.16)258 CY
First Khedivate in Mur. (LGJ #5 p.21)260 CY
Due to conflict with the northern barbarians, the Great Kingdom ceases to oppose Furyondy's independence, though it stops short of making an official acknowledgement. (LGG p.46)261 CY
The Great Kingdom once again withdraws its garrisons from most of the domain of Greyhawk. Landgraf Omt the Hairy is ordered to defend Greyhawk by bringing local militia up to imperial standards. (The Adventure Begins p.58)277 CY
The Great Kingdom withdraws its garrison from Hardby. The people quietly celebrate. (The Adventure Begins p.58; Slavers p.32) A trade alliance of merchants and river folk begins to gain influence over the government of Hardby over the next 200 years. (Slavers p.32) Omt the Hairy has secret talks with representatives of King Thrommel I of Furyondy, seeking to reopen trade. (The Adventure Begins p.58) Zagig Yragerne born. (Slavers p.32; Dungeon #109 p.95)278 CY
Gillum the Mad of House Neheli becomes king of Keoland. (LGJ #1)281 CY
Prince Olinstaad Corond crowned ruler of the Principality of Ulek. (LGG p.121)283 CY
The new city of Chendl is commissioned by King Thrommel. It is the only planned city in the Flanaess, and replaces an older city of Chendl which was located near where Crockport now stands. (Fate of Istus p.83)285 CY
Melek II the Restless becomes Sultan of Zeif. (LGJ #5 p.20)286 CY
King Gillum the Mad of Keoland dies without an heir. The throne is vacant until the following year. (LGG p.65)287 CY
King Tavish I of House Rhola ascends to the throne of Keoland, ending The Slumbering and beginning Keoland's imperial phase. He would later be known as Tavish the Great. (LGG p.65)287 CY
Tavish the Great of House Rhola becomes king of Keoland. (LGJ #1)288 CY
King Thrommel I makes Chendl the new capital of Furyondy. (LGG p.41)289 CY
Keoland invades the Fals Gap. (LGG p.65)c. 290 CY
The Eye of Vecna is instrumental in the downfall of House Hyeric, ruling family of Nyrond. (Book of Artifacts p.35) The Hand of Vecna appears again in the Flanaess. During the reign of Hamoch of Tyrus, a fisherman discovers the hand and keeps it for several decades until he is murdered by his own brother, who is turn robbed of the Hand by the outlaw Mace. Mace uses the Hand's power to overthrow the city of Tyrus and become its ruler, naming himself Vecna the Second. He rules for 100 years until he is killed by a Yemishite assassin. (Book of Artifacts p.35; AD&D 2e revised DMG p.126.) The date of these events are not known with precision. A possible date of 290 CY for the rise of Vecna II is suggested by the unofficial Oerth Journal #1, but it could be up to several centuries earlier.c. 291 CY
Viscounty of Salinmoor already established by this date. (LGJ #1) The Lea sheep pasture lands established in Geoff. (Against the Giants: the Liberation of Geoff p.54)292 CY
Tavish the Great brings the Ulek states into Keoland. (LGG p.65)294 CY
A minor epidemic breaks out in Pregmere. It is healed thanks to clerics of Pelor. (Against the Giants: the Liberation of Geoff p.83)295 CY
Keoland and Ulek invade the Pomarj. (LGG p.88)c. 297 CY
The nation that would become Perrenland begins to form. (Dungeon #145 p.49, "Exag: City of Clay")299 CY
Tusmit secedes from Zeif. (LGJ #5 p.21)Fourth century CY 301 CY
Tavish I establishes the port of Monmurg. (LGJ #1)302 CY
Bissel conquered by Keoland. (LGG p.32)303 CY
By this year, the Kingdom of Thalland is established along the Harp River valley by the Oeridian Thallari tribe, followers of Heironeous. (Bastion of Faith p.8) By this year, the Medegian Bladelands are established along the coast east of the Mikar River valley by the Oeridian Medegi tribe, followers of Hextor. (Bastion of Faith p.8)304 CY
Tavish I establishes the fortress city of Westkeep. (LGJ #1) Trade war involving Dyvers and Veluna begins. (LGG p.129-130)305 CY
Highport built upon the foundations of a smaller town. (LGG p.88) Zagig and his adventuring band delve the Crypt of Lyzandred the Mad. Zagig remains for a short time to learn at the lich's feet and gains inspiration that will aid him well in the later construction of his masterpiece, Castle Greyhawk. (Crypt of Lyzandred the Mad p.2)310 CY
By this date, trade in Greyhawk has dropped to increasingly heavy taxes levied by Great Kingdom. Trade with Furyondy almost ceases. (The Adventure Begins p.58) Bandit kings spread across the northern shore of the Nyr Dyv. Monsters appear in the area in concerning numbers. (The Adventure Begins p.58) Brazen Horde conquer Ket. (LGG p.67) Greyhawk becomes a haven for criminals fleeing the Great Kingdom. Its ruling council, now the Oligarchy, has become corrupt. (The Adventure Begins p.58)c. 310 CY
In response to the establishment of the Combination of Free Lords (Bandit Kingdoms), the southern lords form the Shield Lands. (LGG p.31,103-104)311 CY
An Orb of Dragonkind is discovered and lost by explorers in the Hellfurnaces. (Dragon #230 p.12)313 CY
Paynim unrest. Ket secedes. (LGJ #5 p.21)316 CY
Geoff peacefully incorporated into the Kingdom of Keoland. (LGG p.48) By this year, relations established between the Kingdom of Shar and the northern Suel tribes of Schnai, Fruztii and Cruskii. (The Scarlet Brotherhood p.4) Upheaval in the south brings large numbers of refugees from Ull into Ekbir. They are welcomed in refugee camps near the Blashikmund. (LGG p.43) Nomad Intrusion. Two larger bands of nomads enter Ekbir. They overthrow the refugee camp guards, stealing weapons and horses and moving north to raid villages. They evade and disappear into the Yecha Hills. Ekbir closes its borders to large groups of travelers for almost a decade. (LGG p.43)318 CY
Zagig Yragerne, Murlynd, Keoghtom, and the rest of the Company of Seven explore the Flan ruins of Veralos. (Dragon #293 p.90)320 CY
Nomads appear in North. (Guide p.9) Outer dependencies of Aerdy gain sovereignty. Perranders, Velunians, Furyondians, and Tenhas each establish independence in a series of minor but bloody wars. (Guide p.9) In summer, anticipating his election as mayor of the city, Zagig Yragerne begins construction of Castle Greyhawk. (Expedition to the Ruins of Greyhawk p.38)c. 320 CY
Zagig Yragerne elected Mayor of the Free City of Greyhawk after bribing the entire ruling Oligarchy. (Expedition to the Ruins of Greyhawk p.38; The Adventure Begins p.59) The Relentless Horde appear in the north of Perrenland. (LGG p.86,95,114) Driven from the southern plains by the Brazen Horde, the Tiger Nomads, Wolf Nomads, and other mixed Oeridian-Baklunish plains nomads are united under the leadership of Kha-Khan Ogobanuk of The Relentless Horde. They gradually move into and claim the steppeland east of the Yatil Mountains, pushing eastward as far as the Griffs. (Guide p.9; LGG p.114)322 CY
Public baths at Innspa constructed by an eccentric hygeine-obsessed wizard. (Dragon #208 p.57)323 CY
Payezif II the Pure becomes Sultan of Zeif. (LGJ #5 p.20)324 CY
Kingdom of Johrase formed. (LGG p.27)326 CY
Slerotin's Manifesto discovered in the Hool Marshes. It is later lost near the Dreadwood. (Dragon #241 p.80)329 CY
The Free City of Rookroost is founded. (LGG p.27)331 CY
Keoland changes its coinage standard to match that of the Great Kingdom. (LGG p.19)333 CY
On Needfest 7, Elayne Mystica of Irongate is born. (Dragon #241 p.44)339 CY
Gynarch Eileme Yragerne of Hardby, mother of Zagig Yragerne, dies. (Dungeon #109 p.95) Zagig Yragerne inherits the titles of Landgraf of Selintan and Despot of Hardby, the only male ever to hold the latter. (Dungeon #109 p.93,95)342 CY
Ceril the Relentless, patron saint of the Theocracy of the Pale, founds the Council of Nine, and selects the realm's first theocrat. (LGG p.82) Zagig Yragerne, Lord Mayor of Greyhawk, purchases the land that would become the city's district of Clerkburg, from Lord Truan Iolavai. He founds the Grey College. (LGJ #4 p.4,5)345 CY
Kha-Khan Ogobanuk of the Relentless Horde dies. The horde divides into the Wolf Nomads and Tiger Nomads. (LGG p.86,114,133)346 CY
Tavish I of Keoland dies. His son, Tavish the Blackguard, assumes the throne. (LGG p.65)347 CY
Elraniel Tesmarien, Nyrondese sage, undergoes the People of the Testing. He becomes blind, but possesses magical true seeing. (From the Ashes, Campaign Book p.80)c. 347 CY
Tusmit gains its independence. (LGG p.115)348 CY
Tavish the Blackguard makes the Wealsun Proclamation, declaring Keoish supremacy over the Sheldomar Valley, over the objections of his own council. Prince Corond of Ulek refuses to disavow the proclamation. (LGJ #1; LGG p.65,121)349 CY
Order of the Hart gather the funds to build a fortress. The order schisms in a dispute over how to spend the money, forming the Knights of Furyondy, Knights of Veluna and Knights of the High Forests. (Castles, Hart p.2)350 CY
King Tavish II of Keoland uses the Gran March as a staging ground for the Second Expeditionary army, invading Veluna from the southwest. Furyondy fails to send any troops to defend its ally. (LGG p.50,130) The Poor March, later called the Pomarj, is annexed by Keoland. (Dragon #167 p.11) Halfing traveler Pontus Hardiggin begins his forty-year explorations of Oerth. (Greyhawk Adventures p.101)351 CY
Zagig Yragerne relinquishes the title of Despot of Hardby. Annarra Havelos is elected Supreme Gynarch and Despotrix of Hardby by a council of gynarchs. (Dungeon #109 p.95)353 CY
On Coldeven 10, the Yeomanry revolted against Keoland and closed its borders. This date is celebrated in the Yeomanry as Declaration Day. (Dragon Annual 4 p.21) This date may contradict with the Living Greyhawk Gazetteer, which cites a date of 361 CY. It may instead be that Yeomanry revolted on more than one occasion.c. 355 CY
Keoland captures Devarnish and captures the Crook of Rao. (LGG p.130) Keolandish armies press into Ket and Veluna, but are later forced out. (Player's Guide to Greyhawk p.10, LGG p.32,64) The secular government of Veluna City flees to Mitrik. Canon Turgen IV of Mitrik enacts the controversial Treaty of Devarnish, ceding several southern fortresses and the Fals Gap to Keoland in exchange for continued independence of Mitrik and Veluna City. (LGG p.130) In the mid-300s CY, the Knights of Holy Shielding are founded to support the lords of the petty domains north of the Nyr Dyv. (LGG p.159)356 CY
Kingdom of Nyrond established when junior branch of Aerdy House Rax-Nyrond declares itself independent of Great Kingdom rule. (Guide p.9-10; LGG p.23,77; Player's Guide p.9) Invasion of northern barbarians into North Province prevents the Great Kingdom from retributive action against Nyrond. (LGG p.14, 90) Theocracy of the Pale and Urnst also secede from Great Kingdom. (Fate of Istus p.47; LGG p.82) Kingdom of Keoland at peak. (Guide p.9)c. 356 CY
Battle of Redspan. Following Nyrond's independence, Tenh likewise declares an end to its fealty to the Great Kingdom. In a battle, Tenha cavalry rout Aerdi forces to Rift Canyon. The ballad Red Road to Rift Canyon is written for it. Many Aerdi choose self-imposed exile to the Bandit Kingdoms rather than return to face the Overking. (LGG p.113)358 CY
Knights of Furyondy begin construction on Castle Hart at the strategic junction of the Crystal River and Venc River. (Castles, Hart p.2)c. 359 CY
Emboldened by the Great Kingdom's lack of opposition to its independence, Nyrond annexes the Theocracy of the Pale and burns the capital Wintershiven to the ground. It is later rebuilt 60 miles north. (LGG p.77,82)360 CY
Garod/efez the Reviled becomes Sultan of Zeif. (LGJ #5 p.20)361 CY
Early this year, the Yeomanry closes its borders to Keoland and withdraws its forces from Keoland in protest of Keoish wars of aggression. Celene expels Keoish royal garrisons from its borders. (LGG p.65,135) Princess Yolande of Bellmeadow chosen by the Grand Court of Enstad to lead Celene. (LGG p.39) Celene forces under the command of Triserron, Yolande's consort, best Keoish forces in a number of short engagements. Celene achieves full independence, Yolande elevated to queen of Celene. (LGG p.39,40) (Possible conflict with 461 CY?) In spring, the mad archmage Zagig Yragerne goes for a journey, taking with him a mysterious white crystal ball known as the Orb of the Great Serpent. He wagers it in an extraplanar poker game and wins a massive hoard of treasure, which he uses to pay for construction of Castle Greyhawk. He buries it unused hidden in the Land of Black Ice. (Dragon #230 p.12,14,15) Note: This appears to contradict Expedition to the Ruins of Greyhawk p.38, which states that Castle Greyhawk was built in 320 CY. However, it also notes that he expanded the dungeon beneath the keep for the next 100 years.362 CY
Tavish II of Keoland orders the construction of a trade road connecting Thornward, Molvar, and Lopolla. (LGG p.65)365 CY
Tavish II of Keoland abolishes the post of advisor held by the Silent Ones and appoints his own court wizard. Thirty years of conflict break out between the Silent Ones and Keoland's academy of wizardry in Niole Dra. (LGJ #4 p.13)370 CY
Zagig Yragerne becomes increasingly cruel, ill-tempered and powerful. He now appears to be immortal and his magical power is so great that none in the city dare oppose his every rule. (The Adventure Begins p.59)371 CY
Latavius, Oeridian robber-baron and ruler of Rookfoost, dies unexpectedly. He is replaced by his former bodyguard. (Fate of Istus p.3)372 CY
University of Magical Arts founded. (Expedition to the Ruins of Greyhawk p.30)375 CY
The Free City of Greyhawk achieves its first period of greatness under the rulership of Zagig Yragerne. (Player's Guide to Greyhawk p.10)382 CY
Firouz the Dark becomes Sultan of Zeif. (LGJ #5 p.20)c. 386 CY
Yrag is born. He would later be raised in secret by archmage Zagig Yragerne. (The Adventure Begins p.114)390 CY
Halfing traveler Pontus Hardiggin completes his explorations of Oerth. He retires to write his memoirs. (Greyhawk Adventures p.101)c. 390 CY
Water elementalist Foltyn comes into possession of the Pyronomicon of Keraptis. He announces his plans to destroy it during Richfest, but fire elementalists attack him in a massive conflaguration seen for miles around and steal the tome. (Dragon #241 p.78) Baronet Mukos of Greyhawk constructs Castle Mukos. (Return to White Plume Mountain p.12)391 CY
The Alliance criminal gang is founded in Dyvers. (Slavers p.9) Cantona founded as a fishing village. (Slavers p.53)392 CY
The death knight Lord Maeril loses the deathblade Astrosus, containing the memories of his brother Farian, in a battle with St. Ceril the Relentless. (LGJ #7)393 CY
Guild of Wizardry founded in Greyhawk by Zagig. (Expedition to the Ruins of Greyhawk p.30)395 CY
Tavish II of Keoland dies. Nemonhas refuses the throne, and instead joins the Silent Ones to study magic. Duke Luschan Sellark of House Rhola rules as regent for 19 years. (LGJ #4 p.13) Conflict ends between the Silent Ones and the the Academy of Magic. (LGJ #4 p.13) Zagig Yragerne, mayor of Greyhawk, is now totally insane. He plans the walls surrounding the area which would later be called the New City, but imagines that they will be made of elemental fire, water, or air. (The Adventure Begins p.59)400 CY
Keoland's forces complete their withdrawal to Thornward. They fortify the Fals Gap. (LGG p.65) In Growfest, the insane Mayor Zagig Yragerne attends a council meeting at the Greyhawk accompanied by a captured black dragon, a small army of homunculi, and a flesh golem dressed as the Overking. (The Adventure Begins p.59) Mayor Zagig begins an approximately 20-year period of enacting absurd trivial laws. (The Adventure Begins p.67)c. 400 CY
The Covenant of Concatenation elect Perren as their leader, effectively establishing the realm of Perrenland. (From the Ashes, Atlas p.33; LGG p.86)Fifth century CY 401 CY 403 CY
Mansur the Damned becomes Sultan of Zeif. (LGJ #5 p.20) The Pyronomicon of Keraptis appears in the Free City of Greyhawk in the possession of the sage Warfel II, who later bequeaths it to his descendents. (Dragon #241 p.78)405 CY
Guild of Architects and Stonemasons established in Greyhawk. (LGJ #4 p.4)406 CY
Zagig captures two advanced intellect devourers and lets them loose in Castle Greyhawk. (Expedition to the Ruins of Greyhawk p.160)407 CY
Knights of Furyondy build a guesting house at Castle Hart to accomodate the signing of a major treaty between Furyondy and the Shield Lands. (Castles, Hart p.2)412 CY
Castle Hart expanded with a new side building to accomodate the servants managing the guesting house. (Castles, Hart p.2) Telveran Pash, apprentice of Zagig, dies in the dungeons of Castle Greyhawk. (Expedition to the Ruins of Greyhawk p.115)414 CY
Duke Luschan, regent of Keoland, dies. His nephew Malv Sellark assumes the throne as Tavish III. He is nicknamed Tavish the Boy King. (LGJ #1 p.13)415 CY
Tavish III promotes Commandant Berlikyn, harsh ruler of Gran March, to be supreme commander of the Gran March, Bissel, and much of Veluna. (LGG p.50,130)420 CY
Halmadar the Cruel begins his conquest of the Shield Lands. Over the next 35 years he goes on to acquire both of the Hand and Eye of Vecna, conquers the region near Delcombon, and lays siege to Critwall. (LGG p.104) The Ship of Fools, built by Zagig Yragerne, is lost en route to Dyvers to deliver Furyondian garden weeds. (Azharadian's Tomb and the Ship of Fools) The article notes that this occurs one week before Zagig's disappearance, which is later established to have taken place in 421 CY. This suggests the ship disappeared in the last week of 420 CY, between Sunsebb 22 and 28.421 CY
On 8 Coldeven, Zagig fails to appear for a meeting of the Oligarchy of the Free City of Greyhawk. He was never seen again. The date is subsequently privately celebrated each year by the Lord Mayor of Greyhawk and the city's directors, who pray that Greyhawk will remain "normal". (The Adventure Begins p.59) The mad archmage Zagig disappears from public life, retreating to his dungeons to conduct research and planar adventuring. Castle Greyhawk eventually falls into ruin. (Expedition to the Ruins of Greyhawk p.39) "Zagig Yragerne, Lord Mayor of the Free City of Greyhawk, utilized the opposing deific powers of nine ensnared divinities to catalyze a daring apotheosis ... to godhood." (Dungeon #150 (Sep 2007), p.120, "Campaign Workbook: The Dungeon—The Godtrap.")c. 426 CY
A rumor spreads that Zagig has left Castle Greyhawk unguarded, leading to a spate of looting. The treasure recovered sparks a second adventuring boom in the Free City of Greyhawk, which quickly becomes a booming economy once again. (The Adventure Begins p.8) The fortress of Sheerwatch constructed in the Rift Canyon. (Iuz the Evil p.46)430 CY
Voorman Perren estblishes the first embassy of Perrenland in Exag. (Dungeon #145 p.52) Castle Greyhawk found to be abandoned but guarded by spells and bizarre creatures. New city walls are built enclosing what would become the New City. (The Adventure Begins p.59)c. 430 CY
Stonehold is founded by Vlek Col Vlekzed. (Folio p.6, From the Ashes p.38)432 CY
Turuvez the Triumphant becomes Sultan of Zeif. (LGJ #5 p.20) Following a tragic tainted meat scandal in the city of Greyhawk, the Guild of Butchers is formed to regulate the industry. When it is discovered that the guild has bargaining power, other professions form guilds and pressure the Oligarchy to reduce tax. (The Adventure Begins p.59)433 CY
King Tavish III of Keoland's younger brother disappears in the Amedio Jungle. (LGG p 65)434 CY
Beginning of the rise of the Sea Princes. (LGJ #1 p.14)c. 435 CY
The Hand of Vecna appears in the Flanaess once again. The Paladin-King of Miro uses the arm, but is corrupted and ultimately destroyed by it. (Book of Artifacts p.35; AD&D 2e revised DMG p.126) The date of this event is not known with precision, and the two official sources disagree as to whether Miro was the name of the Paladin-King or his realm. A possible date of 435 CY is suggested by the unofficial Oerth Journal #1, which suggests Miro's realm was one of the Bandit Kingdoms and that he lived until 450 CY, which would give the warlord Halmadar the Cruel five years or less to acquire the Hand.436 CY
Commandant Berlikyn of Gran March threatens to annex Veluna; Furyondy responds by sending forces to Veluna. Short War (also called the Small War) begins. (LGG p.130) Battle Beneath the Waves. (LGJ #5 p.21)c. 436 CY
Verbobonc attacked by Keoland due to its position as Veluna's primary river port. The Treaty of Devarnish protects Verbobonc from annexation, but much of the western viscounty is occupied by Keolish military. (LGG p.132)437 CY
The Turmoil Between Crowns begins. House Naelax murder Nalif, Overking of the Great Kingdom and assassinates all the scions of House Rax, sparking a series of civil wars which ultimately allows them to take the throne. Naelax assassinates the scions of House Rax. Ivid I, herzog of North Province, stakes a claim the throne, while the herzog of South Province opposes his claim, declaring a rebellion. (Guide p.9, Player's Guide to Greyhawk p.10, LGG p.14,24,93)438 CY
The conclusion of the Short War is fought between Keoland and Furyondy, resulting in the secession of the Keolandish regions of Gran March, Bissel and the Yeomanry. (LGG p 65) Keoland withdraws from Veluna. Keoland's influence over Verbobonc decreases. The church of Rao subsequently wanes in Verbobonc, replaced with the worship of St. Cuthbert. (LGG p.132) Bissel conquered by Furyondy and Veluna. (LGG p.33,46)441 CY
The sage Linia Hoistreth of Safeton acquires Slerotin's Manifesto. (Dragon #241 p.80)443 CY
Construction begins on the actual Malachite Throne, a powerful artifact crafted from a single massive chunk of crystal found in the Cauldron of Night. (Dragon #206 p.43; Ivid the Undying p.22) Ivid sets about hunting down and destroying the remaining Knight Protectors of the Great Kingdom for opposing his claim to the throne. He is ultimately unsuccessful. (LGG p.158)444 CY
By this date, the Sea Princes have formed from a confederation of pirates of the Azure Sea and Jeklea Bay. (LGG p.101)446 CY
Early this year, the war shifts in Ivid's favor. Prince Malchim III of House Garesteth, Lord Mayor of Rel Astra, switches loyalty to Ivid, allowing House Naelax armies to enter Rauxes unopposed. (The Cauldron of Night) Assassination of the entire noble House of Rax. Ivid is suspected. Turmoil Between Crowns concluded. (From the Ashes, Atlas p.4) Construction completed on the Malachite Throne. Ivid I finally becomes ruler of the Great Kingdom. He has the old Throne of the Sun smashed and distributed to his soldiers for firewood. (LGG p.74; Dragon #206 p.43; The Cauldron of Night) Excessive taxation and repression leads to a general rebellion in the southern Great Kingdom. This event leads to the foundation of the Iron League. (Guide p.9, Player's Guide p.10; LGG p.24,57) Rel Astra, Ratik and the Bone March have gained semipalatinate status. Alain II of ratik takes the title of Archbaron. (LGG p.90,92) Bandit Kings sack Trigol. (Guide p.9) Rise of the Sea Princes. (Guide p.9) Note that while the original World of Greyhawk Folio lists a date of 447 CY for Iron League, Trigol, and Sea Princes, this is inconsistent with the dates in other calendars (e.g. 5961 SD), and is corrected to 446 CY in the subsequent Box Set (i.e. the Guide). The Sea Princes capture Monmurg. King Tavish III demands their eradication. (LGG p.101) The Concordat of Eademer. After a convention of the Velunese College of Bishops, Veluna votes to secede from Furyondy. (LGG p.130) The wizard Lindaer of Sunndi discovers the tomb of Acererak in the Vast Swamp. He recovers Acererak's Libram, but it is later stolen and changes hands several times. (Dragon #225 p.53) Rebellion begins in the southern Great Kingdom over excessive taxation. (Player's Guide p.10)447 CY
Lord Drax of House Garasteth gains control of Rel Astra, (LGG p.92) South Province rebels against the Great Kingdom. The Glaives Cohort capture Szek Trevellyn's palace in Scant, winning Onnwal's independence from the Great Kingdom. (Dragon #293 p.93; Scant - A City Enslaved) Civil war continues in Irongate and South Province. (LGG p.57) Late this year, Herzog Damalinor declares war on the rebel states. He raises a huge force of privateers comprised largely of vassals and landless princes of his family, offering to grant them recaptured land. (LGG p.57) The Battle of a Thousand Banners takes place. A siege of Irongate is fails due to the city's unmatched defenses. An army of humans, elves and dwarves successfully defeats the attackers before hunting down fleeing enemies. (LGG p.57) Inspired by the defense of Irongate, the Lordship of the Isles, Onnwall, Idee, and Sunndi join Irongate in declaring indepdendence from the Great Kingdom. (LGG p.57,71) Late this year, the Iron League is formed as an alliance of Irongate, Onnwal, and Idee. The Iron League allies itself with Nyrond. (LGG p.24,57-58) This appears to contradict From the Ashes, Atlas p.46, which says that Irongate "was an eager founding member of the Iron League in 446 CY". Living Greyhawk Gazetteer rather asserts that the rebellion was merely instigated in 446 CY, and the alliance was not formalized until late 447 CY.448 CY
The Lordship of the Isles joins the Iron League. (LGG p.58,71,100)449 CY
University of Rauxes sacked, destroying all imperial records of the war. (Wars, Adventure Book p.4) House Darmen backs Ivid's claim the the throne. (Ivid p.4) In Harvester, House Darmen suddenly sacks Rel Deven. (Ivid p.4)450 CY
In Planting, all noble houses of the Great Kingdom agree to accept Ivid I as Overking. (Ivid p.4) In Harvester, King Dunstan I the Crafty of Nyrond calls the Great Council of Rel Mord, holding six weeks of negotiation with neighboring realms. The County of Urnst and the Pale gain independence. Nyrond's rise begins. (LGG p.77,78,82; Player's Guide to Greyhawk p.6, Dragon Annual 4 p.21) Dragon Annual 4, p.21, gives the final date of the council meeting as Coldeven 19. This is inconsistent with the Living Greyhawk Gazetteer, which says they lasted six weeks from Harvester, as Coldeven is six months after Harvester. Pest's Crossing is founded when the thief [[[Sezon the Pest]] establishes a fordacross the Blue Oyt River. A village grows at the crossing. (Against the Giants: the Liberation of Geoff p.56) Battle of Gorna in the Stark Mounds. A curse levied by archmage Vargalian causes the rise of numerous swordwraiths. Surviving undead left over from the battle remain a problem for over 150 years. (LGG p.146; LGJ #3 p.25) Spies from Keoland discover the poisoned corpse of Keoish nobleman Dartun Dasco beneath the Duke of Geoff's castle, triggering a series of events leading to war. (LGG p.48) A Keoish spy discovers the dessicated, poisoned corpse of royal messenger Dartun Desco, who had previously disappeared while requesting troops from Duke Arnod II of Geoff for the Short War in 438 CY. It triggers a series of events which would ultimately leads to a brief war between Keoland and Geoff. (LGG p.48)c. 450 CY
A brief conflict is fought between Keoland and the Duchy of Geoff. (Folio p.10) In the mid-fifth century CY, Prince Erkin units the Drachensgrab territories. After journeying to Mount Drachenkopf, Baron Erkin makes a pact with the Earth Dragon for supernatural power, conquering the realm and declaring himself king within five years. He is assassinated after a brief reign and is succeeded by his brother Bretwalda. (Slavers p.92,120)453 CY
Rise of the Sea Princes. (LGJ #1 p.14) Siege of Westkeep. King Tavish III of Keoland attempts to recapture lost southern territories. Following a prolonged siege of the fortified city of Westkeep, King Tavish III is slain. He is succeded by his son, Tavish IV, called Tavish the Weary. (LGG p 66,101) The Viscounty of Salinmoor is largely abandoned. (LGJ #1)455 CY
Sunndi joins the Iron League. (Player's Guide to Greyhawk p.10, LGG p.58) Imperial troops of the Great Kingdom attempt to invade Sunndi, but are repelled by the dwarves of Glorvardum, who later form an enduring alliance with Sunndi. (Glorvardum) Halmadar the Cruel, warlord who possesses Hand and Eye of Vecna, is drugged by his own followers and interred alive in the Kron Hills. Despite starvation, the Hand and Eye of Vecna do not allow him to die. Both relics are thus effectively removed from the Flanaess for the next 126 years. (LGG p.104; Vecna Lives! p.9)460 CY
Archmage Iggwilv first appears in Perrenland. (Dragon #225 p.51; Return of the Eight p.55)461 CY
Demi-human realms of Ulek and Celene are effected. Ulek and Celene sever formal ties with Keoland. The Ulek states gain full autonomy. (LGG p.66; Guide p.9) Note: This event is incorrectly corrected to "affected" in the Box Set. "Effected" is correct usage here. The dwarven Prince of Ulek takes Pomarj from Keoland, claiming it as a protectorate. (Dragon #167 p.11)463 CY
Muktar the Crafty becomes Sultan of Zeif. (LGJ #5 p.20) Barons of the Poor March (later Pomarj) declare themselves the Free Lords of the Poor March. Highport established as capital, and flourishes under the House of Bilarro for the next half century.(Highport: City of Chains)464 CY
Battle of Jetsom Island. Keoland sinks the Sea Prince. (LGG p.101)465 CY
The small fishing village of Saltmarsh is founded in the southern Viscounty of Salinmoor, in the Kingdom of Keoland. (D&D 3e DMG2 p.121)470 CY
Theodain Eraison's father dies, leaving a substantial inheritance. Theodain uses the money to become a wizard, pursuing dreams of being an adventurer. (Return of the Eight p.60)474 CY
Khedivate of Mur granted autonomy from Zeif. (LGJ #5 p.21)476 CY
On Reaping 10, Veluna secedes from Furyondy. It is celebrated as the Holy Day of Serenity as a day of worship of Rao. (Dragon Annual 4 p.21)477 CY
On Harvester 13, Margrave Roll of Bissel officially declares independence from Furyondy. It is celebrated thereafter as Rollo's Day. (LGG p.33; Dragon Annual 4 p.21)479 CY
Iuz's adoptive father, a petty lord north of Whyestil Lake, dies. Iuz assumes rulership his estate in the Howling Hills and begins conquering nearby realms. (LGG p.14,47; Expedition to the Ruins of Greyhawk p.219; Return of the Eight p.55) Might of Iuz grows. Humanoid invasions become common. (Guide p.9)480 CY
Iggwilv attacks Perrenland from her Lost Caverns in the Yatils. (LGG p.86)481 CY
Iggwilv begins her enslavement of Perrenland. The nobility flee to the realm's embassy in Exag. (LGG p.86; Dungeon #145 p.49))488 CY
King Tavish IV of Keoland dies, ending Keoland's imperial period. He is succeeded by Nyhan the Listless of House Neheli. (LGG p.66; LGJ #1)489 CY
Kamuran the Fortunate becomes Sultan of Zeif. (LGJ #5 p.20) Scarlet Brotherhood in the Tilvanot Peninsula invaded by unknown forces. It is later expunged from ther Brotherhood's official histories. (Fate of Istus p.105)491 CY
Iggwilv's reign of terror in Perrenland ends when she is defeated by a demon prince she summoned. Perrenland overthrows her rule and destroys her minions. A two-year famine begins. (LGG p.86) Irith Van orders the construction of Hesuel Ilshar, headquarters of the Scarlet Brotherhood. (Fate of Istus p.105) The Telless ve Turu Decada, a secret society dedicated to halting the spread of evil, is founded. (Dragon #256, p.50)c. 491 CY
Huro of the Scarlet Brotherhood writes the millennial prophecy, promising a great miracle. It is assumed to refer to 576 CY, the thousand-year anniversary of the founding of the Scarlet Brotherhood. (The Scarlet Brotherhood p.17) The Brotherhood of the Tome adventuring group invade White Plume Mountain and steal the four weapons of power: Wave, Blackrazor, Whelm, and Frostrazor. The theft prevents Keraptis from returning to the Material Plane. (Return to White Plume Mountain p.4) The music tutors of the Grey College of Greyhawk break away to form the Bardschool. (The Adventure Begins p.96) The Wolf Nomad Uroch builds a fort in the southern Wild Coast, naming it Alrad, eventually to become the free city of Elredd. (Slavers p.62)492 CY
Linia Hoistreth of Safeton dies. Her library is donated to the local sages' guild, but Slerotin's Manifesto is mis-filed in a warehouse. (Dragon #241 p.80)494 CY
Overking Ivid I dies after 48 years on the throne. He is assassinated by his son, who succeeds him on the throne as Ivid II. (Wars p.5)495 CY
A paranoid Suloise mage, Valterra, settles in the town of Cantona and constructs his magically-protected fortification. His magical wards warp and fail over decades, resulting in a region where magic is unreliable. (Slavers p.53; From the Ashes, Campaign Book p.58)c. 495 CY
The Cairn Hills town of Diamond Lake hosts an order of monks, preoccupied with astronomy, at the Diamond Lake Observatory. (Dungeon #124.40, p.63) The City of Greyhawk nationalizes the Cairn Hills smelting trade. (Dungeon #124.62)c. 496 CY
First known outbreak of the Red Death plague in the Flanaess. (WG8) Plague wipes out a quarter of the population of the Viscounty of Salinmoor. (LGJ #1 p.16)497 CY
Overking Ivid II dies after ruling only three years. He is assassinated by his son, who takes his place as Ivid III. (Wars p.5) Count Granus of Pregmere attempts to seize the capital of Geoff. Grand Duke Rohan III slain. (LGG p.49) Duchy of Urnst selects a new duke from House Lorinar, establishing a dynasty. (LGG p.125)498 CY
Greyhawk becomes a free city. It severs its ties with the Great Kingdom, in part due to the negative assocation of the line of cruel Overkings Ivid. (The Adventure Begins p.59-60,64; LGG p.52) County of Urnst becomes palatinate under the Duchy of Urnst. (Guide p.9) Hateful Wars begin. Orcs and other humanoids are driven out of the Lortmils by neighboring realms. (Folio p.14; Dragon #167 p.10,11; Slavers p.120) Landstadt of Selintan is abolished. Hardby's full autonomy is restored. (Dungeon #109 p.95)499 CY
Ket besieges Thornward for a year. (LGG p.33) Bakhoury subjugation begins in Zeif. (LGJ #5 p.21)500 CY
By this date, Iuz the Old controls the lands north of Lake Wyestil. (Expedition to the Ruins of Greyhawk p.219)Sixth century CY 501 CY
Wastri the Hopping Prophet disappears. He would not reappear for at least a decade. (The Scarlet Brotherhood p.4) Witch hunts begin in Salinmoor, Keoland]. The governing House of Secunforth fail to interfere to prevent it, and many innocent people are killed. (LGJ #1 p.17)c. 501 CY
Zagig Yragerne secretly returns to Greyhawk, under the name Zagyg. (The Adventure Begins p.75)502 CY
Witchhunts in Salinmoor finally subside. (LGJ #1 p.17)503 CY
Iuz the Old disappears. (The Marklands p.3)504 CY
The Iron Fist Guild mercenary organization is founded in Rel Mord by a Nyrondese captain. (Fate of Istus p.17)505 CY
Threat posed by Iuz causes political split among Furyondy's. They divide into the Great Lords of the south, who wish to leverage the threat to secede from the king's control; the Order of the Hart, which unify to oppose Iuz's raids; and King Avris III himself, who seeks to somehow appease both sides. (Wars, Adventure Book p.3) Zuoken stops manifesting to his faithful. He is imprisoned by Zagig. (LGG p.190; Expedition to the Ruins of Greyhawk p.23) Iuz imprisoned by Zagig Yragerne. (LGG p.14,62) Heward assists in the capture of Iuz. He is not seen since. (The Adventure Begins p.125) Zagig uses nine trapped demigods to ascend to divinity, becoming the demigod Zagyg. The trapped demigods remain imprisoned, and Zagyg is not seen again. (Expedition to the Ruins of Greyhawk p.39)506 CY
Siege of Jurnre. (Fate of Istus p.25)508 CY
Fire in Rel Mord destroys much of a crowded area of residences in the western commoners' district. Over 500 die, and during the clean up that followed laborer crews complain of hauntings and strange events which lead to the area being abandoned.(Fate of Istus p.16)509 CY
Mordenkainen born. (LGJ #0 p.8)510 CY
Last of the orc and goblin tribes driven from the Lortmil Mountains. (Greyhawk Adventures p.97) Sandor the Headstrong rebuffed by mysterious powerful winds of Csipros Erd while chasing an orc and goblin horde into the southern Yatils. Later returning to seek treasure, he never returns. (Greyhawk Adventures p.98) Hateful Wars end. (Folio p.14; Dragon #167 p.10,11; LGG p.88; Slavers p.120) Senestal the Dilletante of House Neheli becomes king of Keoland. (LGJ #1) Free City of Greyhawk quietly grants official authorization to the city's Guild of Thieves. (LGJ #17)511 CY
Two thousand trolls besiege Dour Pentress for over three months. (Iuz the Evil p.70) Strengthened by its international ties, the Scarlet Brotherhood first turns its attention to the political turmoil in the Great Kingdom. (The Scarlet Brotherhood p.4)512 CY
The black opal of Syrul unearthed from Maznoth. (The Scarlet Brotherhood p.86) Pest's Crossing ford rebuilt with stone. (Against the Giants: the Liberation of Geoff p.65)513 CY
Rise of the Horned Society, formed by landholders rebelling against the lands of Iuz after his disappearance. (Guide p.9, LGG p.31,62,156) Humanoids take the Pomarj. Orcs and goblins emerge from the Suss Forest and sack Highport. With months they have conquered most of the Pomarj. (Guide p.9, LGG p.88; Player's Guide p.10; Dragon #167 p.11) Night of the Bloody Spear. On Planting 11th, orcs attack Highport. The city successfully defends against five waves of attacks, but a sixth wave just before midnight breaches the gates. The city is left in ruins, and reopened by orcs as a trade port for over 50 years. (Slavers p.89) The human city of Suderham in the Pomarj survives. It remains a safe haven for over sixty years. (Slavers p.120) Large numbers of Wild Coast half-orcs come to the Free City of Greyhawk, unable to find acceptance in the orc-dominated Pomarj. (The Adventure Begins p.69) Refugees from the Pomarj arrive in Hardby and begin to gain political control. They later form the Hardby Merchant's Alliance. (LGJ #1 p.26)514 CY
The Crescent League, a secret society of warriors, is founded by refugees from the Pomarj. (Dragon #256 p.47)] Dwarvish sage Jeremiah Longsight analyzes the shooting star of 198 CY and calculates where it landed. (Greyhawk Adventures p.91)515 CY
Battle of Opicm River. (LGG p.95) A ship of Duxchan sinks, carrying thousands of gold pieces worth of pearls and precious metals. (Dragon #206 p.40)516 CY
Jaran Krimeeah attempts to usurp the throne of the Great Kingdom. (Dragon #241 p.75)517 CY
Journals of drow wizard Eldarath Allythyr of Erelhei-Cinclu captured when he is killed by wizards of the Society of the Magivestre of Geoff. The journals describe a book called Vecna's Ineffable Variorum. (Dragon #225 p.50) The Merchants' Coup. Hardby Merchants' Alliance uses the militia to seize power, making their Trade Council the effective ruling body of the city. The despotrix remains as a figurehead. (Dungeon #109 p.96)519 CY
The dwarven clan of Highforge in Irongate establishes Azak-Zil, a mining operation at the site of impact of the shooting star of 198 CY. Metal markets are disrupted as far away as Rauxes. (Greyhawk Adventures p.91)520 CY
Frost Barbarian chieftain Hradji Beartooth sets off in search of the city of Skrellingshald, also known the ancient flan city of Tostenhca. He returns loaded with golden spheres. Most of the survivors of his expedition die within the year. (Greyhawk Adventures p.92-93) Pirates begin operating along the Bright Desert coast, Wooly Bay, Relmor Bay and Azure Sea, especially the orcs of the Pomarj. Merchant ships are routinely accompanied by military vessels for safety (often privateers paid by port towns, who themselves take part in piracy). Piracy continues in this manner until the end of the Greyhawk Wars in 584 CY, when it began to decline. (Slavers p.38)521 CY
The mage Thillion Dern of Bissel dies without an heir. The Nethertome of Iggwilv is found in his possession, where it is sold at auction to a mage named Gelvin Torlar. (Dragon #225 p.52) Eccentric wizard Mizaab Zalen gains fame for his help in trapping The Falcon. (The Adventure Begins p.83)522 CY
Belvor III, son of King Avras, becomes king of Furyondy. He is able to reunify the factions which had divided the nobility in 505 CY. (Wars, Adventure Book p.3,25) This is contradicted by the Folio p.9, which has Thrommel II reign in 526 CY. Castle Hart repaired after surviving a major siege by the Horned Society. A fortified port is added and the old barracks are expanded and fortified. No enemy has taken it since. (Castles, Hart p.2)524 CY
Elven mage thief Sylvanon Sunshimmer steal's Slerotin's Manifesto. It is soon stolen from him by another thief. (Dragon #241 p.80) Contact is lost with the dwarven mining operation at Azak-Zil. Attempts are made to rediscover the site, but it is eventually abandoned by the dwarves and believed cursed. (Greyhawk Adventures p.91)525 CY
Tenser born in the city of Fax. (Return of the Eight p.58) A mine collapses near Diamond Lake, Cairn Hills. Over 300 miners die in the disaster. (Dungeon #124 p.62)526 CY
On Flocktime 5, Dyvers declares independence from Furyondy. King Thrommel II accepts. (LGG p.41, Dragon Annual 4 p.21)527 CY
The Sand Battle in Zeif. (LGJ #5 p.21)c. 528 CY
The unscrupulous mage Ulavant leads an expedition to the Whispering Cairn. (Dungeon #124 p.17) Drawmij born. (LGJ #0 p.8)529 CY
Last heir to the line of Iolavai marries into the Silverfox family. (LGJ #4 p.7) Gelvin Torlar finally agrees to sell the Nethertome to an unknown buyer. (Dragon #225 p.52)530 CY
Selim the Scoundrel becomes Sultan of Zeif. (LGJ #5 p.20)c. 530 CY
Denizens of the underworld begin digging a spiral stairway upward into the Tower of War in Castle Greyhawk, as part of a plot to overthrow it. (Greyhawk Ruins p.10) The Sea Princes arrive in the Amedio Jungle. They explore the Olman Islands and begin trading the people of the Amedio as slaves. (The Scarlet Brotherhood p.63)531 CY
Anders Land, father of Alastor Land, is born. (Dungeon #124 p.36)532 CY
The mage Shanadar Vantros of the Great Kingdom acquires Acererak's Libram. (Dragon #225 p.53)533 CY
Internal conflict erupts within the Greyhawk Guild of Thieves, lasting nearly two years. The guild is weakened, allowing the Beggar's Union to rise in power. (LGJ #17)534 CY
Bemissa Land, father of Alastor Land, is born. (Dungeon #124 p.36) Warnes Starcoat born. (LGJ #0 p.11)c. 534 CY
Bigby born. (LGJ #0 p.7)c. 535 CY
Following the internal struggle in the Guild of Thieves of the City of Greyhawk, the winning faction institutes reforms. The son of the former leader, Yavos the Younger, institutes a system of charging protection money to merchants, protecting them against non-guild thieves in exchange. (The Adventures Begins p.60) A group of Greyhawk thieves are ordered to assassinate priests and thieves of the god Kurell who survived the guild conflict in 533 CY by fleeing to Dyvers. The thieves form the Guild of Assassins. They later become an independent entity. (The Adventure Begins p.60) Karellford appointed a royal protectorate of Ivid IV. Its previous owner is burned at the stake on trumped-up charges of treason, but curses the town which remains for over 50 years. (Ivid p.41)537 CY
King Belvor III of Furyondy dies after a 15 year reign. The Hierarchs of the Horned Society claim responsibility, but a commission of spellcasters led by Lord Throstin of the Hart determines that he died of natural causes. (Wars, Adventure Book p.25) Belvor IV assumes throne of Furyondy. (LGG p.47)538 CY
Nystul born. (LGJ #0 p.10) Otto born. (LGJ #0 p.10) The town of Hocholve in Geoff is built as a fort to defend against the creatures of the Dim Forest. (Against the Giants: the Liberation of Geoff p.50)539 CY
Trevlyan the Afflicted of House Neheli becomes king of Keoland. (LGJ #1)540 CY
Nerof Gasgol born. (The Adventure Begins p.62)541 CY
Jaran Krimeeah's travels take him to the Valley of the Mage. (Dragon #241 p.75) Egg of Coot conquers Blackmoor Town. (LGG p.34)546 CY
Earliest possible date Obmi is enslaved by Snurre. (G1-2-3 Against the Giants p.20; Against the Giants: the Liberation of Geoff p.2)548 CY
Siege of Zirat. (LGJ #5 p.21)549 CY
Jallarzi Sallavarian born. (LGJ #0 p.8; The Adventure Begins p.88)550 CY
Two decades of conflict begin along the Ritensa River. (LGG p.104) Coldaran Land, sibling of Alastor Land, is born. (Dungeon #124 p.36)c. 550 CY
By this date, the mountain dwarf Obmi is enslaved by the fire giant king Snurre Ironbelly of the Hellfurnaces. (G1-2-3 Against the Giants p.20; Against the Giants: the Liberation of Geoff p.2)551 CY
Jangir is born to a gnoll woman and mighty demon in Naresh.552 CY
Alastor Land is born. (Dungeon #124 p.36)553 CY
Alhamazad the Wise suffers a broken leg when exploring the Pinnacles of Azor'alq, and retires to the city of Zeif thereafter. (LGJ #0 p.7)554 CY
Murad the Proud becomes Sultan of Zeif. (LGJ #5 p.20)c. 555 CY
Chelor, cousin of the Overking, is appointed Herzog of South Province. (LGG p.58, Ivid the Undying p.128) Mother Storanna, later the high priestess of Pelor in Hardby, first comes to live in the city. (Slavers p.36) By this date, Obmi is granted his freedom by fire giant king Snurre Ironbelly, and continues to serve him as an advisor. (G1-2-3 Against the Giants p.20; Against the Giants: the Liberation of Geoff p.2)556 CY
Ivid V ascends to the Malachite Throne after assassinating 123 siblings. (LGG p.24; Wars p.26) Ivid V bans all foreign advisors. Spies of the Scarlet Brotherhood are cast out from the court of the Great Kingdom for the first time since the reign of Ivid II. (The Scarlet Brotherhood p.5) Monsters from the Hanging Glacier of Alisedran attack the Schnai barbarians, part of a regular 20 year cycle. (Rumors and Whispers of the Flanaess) In Growfest, riverfolk discover a bronzewood casket containing the preserved body of a halfling and clad in much treasure. They take a piece of the treasure as per custom and bury it in a secret place. (Greyhawk Adventures p.101)557 CY
Prince Drax becomes Lord of Rel Astra. (LGG p.92)c. 557 CY
Robilar begins his adventuring career. (Expedition to the Ruins of Greyhawk p.10) Snow Barbarians come to dominate the Frost Barbarians. (From the Ashes, Atlas p.25.)559 CY
Agents of the Scarlet Brotherhood encourage the humanoids of the Raker mountain range to invade the Bone March. (The Scarlet Brotherhood p.5)560 CY
In Spring, following years of small-scale raids, savage humanoids begin to invade the Bone March. A full-scale invasion occurs the following year. (Player's Guide to Greyhawk p.5,10; LGG p.36; The Scarlet Brotherhood p.5)561 CY
Mordenkainen founds the adventuring group known as the Citadel of Eight. He is inspired by Zagig's Company of Seven. (Expedition to the Ruins of Greyhawk p.9) Lord Robilar builds the Green Dragon Inn, funded by treasure looted from Castle Greyhawk. Ricard Damaris retires from adventuring to become its proprietor. (Expedition to the Ruins of Greyhawk p.14,15) Full-scale invasion of the Bonae March. Orcs and gnolls emerge en masse from the Rakers and sweep across the Bone March. (Folio p.9; Dragon #293 p.88) The rogue wizard Murq kidnaps forty children of the Free City of Greyhawk's nobility, who were never seen again. (Glosography, p.26, TAB p.61, Dragon #269, pp.64-66.)562 CY
The Qolat Sisterhood see a terrible vision. Thirty-six Flan dervish priests gather at the Plain of Spears and resurrect the god Vathris the Transfixed. (LGJ #3, p.15) Adventurers accidentally release Fraz-Urb'luu from imprisonment beneath Castle Greyhawk. (Expedition to the Ruins of Greyhawk p.39)563 CY
Bone March falls to humanoids. (Guide p.9; LGG p.35,158; Player's Guide p.10; The Scarlet Brotherhood p.5) Many Knight Protectors of the Great Kingdom of the Bone March flee to Ratik. (LGG p.158) Orcs from the Rakers invade Spinecastle. Marquis Clement of the Knight Protectors of the Great Kingdom slain after a long siege. (LGG p.36; Dragon #293 p.88) Gertia Land, sibling of Alastor Land, is born. (Dungeon #124 p.36)564 CY
King Trevlyan III of Keoland dies without an heir. Kimbertos Skotti, Duke of Grayhill, is elected to succeed him. Nicknamed Kimbertos the Commoner, he is the first of House Lizhal to ascend to the throne. (LGG p.66) Latmac Ranold of Duxchan becomes new prince of the Lordship of the Isles. (LGG p.71)c. 564 CY
Jian Destron, son and sole hair of Szek Edward Destron of Onwall, is born. (LGJ #15)565 CY
Robilar and Yrag bring the child murderer Sir Bluto Sans Pite to justice. They are rewarded by the Free City of Greyhawk with noble titles. (The Lands of Robilar) The lands for ten miles around Icespire, an ancient keep on the Tusk Peninsula, are suddenly transformed into an icy wasteland. Ancient pre-Aerdi magic is suspected. (Places of Mystery I) The lighthouse Icespire freezes over. (Ivid p.131) Korund of Ratik sails to explore Fireland. (The Adventure Begins p.11) Alastor Land runs away from home, but is killed while exploring the Whispering Cairn. (Dungeon #124 p.33)566 CY
The Rovers of the Barrens conduct a few lights raids into the edges of the Fellreev. (Dragon #56 p.22) Herzog Chelor sends men to investigate Icespire. Two members of the expedition are driven insane, and the rest do not survive. (Places of Mystery I) Ilena Norbelos elected Despotrix of Hardby. (Dungeon #109 p.96)568 CY
Temple of Elemental Evil establishes an army, raiding hill folk and gnomes. (LGG p.132) Koreth Zan is elected Father of Obedience, leader of the Scarlet Brotherhood. (The Scarlet Brotherhood p.18)569 CY
Battle of Emridy Meadows. Prince Thrommel of Furyondy leads an army to defeat the Horde of Elemental Evil. (LGG p.15,130; Slavers p.6) Horde of Elemental Evil scattered. Temple of Elemental Evil is destroyed. (LGG p.15,130; Slavers p.6) Serten of the Citadel of Eight is killed at the Battle of Emridy Meadows, the only member of the group to take up arms against the Temple of Elemental Evil. The resulting dispute leads to the dissolution of the Citadel of Eight. (LGJ #0 p.5) Stalman Klim, high priest of the Earth Dragon cult in Suderham, leaves the city. (Slavers p.121) Tika Town established as a camp for a copper mine. It is founded in part by veterans of the Battle of Emridy Meadows. (Against the Giants: the Liberation of Geoff p.80)570 CY
Return of Iuz. Mordenkainen gifts the Blade of Black Ice to Lord Robilar and subtly encourages him to slay Iuz, who is imprisoned beneath Castle Greyhawk. Robilar, Riggby, Tenser and Quij free Iuz, but they fail to slay him and he escapes. Lord Robilar is exiled from the city of Greyhawk. (LGG p.15; Player's Guide p.24; Expedition to the Ruins of Greyhawk p.10,14,39,219; Epic Level Handbook p.307) In addition to Iuz, Wastri and seven other demigods imprisoned beneath Castle Greyhawk are also released. (The Scarlet Brotherhood p.5) Iuz returns to rule in Dorakaa. He punishes those who made changes in his absence by having them killed and using them in the construction of the Road of Skulls. (LGG p.62) Two decades of skirmishing along the Ritensa River finally end. (LGG p.104) The skeptical Justinian becomes Duke of Urnst. His hostility toward organized religion, including a 300% increase to temple tax, sparks to the Temple Coalition Revolt. (LGG p.125) Drow exile Tysiln San becomes apprentice and lover of Jaran Krimeeah in the Valley of the Mage. (Dragon #241 p.75) The extremely fat mage Oswalden buys the town of Carnifand. (Ivid p.83) Master thief Nerof Gasgol becomes Lord Mayor of the Free City of Greyhawk at the age of 30. (The Adventure Begins p.61,62)c. 570 CY
The first False Keraptis dies. (Return to White Plume Mountain p.4)571 CY
In Fireseek, Mordenkainen founds the Circle of Eight. Its initial members are Bigby, Otto, Rary, Nystul, Drawmij, Bucknard, and two others. (LGJ #0 p.6) Most churches withdraw from the Duchy of Urnst after Duke Justinian burns down the Temple of Zilchus for refusal to pay higher taxes. He dies in battle later that year when no cleric will heal him. (LGG p.125) Warnes Starcoat foils a plot by Nyrondese nobles against the County of Urnst. He is appointed to the Joint Courts of Urnst. (Return of the Eight p.59) A fire burns part of the Celadon Forest. (LGG p.139) Theobald, leader of the Greyhawk Beggars' Union, seeks to increase his power in the city. He secretly has beggars trained as unlicensed thieves, inviting conflict with the Guild of Thieves. (LGJ #17) In Harvester, the Greyhawk Guild of Thieves responds to the death of a member by crushing the Beggar's Union in a raid on its headquarters. Dozens of beggars are killed, part of the Old City is accidentally burned down, Theobald is ousted and disappears. Peaceful co-operation between the Guild and the Union is restored. (LGJ #17, p.89; The Adventure Begins p.61) (In the novel series, then-young Gord caused Theobald's "disappearance" (his death in the sewers without withnesses) and then began his career as an adventurer.) (Saga of Old City p.66)572 CY
Karll succeeds his younger brother Justinian as Duke of Urnst. An archmage known as the Seer is expelled from court. (LGG p.125,126) The Battle of Medegia is fought between the Sea Barons and the Lordship of the Isles. The Sea Barons are victorious. (LGG p.71,100) Arentol, Guildmaster of the Greyhawk Guild of Thieves, dies of natural causes. Org Nenshen, a close friend of Lord Mayor Nerof Gasgal, becomes the new Guildmaster. (The Adventure Begins p.61) The Seer expelled from the court of Duchy of Urnst. (LGG p.126)c. 572 CY
Mordenkainen meets Alhamazad the Wise during a crisis in Zeif, becoming strong allies. Alzahamad's traitorous apprentice flees. (LGJ #0 p.7) Mizaab Zalen last seen in Greyhawk. His estate, Greymanor, is inherited by his relative, the merchant Sturtevant. (The Adventure Begins p.83)573 CY
Scarlet Brotherhood first reported and "contact is made" in cities of the Iron League by "sages from the Land of Purity ... offering their services". (Guide p.9, Player's Guide to Greyhawk p.10, LGG p.96, Scarlet Brotherhood, p.5) Prince Thrommel of Furyondy/Provost of Veluna kidnapped. (Guide p.9, LGG p.130) Prince Jeon assumes the throne of the Sea Princes. (LGG p.101) Bigby forced from his tower in Oldridge after conflict with the two-headed lich Xaene. (LGJ #0 p.8)c. 573 CY
Stalman Klim founds "The Nine", later known as the Slave Lords. (Slavers p.121)574 CY
Tenser joins the Circle of Eight. (LGJ #0 p.6) Warnes Starcoat rises to fame when he defeats the Weird, a creature terrorizing the Gnatmarsh. (Return of the Eight p.59) Greyhawk Guild of Assassins hired to kill an insane wizard who threatens the city. A mezzoloth is summoned to avenge him, killing the entire upper hierarchy of the guild. Turin Deathstalker and Gundri Garraldson survive. (The Adventure Begins p.62,126-127) Turin Deathstalker joins the City of Greyhawk's ruling Oligarchy and works on expanding his guild's intelligence-gathering capabilities. (The Adventure Begins p.62) Stalman Klim returns to Suderham with the Slave Lords, the first person to return to the city alive in 62 years. (Slavers p.121)575 CY
Warnes Starcoat defeats the sorceress Weird of Gnatmarsh. He claims the legendary Starcoat from which he gains his current name. (LGJ #0 p.11) Ratik defeats an army of humanoids. (Dragon #57 p.14) The River of Blood murders are stopped after Robilar and Yrag confront Bluto Sans Pite. The two are ennobled soon after. (Expedition to the Ruins of Greyhawk p.94) Slave Lords overthrow king of Suderham. When King Rodric refuses to support Stalman Klim's schemes, Klim has him assassinated and installs the Nine in his stead, claiming to the people that King Rodric had committed blasphemy. (Slavers p.120-121) Duke Ehyeh II of Tenh begins a two-year campaign to clear the Troll Fens and border area on the west bank of the Yol River. (Dragon #56 p.21) People's Constables first appointed in the City of Greyhawk to deal with minor crimes. Most members are of the Thieves' Guild. They begin enforcing Zagig's trivial laws. (The City of Greyhawk, FFF p. 14) Scarlet Brotherhood arrive in Zar in Hepmonaland, where they meet a primitive society of Sulose inhabitants. (The Scarlet Brotherhood p.55) Mordenkainen helps a group of cloud giants destroy a flight of evil dragons. (The City of Greyhawk, FFF p. 22)c. 575 CY
Circle of Eight quietly sponsors adventurers to sack Iggwilv's former headquarters in the Tsojcanth Caverns. (LGJ #0 p.6)576 CY
The plague known as the Red Death sweeps across the Flanaess. (Dungeon #124 p.36) Guide to the World of Greyhawk completed. The Savant-Sage completes his famous work, consisting of at least two other volumes which are eventually lost. (Guide p.9; Glossography p.2) Leomund retires from the Circle of Eight. (The Adventure Begins p.60) Otiluke joins the Circle of Eight, replacing Leomund. (LGJ #0 p.6; The Adventure Begins p.60) Theodain Eriason enters the the Passage of Slerotin during his explorations of the Hellfurnaces. (Return of the Eight p.60) This appears to contradict Dragon #241 which dates the rediscovery to 577 CY. However, Return of the Eight does note that Theodain was one of the first to enter the tunnel; perhaps the discovery was not formally recognized until the following year. Warnes Starcoat appointed Chief Sorcerous Councilor to Duke Karll of Urnst, replacing The Seer after his disappearance. (LGJ #0 p.11) Shadows attack the sage Warfel VI and steal the Pyronomicon of Keraptis. (Dragon #241 p.78) 1,000 year anniversary of the founding of the Scarlet Brotherhood. Their millennialist faction, following the prophecies of the martyred heretic Huro, believe a miracle will occur which purifies and strengthens the Brotherhood. It fails to occur, resulting in the decline of the millennialist faction. (Fate of Istus p.110; The Scarlet Brotherhood p.17) Monsters from the Hanging Glacier of Alisedran attack the Schnai barbarians, part of a regular 20 year cycle. (Rumors and Whispers of the Flanaess) Slave Lords begin to terrorize the Pomarj coast. (Slavers p.120)c. 576 CY
Keoish coastal town of Saltmarsh threatened by sahuagin. (See events of U1-U3 and Ghosts of Saltmarsh) - #2Race: Human: Oeridian
Keys: race, human, people
Oeridian is generally used in reference to the Oeridian people, (sometimes called the "Oerid"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people.
Having once inhabited the plains of Central Oerik, the Oeridians moved into what is now known as Ull (where they were called the Yorodhi by their Baklunish neighbors) starting 1,235 years ago. The Oeridians were driven eastward into the Flanaess by orcs and goblins used as mercenaries by the Baklunish Empire and the Suel Imperium. The Oeridians settled in much of the Flanaess, often conquering and assimilating the Flan natives and Suel settlers, though some lands, such as the Sheldomar Valley and Vale of Luna, were settled more peacefully.
The Flanaess' most powerful modern empire, the Great Kingdom of Aerdy, was founded by a warlike Oeridian tribe known as the Aerdi. The Nehron of modern Nyrond, the Keogh of modern Keoland, the Ferroi of modern Furyondy, and the Vollar of modern Veluna are other notable Oeridian tribes.
"Unmixed" Oeridians are most commonly found in Furyondy, Perrenland, the Shield Lands, the North Kingdom of Aerdy, the See of Medegia, Onnwal, and Sunndi.
The traditional calendar of the Oeridians is known as the Oeridian Record.
Oeridian skin ranges from tan to olive. Their hair ranges the whole spectrum from honey blond to black, although brown and reddish brown predominate. Eye coloration varies, but brown and gray are most common.
The following deities make up the Oeridian pantheon:
Bleredd Celestian Cyndor Daern Delleb Erythnul Fharlanghn Heironeous Hextor Johydee Kurell Kuroth Lirr Merikka Olidammara Pholtus Procan Rudd Sol, the name by which Pelor was known by early Oeridians. Stern Alia Stratis The Velaeri, a collective name for the Oeridian agricultural gods Velnius, Telchur, Atroa, Sotillion, and Wenta. Zilchus - #3Race: Human: Flan
Flan is generally used in reference to the Flan people, (sometimes called the "Flannae"), a race of humans of Oerth, though the term may also refer to the language and culture of said people. The Flan peoples were the first humans known to have settled the eastern portion of the continent of Oerik, the Flanaess, which is named for them. Regions of the Flanaess that contain a significant number of Flan peoples include Geoff, Sterich, the Rovers of the Barrens, Tenh, and the Wolf Nomads.
Pre-migrations Flan are described in the World of Greyhawk Fantasy Game Setting's Guide to the World of Greyhawk as "hardy and capable hunters but not particularly warlike, and their small and scattered groups made no appreciable civilizing efforts." This is a simplification, for the Flan boast several pre-Migrations cultures, including those found at Sulm in the Bright Desert, Veralos on the edge of Rift Canyon, Tostenhca in the Griff Mountains, and several others. In ancient times, the Flan feared the Ur-Flan, rare mystics and necromancers who held entire tribes and kingdoms in bondage to their evil.
The traditional calendar of the Flan is called the Flan Tracking.
Pureblooded Flan boast a bronze-colored complexion, varying from a light copper shade to a deep brown hue. Eyes are typically dark brown, black, brown, or amber. Their wavy or curly hair is usually black, brown-black, dark brown, or brown.
Many Flan follow the Old Faith. The following deities make up the Flan pantheon:
Allitur Beory Berei Earth Dragon Krovis Kyuss Myhriss Nerull Obad-Hai Pelor Rao Red Fox The Serpent Vathris Vecna ZodalThe following Flan kingdoms existed prior to the Great Migrations:
Acererak's tyranny (Vast Swamp). Queen Ehlissa's Kingdom of Ahlissa (Ahlissa). Almadia (unknown). (VHotR) Burgess (DR #272) Caerdiralor (Onnwal). Durha (Bright Desert). The Occluded Empire of Vecna (Sheldomar Valley). Fleeth (Unknown). (VHotR) The Isles of Woe (Nyr Dyv). Itar (eastern Abbor-Alz). Nuria (unknown). (DR #293) Rhuga (Bright Desert). Ronhass (Bright Desert). Sulm (Bright Desert). Tostenhca (Griff Mountains). The Tyrants of the Trask (North Kingdom). (DR #293) Truun (Bright Desert). Veralos (Rift Canyon). (DR #293) - #4Race: Human: Baklunish
Keys: race, human, people
Baklunish, or "Bakluni," is generally used in reference to the Baklunish people, a race of humans living in the Flanaess (as well as regions of Oerik further west), though the term may also refer to the language and culture of said people.
Descendants of the human inhabitants of the ancient Baklunish Empire, the Baklunish of today are confined chiefly to the northwest Flanaess, in that region known as the Baklunish Basin and other nearby regions, including Zeif, Ekbir, Tusmit, Ull, Ket, the Dry Steppes, the Plains of the Paynims, the Tiger Nomads, and the Wolf Nomads.
In some cases, the Baklunish mirror the real-life Arabian people. Many similarities can be drawn between the two, including aspects of their culture and the influence of genies and other magical forces. However, other Bakluni groups have been compared to various nomadic horse tribes of Central Asia.
The Baklunish people traditionally count their years using the Baklunish Hegira calendar.
Baklunish folk have golden-hued skin and hair that ranges from blue-black to dark brown. Their eyes are often green or gray-green.
The following deities make up the Baklunish pantheon:
Al'Akbar Al'Asran Al'Zarad Azor'alq Daoud Geshtai Istus Mouqol Tharoth the Reaper Xan Yae Zuoken - #5Race: Human: Suloise
Suloise is generally used in reference to the Suloise people, (sometimes called the "Suel"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people.
The Suel began migrating to the Flanaess in large numbers circa -447 CY, from the Suel Imperium. The numbers of the Suloise Migration increased dramatically after the Invoked Devastation and the Rain of Colorless Fire in -422 CY. The Suel settled in many regions of the Flanaess, often competing with the native Flan and migrant Oeridians, as well as non-human inhabitants such as the elves and dwarves.
Though people of Suel descent can be found nearly anywhere in the Flanaess, notable lands that contain a significant number of Suel include the Thillonrian Peninsula, the Scarlet Brotherhood, the Lordship of the Isles, the Sea Barons, the Sheldomar Valley, and the Urnst States. The Lendore Isles were once home to a large contingent of Suel, but most humans have been expelled from that land since the cult of Sehanine Moonbow gained control after the Greyhawk Wars.
The traditional calendar of the Suel people is known as the Suloise Dating.
Purebred Suel typically have pale skin, with albinism being far more common than among other races. Violet and pale blue eyes are common, with gray and deep blue less common. Hair color is fair, from several shades of blond to light red, and is often kinky in texture.
Suloise fashion favors solid colors, with parti-colored garments marking higher social station. Emblems, tokens, or similar affectations (typically in hues contrasting their clothes), often mark status or affiliation with ancient Suel houses and traditions. The ancient Suel often wore loose-fitting pantaloons covered by a baggy blouse, but their fashion has adapted to various climes in the centuries following the Great Migrations.
Suel noble houses Twelve tribes
When the Rain of Colorless Fire came down on the Suel, Slerotin "led twelve tribes out of ruin and into the valley of the Sheldomar"[1] through the Passage of Slerotin, escaping with only a few servitors and their lives. They "were actually a number of once-prosperous noble families and their retainers".[2]
There were other Suloise who'd survived, living "in barbarism, scavenging for food and stealing from the flocks of goat-herders in the foothills of the bordering Crystalmists."[3] When Slerotin opened the Passage, he brought these survivors with him, bringing the total of surviving houses to eighteen (including the Lerara who were trapped in the Passage).
The most likely to have been among the eighteen are:
Ad-Zol[4]—emperor's royal house Lerara†[5] Linth[6] Lizhal†[7]—"migrated along with the Rhola and Neheli following the Twin Cataclysms" Malhel†[8][9][10] Maure[11][12][13][14] Neheli†[15][16][17][18][19] Rhola†[8][9][15][17][20][21][22] Tammeraut[23]—"ancient Suloise noble house" Zelrad†[8][9][1]†—denotes houses specified in officially published material to have made it through the Passage. Other Suel houses
There are other, more minor, houses. Some may have made the journey via the Passage, but also "a few minor noble houses escaped the [Baklunish-Suloise Wars] and moved east"[4] as much as two decades (-446 CY) before the Rain of Colorless Fire in -422 CY.
These may include:
Lorinar[24]—minor house found in the Duchy of Urnst; notably Karll Lorinar. Mauk[25]—founder of the Scarlet Brotherhood, who teleported away less than an hour before the Rain of Colorless Fire Sallivarian[26]—a minor house, notably Jallarzi and Xenia Secunforth[22]—distantly related to the Neheli; governors of Salinmoor. Teraknian[27][28]Thillonrian barbarians
The houses who eventually settled the Thillonrian Peninsula left the Suel Imperium in -446 CY, in pursuit of the emperor's son,[4] (in some sources called the "Houses of Pursuit") and were not amongst those saved by Slerotin.
Schnai[29] Cruski[4] Fruztii[4]The following deities make up the Suel pantheon:
Beltar Dalt Fortubo Jascar Kord Lendor Llerg Lydia Norebo Osprem Phaulkon Phyton Pyremius Ranet Syrul Vatun Wee Jas Xerbo - #6Race: Human: Rhennee
Rhennee is used in reference to the Rhennee people, a race of nomadic humans living in the Flanaess, though the term may also refer to the culture of said people. They are also known as Rhenfolk (also seen as "rhen-folk").
They speak a unique language called Rhopan which borrows heavily from both other languages and the cant of thieves' guilds, but they have no written language and no recorded history. Their history is passed through oral tradition. Many Rhennee themselves may be unfamiliar with the story of their origin or guard its secret closely.
The complexion of Rhenn-folk ranges from olive to tan; their hair is usually curly and tends to be black or dark brown. Most have eyes of gray, blue, or hazel, but green is known in some families. The Rhennee are generally short but strong and wiry, with men averaging 5 ft. 6 in. and women less.
They superficially resemble Oeridians, and in some cases where Rhennee aren't common or populous, they may be mistaken for being Oeridian.
These people dress in muted colors, and each adult male has a set of homemade leather armor of good quality. The cut and style of their clothing is simple and functional, eschewing the fashion-minded concerns of other races.
The Rhennee are not natives of Oerth, but rather immigrants from a land called Rhop. While little about Rhop is known, it's not on Oerth[4] and instead is on another world or plane of existence.[5][6] Believed to have first arrived on Oerth in the Adri Forest in approximately 150 CY,[7] they were driven out by its hostile inhabitants and now inhabit the rivers and lakes of the Flanaess.
They live in a seaborne culture on barges which hold individual families. Though the vast majority of Rhennee families are waterborne nomads, a small, rare group of Rhenfolk live and travel in hard-covered wagon trains. These are known as the "Attloi" and are greatly looked down on by their kin, though both groups refer to themselves as Rhennee, or the "true folk".[8]
Rhennee are often distrusted by many people and are thought of as thieves and worse. But there are a few, rare communities and cities that welcome them. Among these are both Veluna and The County of Urnst. They can also be commonly found in Dyvers, Perrenland and in the Wharf and River Quarters of the Free City of Greyhawk. Because of stereotypes and prejudice, the Rhennee are exploited and harassed, i.e., stopped to pay extra taxes, prohibited from trading areas, jailed for lacking fishing permits, but are driven away by illegal fishermen, etc. This is especially true in the Duchy of Urnst, where the Rhennee are persecuted by the highly militant elite cavalry of the Duke, the Bar Rampant. Because of this, and their cultural differences, they are insular and keep to themselves. They have social taboos that are perceived as virtually unbreakable which prohibit such things as marrying outside of their own culture or teaching their language to non-Rhennee. A Rhennee woman, illustration by Vince Locke, LGG (2000).
They also have cultural standards that allow them to treat non-Rhennee differently from their own people. They can lie, cheat, steal, and deceive outsiders but these actions can end up with them being banished from Rhennee culture if they are done to others of their own families. They will never do these things amongst their own people, but amongst outsiders: they will never work when they can steal,[9] nor will they deal squarely when they can cheat.[10]
The Rhenfolk subsist economically by ferrying goods and passengers, fishing, hunting, selling their crafts (especially leather goods), and illegal means (theft and smuggling), although they put forth the least amount of work needed to accomplish their goals.[2][9]
The Rhenene are so culturally unintegrated that there is limited contact with other human peoples. It is speculated that they fled from some oppressive force or that they simply outstayed their welcome on their previous world.
Rhennee value freedom more than anything else, while at the same time, they value friendships and clan loyalties very highly. they are generally found to be neutral.
Groups are led by "nobles" or "lords" that loosely govern a group of barges. Their social structure, what little there is, is light and non-rigid. But, the Bargefolk are ruled by many, many superstitions.
Rhennee refuse to use divine magic and are very careful with arcane magic. Their preferred "magic" is not magical at all, fooling the unwary with sleight-of-hand and legerdemain. They practice use of an Arcane, purely cosmic, universal, non-anthropomorphic (not person-shaped) power or force. Their Vetha are trusted advisors to the leaders of the barge families, and it is rare when their counsel is not heeded.[11] Only "wise women" have genuine magical gifts; they are sorcerers, bards, or witches and prefer charms and illusions, practicing divination as well. They like spells that deceive or confuse people, especially enchantments like love potions or (very) minor protective charms that can be sold to the foolish, unwary, or greedy.
While it is technically possible for men to practice magic, culturally they do not do so.[
They disdain gods of all stripes, and do not practice divine magic in any form.
They are a deeply superstitious folk, and they see portents and omens in many things. The Rhennee honor ancestors and former tribal leaders, but they do not worship them.
They acknowledge and revere animistic spirits, such as those found in the Nyr Dyv (which they refer to as "Lady Deep")[17] or elsewhere in nature, though they fall short of any worship.
- #7World: Oerth
Keys: planet, world
Oerth is the name of the planet on which the World of Greyhawk campaign setting is located. Oerth has an axial tilt of 30 degrees, which should cause greater extremes of temperature in different seasons but for wizardly and divine magic shifting weather patterns to be more favorable to the populace (at least the god-fearing folks).
The Adventure Begins gives Oerth's circumference as 25,200 miles (40,555.47 km), and its diameter is 8,021.5 miles (12,909.35 km).[1]
Oerth has four continents, the largest of which is Oerik, lying mainly in the Northern Hemisphere. Southeast of Oerik lies the much-smaller landmass of Hepmonaland, lying in the tropics. Hyperboria, also called Telchuria (after Telchur, the god of Winter), lies at the north pole, while an unnamed fourth continent lies in the southern hemisphere. Gary Gygax's Gord the Rogue novels refer to a continent called Gonduria.[2]
Oerth has four oceans, including the Solnor Ocean, the Dramidj Ocean which circles Telchuria, the Ocean of Storms south of Oerik, and the Sea of Thunder encompassing Polaria.[3]
Oerth also has a number of islands, the largest being the archipelago known as Fireland in the northern Solnor. Polaria is a chain of mountainous islands covered for at least part of the year by the southern polar ice cap.
It takes exactly 24 hours for Oerth to make one revolution on its axis. Oerth lies at the center of Greyspace. Unlike most planets, Oerth does not orbit its sun, Liga. Instead, the sun, and all other planets in the crystal sphere, orbit Oerth. Thus, Greyspace is geocentric. Oerth's "moons," Celene (Kule) and Luna (Raenei), are in fact the first and second planets in the system, with Liga being the third. From Oerth, planets beyond Liga appear to the naked eye as wandering stars.
Liga orbits the Oerth once every 364 days,[note 1]thus the Oerthly year is slightly shorter than that on Earth. Luna has a 28 day lunar cycle, while Celene's cycle is 91 days.
- #8Race: Elves
Keys: people, race, elves
Elves, also known as olves or olvenfolk in the Flan tongue, are one of the primary civilized races of the Flanaess. Elves speak Elven.
Elves are renowned for their grace and mastery of magic and weapons such as the sword and the bow. Becoming physically mature by the age of 25 and emotionally mature at around 125 (Races of the Wild, 2005), they are also famously long-lived, capable of living more than half a millennium and remaining physically youthful. They rarely die due to the wear of age. Possessed of innate beauty and easy gracefulness, they are viewed as both wondrous and haughty by other races; however, their natural detachment is seen by some as introversion or xenophobia.
There are several different subraces of elves, including aquatic elves, dark elves (drow), grey elves, high elves, snow elves, valley elves, wild elves (grugach), wood elves, and winged elves (avariel). The offspring of humans and elves are known as "half-elves" among humans, and as "half-humans" among elves.
Elves are most often associated with temperate forests, though this applies chiefly to high elves and wood elves. Aquatic elves are only found in temperate aquatic regions, and gray elves often prefer temperate mountains. Snow elves, drow, and grugach are found almost exclusively in cold mountains, the Underdark, and deep forests, respectively. Valley elves are rarely seen outside the Valley of the Mage.
In the Flanaess, large numbers of elves can be found in Celene, Highvale, the Lendore Isles, Sunndi, the Duchy of Ulek, the Valley of the Mage, the Vesve Forest, and the Vault of the Drow. Verbobonc was originally an elven settlement, though they have mostly left that region to the humans and gnomes. The City of Summer Stars is a lost and ruined elven community of fable and legend in the depths of the Adri Forest, now under a dreadful curse.
Slightly shorter than the average human, elves are also noticeably more slender and graceful (this is reflected in a bonus to dexterity and a constitution penalty), averaging between 4 1/2 to 5 1/2 feet and 95 to 135 pounds. Males are slightly more muscular on average, there is little difference in height between the sexes, and facial hair is unheard of. Their features in general may be described as more angular and defined; including long, pointed ears and wide, almond-shaped eyes. Most elves have fair skin and dark hair, though this is no more true of all elves than it is of humans. They have a reputation for careful grooming, more so than perhaps any other race. This frequently extends to their clothing, which is luxurious and well-kept, though not to the point of impracticality.
Elves do not sleep as most other creatures do, instead falling into a four-hour restful trance. Consequently, elves are unaffected by sleep-inducing spells and effects, and are able to remain active far longer than other races.
Elves also do not age as other creatures; their physical appearances remain constant from achieving physical maturity to death. Elves do grow physically weaker and mentally stronger as they grow older, and accumulate a "glow" from the strength of their souls as they age (Races of the Wild, 2005).
Most elves are usually chaotic good, though grugach tend to be neutral, Valley elves chaotic neutral, and drow neutral evil.
Most elves, other than drow and Valley elves, follow the Seldarine, the elven pantheon, consisting of the following deities: Aerdrie Faenya, goddess of Air, Weather, Birds, and Avariel. Alathrien Druanna, the Rune Mistress. Alobal Lorfiril, god of Hedonism, Mirth, Magic, and Revelry. Araleth Letheranil, god of Light. Corellon Larethian, god of Elves, Magic, Music, Arts, Crafts, Poetry, and Warfare. Darahl Firecloak, god of Earth and Flame Deep Sashelas, god of Water, Knowledge, Beauty, Magic, and Aquatic Elves. Elebrin Liothiel, god of Nature, Gardens, Orchards, and the Harvest. Erevan Ilesere, god of Mischief, Change, and Rogues. Fenmarel Mestarine, god of Exiles, Scapegoats, and Grugach. Gadhelyn, hero-god of Independence, Outlawry, Feasting, and Hunting. Hanali Celanil, goddess of Romantic Love and Beauty. Kirith Sotheril, goddess of Divinations and Enchantments. Labelas Enoreth, god of Time and Longevity. Melira Taralen, goddess of Bards and Minstrels. Naralis Analor, god of Healing, Easing of Pain, and Death. (also seen as "Naris Analor") Rellavar Danuvien, god of Frost Sprites and Protection from Cold. Rillifane Rallathil, god of Nature, Woodlands, and Wood Elves. Sarula Iliene, goddess of Lakes, Streams, Nixies, and Water Magic. Sehanine Moonbow, goddess of the Moon, Mysticism, Dreams, Far Journeys, Death, and Transcendence. Solonor Thelandira, god of Hunting, Archery, and Survival. Tarsellis Meunniduin, god of Winter, Mountains, and Snow Elves. Tethrin Veraldé, god of Bladesingers. Vandria Gilmadrith, goddess of War, Guardianship, Justice, Grief, Vigilance, and Decision. Ye'Cind, god of Music and Magical Songs.
While Corellon Larethian leads the Seldarine, most subraces also have a patron deity whom they hold in nearly equal regard. Deep Shahelas (and his wife, the dolphin goddess Trishina) for the aquatic elves, Fenmarel Mestarine for the grugach, Rillifane Rallathil for the wood elves, Tarsellis Meunniduin for the snow elves, and Aerdrie Faenya for the avariel.
The only deity known to be honored by the Valley elves is Ehlonna, who is also frequently worshipped by other elven peoples. Dark elves most often worship Lolth, the Demon Queen of Spiders, or one of her brood, the Dark Seldarine.
- #9Race: Humans
Keys: race, people
Humans are the humanoid race that most dominates the culture and politics of the Flanaess.
Humans are omnivorous and give birth to live young. Gestation is typically about nine months, and humans reach sexual maturity by their teens.
Many other species are descended from or are related to humans, including bredthrall, derro, skulks, yuan-ti, and others. Minotaurs are said to be descended from cursed humans.
Humans are capable of producing viable young with elves, ogres, and orcs, as well as possibly other species as well. The result are known as half-elves, half-ogres, and half-orcs respectively, and they combine within them the traits of both parents.
Humans mix readily with other races; there are many more dwarves in human lands than there are humans in dwarven lands, for example. Humans are often strong allies of the "demihuman" races such as dwarves, elves, gnomes, and halflings. Humans tend to be opposed to rapacious humanoid races such as gnolls, goblins, hobgoblins, kobolds, ogres, orcs, trolls, and xvarts, driving them to unfavorable areas such as mountains, barrens, swamps, and forests. Only in the Empire of Iuz and portions of the former Great Kingdom are the more civilized of these races permitted to dwell among humanity to any large extent, as well as the larger free cities. Of the races of the Underdark such as aboleths, derro, drow, duergar, kuo-toans, and illithids, very few are anything but utterly hostile to humanity.
Humans have spread to virtually every environment from the steaming jungles of the south to the tundra of the north, from desert wastes to high mountains. There are reports of humans living in volcanoes, beneath the sea, on other planes of existence, and in the depths of space.
Humans, like most humanoid races, possess two legs, two arms, and a head. They stand upright and are capable of abstract thought and self-awareness. They typically range from 5 to 6 feet in height and 125 pounds to 250 pounds in weight, though there are of course exceptions beyond this range. Their skin tone ranges from almost black to almost white, and all shades of cream and brown in between.
"There are few "pure" human races extant in the Flanaess, save perhaps at the fringe areas of the continent. ...humankind, as is its wont, has industriously intermixed in the central regions to form a hybrid type which has actually become the norm."[1]
"For the most part the Suel, Flan, Oeridians, and Baklunish have mixed to form a variety of blended types."[2] "Many folk retain distinctive racial characteristics, but most are difficult to recognize due to long centuries of mixed marriages."[3] "Humans of different races frequently intermarry, slowly blending peoples and cultures."[4]
"Intermixing has been the norm for many centuries,
"There is little discrimination on the basis of human race."[5]
Race is given little importance by intelligent folk."[2]
"Few humans pay attention to skin color."[4]
"Who cares whether the pikeman standing next to you is Oeridian or Baklunish, if the enemy is a hobgoblin or a fiend in the service of Iuz?"
These are the various known "root" races of humanity:
Baklunish. These are golden-skinned humans, less mixed than the races of the central Flanaess, who dwell mainly along the Dramidj Ocean and plains and steppes to the south. The Wolf Nomads are Baklunish with heavy Flan admixture. Baklunish hair is usually straight, dark, and very fine, and their eyes tend toward green. They have long limbs and facial features, with high cheekbones. Flannae. These are the aboriginal inhabitants of the Flanaess, their bronze skin ranges from a lighter coppery hue to deep brown. Their hair tends to be wavy or curly, and from black to brown. They have strong, broad faces and sturdy builds. Oeridian. These people, the descendants of proud horse nomads from central Oerik, have olive or tan skin and any color of hair from honey-blonde to black. The Oeridians founded the mighty Great Kingdom and co-founded the kingdom of Keoland, so their influence on everything from language to culture in the Flanaess is considerable. Olman. The Olman are a brown-skinned people found mainly in the tropics of Hepmonaland and the Amedio Jungle. Their hair is straight and black, and their eyes are very dark. They have high cheek bones and high-bridged noses. Rhennee. The Rhennee have olive-toned skin like the Oeridians, but darker, curlier hair. They tend to be short, but wiry and strong. They are a very different people culturally, thought to have originated on another plane of existence. On Oerth, they exist culturally as nomadic river-dwellers aboard barges. Suloise. The Suloise are pale, some nearly albino, with kinky or curly hair of blonde or red. They tend to be narrow and lean. Touv. The Touv have dark brown or nearly black skin, straight or wavy black hair, and brown or startlingly blue eyes. They dwell in Hepmonaland, mostly to the south of the Olman lands.There are rumors of other human races on the world of Oerth, such as the tall, slender ebony-skinned people who dwell in the southwest region of the Sea of Dust, the mysterious lost folk of the Choking City, and the people of Mur.
Humans may be of any alignment from the blackest of evil to the brightest of good, and range from orderly and rigorous to chaotic and wild. It is difficult to generalize the alignments of humanity or pick out a common tendency.
Humans are adaptable and flexible, their comparatively short lives often inspiring them to be more ambitious and, some would say, foolhardy than the longer-lived races. They readily build kingdoms and empires that span the continent, but just as readily fall into corruption and decadence after only a few centuries of glory.
Most human lands are feudal monarchies of one sort or another, though few use the title of "king" for their ruler. There are a few human attempts at democracy to some extent, though this is most uncommon.
The pantheons of humanity are vast and varied. In the Flanaess, humans normally worship a mixture of gods of Flan, Oeridian, and Suel origin together with a smattering of Baklunish gods and a host of deities considered "common" because they are prevalent in most areas regardless of their history of ethnic settlement. As most human groups in the Flanaess are long-since mixed, so are their gods, and the same settlements will contain temples and shrines to a variety of deities regardless of their pantheon of origin. The Suel gods tend to be elemental in nature, the Oeridians worshipped gods of travel and the sky, and the Baklunish worshipped a mixture of mystical and pragmatic deities. The Olman have a completely separate pantheon of gods thought to be alien to this world, while the Touv worship a pantheon of nature spirits who are thought to all dwell on Oerth itself rather than on another plane. If the Rhennee ever had gods of their own, they do not answer on this world.
The most common human language is appropriately known as Common, but the number of human languages is diverse, linked to nations ancient and modern, including Amedi, Olman, Keolandish, Low Baklunish, Nyrondese, Ordai, and Rhopan.
The origins of humanity, and what god or gods might have created them, is a much-disputed subject, and myths vary wildly from culture to culture. Most stories have humans created by multiple gods working in concert or competition.
The Flannae people have lived in the Flanaess for thousands of years, but they were not the first to settle the subcontinent, nor were they the last. During the Great Migrations, the Baklunish, Oeridians, and Suloise fled the desolation of the Twin Cataclysms, many of them entering the Flanaess and conquering its lands, changing their character and destiny. Since then the various migrants have warred and blended with one another and with the Flan, resulting in humanity as it is known today. Other groups, like the Olmans and Touv, dwell largely outside the Flanaess and their bloodlines have not blended there to any great extent.
- #10Continent: Oerik
Keys: continent, land, region
Oerik is the largest continent on the world of Oerth, where the Greyhawk campaign takes place.
Oerik is named after the Oeridians, a human people who settled much of the continent. The best-known part of Oerik is the eastern portion, known as the Flanaess, named after the first human settlers to that region, the Flan.
"Eastern Oerik" is better known as the "Flanaess", the primary subcontinent developed for the World of Greyhawk™ setting. "Central Oerik" is the area of Oerik west of the Flanaess comprised of the Celestial Imperium and the Low and High Khanates extending only to the mountain range seperating Western Oerik. Central Oerik has been developed very little in official products. Western Oerik is the portion of the continent of Oerik on the world of Oerth west of the Celestial Imperium and the Celestial Sea. Western Oerik featured heavily in the Chainmail miniatures game in 2001-2002. It was a distinct subcontinent separated from the rest of Oerik by the most massive range of mountains on Oerth. It is bordered to the east by the Celestial Sea, the Gulf of Ra, and the Ocean of Storms, to the south by the Sea of Thunder, to the west by the Gulf of Ishtar, the Oceanum Titanicum, and the Mare Mysticum, and to the north by the Jothumheim Sea.The region of New Empyrea in RPGA modules was placed across the Solnor Ocean from the Flanaess in the adventure Doc's Island. This would place it somewhere in Western Oerik as well, though this was never in officially published Greyhawk material.
- #11Subcontinent Flanaess
Keys: region, land
The Flanaess is the eastern part of the continent of Oerik, one of the four continents of Oerth. As well as being home to a number of demihuman and humanoid races, it is also inhabited by the Suel, Bakluni, Oerid, and Flan subraces of humanity.
The Flanaess can be broken down geographically as follows:
The Baklunish Basin or "Baklunish West" Far West. An area of temperate prairies, forests, and coastal lands. It is largely separated from the rest of the Flanaess by the great Yatils, Barrier Peaks, and Crystalmist Mountains. The realms here are a strong-hold of Baklunish culture.[1] The Sheldomar Valley or "Old Keoland" West. The fertile Sheldomar Valley features two great rivers, the Sheldomar River and the Javan River, running between the Crystalmists and Lortmil Mountains until it reaches the Azure Sea. The climate is warm and mild, and many elves, dwarves, gnomes, and halflings live peaefullt with Suel, Oeridian, and Flan farmers and lords.[2] The "Bitter North" or "Old Blackmoor" Northwest. These lands north of the Yatil Mountains, from the Drawmidj Ocean coast to the Dulsi River, are a region of steppes and coniferous forests with a climate that varies from cool to frigid, making this a sparsely settled area home mostly to nomads and goblinoids, except in Perrenland.[1] The Empire of Iuz or "Northern Reaches" North. Centred on the lands of Iuz north of Lake Whyestil, it also includes most of the land from the western edge of the Vesve Forest across the north-central Flanaess to Tenh. These lands are generally wilderness dotted with ruined human towns and active orc lairs, with a cool to temperate climate.[2] The Western Nyr Dyv or "Old Ferrond" Center of the Flanaess. The lands from the Nyr Dyv to the Yatils have long been a stronghold of good in the Flanaess, home to humans of Oeridian and Flan descent, along with dwarves, and elves. The rich soil, pleasant climate, and healthy trade relations with neighbors to the east, south and west, make it a strong and wealthy region.[2] The Thillonrian Peninsula or "Barbarian North" Northeast. It is an isolated, mountainous region home to many Suel barbarians who call their land Rhizia. It features a ruggedly beautiful landscape of high mountains, coniferous forests, and deep fjords. The climate is subarctic, with rocky soil and a brief growing season.[2] "Old Aerdy East" East. The former Great Kingdom in the east. The lands south and east of the Rakers and north of the Vast Swamp, off to the Solnor coast, were the heartland of the Great Kingdom. These lands are rich and their climate pleasant, although years of civil war and oppression have damaged the economy.[2] "Old Aerdy West" or "Old Nyrond" East. The lands between the eastern Nyr Dyv and the southern Rakers are temperate and fertile. Folk of Oeridian, Suloise and Flan ancestry live in relative harmony in the lands of Nyrond, Urnst, Tenh and the Theocracy of the Pale. This area was once part of the Great Kingdom.[2]
Neighboring lands
Regions on the edges of the Flanaess include:
The Amedio Jungle and Hepmonaland to the south. Tropical lands covered largely in thick jungles or savannahs. The Sea of Dust to the south west. The remnants of the former Suel Empire.
Except in the far north, temperatures reach below freezing (32°F) only in the winter months[1][3] of Sunsebb and Fireseek and sometimes at night in late autumn and early spring. Even then, temperatures seldom dip below 0°F.[1][3] The northeast and central northern regions of the Flanaess are the coldest,[1][3] with cold weather extending earlier into Ready'reat and later into Readying, making winter "twice as long".[1][3] The warm currents of the Dramidj Ocean moderate the climate of the lands that border it.[1][3]
Summer typically lasts five or more months[1][3] (including both Low and High Summer).
Prevailing winds blow from the northeast in winter and autumn and from the southeast the rest of the year.[1][3] Wintry northern winds are sometimes known as "Telchur's breath," while easterly winds are sometimes called "Atroa's laugh."[citation needed] Plentiful rainfall supports bountiful agriculture throughout most of the Flanaess.[1][3]
- #12Region: Baklunish Basin
The Baklunish Basin, also known as the Baklunish West, is the northwestern portion of the Flanaess. Consisting chiefly of remnants of the ancient Baklunish Empire, the human peoples of these lands are known as the Baklunish. The most important parts of this region include the nations of Ekbir, Ket, Tusmit, Ull, and Zeif, as well as the Dry Steppes and the Plains of the Paynims. Though not technically part of the Baklunish Basin, the lands of the Tiger and Wolf Nomads are sometimes included, as they are populated by people of Baklunish stock.
The basin is bordered to the east by the Crystalmist Mountains, Yatil Mountains, and Barrier Peaks, and to the south by the Sulhaut Mountains. To the north, it's bordered by the Dramidj Ocean and to the west its limits are defined by the Tyurzi Mountains.
- #13Region: Sheldomar Valley
The Sheldomar Valley refers to the large swath of fertile land in the southwestern Flanaess, bordered by the Barrier Peaks to the north, Crystalmists and Hellfurnaces to the west, Azure Sea to the south and the Lortmils to the east.
The valley is named after the Sheldomar River, which runs through a good portion of its length.
Many nations make up the Sheldomar Valley, the largest being the Kingdom of Keoland. Other notable realms include Bissel, Geoff, Gran March, the Hold of the Sea Princes, the Ulek States, the Valley of the Mage, and the Yeomanry.
- #14Region: The Bitter North
Bitter North or Old Blackmoor covers the lands north of the Yatil Mountains, from the Dramidj coast to the Dulsi River. The climate in this region of steppes and coniferous forests varies from cool to frigid, making this a sparsely settled area home mostly to nomads, orcs, and goblins, except in Perrenland.
- #15Region: Nyr Dyv
The Nyr Dyv, also known as the "Lake of Unknown Depths," is a freshwater lake in the Flanaess in the World of Greyhawk™
Centrally located in the Flanaess, the Nyr Dyv is the largest known body of fresh water known to the people of that region of Oerik.
the Nyr Dyv is located north of the Free City of Greyhawk, which can easily be reached from the lake via the Selintan River. As such, Rhennee barges may be found navigating the lake, along with commercial or naval traffic bound to or from the Free City.
As its nickname suggests, the true depth of the lake is unknown, but certainly significant. Its waters support a variety of aquatic life, some of it quite dangerous (including the Nyrrian boatcrusher). Piracy is also a concern, though the waters are patrolled by ships from Dyvers, Furyondy, Greyhawk, and the Urnst states.
The city of Dyvers, the Cairn Hills, and the Duchy of Urnst also border the southern shores of the Nyr Dyv. To the west lies the Kingdom of Furyondy, to the east the County of Urnst, and to the north the Shield Lands and the Empire of Iuz.
The Nyr Dyv has three major navigable inlets: the Velverdyva to the west, and the Veng and Artonsamay to the north. Its two major navigable outlets include the Selintan to the south and Nesser River to the southeast. Major ports on or near the Nyr Dyv include Dyvers, Greyhawk, Nyrstran, Leukish, High Mardreth, Radigast City, Alhaster, Admundfort, Critwall, and Willip.
The Nyr Dyv is rumored to hold the remains of an ancient civilization known as the Isles of Woe, which sank beneath the waves prior to the Great Migrations. Many explorers have fruitlessly searched the lake for evidence of this civilization. Though unusual pieces of jewelry, strange silver coins, and alien carvings of obsidian reputed to be remnants of the Isles of Woe are sometimes found in the markets of surrounding cities, most are regarded as forgeries.
- #16Region: Northern Reaches
The Empire began as a small fiefdom in the Howling Hills which was nominally a tribute state to Furyondy but mostly independent. Iuz took over in 479 CY, upon the death of the then-ruler, having been claimed as the ruler's bastard son. He quickly began a spree of conquest, aided by magical support from Iggwilv. While Iggwilv fled the plane in 491 after her fight with the demon lord Graz'zt, the conquest continued, with Furyondy trying and failing to organize an effort to stop it.
Molag, a city near the modern border of Furyondy was named the "Summer Capital". in 500 CY. By that point Iuz had already completed the ritual elevating him to godhood.
Iuz was captured by Zagyg in the Godtrap beneath Castle Greyhawk, in 505 CY. The Empire partially was maintained by loyal clergy during his absence, becoming a theocracy to Iuz, called the Old One, at least in the area around Dorakaa, while in other parts of the Empire, splinter groups broke off under various petty warlords, many of whom were impersonating Iuz. The most notable of these groups was the Horned Society who took over Molag in 513 CY. Although Iuz returned and started taking down the imposters in 570
- #17Region: Thrillonrian Peninsula
The Thillonrian Peninsula (also known as Rhizia in the Cold Tongue) is a geographical area in the northeastern portion of the Flanaess. A cold, mountainous land, this region is best known for being the home of the nations of the Frost, Ice, and Snow Barbarians, as well as the nation of Stonehold. Collectively, the lands of the Frost, Ice, and Snow barbarians are known as the Barbarian States.
The peninsula is dominated by the Griff-Corusk mountain range, and is surrounded by the Icy Sea and the Solnor Ocean.
- #18Race: Dwarves
Dwarves, also known as "dwur" in the Flan tongue, and collectively as dwurfolk in Commohn, are one of the primary civilized races of the Flanaess.
Dwurfolk are renowned for their distrust of magic,[1] and for their skill as axe-wielding warriors and blacksmiths. They are skilled miners, and produce vast amounts of valuable gems, metals, and crafts to trade with other races. They are also skilled engineers and builders of stone. They trade mostly in finished goods, and the quality of their workmanship allows them to charge more than similar goods maid by other races. Their endless wars against the orcs, goblins, ogres, giants, and similar evil races help keep down the numbers of those fecund species, but have also contributed to the decline of the dwarves own numbers.
Dwurfolk are generally monogamous, and practice arranged marriages. Divorce is permitted and cannot be withheld. Dwarves usually remarry many times during their long lives.
Dwarves are omnivorous, enjoying a wide variety of foods, but they prefer meat. Hill and mountain dwarves keep cattle, fowl, goats, pigs, and sheep, allowing them to graze on the surface. Those who live deeper underground keep giant lizards and giant beetles. When possible, dwarves grow wheat, rye, and barley close to their stronghold and store it in underground granaries. They may buy large quanties of grain from other races. In the deep Oerth they grow fungi instead, breeding a wide variety of flavors. They also make use of vegetables in their cooking, adding flavor and variety. Dwarves dislike spicy or heavily seasoned food.
There are several different dwarven subraces, including hill dwarves, derro, frost dwarves, gray dwarves (duergar), and mountain dwarves.
Dwurfolk are found throughout the Flanaess. They are particularly numerous in the Lortmils, Principality of Ulek, Glorioles, Iron Hills, Crystalmists, and Ratik.
Major dwarven kingdoms include the Kingdom of the Iron Hills and Glorvardum. The Principality of Ulek is also a dwarf-ruled kingdom, ruled by a prince. Dwarven fortressesin the Domain of Greyhawk and nearby area include Dumadan, Greysmere, and Karakast.
There are also a small group of dwarves who live in the marshes of the Lone Heath, called marsh dwarves, who are physically the same as hill dwarves, but are culturally unlike any other dwarves on Oerth, and do not follow the dwarven pantheon.
Dwur average four feet in height, with squat, broad bodies.
Both male and female dwarves are bearded,[2][3][4][5],though some females are smooth-faced.[4] It is also thought of as "that sort of nonsense" by dwarves when people assume one is male because they have a beard.[6] It is often a sign of extreme sadness and mourning for a dwarf to shave their beard.
Dwarves live, on average, for about 350 years. Their pregnancies last about ten months, and children usually breastfeed until the age of eight or nine. Dwarven women can have children about once a decade from ages 50-150. Twins are uncommon.
Dwurfolk traditionally wear wool trousers, a belted tunic of linen, and a hooded cloak. Their boots are heavy, usually made of leather. They favor earth tones contrasted with checkered patterns like those of the Oeridians. They enjoy leather, often festooned with as much jewelry as they can carry.
Most dwurfolk are usually lawful good, though duergar tend to be lawful evil, while derro and frost dwarves are usually chaotic evil.
Dwarves normally dwell in strongholds in the hills and mountains, usually partially or entirely underground. Most dwarven settlements are constructed around profitable mines. Their cities are huge works of art carved into the solid rock. They can stand for millennia without maintenance.
Dwarves prize wealth and are vulnerable to a mental illness known as gold-fever where their desire for the metal consumes their minds. Those leaders who are unable to gift their loyal followers with treasure, as honor demands, are surely cursed with gold-fever.
Dwarf society is divided into clans. Members of a clan are normally all related by blood, and every member of a clan typically practices the same trade. One clan might be made up of blacksmiths, another of weaponsmiths, another of miners, another of politicians, and another of merchants. There are also often military clans, which depending on the size of the stronghold may have specialties such as animal masters, hearth guards, and sharpshooters. In smaller strongholds, a clan may practice multiple crafts. Individual dwarves will nearly always specialize in a single trade, however. They begin their apprenticeships by the age of 26 (usually a few years earlier than that), which last from 10-12 years, but which may last as long as a quarter century for extremely challenging trades. Dwurfolk become adults at the age of 50, at which time their apprenticeships must end. Sometimes they are apprenticed to other clans or even in other communities, though this is rare; more commonly, they are apprenticed to their great-aunts or great-uncles. Children are kept within the clan's quarters, and dwarves rarely see children of other clans.
Dwarven clerics often have to leave their home clans in order to assume their calling, though clerics of gods of specific trades may be part of the associated clan. For example, in a given stronghold only members of the merchant clan might worship Vergadain.
The distinction between a clan and guild in dwarven society can be a hazy one. Essentially, the guild is the body within the clan that regulates the standards of dwarven crafts. The Guild of Bakers decides the appropriate weight, price, and ingredients of the bread baked by the baking clan, for example.
Dwurfolk who wish to take up a profession other than the one they were born into may attempt to marry into another clan, or they may conceivably found a new clan.
Clans feed and care for their members, and in return they expect them to work hard for the clan's benefit and reputation. Those who do not pull their weight will be ostracized, prevented from working, and have their tools taken away.
Dwarven loyalties lie with their immediate families first, then to their clans, then to their strongholds, and then to the allies of their stronghold. A typical family may number 30-60 individuals of at least five generations, and a large clan might include a hundred or more
Dwurfolk believe themselves to be the creations of Moradin, whom they often credit with creating the world and even all the other gods of every race.
A variant myth, found on the Scrolls of Narvil, holds that their original creator was imprisoned by lesser gods, jealous of his power, and that he remains bound still. Dragons, in this myth, were the result of the bound Creator blowing on droplets of molten stone in order to protect the world from the errors of the lesser gods attempting to operate his forge. The forge would have gone out entirely, but the bound Creator blew it back to life, and the resulting sparks became the stars.
Strangely, dwarven gods are often portrayed as giant in stature. Their avatars may manifest as beings of dwarven height or up to twenty feet tall. They dwell, for the most part, scattered throughout the planes, with the largest cluster of dwarven deities being the Dwarven Mountain in the Outlands, the home of Dugmaren Brightmantle, Dumathoin, and Vergadain. Of the other dwarven gods, only Moradin and Berronar live together.
Dwarven holy symbols tend to be as simple and pragmatic as dwurfolk themselves; they are tools, such as hammers and axes.
The dwarven pantheon consists of the following deities:
Abbathor Berronar Truesilver Clanggedin Silverbeard Dugmaren Brightmantle Dumathoin Gendwar Argrim Moradin Muamman Duathal VergadainSome local dwarvish pantheons also include a goddess of healing. In some myths, there was a goddess of fertility who is now imprisoned, thus precipitating the decline of the dwarven race. Other deities popular among dwarves include Bleredd, Fortubo, Jascar, and Ulaa.
The evil dwarven subraces have their own deities: the gods of the derro are Diirinka and Diinkarazan, duergar usually follow Laduguer, and frost dwarves worship Kostchtchie.
Dwarves often think of the world as a jagged rock resting on a pinnacle of gold or mithral that, when they uncover it, will make them rich beyond their most feverish dreams. Others claim that beneath the world and the Underdark are the Lower Planes, where fiends dwell. Some think of the world as a living being or a machine that requires dwurfolk to maintain it.
Dwarven warriors and priests believe that when they die, their souls travel to a hall of heroes in the afterlife where they will wait until the gods need them to battle for them. Dwarven craftsfolk believe the afterlife is a place of endless, but fulfilling, labor.
Dwarves speak their own tongue, Dwarven, and the trade language of the Underdark, Undercommon. Those who deal regularly with other races know the Common tongue, and dwarven warriors often know Goblin in order to better interrogate and spy on their enemies.
Many non-dwarven races have adapted the Dwarven alphabet to write their languages, including gnomes, bugbears, goblins, hobgoblins, and orcs. Terran, the language of earth elementals and xorn, uses the Dwarven alphabet as well. The alphabet is composed mostly of straight lines, the better to carve it into stone. The few curved lines in Dwarven letters represent sounds that are difficult for dwarves to pronounce, or those that have been borrowed from non-dwarven languages. Sentences are separated by diagonal slashes (//) and pauses are represented by a pair of horizonal lines (=). Questions are represented by a diagonal cross (X), representing a divergence of possible paths. A circle is used to represent emphasis; this is because a circle is comparatively difficult to carve, so a sentence adorned with one is one of particular note.
The Dwarven language consists mainly of low vowels and hard consonants; it makes a droning sound when spoken.
The Dwarven language has remained essentially unchanged for millennia, though the duergar have altered their language intentionally in order to help preserve their secrets. The derro language, Derrosh, is a combination of Dwarven and Suloise.
Dwarves are given their first names by the clan matriarch the day after they are born, in a ceremony called the Rite of First Naming. Their fathers give them another name when they begin their apprenticeships. They choose their own names when they graduate from their apprenticeships. When they marry, a dwarven husband and wife chooses a name to share, known as their "hearth-name." Dwarves use family names as well, and typically recite the names of their ancestors back several generations when they encounter new people. Dwarves who are exiled from their homes often refuse to name their former homes.
A dwarf's names are ceremonially returned to their clan upon their death.
Dwarven Subraces:
Derro The descendants of enslaved dwarves and humans magically crossbred by the ancient Suel. Derro are terrors of the Underdark, and their society is completely unlike that of true dwarves.
Duergar Also known as gray dwarves, these evil dwarves wear dull clothing and accoutrements. They average 4 feet in height and are emaciated compared to other dwarves, weighing about 120 pounds. Male and female duergar are both usually bald, and those who are not will typically shave their heads. They can psionically enhance their size and turn invisible. Most are lawful evil, though they have neutral tendencies. Many believe they were the first of all dwarven races, though they have a common belief that they voluntarily exiled themselves to the Underdark after the gods of the other dwarves betrayed their patron, Laduguer. Their society remains much like that of other dwarves, though grimmer and harsher.
Frost dwarves Extraplanar dwarves found on the Iron Wastes of the Infinite Layers of the Abyss. They were once duergar enslaved by frost giants.
Hill dwarves Considered the "standard" dwarven race, hill dwarves are the dwarves most commonly encountered by other races. A typical hill dwarf stands 4 feet in height and weighs about 150 pounds. They have deeply tanned or light brown skin, ruddy cheeks, and hair of black, gray, or brown. They are usually lawful good. The hill dwarves claim they have always dwelled in the hills, and other dwarven races are their descendants.
Marsh dwarves This is a small sub-culture of dwurfolk, consisting of a single clan of dwarves who live in the Lone Heath.[7]
Mountain dwarves These dwarves live deeper underground and have fairer skin than hill dwarves. They stand about a half a foot taller than hill dwarves. They have paler, ruddier skin, and weigh about 170 pounds. Most are lawful good. The mountain dwarves believe they are the first dwarves and all other dwarves are descended from them.
- #19Race: Gnomes
Gnomes, known as "noniz" in the Flan tongue, are one of the primary civilized races of the Flanaess.
Gnomes are able to conceive no more than once every 5-10 years. Gnomish children are raised at home for 20 years before being sent to school.
Gnomes trade with elves, halflings, and dwarves more often than humans due to some mutual distrust, but some human communities are perfectly friendly with gnomes and trade them clothing, food, and spices in exchange for worked metals, gems, and ores. They will trade for salt and raw steel.
Gnomes live closely with burrowing animals such as badgers, wolverines, and weasels. Very young gnomes are paired with such animals, which they bond very closely to and learn the languages of. Svirfneblin sometimes dwell with moles, shrews, bats, or giant rats instead. Gnomish companion animals are never caged: they are allies, not pets.
Gnomes hate and are hated by both goblins and kobolds, but kobolds are their most despised enemy.
Rock gnomes normally dwell in shallow cave complexes close to the surface. Gnome villages can be hard to find, as they blend with nature and even artificial structures are often constructed to resemble trees, rocks, or hills. Though naturally a hill-dwelling folk, orcish and goblinoid threats have driven many gnomes into the plains of human-dominated lands where they seek help to re-establish their old heartlands. Many, too, co-exist with elves in the woodlands; where the elves are active in working with human interests, so are the gnomes. Hill gnomes often share living space with dwarves, and are a brave, tough folk who are loyal to their neighbors and fight side by side with them.
While they are not particularly fond of water, gnomes are more willing than dwarves are to live in such areas, and gnomes have even been reported dwelling in bubbles of air in undersea caverns. Gnomes have also been reported in the arctic and in places with mild volcanic activity.
Gnomish populations by nation
Ahlissa: 76,722 Bandit Kingdoms: 9504 Bissel: 2477.6 Blackmoor: 7700 Bone March: 3100 Celene: 4200 Dyvers: 10,240 Furyondy: 19,636 Geoff: 1400 Gran March: 5092 Greyhawk: 8000 Highfolk: 920 Idee: some Irongate: unknown, but several Keoland: 108,000 Lordship of the Isles: 5320 Nyrond: 52,364 Onnwal: 1710 Perrenland: 9360 Ratik: 1770 Rel Astra and the Solnor Compact: 7800 The Barrens: 700 Sea Barons: 3080 Sea Princes: 8400 Shield Lands: 740 Snow Barbarians: 4180 Sterich: 4320 Sunndi: 3750 Tenh: 3900 Tusmit: 5460 County of Ulek: 29,600 Duchy of Ulek: 11,766 Principality of Ulek: 10,768 County of Urnst: 13,644 Duchy of Urnst: 15,037 Valley of the Mage: 1800 Veluna: 33,440 Verbobonc: 8890 Yeomanry: 6118Other gnomish populations A council of Kron Hills gnomes, as depicted in The Adventure Begins (1998).
Abbor-Alz Adri Forest Axewood Berenad (Duchy of Urnst; 420) Cairn Hills (6000, including Grossettgrottell) Corusk Mountains Dreadwood (1000) Dweomerstones (Cairn Hills; a small clan) Elmshire (some) Flinty Hills (20,000, half of these counted in Nyrond's population; Gnomeking Warren ap'Hiller) Free Assembly of the Kron Hills (Kron Hills; 20,000; ruled by Urthgan the Eldest) Gamboge Forest (2800) Gaborren's Rift (Grandwood Forest; 700) Glorioles Gnarley Forest (1000; includes settlement of Namburil) Good Hills (5000) Griff Mountains Grossettgrottell (Domain of Greyhawk) Gryrax (Principality of Ulek) Gull Cliffs Hornwood Headlands Hollow Highlands Howling Hills Iron Hills Lorridges Lortmil Mountains Mounds of Dawn (few) Namburil (Gnarley Forest; 100) Oytwood Pargenter's Mine (Domain of Greyhawk; 40) Rakers Silverwood Sourlode (Domain of Greyhawk; 325) Stark Mounds Storaven (Duchy of Urnst; 420) Suss Forest Two Ford (Domain of Greyhawk; 40) Vesve Forest (6000) Welkwood Wyvernen (Wild Coast) Yatil MountainsGnomes average about three and a half feet in height and weigh about 80 pounds. They do not tan, but their skin typically ranges from tan to brown to gray-brown to nearly black, and they normally have gray or white hair, though adolescents have the same range of hair color as humans. Their eyes are usually blue, though shades of green and even yellow or brown can occur. Males are capable of growing beards, but females are not except perhaps in extreme cases. Gnomes are tough and resistant to many poisons and spells. They can consume as much alcohol as dwarves can; while excessive alcohol tends to make dwarves more belligerent, it makes gnomes euphoric and playful.
Gnomes have good eyesight, including infravision/darkvision up to 60'.
Next to elves, gnomes are the longest-lived of demihuman races. Gnomes can live up to 750 years.
Gnomes are usually neutral good (called lawful good in first and second edition AD&D, though oriented toward the neutral-leaning Twin Paradises, and Lawful or Neutral in Basic D&D). Gnomes who go bad can go very bad indeed, however, and the percentage of evil gnomes is greater than the percentages of evil halflings, dwarves, or elves, not counting evil subraces like the duergar or drow. Evil gnomes let their senses of humor turn deadly, their pranks homicidal in intent. There is little room for stupidity among the intellect-focused gnomes, and envy can frequently lead to the murderous hate typified by the gnomish god Urdlen. A large portion of evil gnomes are actually unusually intelligent, however, and allow their spite to go the other way, letting their contempt for their less intelligent kin turn them toward foul acts, using their wit to prey on those more gullible than themselves or to manipulate politics from the shadows.
Gnomes have an intricate society based on their love of all kinds of arts, pranks, and their long lives. Gnomes love indulgence, and they make most celebrations on a grander scale. They are freer in their courtship rites than dwarves, with some courtships lasting centuries. Gnome weddings last for a week, even though gnomes don't view love the same way humans do. If love begins to go wrong between a couple they may break up, believing it was a prank by Garl Glittergold. Their society is based on art; all gnomes must take up some form of art (whether music, painting, cooking, building, or any other form that is considered creative) by the time they come of age.
Gnomish communities are loosely knit and prone to friendly competition. Typical gnome jobs include jewelry making, mining, metalworking, toymaking, a minor amount of farming (which they are typically poor at), spellcraft (expecially illusions), bardcraft, alchemy, brewing, hunting, and the military. Many gnomes are merchants, and they have mastered the art of currency exchange. Merchant lords are the unofficial nobility of gnome society, forming the cornerstone of the local economy and sometimes taking part in politics as well. Their less industrious relatives often amuse themselves with illusions, pranks, and elaborate balls. The middle class supports the merchant class, often desiring the things the lords have greatly. Countering the merchant lords and middle class are the artisans, adventurers, and rebels, who work outside of mainstream society or actively work against it. The rebel class is a peculiarly gnomish tradition, accepted patiently by other gnomes as a matter of long tradition, even though the rebels seek to bring an end to all traditions. Some of the greatest gnomish philosophers were rebels at some point.
Gnomes have their own pantheon, known as the Lords of the Golden Hills, led by Garl Glittergold. These deities include: Baervan Wildwanderer Baravar Cloakshadow Callarduran Smoothhands Flandal Steelskin Gaerdal Ironhand Garl Glittergold Gelf Darkhearth Nebelun Segojan Earthcaller Sheyanna Flaxenstrand Urdlen Other deities popular among gnomes are Ehlonna, Fortubo, Jascar, Obad-hai, and Ulaa. Evil gnomes who don't revere Urdlen have been known to worship Pyremius, Erythnul, or Roykyn.
Many gnomes are very secular, seeing their deities and myths in as close friends and mentors rather than as all-powerful beings, and many see them in more of an allegorical than literal sense. There is a strong tradition of skepticism in gnomish culture. Most gnomish communities have at least a chapel or shrine to the gods, though only cities have full-fledged temples. The clergy remains an important element in gnomish life, though, acting as councilors, mediators, and judges in non-criminal matters. Gnomes are not, as a rule, superstitious; their analytical minds will naturally seek to discover the source of their problems rather than simply accept what they are told.
Most gnomes lack a creation myth, believing instead in a steady-state cosmos with no beginning or end. However, some gnomes believe that Garl Glittergold created their race from gems he discovered in a cave.
The gnomish language has a simple structure and fluid tones. Most gnomes have a truly daunting vocabulary, however, with extremely fine degrees of distinction in, for example, kinds of love or shades of green. Their language is thus ideal for academic, artistic, and engineering pursuits, and it is widely used in academic circles even among other races. Many sages of many races consider Gnome to be a "scholar's language."
Gnome utilizes a version of the Dwarven alphabet, and gnomish writings and literature covers a staggering variety of topics.
Gnomes use both a first and a family name, and always hang some extra tag on it, whether this is the family home, the place where they work, or whatever seems most important to them at the time (so Grimmri Fischer might be "Grimmri Fischer the Jester," "Grimmri Fischer of the Highfolk," or "Grimmri Fischer, Locksmith of Greyhawk").
Gnomish subraces
The gnomes of Oerth have been further divided into various subraces:
Forstneblin,[1] or forest gnomes: Smaller than rock gnomes, forest gnomes are a shy, secretive folk, living deep in wooded areas. They are more likely to be druids than illusionists or alchemists. Steinneblin,[1] or rock gnomes: The standard gnome subrace of third edition, rock gnomes live in burrows beneath rolling, wooded hills. Friends to animals, rock gnomes have a racial ability that allows them to speak with burrowing animals. Svirfneblin, or deep gnomes: Svirfneblin dwell in cities deep underground. They are more dangerous than the common rock gnome.Related species
Gnomes are also said to be kin to a few other non-gnome creatures:
Dwarves: Long regarded as cousins to gnomes, the two races often find themselves as allies. Jermlaines: Tiny, evil, subterranean fey, jermalines were created by gnomish spellcasters in approximately -1800 CY. Spriggans: These evil gnomelike fey have the ability to swell to gigantic proportions. They usually worship the gnomish god of evil, Urdlen. Xvarts: In the fourth edition Monster Manual 3, xvarts are said to be gnomes corrupted by fomorians and hags.The rock gnomes of the World of Greyhawk setting originated in the far northern forests. Originally they were trappers and reindeer herders, but they first migrated south centuries before the Twin Cataclysms. Clever and canny, they've suffered abuses from a number of nefarious overlords: first Keraptis, then the Vecna-possessed Gnomelord of Blemu, then Azalin, and finally the orcs and goblinoids of the Bone March.
Rock gnomish migrants settled among the dwarves, elves, and halflings already inhabiting the Flanaess, quickly adapting their language, magic, technology, and culture to their own.
The svirfneblin have a different history unknown to the people of the surface world. It was probably the svirfneblin priests of Pyremius who created the jermlaines in approximately -1800 CY.
An unknown race of gnomes battled the warriors of Caerdiralor from approximately -4358 to -4217 CY.
- #20Race: Halflings
Halflings called hobniz in the Flan language, or hobbits in early editions, are a diminutive humanoid race friendly to humans, elves, dwarves, and gnomes.
Halflings hunt when they need to, but prefer breads, vegetables, and fruits, with the occasional pheasant or suchlike on the side.
Halflings have no lands of their own, living instead in the lands claimed by other races. They can be encountered most frequently in the central and western Flanaess; they're a common sight throughout the Sheldomar Valley, in the Urnst States, and in the Ulek States. They favor stable nations with long histories of peace with their neighbors. They normally shun water and extremes in temperature, preferring the pastoral countryside. Halflings form tight-knit communities within dwarven and human cities, or they form self-reliant villages in secluded places.
There are perhaps 3,000 halflings within the Vesve Forest, and a few within the Silverwood and the Flinty Hills. They dwell within the Good Hills and the Hollow Highlands. The vast majority of the halflings in the Cairn Hills region hug the Nyr Dyv; the land there is poor, which is a major reason why other races were willing to let them have it. Their community of Elmshire (population 3,800) is there, with perhaps another thousand halflings scattered in smaller villages in the area.
Halflings look much like human children with slightly pointed ears. They stand about 3 feet tall and usually weigh between 30 and 35 pounds.[1][2][3], though this has varied by edition, though still usually (but not always)[4] between 30 and 45 pounds.[5] They have ruddy complexions, and their hair tends toward brown and sandy brown. Halfling men often wear long sideburns, but beards and mustaches are unheard of except amongst "stout" halflings[6] (see Subraces below). Their eyes are brown or hazel. They enjoy colorful dress, but their coats and trousers are likely to be a serviceable gray, tan, or brown. Customary cultural clothes for men includes knee-britches, tunics, and shirts, often with vests, and wear coats and high-collared shirts on formal occasions. For women, common dress includes bodice-covered shifts and long skirts when not adventuring. Both dress themselves in gnome style when at war.
Halflings live 150 on average.
Halflings are usually neutral in the third edition of the Dungeons & Dragons game, though in earlier editions they were listed as lawful and/or good. Much of the halfling pantheon remains lawful and good-aligned, indicating that those ideals are strong within their culture, even if they have trouble living up to them.
While halflings met outside their own lands may often be thieves, there is little thievery, crime, or drunkenness in the halflings’ own realms. Within their own communities, halflings tend to be peaceful, hard-working, and orderly. Their villages usually contain as many burrow homes as surface cottages. Halflings are, however, clever and capable opportunists, finding room for themselves wherever they can, whether they live as innocuous farmers or as tricksy rogues.
Halflings have ample appetites for such things as well-cooked meals, fine drinks, good tobacco, and comfortable clothes. While they can be lured by the promise of wealth, they tend to spend what they gain rather than horde it as a dwarf will. Halflings are, however, famous collectors. Many collect teapots, books, or pressed flowers, while others prefer more exotic goods such as the skins of wild beasts, or even the beasts themselves.
Halflings are known for enchanting their foods and their use of herbal magic. Their spells tend to be protective or defensive in nature. Halflings take pleasure in simple crafts and nature. Their short fingers are very dextrous, allowing them to make objects of great beauty.
Cheerful and outgoing, halflings try to get along most other races, though they distrust goblins and suchlike and regard the Rhennee as evil unless proven otherwise, never trading with them. They are adept at fitting into the cities of elves, dwarves, humans, and gnomes.
Halfling communities always have an elected ruler, typically a mayor or sheriff. Family ties are strong, and communities are often insular.
The chief deity of halflings is Yondalla, who leads a pantheon including Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, and Urogalan. Besides these major gods, halflings recognize a vast pantheon of small gods representing villages, forests, rivers, lakes, beloved ancestors, and so on, as well as the hero-goddess Charmalaine. Halflings also frequently worship Ehlonna and Ulaa. Obad-hai also frequently takes halfling form.
Halflings have their own language, written using the same alphabet as the human Common tongue. The Halfling tongue is more aimed at practicality than beauty; it has a certain lyrical flow to it, but it is not as melodic as that of the elves. Most halfling words are short, only one or two syllables, and seemingly long words usually turn out to be compounds. Halfling has a lot of borrow-words in it, drawing from many other languages, and, as linguistic pack-rats, they add new words all the time. As a result, there are some almost absurdly specific words in the Halfling tongue - for example, there is a word for "little green leaf," and a completely separate one for "big red leaf." The halfling oral tradition is much stronger than their written one, so most halfling stories and histories are oral ones. Almost all halflings speak Common as well. Many also understand the languages of gnomes, goblins, and orcs.
Halflings use first names and surnames like the gnomes do, but they often use nicknames, pet names, abbreviated names, and other devices that other races often found irksome or pretentious.
Halflings in Dungeons & Dragons have been further divided into various subraces:
Hairfoot originated with Tolkein's hobbits (and were called that in early editions). Hairfoot halflings are the standard, "most numerous" subrace of halflings in the World of Greyhawk™.[7][8] "They live in underground burrows or small cottages in the grasslands or hills. They are lightly covered with hair over most of their bodies, especially the backs of their hands and the tops of their feet, and they rarely wear shoes."[7][8] Originally derived from Tolkien's Harfoots, they most clearly resembled Middle-earth's hobbits, being a good-natured race of homebodies with fur-covered feet. They were the "most common of halflings" in 2e and earlier editions,[9] but during 3e, the "primary group" of halflings were stated to be the "lightfoot" variety[10] (see below), though this was again the hairfeet in 5e.[11] Stout halflings were based on Tolkien's Stoors. Shorter but broader than hairfoot halflings, stouts make good craftsmen. They have broad features and course hair. They can live 200 years or more. In 3e they were renamed deep halflings, though they are still called stouts in the Living Greyhawk Gazetteer and continue to called stouts in 5e.[7] Tallfellow halflings were based on Tolkien's Fallohides. They are taller than hairfoot or lightfoot halflings, with lighter hair and skin tone, and prefer to build their homes in woodlands. Tallfellows live 180 years on average. Lightfoot halflings are typically nomadic or semi-nomadic. They are described in the 3e Monster Manual as having "ruddy skin, straight black hair, and dark eyes."[3][12], while in Greyhawk-specific sources during the same edition, lightfoot halflings were described as "ruddy faced, with hair and eyes in various shades of brown."[10] They do not have hair-covered feet and they wear shoes or boots. They are more removed from Tolkien's halflings, being athletic and ambitious opportunists, although they retain their love of comfort and family. In 3e and 4e, they differed visually from the stereotypical depiction of halfings; rather than having the thicker proportions normally associated with halfings or hobbits, they were slender and more graceful in appearance.[12][13] Lightfoot halfings' appearance in fifth edition returned to being somewhat more customary, and they have a proportionally larger cranium and appear more typically stocky, though they still have small feet and wear foot-coverings.[5][14]A race called Jerren is found in the 3e Book of Vile Darkness, described as brutal and chaotic halflings who acquired those traits by Vile magic during a war—though these have never been found in the World of Greyhawk™.
Likewise, Furchin, or polar halflings, are called the rarest of the subraces. They live in arctic regions and can grow facial hair.[15] However, though they are in PHBR9 Complete Book of Gnomes & Halfings, they have never been placed explicitly in the World of Greyhawk™.
The halfling race seems to have originated in the river valleys of the west-central Flanaess, spreading only slowly from their homeland. At the time of the Great Migrations, few were north of the Gamboge Forest or east of the Harp River. They developed friendly relationships with the Oeridians, however, and today they can be found throughout much of the Flanaess.
- #21Race: Elf: High Elves
High elves are the elves most likely to interact with other peoples of the Flanaess, particularly humanity. High elves dress in pale forest colors when in their villages, typically pastel and of blue or green or violet but often covered by a greenish gray cloak[1], and intense, deep colors when in urban settings. Men wear loose blouses belted over close fitting hose with soft leather shoes or boats. Women often wear frocks with sashes, or blouses over ankle length skirts. When hunting, elves favor neutral brown leathers. They are typically dark haired and have green or hazel eyes. High elves can live up to 1,200 or even 1,600 years. [2]
High elven architecture seems to adapt to their location. In woodland realms they prefer wooden buildings, with elegant arches and steeples, occasionally elevated into the trees. In other regions they have mountain keeps of stone. [3]
High elves seem more used to horses as mounts than some of their kin, and make great light cavalry as archers and lancers, such as in the army of the Duchy of Ulek and the Knights of the Hart of the Ferrond area.
High elves are graceful, intelligent beings, with a greater capacity for intelligence than most humanoid races while also possessing an agility comparable with their elven kin. High elves are also unusually strong-willed and have a natural resistance to the effects of enchantment spells.
High elves also have no need for sleep in the same way most humanoids do, instead going into a trance often known as the "Reverie".[4] While in this trance, high elves remain fully aware of their immediate surroundings. Furthermore, high elves only need rest for four hours to get the same effect that most other humanoids got from six to eight hours of sleep.[5][6][7] During this time they meditate on memories and events.
Some high elves also have another unique ability. This ability, known as fey step, allows a high elf to slip out of the Prime and into the Feywild, or vice versa, with relative ease.[6]
While high elves, more than many other elven kin, are tolerant and open with humans, many of the lands still considered to be high elven nations are that way through partial elven reclusiveness. High elf nations like Lendore (before the cult of Sehanine) and Highfolk communicated and are allied with human nations, but kept the heart of their own communities separate. The Duchy of Ulek is a high elf ruled land, but has a higher human population then elven. Aside from the recent developments in the Lendore Isles, many high elf communities are against strict isolationism, and many elves in the Knights of Luna, a movement in Celene resisting the grey elven queen's staunch isolationism, are high elves. Most nations with the highest populations of high elves are not elven ruled lands, but part of human ones.
Within the Flanaess the Fairdells and Vesve Forest have been occupied by High Elves, long before humans pressed across the mountains from the west, although the Vesve Forest is shared with the more abundant wood elves. About twenty high elf clans live around Highfolk. The Isles of Lendore were under high elven rule long before they allowed humans to settle there.[3]
High elven architecture seems to adapt to their location. In woodland realms they prefer wooden buildings, with elegant arches and steeples, occasionally elevated into the trees. In other regions they have mountain keeps of stone.[3]
High elves seem more used to horses as mounts than some of their kin, and make great light cavalry as archers and lancers, such as in the army of the Duchy of Ulek and the Knights of the Hart of the Ferrond area.[3]
Highfolk 12,000 Lendore Isles 1,500+[note 1] Duchy of Ulek 12,000[note 1] Veluna 10,000[note 1] Geoff 6,000[note 1] Lordship of the Isles <4,000 Yeomanry 2,000
High elven society long straddles the boundary between the Material Plane and Faerie. High elven cities are magnificent marvels of elegant architecture made of wondrous towers and structures that blend seamlessly into places of natural beauty. Many high elven cities are found in locations where the border between the Prime and the Feywild is particularly thin—isolated mountain vales, green islands, storm-wracked coasts, and the deepest reaches of ancient forests. Some high elven realms exist entirely in the Feywild, or at least partially so,[9]. Many of these cities cross over occasionally into the Prime before winking out of existence entirely.[10]
High elves live in grace with the touch of magic found throughout their lives, as exemplified by Corellon, the patron god of all fey but particularly his chief creation—the high elves. High elven practices of all sorts are influenced by this from dance and song to swordplay and wizardry. The cities of the high elves are stunning locations of beauty, formed and shaped by the blending of magic with graceful and elegant designs.[9]
High elven clothing is often simple and functional, but do not lack beauty and grace any more than other clothing, with complex and beautiful patterns woven into the cloth. The clothing, while otherwise non-fanciful, is often made of superior materials to those used in other clothes.
Most high elves train themselves in the use of a longsword, a weapon important to their culture, religion, and heritage.
Due to their longevity and strong ties to the otherworldly magic of the Feywild, high elves have a detached view of the world outside of their sphere. High elves as a whole have difficulty believing that the events occurring over mere "years" affected them in any major way.[9] High elves instead look at things from a much longer perspective, unconcerned with anything that has consequences which stretch over anything less than decades.[9] However, while some high elves are content to seclude themselves, others stalked the lands as champions battling the evil just outside of a high elven city's magical wards.[citation needed]
This detached view of the world could make high elves seem distant and intimidating, not to mention haughty and arrogant. Furthermore, the powerful fey nature of high elves might frighten less magically talented races. High elves, however, took friendships quickly to heart and could react with rage when their compatriots are threatened. Combined with their general intelligence, bravery, and arcane power, this loyalty to friends made them formidable allies and dangerous enemies
Although most high elves reside in isolated communities of their kin, a few have interests or dealings in the outside world, and it is not uncommon to find high elves living among dragonborn, dwarves, elves, gnomes, halflings, humans, and tieflings. Grey elves, in general, show their xenophobia towards both elves and non-elves.
While high elves, more than many other elven kin, are tolerant and open with humans, many of the lands still considered to be high elven nations are that way through partial elven reclusiveness. High elf nations like Lendore (before the cult of Sehanine) and Highfolk communicated and are allied with human nations, but kept the heart of their own communities separate. The Duchy of Ulek is a high elf ruled land, but has a higher human population then elven. Aside from the recent developments in the Lendore Isles, many high elf communities are against strict isolationism. Many elves in the Knights of Luna, a movement in Celene resisting the grey elven queen's staunch isolationism, are high elves. Most nations with the highest populations of high elves are not elven ruled lands, but part of human ones.
- #22Race: Human: Touv
Touv is generally used in reference to the Touv people, a race of humans living in Hepmonaland, though the term may also refer to the language and culture of said people. The Touv use the Touv Calendar for keeping time.
The Touv people are known for warring with the Olman people in the northern jungles over the Olman Empire's practices of taking slaves and ritual sacrifice. Touv have built cities in Hepmonaland and the Amedio Jungle.
The following deities make up the Touv pantheon:
Berna Breeka Damaran Katay Kundo Meyanok Nola Uvot Vara Vogan Xanag - #23Race: Human: Olman
Olman is generally used in reference to the Olman people, a human society of Oerth, though the term may also refer to both the Olman language and culture of said people. They mainly inhabit the southern fringes of the Flanaess and are primarily a tribal people, though in the past they commanded a great empire. The Olman are roughly modeled on pre-Columbian Central- and South American indigenous cultures such as Aztec, Olmec, Mayan, and Toltec cultures.
Olman tend to have rich reddish-brown or dark brown skin tones. Their hair is always straight and black. Olman eyes are always just as dark, ranging from brown to nearly black. Olman have high cheekbones and high-bridged noses, a trait less strong in those of common birth. Some nobles still flatten the foreheads of their young, for a high, sloping shape is considered beautiful.[1]
Olman native to their own culture speak an indigenous language simply referred to by sages as Olman.
The deities worshipped by the Olman are many and varied.[2] They were originally worshipped by other peoples on another plane (who are presumed to be the Aztec of Earth). Thousands of years ago, those gods discovered Oerth and the then-primitive Olman, and the Olman worshipped them as supernatural, divine beings.[3][note 1]
The following deities, inspired by Central American mythos, are only the most common deities in the Olman pantheon:[4]
Camazotz (in Hepmonaland), or Zotzilaha (Amedio) Centeo[5]—"goddess of growing things" Chitza-Atlan[note 2] Coatlicue Hurakan[note 2] Mictlantecuhtli Quetzalcoatl Tezcatlipoca (in Hepmonaland) or Apocatequil (Amedio) Tlaloc Tlazoteotl[note 2]Though not part of the Olman pantheon, some individual Olman groups have also been known to worship a non-divine being such as Xilonen[6] as if it were a true god. In one former Olman city, a creature calling itself Xuxeteanlahucuxolazapaminaco[7] considers itself a god, though the Olman don't worship it. Additionally, a gas spore and a giant snail seem to have also played a part in their mythology.
In Dragon magazine, a series of articles describing the "Aztec Mythos" briefly discussed the Olman pantheon, as they were significant to the Savage Tide AP which was current at the time (2007), saying those discussed were "deities from the Aztec pantheon, some of whom the Olman of the Savage Tide Adventure Path worship." Specifically named in "Aztec Mythos I" were Quetzalcoatl and Tezcatlipoca, although these were in reference to the historical deities, rather than fantasy versions.[8] Temples
Olman temples are usually step pyramids with entrances at the bottom corresponding to the four points of a compass. Rituals and holy days
Rituals to the Olman deities are typically performed every 20 days, corresponding to the various "signs" of the divinatory calendar. Each sign is ruled by a different deity. Sacrifices may take many forms, depending on the god. The public is required to attend every ritual, held at the temple of the appropriate god. Unnamed Deities
Because the Olman pantheon includes a great many deities and they are based variously on pre-Columbian Central American mythos, it is thought many other deities from the Aztec, Mayan, Olmec, or Toltec pantheons may also be worshipped by the Olman.
The Hidden Shrine of Tamoachan mentions quite a few deities by name, but does not specify names of some other entities revered as gods by the Olman: a coyote (the Aztec god Huehuecoyotl), a crab-headed god (possibly Blibdoolpoolp, or perhaps more likely Kalka-Kylla), an alligator-headed god (probably Huhueteotl), a feathered warrior (probably the Aztec god Huitzilopochtli), a jaguar (Tezcatlipoca as above or the Aztec god Tepeyollotl), a sun god (perhaps Tonatiuh), and a "dual-god, the supreme god, the god of creation" who fits the description of the Aztec god Ometeotl.
The Olman use the Olman Lunar calendar for keeping time.
The Olman gods discovered Oerth and the Olman people c.-2400 CY,[3] before the Olman had migrated from their homelands in Hepmonaland. Some 500 years later, the Olman began warring with the Touv people in the northern jungles of Hepmonaland.
Olman civilization advanced much between -1900 and -1500 CY, when they began working bronze and stone, and built great cities in northern Hepmonaland.
A great disaster befell the Olman city states of Alocotla and Xapatlapo circa -1100 CY, when their high priests made a pact with the god Tlaloc, leading to the creation of the yuan-ti.
Around -1000 CY, the Olman people began migrating from Hepmonaland to the Amedio Jungle. There, they erected a portion of their vast empire that would outlast that in Hepmonaland. In -805 CY, the Olman of the Amedio Jungle declared themselves the true Olman nation, marking this year as the beginning of the Olman Lunar calendar (OL 1). By -800, however, all seven of the Olman Amedio city-states would declare themselves independent, though they were still considered part of the same empire.
In -490 CY, the emperor of the Amedio Olman empire, Tloqasikukuatl of Chetanicatla, was assassinated by priests of Zotzilaha. By -425, the empire fell into civil war. The city-state of Tamoachan was destroyed in the magical warfare in a single day.
During the height of their civilization, the Olman built great temples and shrines deep in the jungles of the southern Flanaess. They also explored the southern oceans to an extent that may have out-stripped even modern explorers from Aerdy, Greyhawk, and Keoland. The Olman are also credited with developing the blowgun, sometime in the seventh century before the Common Year.
The modern Olman inhabit the Amedio Jungle city-state of Xamaclan (last remaining city-state of the Olman's Amedio empire), and are also spread out in isolated tribes throughout the Amedio Jungle. Sparse populations also exist elsewhere. One such remote location is the Isle of Dread, an island far to the south of the Azure Sea which was overrun by the kopru centuries ago. There, many small tribes of Olman remain.
- #24Race: Lizardfolk
Lizardfolk are reptillian humanoids who look like anthropomorphic lizards. Prior to third edition, they were referred to as lizard men.
Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Although they are omnivores, lizardfolk prefer meat.
Environment
Lizardfolk make their homes in temperate marshes and swamps. They are passable swimmers however, and may also be found in underwater cave systems.
Lizardfolk have been encountered in significant numbers in the Gnatmarsh, the Hool Marshes, the Mistmarsh, the Rushmoors, and the Vast Swamp.
Typical physical characteristics
Lizardfolk are tall, primitive reptilian humanoids who look like a cross between a powerfully built human and a lizard. They have a long tail, clawed hands, and a toothy jaw. Lizardfolk typically stand from six to seven feet tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet long. Typical weight is between 200 and 300 pounds (90 and 136 kg). There are several species of lizardfolk however, and these can range from 3-foot-tall (0.91 m) pygmies to 9-foot-tall (2.7 m) giants.
Lizardfolk can hold their breath for a very long time, by human standards.
Alignment Lizardfolk are usually neutral
Lizardfolk society is primarily patriarchal, with the strongest member normally in charge. Shamans are typically counselors, and normally do not lead tribes. Where ever they make their home, survival is the main priority for any lizardfolk.
Notable lizardfolk tribes include the Twisted Branch tribe of the Mistmarsh.
The lizard men of the Gnatmarsh are a very cunning lot, using traps, snares, and poison-tipped spears. {The Marklands, page 70-71) Religion
Lizardfolk mostly worship the deity Semuanya, whose main agenda is the reproduction and survival of the species. Increasingly, however, their worship is being poached by the demon lord Sess'innek. In fourth edition, and no others, the core Monster Manual stated, "Lizardfolk do not worship gods, but large tribes often elevate one of their own to the status of a living deity. This figure becomes the tribe’s lizard king. A lizard king usually possesses unusual strength, ferocity, and cleverness and might be tainted by primordial or demonic influences. Powerful reptilian creatures such as dragons sometimes usurp this role and command a tribe’s loyalty."[1] Language Lizardfolk speak Draconic. In early editions, lizardfolk spoke their own language.
Subraces
Blackscale: Larger and more barbaric, with dark scales and an affinity towards acid.[2] Dark Talon: Murderous lizardfolk, toughened by alchemical infusions of black dragon blood. They seek to conquer lands controlled by other humanoid races.[3] Lizard King: Demon-blooded lizardfolk who often rule tribes of their non-fiendish kin. Serve the demon lord Sess'Innek. [4] Poison Dusk: Smaller, chameleon-like lizardfolk who frequently utilize poisoned arrows.[2] Quanak: Psionic lizardfolk. [5] Viletooth: Lizardfolk with genetic relations to black dragons.[6]It is difficult to distinguish races in mechanics between editions, sometimes. In fourth edition, and no others, the core Monster Manual stated, "A lizard king usually possesses unusual strength, ferocity, and cleverness and might be tainted by primordial or demonic influences."[1] This seems to draw from both third edition's Dark Talon and Lizard King variants, and seems to lead to fifth edition's Lizard King variant.
- #25Race: Elf: Wood Elves
Wood elves are the most populous of the elven races. Wood elves see themselves as guardians of their forest homes, but unlike most elves they do not view themselves as a people apart from the rest of the world.
Wood elves have fair skin[2][3] which is only "slightly darker in complexion than high elves".[4][5][6] Hair of wood elves in the World of Greyhawk™ is typically yellow-blonde to coppery red.[2][4][3][5][6][7][8], although hues browns and blacks are also found.[9]
Eyes are usually light brown (which is the most common),[10] light green, or hazel.[2][11][4][8] Bright green is not uncommon[6], and some cases of blue are known[5]. Hazel and blue are the least common, only being seen a handful of times in a generation.[10]
Wood elves are often stronger than other elves,[2][3][5][4][6][7] but are frequently less cerebral than grey elves, who put a greater value on education.[12]
Clothing of wood elves is not as elaborate as other elven cultures (such as grey elves) and they favor simple outfits. "Generally, males wear a blouselike shirt over close-fitting hose and soft boots or shoes, while females favor a frock with sash, or a blouse with an anklelength skirt. Hunting garments are typically in neutral colors like shades of brown, tailored for silent and easy movement."[13] They wear earth-toned clothes in shades of brown, tan, russet, green[4][5][7] and red[2] to blend in with their surroundings.[4][6][7] Tan and russet are most common in autumn[6] and winter finds sylvan elves wearing white leather so that they can hide in snow.[6]
Their cloaks, especially ones worn when traveling, are typically gray or gray-green,[13] green or greenish brown,[2]
As a people, wood elves are largely seen as calm and level-headed. Arousing strong emotions in wood elves is not something that is easily done, although many do have a strong aversion for large cities, having lost the passion for urbanization after the fall of Earlann. To wood elves, the trappings of civilization, including the mightiest of fortresses or tallest walls, are transient and impermanent things that are eventually be overcome by the long processes of nature. To many, this attitude seemed condescending, weakening the bonds between wood elves and other races.[14] Additionally, wood elves could sometimes seem off-putting compared to other Tel-quessir, with a gruff manner that made them less charismatic, despite their avowed compassion and humility.[12]
Wood elven romantic and sexual relationships are often polyamorous in nature, members of the race freely engaging or ceasing relations with new partners. Feelings of jealousy and possessiveness are as a result viewed by the race as reasons for teasing or mockery. As a result of these perspectives on love, high elves often believed that any relationships engaged with wood elves are be destined to fail from the start.
Wood elves consider themselves the heirs of the ancient elven empires established in ancient times, but they share few of the cultural characteristics that marke such early realms as N and N. Although a proud people, wood elves feel compassion is a greater virtue than strength and wood elven realms are less concerned with expansion than they are with maintaining amiable relations with their neighbors.[14] Wood elves are not nomadic, however, as is common amongst the wild elves. Instead they are organized into scattered, carefully concealed villages united under a gerontocratic hierarchy composed of village councils consisting of the most distinguished families' eldest members. These councils are often advised by local druids, whose influence plays no small part in wood elven politics and who frequently serve as the webbing that bound any number of villages together as one realm.[14]
Compared with other elves, wood elves have a notable disinterest in the arcane arts. To a wood elf, the wizard's spells are little different from the mason's castle walls or the tiller's plow—a means of controlling the natural world, which is contrary to the common ethic of living in harmony with nature rather than trying to dominate it. As such, wood elven adventurers are more likely to take on careers which do not require the use of arcane magic. In particular, many are drawn to the path of the fighter, ranger, or rogue, relying on their natural-born skill to overcome obstacles. Compared with other elves, very few wood elves go on to become spellsingers or bladesingers. The one major exception to the wood elven taboo on arcane magic are the arcane archers, who count many wood elves among them. Other wood elves from more remote areas are drawn to the ways of the barbarian while many religious wood elves become druids with clerics often seen in much the same light as wizards. Those wood elves who do become clerics might eventually become hierophants.
Wood elves commonly feel they are in harmony with their natural surroundings and an examination of their art helps to justify this belief.[citation needed] While wood elves do not wander like wild animals as the wild elves do, wood elves do their best to have a minimal impact on their natural surroundings, a fact reflected in their architecture.[citation needed] Frequently, wood elven homes are made of natural fieldstone or carefully furnished wood, but on occasion wood elves are known to do without even these creature comforts, living in the limbs of mighty trees or sheltered caves, rejecting furniture or any possessions they could not carry with them. So close do wood elven villages resemble their surroundings, humans are occasionally known to wander through one without even noticing. Increased contact with other races ... caused some of these cultural practices to come into question, but for the large part the wood elves of the [X century] live much the same as their ancestors do.[14]
In keeping with their naturalistic inclination, wood elves are not particularly fine metalworkers and have little interest in developing any such skills. However, wood elves are among some of the world's finest carpenters and stoneworkers, masters in the crafting of bows and arrows as well as in leather tanning. Wood elves even developed several specialized arrows, including those that flew further than usual as well as some that are used as signal devices. So carefully guarded are wood elven crafting secrets, even experienced fletchers from other cultures have difficulty emulating wood elven designs. Wood elven leather armor also often doubles as camouflage, disguising a hunter from potential enemies. Compared to wild elven designs, wood elven crafting often looks surprisingly elegant, although they are often made of the same materials and used similar methods, reflecting some of the differences between the two elven subraces.[14]
While wood elves felt it better to have a minimal impact on their surroundings, the race has no particular aversion to meat-eating and are passionate hunters. Many hours of a typical wood elf's life are spent on the hunt, which is both a practical activity and a pleasurable one. Most of the time that wood elves are not hunting they are enjoying themselves at ease within the highest branches of their forest homes. Wood elves do not, however, commonly keep pets, but instead formed bonds with local wildlife in a manner similar to those of a ranger. Wood elves are particularly fond of mountain lions, pumas, and leopards.
Wood elves are generally uncomfortable with most forms of magic, viewing wizards and other arcane spellcasters with no small amount of distrust. Clerics and other divine spellcasters fared little better in wood elves' eyes, who saw their prayers as a useless call to distant and alien gods.[citation needed] However, wood elves are largely at ease with the ways of the primal magic used by druids, barbarians, and shamans, which they felt is the truest expression of supernatural power—or rather, a reflection of nature itself used to protect the wilderness.[citation needed] However, wood elves are not completely adverse to arcane magic and wood elven bards, sorcerers, and wizards are far from unknown, although wood elves as a whole have no particular tradition of the Art.[14]
Like other Tel-quessir, the wood elves largely worship the Seldarine, but unlike their kin, they do not do so exclusively. Many wood elves has a special place in their heart for the gods X and Y, whose protection of the wilderness is something the wood elves themselves tried to espouse. Among the elven gods, the wood elves most commonly worship Solonor Thelandira and Rillifane Rallathil, who, like[X] and [X], have connections to the untamed wilderness. Solonor, as the god of archery, is perhaps the most popular god amongst the wood elves, who will sometimes invoke him as their protector and patron deity just prior to a battle.
Although a proud people themselves, wood elves often feel their kindred too often put on an air of superiority and xenophobia which is ultimately detrimental. Wood elves look to the examples of the ancient elven empires and, seeing failure after failure, feel their aim should be compassion and humility, rather than political or military strength. Unlike many of their kin, wood elves feel their fates are inextricably tied to those of Oerth's other races and they make no effort to pull away or isolate themselves. Ironically, so reclusive are wood elven settlements that, despite their open nature, wood elves rarely actually see people from outside their race.[14]
Of all the humanoid races of Oerth, the ones most familiar with the wood elves are humans and dwarves, who often live within the vicinity of the fey. Still, few humans or dwarves ever actually meet a wood elf and when they do it is often largely by chance. However, when meetings do occur, they are largely friendly and, like the moon elves, wood elves see themselves as allies and teachers of humanity, rather than as rivals.
Wood elves also felt a kinship with sapient giant owls, with whom they formed a symbiotic relationship. In return for the elves acting as protectors for the owls, the birds of prey often acted as advance scouts for wood elven warriors.[14]
Gnomes and halflings are less frequent guests among the wood elves, but they are generally seen favorably. Conversely, wood elves, like most other elves, have a strong contempt for orcs, as well as for gnolls, though their reasons are less about the ancient enmity between Corellon and Gruumsh and more out of the devastation that raiding parties often brought to the forests that wood elves held dear.
- #26Race: Elf: Drow
The drow (rhyming either with "now" or "throw," per Mentzer, 1985) or dark elves are a generally evil, dark-skinned subrace of elves dwelling chiefly underground.
Drow weapons and armor (usually made of adamantine or another metal unique to the Underdark) slowly lose their magical properties if exposed to the sun. In Advanced Dungeons & Dragons first and second editions, drow weapons disintegrated upon exposure to sunlight unless specifically treated. Drow often employ hand crossbows, a weapon most consider exotic. Environment
After the great war amongst the elves, the drow were forced underground in what is now known as the Underdark, a vast system of caverns and tunnels spanning much of the continent. The drow have since built cities across the Underdark, becoming one of the most powerful races therein.
The most famous drow community is the subterranean city Erelhei-Cinlu, and its surrounding cavern, commonly called the Vault of the Drow. Drow are also known to dwell beneath the Domain of Greyhawk, where they worship elemental forces, and beneath the Pomarj.
Some other known cities include:
Kalan-G'eld Mirith Glarnon Yvoth-LenedDrow characters are extremely intelligent, charismatic and dexterous, but share surface elves' comparative frailty and slight frames. Females tend to be slightly taller than males, though the difference is barely noticable to the untrained eye. Drow are characterized by white or silver hair, obsidian black skin, and red (or rarely gray, violet, or yellow) eyes, as well as innate spell-like abilities and spell resistance. This is balanced by their light sensitivity.
Drow males are commonly wizards or fighters. Females are almost always clerics and almost never wizards.
Half-drow are the result of crossbreeding between another race and a drow, and share characteristics of both. The term "half-drow" usually refers to one who is half drow and half human.
As a race, drow are usually evil. Exceptions exist, the most notable being Leda, Nilonim, Jawal Severnain, Tysiln San, and Landis Bree, but these are highly unusual. In earlier editions, drow were chaotic evil. Beginning with third edition, drow are usually neutral evil. There have been encounters with nonevil drow, but these are distrusted as much as their brethren, due to their reputation.
Drow society is primarily matriarchal, with priestesses of their evil spider goddess Lolth in the highest seats of power. Males are considered inferior to females within drow society, and while some males may be respected if they are powerful wizards, they are never allowed to rule. The drow sometimes use their dark arts to turn humanoid slaves into living sculptures.
Drow society is based upon violence, murder, cunning, and the philosophy that only the strong survive (though in the Drow tongue, a quirk of the language creates a reversal of cause-and-effect; more correctly, it can be translated as "those who survive are strong"). Hence, most drow plot endlessly to murder or otherwise incapacitate their rivals and enemy drow using deceit and betrayal. Drow, particularly in higher positions, are constantly wary of assassins and the like. Their society, as a whole, is seemingly nonviable. The only reason they do not murder themselves to extinction is by the will of Lolth, working primarily through her clergy. Lolth does not tolerate any drow that threaten to bring down her society, and the clergy make certain that perpetrators cease their destructive actions by either threatening or killing them, depending on her mood.
There are exceptions to the rule, of course. Some communities of drow worship other gods (like Vhaeraun or Kiaransali) and thus their hierarchy changes, reverses the roles of males and females, or results in other differences in their social order.
Most drow societies hate surface elves, but will wage war with almost any surface race and other subterranean races, such as mind flayers, svirfneblin, duergar, kuo-toa, dwarves, and orcs, for spoils and territory.
Especially in Erelhei-Cinlu, drow society is organized into a hierarchy of "noble" houses.
"The principal organization in drow culture and society is the house, an extended clan that comprises many related families, plus a number of lesser families who have pledged loyalty to the house. A house’s membership also includes some (potentially very large) number of indentured drow servants and slaves of other species. A house usually specializes in a business, a service, or a craft that supports by providing income.
Houses are in constant competition with one another. They vie for money, for prestige, and, more than anything else, for power over others — the surest sign of Lolth’s approval.
No tactic is outside the rules in this ongoing conflict. Raids against another house’s outlying property (farming caverns, trade caravans, or hunting parties) are commonplace. Rumors about disloyalty, conspiracies with surface elves, or heresy against Lolth are circulated so frequently that no one knows what to be sure of. Assassinations, both by blade and by the use of special drow poisons, are a constant threat. Bodyguards and food tasters are as necessary to the survival of a high-ranking drow as air and water. Squabbles within a house also occur from time to time as relatives jockey for position. It’s a rare occurrence, though far from unknown, for drow to assassinate their own parents or siblings if that’s what it takes to create a path for advancement."[
The gods most commonly worshiped by the drow includeL:
Lolth Keptolo Kiaransali Vhaeraun ZinzerenaSome drow, especially of the House of Eilserv, worship a nameless Elder Elemental God (which has ties to Tharizdun) instead of Lolth. Other fell entities such as demon lords or Kanchelsis are also sometimes worshipped by some drow.
- #27Race: Orcs
Orcs, called euroz in the Flan tongue, are a primitive race of savage, bestial, barbaric humanoids.
Orcs are a species of aggressive mammalian carnivore that band together in tribes and survive by hunting and raiding. Orcs believe that in order to survive they must expand their territory, and so they are constantly involved in wars against many enemies: humans, elves, dwarves, goblins, and other orc tribes. Typically nocturnal, orcs are sensitive to light.
Orcs can be found in almost all locales of the Flanaess, but are most heavily concentrated in the Pomarj, the Empire of Iuz, the Bone March, and North Kingdom. There is also known to exist a great orcish city known as Garel Enkdal in the Griff Mountains. The orcs of the Baklunish nation of Zeif are very different from their brethren, having very nearly been assimilated into human society, though they are still regarded as lower-class.
Orcs vary widely in appearance as a result of frequent crossbreeding with other species. In general, they resemble primitive humans with grey-green skin covered with coarse hair. Orcs have a slightly stooped posture, low foreheads, and porcine faces with lower caninies that protrude like boar's tusks. Orcs typically have black hair; short, pointed ears that resemble those of a wolf; and red eyes. The average adult male stands slightly over six feet tall and weighs around 210 pounds. Female orcs are slightly smaller.
Orcs prefer to wear colors that most humans think unpleasant: blood red, rust red, mustard yellow, yellow green, moss green, greenish purple, and blackish brown. Their armor and weapons are often dirty and a bit rusty.
Orcs are often chaotic evil, though they were lawful evil in editions prior to third.
Orcs typically organize into warlike tribes. Tribal rivalries are often severe, and tribes will only cooperate if controlled by a very strong leader. Major orc tribes include the Bloody Head, the Broken Bone, the Death Moon, the Dripping Blade, the Evil Eye, the Leprous Hand, the Rotting Eye, the Vile Rune, and the Dazark of the Fellreev Forest. There are other tribes known which, during the Greyhawk Wars, came out of the Vesve to lay siege to Chendl, the capitol of Furyondy. Though there is no other record of which tribes they were, G. Ivril (a known historian) believes the siege force consisted of at least five major tribes: the Vrunik, Faarsh, Jukko, Haggnah, and Karaki.[1] It is not known why six of thirteen of these known tribes seem to be euroz words, and some seem to be translations describing the symbols they use.
Orcs usually spend their time planning raids and honing their combat skills when not warring with other creatures.
Orcish society is patriarchial. Females are typically regarded as property, though an individual's status may vary from chattel to prized possession. Males take pride in the number of females owned and the number of sons they sire. Battle prowess, territory, and wealth are also signs of status in orc society. Battle scars are worn proudly, and ritual scarification is practiced marking great achievements and significant turning points in an orc's life. Religion
Orcs have their own pantheon, led by Gruumsh. These deities include:
Bahgtru Gruumsh Ilneval Luthic Shargaas YurtrusThe orcish gods teach that all other races are inferior, and that all their possessions rightfully belong to the orcs, having been stolen in the first place.
Iuz is also popular among orcs, especially within his own empire. The Earth Dragon is popular in the Pomarj. Orcs less inclined toward evil may worship other deities, such as the mongrelfolk god Meriadar, or the half-orc hero deity Nazarn. Language
Orcs speak Orcish, a language derived from older human and elvish languages. There is no common standard of Orcish, so the language has many dialects which vary from tribe to tribe. Orcish utilizes dwarven runes in its written form.
Orcs sometimes learn to speak local human tongues, but are generally not comfortable with them. Some orcs have a limited vocabulary in goblin, hobgoblin, and ogre dialects.
A fecund race, orcs often mate with other humanoid creatures.
"Since orcs will breed with anything, there are any number of [creatures] with orcish blood, particularly orc-goblins, orc-hobgoblins, and orc-humans. Orcs cannot crossbreed with elves."[2]Known subspecies include:
Half-orcs: These are most often the result of orc-human pairings, though pairings of two half-orc result similarly in half-orc babies. Some are born in unfortunate circumstances of raids in border areas between human and orc cultures. Though sometimes rejected from both sides of their heritage, many half-orcs achieve renown. Some have ancestry far enough back in their lineage they are (rarely) able to pass as unusual-looking humans. Ogrillions: These creatures are the brutish, armor-skinned offspring of a female orc and a male ogre. Orogs: An orog is the offspring of a male orc and a female ogre. Orogs usually live among orcs; they are stronger, more intelligent, and more disciplined than typical orcs. Losels: Losels are orc-baboon creatures bred by Iuz and the Scarlet Brotherhood because they reproduce faster than common orcs. - #28Race: Goblins
Goblins, called jebli in the Flan tongue or chebi in the Suloise language, are a fairly weak race of savage, bestial, barbaric humanoids. Goblins are the most commonly-encountered race of goblinoid, a general term applied to a number of related races.
Goblins typically engage in nighttime raids upon their enemies, sometimes riding upon worgs. They often find themselves dominated by more powerful creatures. In combat, goblins favor overwhelming odds, ambushes, dirty tricks, and similar tactics. Goblins often go to war with kobolds, as they share similar territories. Xvarts often act as intermediaries between goblins and kobolds, usually being bullied by the goblins and in turn taking out their frustrations on the kobolds.
Goblins are found in numerous places throughout the Flanaess.
Goblins of the Flanaess stand about four feet tall, and tend to have lanky frames. Their eyes, coming in various hues of red, orange, or yellow, are typically glazed and dull. Skin color is found in all shades of yellow, orange, and red, with all members of an individual tribe usually being roughly the same color. Goblins typicially clothe themselves in garments of dark leather, with colors usually being solid-looking and drab.
Goblins are usually neutral evil.
Goblins usually organize in bands or tribes of 20 to 800, including noncombatants. The best-known tribes include Bitter Ruin, Black Agony, Death Feast, Dire Oath, Night Terror, and Poison Wound.
Goblins are normally dominated by more powerful creatures, but all goblins swear fealty to the local goblin king nonetheless. Religion
Goblins have their own pantheon, led by Maglubiyet. Other members of the goblin pantheon include Bargrivyek and Khurgorbaeyag.
Other deities worshipped by goblins include Iuz, Dispater, and (rarely) Meriadar. Language Gobins speak their own language, Goblin, a tongue shared with most other goblinoids.
There exist a number of races related to goblins. These include:
Bugbears: Hairy, less numerous goblinoids of great strength and size. Hobgoblins: Disciplined, warlike, human-sized goblinoids. Norkers: Short goblinoids with tough hide and powerful fists.Goblins were among the armies of the Fiery Kings around 3114 SD (-2400 CY). They were hired along with orcs and hobgoblins as mercenaries by both sides of the Baklunish-Suloise Wars. They fought against elves and dwarves in the Hateful Wars. They rallied to the cause of Iuz and played a significant role in overrunning the Bone March and the Pomarj.
- #29Race: Bugbear
Bugbears, or buchveer, are massive humanoids distantly related to goblins and hobgoblins. Named for the bugbear of legend, the bugbears of Dungeons & Dragons are goblinoid creatures, larger and stronger than hobgoblins.
Bugbears live a life based around survival, often becoming rogues. Bugbears also make excellent barbarians. They tend to be sound military tacticians, and individuals can be highly intelligent. Bugbears are less fertile than other goblinoids, however, and have a smaller population. They have to compete with races their smaller cousins don't, such as giants and giant-kin.
Individual bugbears will sometimes work as mercenaries with other sorts of goblin-kin, acting as front-line muscle or even assuming leadership positions in hobgoblin tribes. They assume mastery over goblins whenever it suits them. Goblins are always quick on their toes when bugbears are around, for the unwary are liable to end up in a bugbear stew-pot.
Bugbears are carnivores who survive primarily by hunting. They will eat anything they can kill, including sentient beings. Intruders are considered a valuable source of food, so bugbears rarely bother to negotiate with them. They have a fondness for glittery, shiny objects and weapons, however, so they will sometimes parley if they think they can get something exceptional. Bugbears also enjoy strong wine and ale, sometimes to excess. Rarely, they will take slaves.
Unlike their smaller cousins, bugbears operate equally well in daylight and great darkness. A bugbear is considered mature by the age of 11. They live for approximately 75 years.
Bugbears are found throughout the Flanaess, from the Land of Black Ice to Hepmonaland. They are relatively common in the Bone March, the Pomarj, the Thillonrian Peninsula, and the Dreadwood. Bugbears prefer caves and other underground locations.
Bugbears resemble hairy, feral goblins standing seven feet tall. They take their name from their noses and claws, which are similar to those of bears. Their claws are not long and sharp enough to be used as weapons, so bugbears often armor and arm themselves with a variety of purloined gear. Most often, this gear is second-rate and in poor repair.
Bugbear eyes are greenish white with red pupils, and their wedge-shaped ears rise from the tops of their heads. Most bugbears have hides ranging from light yellow to yellow brown and their thick, coarse hair ranges from brown to brick red. The bugbears of the Land of Black Ice are known to have blue fur.
Bugbears have exceptional sight and hearing, able to see in pitch darkness. They move with amazing stealth.
Bugbears are usually chaotic evil.
Bugbears live in loose bands. Bands of 24 or more will be led by a chief and a sub-chief. Females are not given the same opportunities as males. Bugbears are less preoccupied with mass battles than most goblinoids, partially because they cannot as easily afford the losses, and partially because their chaotic nature makes organizing them in armies difficult.
Bugbears have their own pantheon, led by Hruggek. Other members of the bugbear pantheon include Grankhul and Skiggaret. Other entities worshiped by bugbears include Erythnul and Iuz, and Meriadar often receives the worship of those bugbears who have forsaken evil. Erythnul, who often takes on bugbear features during battle, is sometimes worshipped by bugbears in conjunction with Karaan. The bugbear gods are martial, but more diverse than those of the goblins and orcs. Local bugbear pantheons also have minor deities of fertility, earth, and death; sometimes, the bugbears treat the demigod Stalker as their darkness/death god. Many bugbears of a more orderly bent serve Baalzebul or Geryon.
Bugbear priests and shamans tend to be more inventive in both their magic use and their myths than most goblinoids, as befits their chaotic nature (in the flexible/creative sense) and higher intelligence. Even so, their creator god Hruggek sits in a cave in Pandemonium surrounded by severed heads, so there's little question of the fundamental bugbear attitude. Bugbears tend to be more subtle than other goblinoids, however. They are always watchful for omens from the gods, particularly in the form of lightning or violent weather changes. They seek to stay on the good side of Skiggaret, their god of fear, who sends omens in the form of sudden chills, the rising of hackles, and magical pools of darkness.
Bugbears speak the Goblin tongue. As spoken by bugbears, it is a foul-sounding mix of grunts, snarls, and gestures that causes many outsiders to underestimate their intelligence.
Averse as they are to mass combat, bugbears have seldom taken any great role in the evil humanoid armies that have occasionally ravaged Oerik. There have been times when bugbears have made the difference in military engagements, however, such as the recent occasion when a phalanx of 40 bugbears decisively overwhelmed the grugach of Varnifane.
- #30Race: Hobgoblin
Hobgoblins, known as hoch jebline or "high goblins" in the Flan tongue and hochebi in the Suloise language, are a larger, stronger, smarter and more menacing form of goblin. They are smaller and weaker than bugbears, but better organized. Hobgoblins are humanoids that stand a little taller than orcs. Smarter than other goblinoid races, they are renowned for their brutality and military skill.
Hobgoblins exist in perpetual war against all other races, believing that "lesser" species are fit only for battle fodder. In mixed groups, hobgoblin officers often lead units of goblins or orcs, whom they bully and make to feel inferior. Other peoples find them paranoid, insulting, and dismissive, while hobgoblins in turn treat all others as potential threats. Hobgoblin mercenaries may offer their services to powerful and wealthy members of other races, however.
Hobgoblins are adept at uniting fragmented goblin tribes under their command. Powerful creatures such as bugbears, ogres, and trolls may occasionally assume leadership positions in a hobgoblin tribe, but normally act as front line muscle. Barghests who join hobgoblin tribes usually become leaders, integrating seamlessly into their culture. Barghest chieftains often sponsor blackguards among their hobgoblin minions, who are then ready to take over the tribe when the barghest returns to its home plane.
Hobgoblins have an extreme hatred of elves. If given a choice in who to kill, they will always pick elves first.
Hobgoblins, like many humanoid races, systematically strip their territories of resources with no thought for conservation. This forces them to move frequently, often targeting agricultural lands to raid for food. Hobgoblins are omnivores, but prefer meat. Most tribes keep small herds of livestock, but the bulk of their food comes from raiding. They may enslave or capture members of other races more given to agriculture than hobgoblins are. If they trade with other races, a hobgoblin tribe's chief resources are mercenaries and drums they have crafted.
Hobgoblins breed themselves through a selective eugenics program (as the citizens of the Scarlet Brotherhood also do). They do not have marriages or monogamous relationships, and children are reared communally by the tribal priests.
Hobgoblins prefer to dwell in warm hills, but can survive in almost any terrain. Many hobgoblins dwell in the western Empire of Iuz, Warfields, Redhand, and the Bone March.
Most hobgoblins dwell in subterranean complexes, though about a fifth dwell in fortified villages on the surface. They fortify their homes with ditches, gates, guard towers, catapults, pit traps, and ballistas.
Hobgoblins resemble large, muscled humans, their bodies covered in coarse fur with red-brown or gray skin and red or orange faces. Large males have blue or red noses, and may have beards and male-pattern baldness. Hobgoblin eyes are dark brown or yellowish, and their teeth tend to be yellow. They are lean and tall, averaging six and a half feet in height and weighing around 200 pounds. Their muscles are designed more for agility than brute strength, and they have been described as having almost feline dexterity. They specialize in moving without sound. Hobgoblins can see in the dark up to 60 feet away.
Hobgoblins prefer blood-red garments with black-tinted leather. Their weapons are kept highly polished and in good repair. Many hobgoblins sport tattoos, deep scars gouged and burnt into their flesh meant to display their tolerance for pain rather than for art's sake. Some hobgoblins sport piercings for the same reason, though they always keep their noses unobstructed. Their hair is often braided with jewelry carved from the bones of slain enemies. Any other adornments worn are also meant to call attention to their endurance or battle prowess.
Hobgoblins are usually lawful evil. They are well-organized, well-trained, and obey a strict military code. They are driven to survive through continuous military conquest. Each maintains a rigid "personal perimeter" that represents both personal space and that individual's portion of the tribal land. In order to continue constant vigilance over this perimeter, they seek to purge themselves of emotion and superfluous thoughts. Mercy and compassion are considered weakness and individual freedom meaningless. Hobgoblins are mentally conditioned through years of physical and mental abuse to achieve this state.
Hobgoblin tribes always fight to determine dominance, but once this hierarchical relationship is established they tend to work well together. Some of the more successful tribes include the Rippers, the Leg Breakers, the Skull Smashers, the Flesh Renders, the Marrow Suckers, the Flayers, and the Slow Killers.
Hobgoblin society is divided into four major castes: military, religious, craftsmen, and slaves. Caste assignment is based on a combination of individual affinity and the current needs of the tribe. Once given, a caste assignment does not change unless the individual's ability to perform it or the tribe's need for the position changes. The tribe's leader is almost always a member of the military caste, typically with roguish skills. Spellcasters are usually members of the military caste. Spellscourges are elite warriors who undergo harsh and disfiguring rituals to gain special defenses against magic, while warcasters undergo similar rituals for magical power. Adult hobgoblins are considered the property of their superiors.
Hobgoblins typically get their armaments by repairing weapons and armor taken from their fallen foes. Besides the reclamation of weaponry, they may express themselves creatively through their war drums, or hrun'doums in their tongue, and smaller percussion instruments such as steel drums, kintalas, and p'doums, or "talking drums." They may use magical drums in battle. Religion
Maglubiyet, the god of war and rulership, is the chief deity of both goblins and hobgoblins. However, Nomog-Geaya, the deity of war and authority, is considered the patron deity of hobgoblins specifically. The goblinoid god Bargrivyek encourages cooperation between the goblin races. Some hobgoblins also revere Dispater and, historically, Geryon.
War itself is almost a religious experience for hobgoblins. Weakness is feared and actively destroyed in their society, and weapons that break in battle are considered ill omens, even if there are plenty of replacements.
Unusual for such a martial race, hobgoblins view death in combat as a sign of weakness rather than glory, although they do honor their dead to some extent. In order to minimize the risk of a dishonorable death in battle, hobgoblin warriors who are no longer fit for combat usually commit ritual suicide in a way similar to the rites of ritual sacrifice to the hobgoblin gods (i.e., those offering themselves to Maglubiyet kill themselves with the blade of an axe). Language
Hobgoblins speak the gutteral Goblin tongue, which uses the same script as Dwarven, and Common. They may also speak Orcish and, more rarely, the language of carnivorous apes.
Hobgoblins are named at birth by their religious caste. Females have the suffix 'ken appended to their names, while males use the suffix 'kon. This is followed by their mother or father's name, the name of their tribe, and their tribal position (for example, Guard of the First Perimeter). Hobgoblins in other societies often include their current employment when identifying themselves. An example hobgoblin name might be Maelgynym Ulok'ken of the Slow Killers, Spellscourge.
Hobgoblins were among the armies of the Fiery Kings around 3114 SD (-2400 CY). They were hired along with orcs and goblins as mercenaries by both sides of the Baklunish-Suloise Wars. They fought against elves and dwarves in the Hateful Wars. They rallied to the cause of Iuz and played a significant role in overrunning the Bone March and the Pomarj.
An aquatic form of hobgoblin, the koalinth, is a feared predator beneath the seas. They have light green skin, webbed hands and feet, and gills. They are sleeker than their hobgoblin kin. They dwell in shallow fresh or salt water in caves. They detest aquatic elves with the same intensity that hobgoblins hate terrestrial elves. It is known that many koalinth priests worship Panzuriel.[1] Related creatures
The guulvorg ("war worg" in Goblin) is a gigantic black wolf with scythelike fangs, dragonlike spinal protuberances, and a serpentine tail tipped with a macelike bony knob. They were created and bred by hobgoblin spellcasters for combat. They are cunning and ravenous, but reproduce slowly in the wild. Few hobgoblin tribes can afford to keep many of them. The varag, or blood chaser, is a feral goblinoid, seven foot tall but primarily quadrupedal. They were magically bred with dire wolves to create a creature almost as lupine as goblin. Hobgoblins are very fond of varags, treating them as pets. - #31Realm: The Free City of Greyhawk
The Free City of Greyhawk is a powerful city-state located in the central Flanaess. It is known as the Gem of the Flanaess. It is also varyingly referred to as Greyhawk City, Greyhawk, or simply the Free City. The word "Greyhawk" is additionally used in reference to those lands controlled by the Free City, though the proper term for the entire realm is the Domain of Greyhawk. In Greyhawk 2000 (set in 2000 CY), the Free City became known as the Old City portion of the "New City of Greyhawk". The term "Old City" originally collectively referred to only the earliest parts of the city ever constructed—Thieves' Quarter and Slum Quarter . The term was repurposed to refer to the entire city (c.sixth century CY), which became merely a city district, before 1,400 years of expansion.
Gem of the Flanaess, City of Hawks, City of Thieves Realm: Domain of Greyhawk Size: Metropolis Established: -315 CY Government: Oligarchy Alignment: N*, all others Population: 69,500 (591 CY) Races: Humans (OSfbr) 79%, halflings (lightfoot) 9%, gnomes 5%, elves (sylvan) 3%, dwarves 2%, half-elves 1%, half-orcs 1% Languages: Common, Rhopan, Gnomish, Halfling Religions: Beory, Boccob, Celestian, Corellon Larethian, Ehlonna, Fharlanghn, Garl Glittergold, Heironeous, Istus, Kord, Kurell, Lirr, Moradin, Norebo, Obad-Hai, Olidammara, Osprem, Pelor, Pholtus, Procan, Ralishaz, Rao, Saint Cuthbert, Trithereon, Ulaa, Wee Jas, Xerbo, Yondalla, Zilchus Authority: Lord Mayor Nerof Gasgal (571CY-Present)
Early history
Greyhawk, named for the small grey hawks which populate the region, was originally a trading outpost on the Selintan specializing in local wood and woven garments, which was known by that name as early as 330 OR (-315 CY). In time, the town developed strong textile and meat-packing industries. From the earliest days, Greyhawk was ruled by a warlord who took the title "Landgraf of the Selintan." This first Landgraf's son was then married to the Gynarch of Hardby's daughter. The nuptials formalized a political alliance that served as the basis for rule over the Lanstadt of Selintan, the area that eventually became known as the Domain of Greyhawk.
In 4 CY, Greyhawk came under the domination of the Great Kingdom of Aerdy and remained so while strong Overkings ruled from the Malachite Throne in Rauxes. The Great Kingdom's influence over the city began to wane during the third and especially the fourth centuries as the House of Rax declined and the Overkings hold on distant provinces became increasingly tenuous. Rise to prominence, decline and recovery
In approximately 310 CY, the mage Zagig Yragerne emerged from the Wild Coast and bribed his way into a seat on the Directing Oligarchy. Approximately 320 CY, the Oligarchs elected Zagig Lord Mayor of the city.
Greyhawk subsequently rose in fame and prominence under the leadership of Lord Mayor Zagig. He instituted legal reform, developed a new currency, fortified the walls, founded the city's first university, and embarked on a major building program. Most notably, he directed the construction of nearby Castle Greyhawk. Greyhawk soldiers train on the Citadel grounds, as depicted in The City of Greyhawk boxed set (1989).
Although Zagig—later known as Zagyg—became increasingly erratic over time, his rule is generally considered to be the most effective in the Free City's history and brought widespread prosperity to the region. Much to the annoyance of Dyvers and other rival cities, Zagig proclaimed Greyhawk to be the "Gem of the Flanaess," and did much to ensure this moniker was justified. Unfortunately, the "Mad Archmage" disappeared in 421 CY, leaving no clues regarding his whereabouts, and no heir to inherit the title of Landgraf.
In 498 CY, after decades of Zagig's absence, the Landstadt was therefore abolished, the title of Landgraf permanently retired, and the Free City's Directing Oligarchy assumed political authority. The new Lord Mayor Paerinn officially proclaimed Greyhawk a free city, though it had been effectively independent of the Great Kingdom's rule for over a century.
Soon thereafter, the city lost its claim over Hardby and the Wild Coast, as the leading women of Hardby broke from Greyhawk and established the ruling office of Despotrix. This loss of lands sent the Free City into economic decline, a situation that persisted for several decades. Fortunately, the discovery of treasure in the dungeons beneath Castle Greyhawk and other nearby locales set off a gold rush of sorts, and Greyhawk's economic fortunes recovered substantially in the second half of the sixth century CY.
The Free City of Greyhawk is located centrally in the Flanaess, which is the easternmost part of the continent of Oerik on the world of Oerth. The city controls a large swath of land along the Selintan River from the Nyr Dyv south to Woolly Bay, most of the Cairn Hills, parts of the Gnarley Forest, the northern Wild Coast, and parts of the Abbor-Alz. The entire region is officially known as the Domain of Greyhawk. The Domain is bordered on the east by the Abbor-Alz and its western border lies within the Gnarley Forest. The area south of Greyhawk City along the Selintan is known as the Plain of Greyhawk.
New City High Quarter
The High Quarter is comprised of embassies, "grand estates and manor houses" and "mansions". There are no stores and shops in the High Quarter—the only notable businesses here are the Patrician's Club, Royal Opera, and the Wheel of Gold, other :gambling houses, taverns, and clubs that cater to a wealthy clientele."[2] The Wizards' Guildhall is also located here.
Unlike much of the rest of the city, after dusk the streets are well-lit by streetlamps, some of which are magical stained-glass globes maintained by the Lamplighters' Guild.
Garden Quarter
The Garden Quarter is a district of beautiful statuary, blooming flowers and trees, well-manicured lawns, and beautiful homes. It is in a crescent semi-circle just downhill from the High Quarter. A person walking through the district is hard-pressed to tell the difference between the High Quarter and the Garden Quarter. The differences are clear to the rich and elite citizens of the two, but it mostly comes down to things being only slightly lavish, and to the fact that there's more greenery in the Garden Quarter.[3] There is a feeling of the residents of the Garden Quarter being a little more amiable and less stuffy than the "old money" in the High Quarter.
Clerkburg (the Halls)
On the northeastern side of the middle part of the city, below the Garden Gate, it is the only district of the city without a city gate directly into it (other than the Grand Citadel itself).
Clerkburg is known as "the Halls" because of the number of temples, government offices, universities, colleges, and other schools here, and the large, airy building which house them.[5] Though it is not a mercantile district, there are shops and vendors who cater to the students, professors, and staff of the temples, schools, and government buildings. The restaurants notably have outside dining verandas.[5]
The district is perhaps most well-known for the Great Library of Greyhawk, as well as the coliseum known as the Free City Arena and University of Magical Arts, which are the two largest buildings in the quarter.
Artisans' Quarter
Just south of Clerkburg and along the eastern city walls, the Artisans' Quarter is a place of crafters. merchants, tradespeople, artists, smiths, and artificers. It used to be the market along the road to the city, but outside its walls. The hard-working people of the district are friendly, but aware of those who aren't part of their neighborhood. Houses and businesses here tend to be close together, but in a comfortable, cozy kind of way instead of tight and pressed. There's low crime and few transients, and the Nightwatch and other private guards are common, especially after dusk.[6]
More than any other district of the city, the Artisans' Quarter is quieter and more comfortable than others. There's still taverns and ins, but they aren't wild or rowdy. The vast majority of merchants here have their living quarters behind or above their shops. displaying their trade with signs and varying facades of their shops.
Foreign Quarter
The most crowded district inside the New City, partially because it is where a large majority of newcomers to the city go, but also because it's a delightful place to live. City policy is that non-citizens (possible foreign agents) who take up residence in the city are not allowed to live in certain places, especially to live near the city wall. So, this district has extraordinary diversity of strong cultural influence, but the citizens here still meld well into the identity of Greyhawk.[8]
The district is known for guildhalls of several foreign merchants (such as Ahlissa and Nyrond, and for Burrow Heights (where halflings, dwarves and gnomes have underground dwellings), Little Ket, in addition to inns and taverns like the Silver Dragon Inn, Blue Dragon Inn, and the "Pit".
Even though shops of most every kind can be found separately in other districts, there's almost always at least one merchant of most every kind of merchant in the Foreign Quarter. Sometimes, things can be found here that aren't even available elsewhere in the city! River Quarter
This is where goods from the wharves outside the city come in through the Cargo Gate. There are all kinds of goods and services here coming in from all over the world. Rivermen, dockworkers, sailors, freight-haulers, mercenaries, poor adventurers, thieves, and thugs are commonly seen. Crime is high in the River Quarter, though it is typically crimes against individuals such as pickpocketing, mugging, or theft. Extortion or protection rackets are not unknown. Violent crimes are rare. Rich citizens do not come here without bodyguards.[9]
The restaurants and taverns are rowdy, and there are bawdy houses and gambling venues.
"The Strip" is an infamously raucous area of the city. The Green Dragon Inn is a famous establishment here, as is the Barge Inn. Others include the Low Seas Tavern, Wizard's Hat Inn, River Rat Inn, and the Whistling Fish.
Old City
The original Old City was formed c.200 CY when the settlement first had walls erected around it. Entirely made of slums and ghettos, it is labyrinthine "alleys, shacks, boarding houses, and everything else"[10]
It is comprised of the Thieves' Quarter and the Slum Quarter. Before Zagig Yragerne became Lord Mayor, these were known as the East Quarter and West Quarter (separated by the Processional),[11] though the border became much less defined over the years.[10]
Both districts are massively overcrowded and are predominantly inhabited by the lower classes with many beggars, vagrants, immigrants, and former slaves, or those experiencing homelessness found there.[12] Thieves' Quarter
Crime in this quarter is considered rampant because thieves are known by all to be in charge here,[13] Subtle ethnic differences can be found between each street in the Thieves’ Quarter.[13]Slum Quarter
The Slum Quarter does not have roads directly through it from major city gates like other districts. Because of the lack of domestic and foreign traffic, there is very little influx of money. Though there are goods and services, there are almost no businesses of note. People suffering from disease and homelessness are everywhere, with a sizable portion of the population sleeping in the streets without shelter "out in the open under trees, in crates, and against the sides of buildings."[14] The buildings here reflect the name of the district, with many in horrible repair or simply abandoned.City outskirts
Two areas are nearly on top of each other—Barge End and Shack Town. One is the landward side of the other, for all intents and purposes. Thought Shack Towners sometimes get in fights with the Rhennee bargemen, the two usually leave each other alone or are at the very least civil. [15] Barge End
There is a muddled curve in Selintan where it passes the city, and sharply turns back west away from the city, flowing ultimately toward the Nyr Dyv. It makes something of a stagnant corner in the river's water, and from late spring to early autumn, this area is filled with as many as forty Rhennee boasts and barges. In customary fashion, they tie up to each other, forming something of a floating village.[15]Shacktown
Shacktown is the slums of the Free City. It has muddy, unpaved streets, and is comprised of shanties, tents, one-room shacks, huts, lean-tos, and ramshackle buildings. Many of its inhabitants are the poor and unfortunate refugees from all across the Flanaess who had no other place to go during and after the Greyhawk Wars. There is little protection by the law here, and the City Watch simply does not care enough to police the area, and thus it is riddled with crime, as well as those who are loners or fugitives.[15] Though it is a crime, and punishable by forced labor in the city's work house, some Shack Towners will hunt in the North Hills Park.Far Bank
Across the Selintan from the city, Shacktown, and Wharves proper is a small settlement of small and poorly built buildings. These again are refugees and poor immigrants who had no other place to go when the Orcish Empire marauded up the Wild Coast taking or destroying towns and villages along the way. They subsist by "fishing and gathering food" from the woodlands to the west of the city.[15]Wharves
The wharves (also called the Dock Quarter)[16] are where the docks of the city along the Selintan River are found. They were expanded and "many new docks were built after the Greyhawk Wars to accomodate expanding river trade."[15] Wharfgate is only for foot traffic, and everything else—including all cargo, livestock, and freight—must go to Cargo Gate in the River Quarter. The fancy residences of the High Quarter are directly above the Wharves, atop a sheer bluff. The office of the Cargo Inspectorate (which issues stamps noting tax payment and access through the Cargo Gate) is here, as are warehouses holding all the cargo coming into or out of the city, and cargo being transferred between ships. The Dockway is a narrow dirt road which follows along the Selintan and docks. It is used for the wagons and other conveyances moving cargo up and down the docks or into the city. There are almost no inns or taverns in the wharf district other than a couple "filthy taverns and some roach-infested eateries".[17] The City Watch pretty much ignores Shack Town, as does the Thieves' Guild. However, "Friendly inns are spaced at no more than five-mile intervals along the River Road. Each inn offers a sturdy pier to which river travelers can lash their craft."People Population
In 589 CY and 591 CY, the Free City boasted a population of 69,500, making it one of the largest cities on Oerth. Religion
The Free City of Greyhawk hosts temples and shrines to many deities, including Beory, Boccob, Celestian, Corellon Larethian, Ehlonna, Fharlanghn, Garl Glittergold, Heironeous, Istus, Kord, Kurell, Lirr, Moradin, Norebo, Obad-Hai, Olidammara, Osprem, Pelor, Pholtus, Procan, Ralishaz, Rao, Saint Cuthbert, Trithereon, Ulaa, Wee Jas, Xerbo, Yondalla, and Zilchus. The worship of evil deities and fiends is forbidden, and such cults, though they may have followers, do not have a public presence. Evil religions that have established a base in the city in recent memory include those of Incabulos, Iuz, Nerull, and Vecna. Languages The most widely spoken language in Greyhawk City and most of the Domain is Common.[19] There are, however, an enormous variety of other languages spoken in the Free City. The next most frequent "non-Common language heard is Rhopan, the language of the Rhenfolk (though it is exclusively spoken solely by them). In addition to languages brought in by settlers, refugees, and visitors (such as Nyrondese and Keolandish), there are several cants which are considered wholly separate languages.Common.[19] The cant of the Thieves' Guild and Beggars' Union, for example. And the jargons of some guilds like Guild of Embalmers and Gravediggers and Guild of Lawyers, Scribes, and Accountants are similarly difficult to understand unless one has been taught to speak them.Common.[
Government Executive branch
Greyhawk's Directing Oligarchy elects one of its own as Lord Mayor, who serves as the head of state in addition to his Directorial duties. The current Lord Mayor, Nerof Gasgal, has held office since 571 CY. The Lord Mayor heads both the Directing Oligarchy and the Council of Mayors and Manorial Lords. The chief of state also officially heads the military, though actual command is most often left to the Captain General of the Watch. Legislative branch
The Free City of Greyhawk is ruled by the Directing Oligarchy, an executive council of twelve to eighteen members representing the city's major professional guilds and the military. In some cases, the Oligarchy may include important wizards and/or clerics. Current council members choose new Directors when a vacancy must be filled.
The Greyhawk Public Council, in theory, serves the interests in the citizenry-at-large. This popularly elected advisory body consists of eight representatives, one from each of the city's quarters. The Public Council meets with the Directing Oligarchy on a quarterly basis. Judicial branch
Major legal matters in the Free City of Greyhawk are adjudicated by a Judge of Greyhawk, one of eight such officials appointed by the Directing Oligarchy. One of these eight is chosen to serve as Chief Judge of Greyhawk. In cases of great import, three Judges of Greyhawk may preside. Appeals of major cases are always heard by a panel of three Judges of Greyhawk, though the Lord Mayor sometimes sits in place of one of the Judges.
Lesser matters in Greyhawk City are tried by magistrates from the Guild of Lawyers and Scribes. Heraldry
The city's coat of arms is blazoned thus: 'Sable, a castle triple-towered argent, in chief two chains each of four links chevronwise of the second, in base six bezants.
Economy
Resources
The Free City of Greyhawk controls most of the Cairn Hills, which provide the domain with great mineral wealth, such as iron, gems, and silver.
Nearby Castle Greyhawk, with its extensive dungeons, draws adventurers and traders to the Domain of Greyhawk from across the Flanaess. As such, the Castle generates significant economic benefits for the City in trade, taxation and treasure.
Currrency The Domain of Greyhawk's standard coinage consists of the platinum plate (pp), gold orb (gp), electrum lucky (ep), silver noble (sp), and copper common (cp). All of the coins are round, except for the platinum plate, which is square.[citation needed] As recently as 591 CY, the economy was such that a platinum piece (plate) was worth 5gp.[20] That changed shortly thereafter, such that a pp was worth 10 gp.[21][22]
An updated coinage system replaced the previous system, which included coinage worth less than the copper common known as bronze zees, brass bits, and iron drabs. By 581 CY, "as a result of ... inflation caused by treasure-hunters returning to the city bearing their new-found wealth, the mint [in the City of Greyhawk] no longer manufactures bronze, [tin],[23] or iron coinage."[23][24] Within a decade (591 CY), "copper commons are falling out of fashion (except in Old City), and the [Mintworkers’ Guild] has petitioned the city for permission to halt their production, though there is some political resistance.
Transportation
Several roads link the Free City to the other settlements of the Domain of Greyhawk, including the High Road (from Greyhawk City to Elmshire), the Urnst Trail (from the High Road to the Duchy of Urnst), the Western Road (from Ford Keep on the Selintan to Dyvers), and the River Road (south from Greyhawk City along the Selintan).
Much river traffic takes place along the Selintan River, which can accommodate all but the largest sea-going vessels from the Nyr Dyv and Woolly Bay. Smaller vessels ply the Ery and Neen rivers. Able Carter The Able Carter is a coach company. It has[coaching inns connecting Greyhawk City to other settlements in the Domain, such as Hardby, Diamond Lake, Blackstone, Elmshire, Steaming Springs, Narwell, Safeton, and Dyvers, among other locations. It was created by author Erik Mona, and first appeared in the 2000 RPGA adventure, River of Blood.
Military
The City of Greyhawk has several law enforcement groups.
Greyhawk Militia—the military units defending the Domain. City Watch—patrols of law enforcement officers, nearly always encountered in patrol groups and never solitary. Guild of Nightwatchmen—the "Night Watch" which supplements the City Watch during hours of darkness, privately funded; can detain but not arrest, work closely with the City Watch. People's Constables—employed by Directing Oligarchy to enforce misdemeanors such as slander, verbal threats, noise disturbances, unlawful disposal of garbage, etc.The Domain of Greyhawk's military forces, though technically under the Lord Mayor's authority, are usually commanded by the Domain's highest-ranking military officer, the Captain General of the Watch, who also sits on the city's Directing Oligarchy. The Captain General in 591 CY is Tigran Gellner.
The Greyhawk Militia consists of several units, including:
Cairn Hills Force, led by Commander Schinus Balint. Mountaineer Militia (griffon riders),[28] led by Commander Carstane Geronten. Hardby Marines,[28] led by Commander Wilbrem Carister. Narwell Headhunters.[28] Safeton Border Guards,[28] led by Commander Turin Deathstalker. "Water Rats"[29]—patrol the Selintan River, four patrols p/day passing any nearby location. - #32Kingdom: Furyondy
Furyondy, properly known as the Kingdom of Furyondy, is a feudal kingdom of the Flanaess, and a successor state of Ferrond.
Originally part of the Viceroyalty of Ferrond known as Furyon, Furyondy claimed independence from the Great Kingdom of Aerdy in 254 CY. The nation's first king, Thrommel I, was crowned that same year. In 283 CY (927 OR), Thrommel III began construction of a planned city to move the Furyondyian capitol from Dyvers to Chendl. Construction was completed five years later in 288 CY[1]. Dyvers would eventually secede from Furyondy in 526 CY
Modern Furyondy is bordered by the Nyr Dyv to the east; by the Veng River, Whyestil Lake, and the Vesve Forest to the north; and by the Velverdyva River to the south and west.
The people of Furyondy have a couple of festivals that are unique to their nation. The Growfest Eel Run is a festival held in Furyondy every year, mainly in the town of Caronis. The festival marks the migration of a large number of Lake Quag elvers (young eels), which swim down the Velverdyva River to the Nyr Dyv.
The Goose Fair is an annual market fair that is held in the city of Willip. It takes its name from a local breed of geese and features many diverse entertainments, with traders arriving from many lands. The festival has also given its name to Willip's market district, its called "Goose Yards."
Population
As of 591 CY, the population of Furyondy totaled 1,481,800 persons, the vast majority being humans of chiefly Oeridian stock. Elves, halflings, dwarves, and gnomes make up less than 20% of the total population. Religion
The most popular deities among Furyondians are Heironeous, Rao, Saint Cuthbert, Mayaheine, Zilchus, Trithereon, Fharlanghn, and Beory. Languages The most widely-spoken languages in Furyondy include Common, Velondi, Elvish, and Halfling.
Government
The Kingdom of Furyondy is a hereditary feudal monarchy. The power of the kingship is limited by the Noble Council. Since 287 CY, the nation's capitol has been Chendl. Administrative Divisions
Furyondy is made up of eight provinces ruled by hereditary nobility, one of which is governed directly by the monarch (Fairwain Province). The other seven noble families are collectively known as the "Seven Families." These noble fiefdoms are: the Duchy of the Reach, the County of Crystalreach, the Gold County, the Viscounty of the March, the Barony of Kalinstren, the Barony of Littleberg, and the Barony of Willip. Executive Branch
Furyondy's chief of state is King Belvor IV, who has ruled since 537 CY. His only son and heir, Prince Thrommel, was lost and declared dead in 592 CY. Since then he has produced no other heirs. Legislative Branch
The king's lesser nobles, the Seven Families, are represented by the Noble Council, which keeps the king's power in check. All important royal decrees must be garner the support of the Noble council before being executed.
Below the Noble Council is the Knightly Conclave, a parliamentary group of minor nobles which considers any issue desired, then offers its opinions to the king. Judicial Branch
Alleged crimes were divided into criminal and civil offenses. Civil offenses were usually settled by the ancient practice of duelling usually with paid champions standing in for defendant and accuser. Heironeous was relied on to guide the hand of the righteous so this was an acceptable way of settling matters. However, given the loss of fighting men in the Greyhawk Wars, inflicting serious injury in such duels was by 585 CY a criminal offense and more civil cases were being decided by magistrates. Magistrates were usually low level priests of a lawful neutral or lawful good deity such as Saint Cuthbert. Rao or Zilchus.[3]
Criminal offenses were divided into:
Grievous Crimes (such as murder, sedition, and treason); Injurious Crimes (such as serious assault, tomb robbing, major destruction of property, rioting, magical misconduct and the like), and Crimes of Disrepute (minor infringements such as minor assault, bootlegging, coin clipping, minor fraud, and bribery of minor officials).Minor offenses were regarded as more serious if they resulted in impairment of rebuilding and defense work. Trials for criminal offenses were presided over by magistrates as for civil matters, save for Grievous Crimes which were investigated by a three-member panel of judges, being higher ranking priests of suitable deities. Magical interrogations were standard practice in cases of alleged Grievous Crimes, but not in lesser cases. Sentences handed down to those found guilty varied somewhat from province to province, but Grievous Crimes usually merited death or banishment usually accompanied by the severance of a limb or the placing of a curse or geas on the criminal. With other crimes, some nobles levied heavy fines which added to the noble coffers. Some opted for forced conscription into levies, but this was frowned upon as little more than slavery which was frowned upon by Furyondians. Others preferred imprisonment or banishment.[3] Heraldry Furyondy's coat of arms is blazoned thus: Party per bend gules and azure, dexter three crowns in bend or, sinister a decrescent argent.
Economy Resources
Furyondy is noted for its foodstuffs, cloth, gold, wines, fish, and shipbuilding supplies.[4][5]
Furyondy’s natural resources include cloth, food, wines, fish, and a little gold from the mines of Carnalion. Furyondy exports its surpluses of grain, livestock and cloth. The trade route via the Highfolk to Perrenland is vital to both nations. This route supplies copper, precious metals and luxury goods such as fine cheese. There is also considerable trade with Veluna across the Velverdyva River. Furyondy trades from Willip and other southern cities to Dyvers, the Free City of Greyhawk and across the Nyr Dyv to Urnst, and with Verbobonc and on to the Kron Hills. From these lands Furyondy acquires wood (from the Vesve), metals, weaponry, mercenaries, worked goods, tools and the like.[6] Currency The Furyondy standard coinage consists of the platinum paladin (pp), gold wheatsheaf (gp), electrum knight (ep), silver sheridan (sp), and copper common (cp).
Transportation
Furyondy's nationwide road system is of the best in the Flanaess.
Much waterborne traffic takes place along Furyondy's rivers and across the Nyr Dyv. Whyestill Lake and the Veng are rarely used, however, due to the ever-present threat from the Empire of Iuz to the north.
Furyondy has one of the most impressive armies in the Flanaess. Augmented by adventurers and mercenary bands, the full might of Furyondy's national infantry and cavalry forces stands at roughly twenty thousand soldiers, with roughly the same amount raised by local lords.
The Furyondian Royal Navy patrols the Nyr Dyv, protecting the coasts from dangerous monsters and pirates. The navy is based in Willip at the largest dockyard in the Flanaess, the Willip Arsenal.
- #33Kingdom: Veluna
Veluna, properly known as the Archclericy of Veluna, is a theocratic political state of the Flanaess.
Region: Old Ferrond Ruler: His Venerable Reverence, the Canon of Veluna, Hazen, Shepherd of the Faithful Government: Theocracy ruled by the Canon of Veluna Capital: Mitrik Major towns: Mitrik, Veluna City, Devarnish Provinces: Seven dioceses, each cogoverned by a noble and a bishop. Veluna City is an eighth archdiocese, administered the Canon of Mitrik Resources: Foodstuffs, copper, silver, gold Coinage: Brilliant (pp), crook (gp), staff (ep), tower (sp), hand (cp) Population: 668,800 Races: Human 79% (Osf), Elf 9% (high), Gnome 5%, Halfling 3%, Dwarf 2%, Half-elf 1%, Half-orc 1% Languages: Common, Velondi, Flan, Elven, Halfling, Gnome Alignments: LG, NG, LN Religions: Rao, St. Cuthbert, Heironeous, Oeridian agricultural gods, Fharlanghn, Zilchus, elf pantheon Allies: Furyondy, Highfolk, Bissel, Verbobonc, Kron Hills, Ulek states, Shield Lands, Gran March (strained over control of Bissel), Dyvers (weak), all branches of the church of Rao across the Flanaess, Celene (distrusted), Knights of the Hart, Knights of Luna Enemies: Iuz, Ket, Pomarj (minor), Knights of the Watch (distrusted), Valley of the Mage (distrusted), Perrenland (distrusted)
The Archclericy of Voll, originally a vassal to the Viceroyalty of Ferrond, became known as Veluna and claimed independence from the Great Kingdom of Aerdy in 254 CY. The Kingdom of Keoland began a series of occupations of Veluna in 350 CY, only to be ultimately driven out in 438 CY by the forces of Furyondy. In 446 CY, in an agreement known as the Concordat of Eademer, the Velunese College of Bishops voted overwhelmingly to break from the kingdom of Furyondy, establishing the current state known as the Archclericy of Veluna.
Because the moon of Luna held special significance for the original Flan tribes in the area, the region is also sometimes known as the "Vale of Luna," or more simply, "The Vale."
Modern Veluna is generally located in the western-central portion of the Flanaess. It is bordered by the Velverdyva River to the north and east; by the Fals River to the north and west; and by the Lortmil Mountains and the Kron Hills to the south. Most of the original forests in the Vale have been clear cut to make way for farmland, or to supply lumber for building projects. The only remaining woodlands of any note are the Ironwood, the Dapple Wood and the Asnath Copse.
As of 576 CY, the most populous towns are Mitrik (pop. 16,200), Veluna City (pop. 11,100), and Devarnish (pop. 7,900).
People
An infamous scion of Veluna is Prinzan the Sly, a magic-user who rose to a position of importance in Veluna, then promptly used his position to sow discord between Veluna and Furyondy. Population
As of 576 CY, the population of Veluna totaled 668,800 persons, the vast majority (almost 80%) being humans of mainly Oeridian descent. Elves make up another 10% (mostly of the high elf variety), while the remainder of the population consists of gnomes, halflings, dwarves, half-elves, and half-orcs. Religion
The most popular deities among Velunans are Rao, Saint Cuthbert, Heironeous, the Oeridian agricultural gods, Fharlanghn, Zilchus, and the Seldarine. Languages The most widely-spoken languages in Veluna include Common, Velondi, Flan, Elven, Halfling, and Gnome.
Government
The Archclericy of Veluna is a theocracy devoted to the worship of Rao, and ruled by the Canon of Veluna, a powerful Raoan cleric advised by the College of Bishops and the Celestial Order of the Moons. The Canon is selected by the College of Bishops and approved by the Celestial Order when the old Canon steps down or passes on. Power to remove the Canon is shared between the College and the Celestial Order. The national capital is Mitrik. Administrative Divisions
Veluna is divided into eight dioceses for the purpose of administering both church and secular functions. Seven of the dioceses are jointly ruled, half of the governing power being held by a bishop of Rao (appointed by the Canon), and the remaining power given to the most powerful secular noble family in each diocese. The eighth diocese, that of Veluna City, is governed by the Canon himself, though an archbishop is appointed to administer it. Executive branch
As of 576 CY, Veluna's chief of state is Canon Hazen.
Veluna's bicameral legislature consists of the College of Bishops and the Celestial Order of the Moons. College of Bishops
The College of Bishops is a council that advises the Canon and maintains various religious functions in Veluna. The College consists of the Bishop of Rao from each of Veluna's seven dioceses, the Archbishop of Veluna City, the rulers of the local churches of Saint Cuthbert and Heironeous, the High Priest of the Knights of Veluna, a representative from the elven churches, and other members appointed by the Canon. Celestial Order of the Moons
The Celestial Order of the Moons consists of 15 members: two representatives from the ruling secular noble families of each diocese, and a representative from the Viscounty of Verbobonc. The nobles retain all voting power, while the representative from Verbobonc serves only as an advisor. The Order is presided over by the Archbishop of Veluna City, though he serves no other 'official' capacity. Heraldry Veluna's coat of arms is blazoned thus: Sable, quarterly a crescent or, over all a mullet of four points argent.
Economy Resources
Veluna is noted for its foodstuffs, and mining operations to produce copper, silver, and gold. Currency The Veluna standard coinage consists of the platinum brilliant (pp), gold crook (gp), electrum staff (ep), silver tower (sp), and copper hand (cp).
- #34Gods: Heironeous
Heironeous is the Oeridian god of Chivalry, Justice, Honor, War, Daring, and Valor. His holy symbol is a silver lightning bolt, often clutched in a fist.
Heironeous appears as a tall human man in fine chainmail with auburn hair. His skin is a coppery shade, and impervious to all but the mightiest weapons due to a secret solution known as meersalm. His signature weapon is a great magical battleaxe, though he has recently taken to the longsword.
The half-brother and sworn enemy of Hextor, Heironeous is the son of Stern Alia, the goddess of Oeridan Culture, Motherhood, and Law. Another brother, Stratis, is mentioned in literature for the Chainmail miniatures game in Dragon #285, but he is deceased. Heironeous sponsored the apotheosis of Murlynd, and remains on very good terms with him.
Though this is known to very few, Heironeous also has a daughter, known as the Chalice of Heironeous.
In general, Heironeous considers all other gods who stand against evil to be allies, while those deities who promote suffering and evil he regards as foes. Specifically, however, he is a staunch ally of Al'Akbar, Allitur, Bahamut, Daern, Delleb, Fortubo, Johydee, Mayaheine, Murlynd, Pelor, Pholtus, Rao, Saint Cuthbert, Zilchus, and Zodal. His strong adherence to Law sometimes brings Heironeous into conflict with Trithereon. He finds Olidammara annoying at times, but tolerates him because of his charm and humor. Heironeous considers himself the enemy of Beltar, Bralm, Damaran, Erythnul, Hextor, Iuz, Kyuss, and Kurell, Llerg, Meyanok, Pyremius, Ralishaz, Raxivort, Syrul, Tezcatlipoca, Tharizdun, Tiamat, Tlaloc, Vara, Vecna, and Wastri.
Heironeous's realm, known as the Fields of Glory, is located in Venya, the third of the Seven Heavens.
Heironeous sees the world as a deadly place, filled with perpetual challenges and trials for those who battle for justice and defend the weak and innocent. His followers should always act with honor and chivalry, and to uphold justice. Danger is to be faced head-on, with calm and resolve. Those who defeat evil are rewarded with Glory, while those who uphold the tenets of the Arch-paladin are rewarded with Virtue. The Arch-paladin's teachings have been codified in a chivalric code known as the Heironean Code. The Heironean Code
The Heironean Code consists of three sets of duties:
Duty to the People. This duty stresses courage, justice, mercy, valor, protection of the weak, and faithfulness to church superiors as officers of righteous law. Duty to the Arch-paladin. This duty stresses obedience to Heironeous himself, devotion to the church, generosity, championing good against evil, putting the needs of the church and the faith above those of mortals. Duty to a Lady. This duty pertains to the concept of courtly love, devotion to one's beloved, and respect toward all women in general.Scriptures A number of holy texts are venerated by the faith of Heironeous. The best-known work is likely The Book of the Code, a four-chapter work outlining the Heironean Code and providing examples of how one is expected to follow it. Another well-known work is the Book of Penitence (also known as the Just Book), which describes the achievements of Ferrante, a legendary paladin who is now venerated as a saint by some Heironean sects.
The faith of Heironeous is a very militaristic one, launching crusades against evil and championing causes. As one would expect, many soldiers, city watchmen, mercenaries, and others who make their living by the sword find themselves honoring the Archpaladin.
Priests of Heironeous often travel the world on orders from their superiors to seek out and destroy evil. Older priests often work as strategists, military instructors, or judges. Several of the faith's most powerful clerics, seeking to gain the benefits of meersalm, have had themselves embalmed alive with the substance, though some have not survived the ritual. Their favored weapons are the longsword and battleaxe.
Novices of Heironeous are known as the Blessed. Full priests are called the Glorious or, collectively, the Valorous Host. Other titles used by Heironian priests are Hero of the Third Rank, Hero of the Second Rank, Hero of the First Rank, Champion of Glory, Knight Gallant, Knight Courageous, Knight Valiant, and Knight Champion. Senior priests are called Paragons, while those who command armies are known as Paragon-Generals. These titles are separate from duty-titles such as postulant, novitiate, professed priest, cloistered cleric, affirmed priest, and templar. They are also separate from ranks within the temple hierarchy such as hierodeacon and abbot. In everyday use, senior priests are called Father or Mother, while lesser priests are known as Brother or Sister. There is also an elite order of priests known as the gloryaxes.
Priestly vestments include chain mail and blue robes with silver trim.
Large numbers of paladins in the Flanaess follow Heironeous, as he himself is one. Because of this, and his utter dedication to Law and Good, paladins of Heironeous can be among the most devout, albeit overbearing, people on the Material Plane. The ancient Oeridian hero Arnd of Tdon is credited with establishing the first order of paladins among the Oeridian tribes before the Great Migrations. The hero-deity Murlynd was also a paladin of Heironeous, and his order of White Paladins is actually part of Heironeous's ecclesiastical hierarchy. Saint Handraleo the Swift, another paladin, is honored by a group of Heironeans called the Order of the True Strike.
Prominent paladins of Heironeous include Artur Jakartai, Belvor IV, and Karistyne.
The church of Heironeous is supported by numerous religious-military orders, some of which can trace their origins back to the church armies of the Great Kingdom (though none swear allegiance to the Malachite Throne or its successors today). Prominent examples include the Order of the Shining Sword, the Brotherhood of the Lance Unbroken, and the Copper Crusaders.
The Holy Order of the Supernal Topaz Defenders, or the Topaz Order for short, is an organization of Heironean clerics, paladins, fighters, fighter/clerics, and monks dedicated to purging the world of evil, aberrant races such illithids, beholders, grell, aboleths, and neogi. Their emblem is a brilliant yellow topaz on a field of cobalt blue.
Although this is uncommon, there are also orders of Heironean fighting-monks. The most famous is the Order of the Glory Everlasting, led by a former nobleman named Luther. The Order of the Glory Everlasting is dedicated to the preservation of Oeridian culture and the destruction of an order of Hextorian monks called the Brotherhood of the Gray Hand.
The most famous group of Heironean knights, however, are the Knights of Holy Shielding.
Temples, chapels, and shrines to Heironeous can be found throughout the Flanaess. His church is the favored state religion of Nyrond and the Shield Lands, and his faith is also strong in Bissel, the northern half of Furyondy, Gran March, the Free City of Irongate, Keoland, Sterich, and the County of Urnst. Notable houses of worship include the Sanctum of Heironeous in Greyhawk City, as well as a chapel at Diamond Lake. The Kingdom of Thalland was once a major center of Heironeous' faith.
There are several temples to Heironeous in Chendl, but the most prominent one is called the Spire of Glory, whose high priest is Glorylord Gaeraeth Heldenster.
The Shield Reclaimed is a great cathedral in Critwall. It has only just begun to be rebuilt after being destroyed by the forces of Iuz during the Greyhawk Wars. Its high priest is Abbot Roderick Docamald.
Heironeous' temples are decorated with blue and silver trappings, and often scenes of Heironeous triumphant in stained glass.
Heironean services and holy texts are all in the Old Oeridian language. Services to Heironeous include triumphant battle hymns, offerings to copper statues of the god, and the sharing of hearty, strengthening foods such as meat, full-bodied red wine (in moderation), and spiced, stewed, kara-fruit. The Tests of Valor Before advancing in rank, priests of Heironeous must clearly demonstrate their bravery, honor, and sense of justice. The exact nature of these tests varies, but they are revealed through prayer and divinely-inspired visions. They can range from tests of fortitude that can be completed within the temple to crusades against the forces of evil.
The church of Heironeous celebrates only a few major holy days, which usually mark the anniversaries of great battles, significant triumphs over evil, and visitations by the Archpaladin.
Newmass, celebrated on the first day of Fireseek, is when Heironeans celebrate the new year. They spend it reflecting on the past year and giving one another gifts. The Day of Just Rebellion. This holy day, held on the 18th of Coldeven, commemorates the battles fought to free Almor from the oppressive rule of the Great Kingdom. Justday, held on the 20th of Coldeven, is a time when each worshipper of Heironeous is expected to right some injustice. This can range from apologizing for minor misdeeds to attempting to liberate the Wild Coast from the Empire of Turrosh Mak. The Feast of Edoira. An interfaith celebration exclusive to the Domain of Greyhawk, Heironeans occasionally join Pelorians and Raoans in observing this holy day, which occurs on the 4th of Growfest. Fortnight's Feast. This two-week event lasts from the 25th of Wealsun to the 4th of Reaping, and celebrates the victories of the Heironean armies of the Kingdom of Aerdy over Nyrondal cavalry during the Battle of a Fortnight's Length. St. Ferrante's Day is observed on the last day of Patchwall (the 28th). The likeness of Ferrante is paraded about, candy is thrown at children, and much food is consumed. Valormight. Held on the 25th of Ready'reat, this holy day predates the founding of the Great Kingdom. Valormight commemorates a ten-month war in which Heironean forces are said to have been outnumbered six to one by Hextorians, yet still managed to confine the Hextorians to the lands east of the Flanmi River. Communion is observed on the 10th of Sunsebb. It is a day of quiet introspection.Heironeous and his half-brother Hextor were both born to Stern Alia, called the Shield Mother, goddess of Oeridian Culture, Motherhood, and Law. Alia had many lovers, and was often out visiting them even after the births of her sons. When Heironeous was born, his skin was anointed with a special salve called meersalm that made him virtually invulnerable. Hextor was not given this salve, and as a result he was always weaker in battle than his brother.
Even so, at first the brothers were not enemies, though their differing temperaments gradually became clear. When Savnok, a servant of the brothers, stole the armor of Stern Alia and used its power to set up a dictatorship in the mortal world, Hextor's instinct was to hide Savnok's body (after he had killed him with one of his mother's arrows), put the weapons and armor back, and pretend nothing had happened. Heironeous' instincts were to tell the truth to his mother and face the consequences, but his desire to protect his weaker brother caused him to uncomfortably acquiesce to the scheme.
As they grew older, their opposite natures made them rivals. Frustrated at his relative weakness, Hextor made a bargain with the Lords of Evil, gaining two new pairs of arms grafted on to his torso. From then on, he and Heironeous were equals in combat.
Initially, their rivalry was viewed as healthy for the Oeridian culture. The followers of the respective gods would struggle to outdo one another, to prove that their respective philosophies were superior. This would drive the culture as a whole to greater and greater heights. Since the Turmoil Between Crowns (437-446 CY), a civil war in the Great Kingdom of Aerdy, the faith of Heironeous has been marginalized there, powerful champions of Heironeous have defected to Nyrond and other neighboring states, and the two brothers have become patrons of different nations locked in hatred for one another.
What is probably the nadir of their rivalry is told in a secret myth known only to the highest echelons of the Chalice, a branch of the knights of Heironeous. Most believe the Chalice to be a powerful relic of Heironeous's faith kept safe by the Masters of the order. The masters of the order, the Lightning Councilors, know that the Chalice of Heironeous is actually the daughter of Heironeous, a young goddess-angel kidnapped by Hextor and given over to Dispater in order to shirk responsibility for his deed. The Chalice was founded a thousand years ago in order to find a way to rescue the Chalice and reunite her with her father [Player's Handbook II, page 170].
- #35Gods: Hextor
Hextor is the Oeridian god of War, Discord, Massacres, Conflict, Fitness, and Tyranny. The symbol worn and used by the followers of Hextor is a black, spiked gauntlet holding six arrows.
Hextor is often depicted as a hideous, gray skinned, six-armed humanoid bearing two large tusks jutting from its lower jaw wearing armor clad with skulls. He wields a weapon in each hand: a spiked flail, a battle axe, a battle pick, a longsword, a mace, and a falchion. His other form is that of an athletic young male, with dark hair and light skin.
Hextor is the half-brother and sworn enemy of Heironeous, and the son of Stern Alia. Another brother, Stratis, is mentioned in literature for the Chainmail miniatures game in Dragon #285, but he is deceased.
Hextor has a long-standing rivalry with Erythnul, from whom he took the portfolio of War. He also has longstanding enmities with Al'Akbar, Allitur, Delleb, Ehlonna, Fharlanghn, Hlal, Incabulos, Johydee, Kord, Kurell, Llerg, Mayaheine, Obad-Hai, Pelor, Pholtus, Rao, Rudd, Saint Cuthbert, the dragon goddess Tamara, Trithereon, Vatun, Zagyg, and Zodal. Hextor reserves particular animosity for his mother Alia, who failed to annoint him with the meersalm that provided Heironeous with his invulnerability. He has recently helped largely exterminate his mother's church in Medegia. Hextor sometimes finds Olidammara annoying, but tolerates him because of the Laughing Rogue's sense of humor.
Hextor is a strong, if sometimes uneasy, ally of Beltar, Bralm, Kyuss, Nerull, Wastri, and Wee Jas. He has come to an understanding of sorts with the Lords of the Nine and the orc and goblin pantheons. His priests often work alongside shamans of Bahgtru, Gruumsh, Khurgorbaeyag, Ilneval, Maglubiyet, and Nomog-Geaya. Hextor is believed to have formed bargains with Tiamat.
Hextor gained his extra arms from a group mysteriously known as the "Lords of Evil," and in return he works their will.
Hextor's realm is the citadel of Scourgehold on the plane of Acheron. There, Hextor presides over his legions as they train in the Great Coliseum.
The church of Hextor teaches that the world is a harsh, unforgiving place. The strong rule the weak, and power is the only reward worth having. Cruelty and mercilessness are necessary tools. Order must be forged from Chaos and law from anarchy, but order is meaningless without the will to enforce it. Tyrants are to be obeyed, and dissenters are to be oppressed or killed. Slaves must obey their masters. Scriptures
The Book of Hextor: This is the primary book of Hextor's church, telling of Hextor's youth and his decision to go to the Lords of Evil for boons that would help him against his unworthy brother Heironeous. The book is very old, most copies scribed in Old Oeridian. The Celestial Grindwheel: This is a very heretical set of scrolls written by a Hextorian monk a century ago, hinting that Heironeous and Hextor are actually two halves of the same being. The scrolls suggest that the battle between the two sides helps balance out the good and evil in the multiverse, thereby preventing the destruction of everything.Congregations of Hextorians can be found in Alhaster and especially throughout the North Kingdom, where Hextor's church is the official state religion.
Non-evil worshippers of Hextor embrace the security and order that the Scourge of Battle brings. They believe that only the harshness of Hextor's order can create perfect justice for all, and that these ends justify the means they use to attain them. However, they prefer educating nonbelievers first, and using force only when other means fail. They believe slavery is a necessary evil, the rock upon which civilization is built. They believe in properly caring for theirslaves butt insist that slaves obey the will of their master without hesitating or questioning. Clergy
The traditional dress of the clergy of Hextor are blood-red robes. Clerics of Hextor often work in cooperation with devils, sometimes under the patronage of Dukes of Hell. One example is Zbavra, a cleric of Hextor who is now part of Mammon's court. The titular head of the Church of Hextor is Grenell I, Overking of the North Kingdom. Affiliated Orders
The church of Hextor is supported by numerous religious-military orders, tracing their origins back to the church armies of the Great Kingdom. Some of the better-known orders are the Company of the Twin Shields, the Order of the Six Severed Hands, and the Gray Knights of the Great Skull.
There are also Hextorian fighting-monks, the most famous of which is the Brotherhood of the Gray Hand, which dedicated to the preservation of Oeridian culture and the destruction of an order of Heironean monks called the Order of the Glory Everlasting,
The faith of Hextor has historically been most concentrated in the Great Kingdom. The See of Medegia was ruled by a Hextorian cleric for a time, and according to legend an early Aerdi kingdom known as the Medegian Bladelands was dominated by Hextor's faithful.
Places dedicated to the worship of Hextor tend to be dark, bloody, and grim. The Cathedral of Hextor lies at the heart of Grenell's palace, the Cyst, in Eastfair. The imposing cathedral features statues of Aerdy warriors and superb stained-glass windows, friezes, and murals featuring scenes of historic battles of Oeridians against orcs, goblins, the Flan, and just about everyone else. Undead guardians have been placed throughout the building. The leaders of Grenell's orcish allies are admitted only rarely.
Other prominent cathedrals in North Kingdom include the Malachite Spires in Delaric, led by Patriarch Krennden, and the Basilica of the Scourge in Bellport, led by Patriarch Halldrem. Temples of Hextor tend to operate openly, working hand in fist with the laws of the land.
Hextorian services feature chanting, wind instruments sounding discordant notes, shouts and screams, and iron weapons striking against solid objects.
Hextorians swear mighty oaths in battle, such as "Strength in victory!" "Mercy is for the weak!" or "Death to the unworthy!" a not-so-veiled reference to Heironeous and his worshippers. The Feats of Strength Before a Hextorian priest can advance in rank, they must demonstrate their martial prowess and fitness to rule. The nature of these feats varies, but they are all revealed through prayer and divine revelation. They can vary from tests of endurance that can be performed within the temple walls to unholy crusades against the forces of Good.
Holy Days
Blooding. During the week of Growfest, Hextorians exibit their strength, fitness, and martial prowess, sacrificing the lives of war prisoners to feed their god. Others cut themselves, offering their own blood to Hextor. Discordsmight, celebrated on the 25th of Ready'reat, commemorates the struggle between the Medegian Bladelands and the followers of Heironeous. The church of Hextor teaches that this was a glorious victory in which the faithful pushed their boundaries all the way to the Flanmi River. Worshipers of Heironeous, however, celebrate a parallel holiday of Valormight on the same day, where they celebrate the fact that the Hextorians were unable to push past that river as a great victory for the forces of Good. The Fist of Eternal Malachite. Celebrated on Midwinter's Day, this holiday commemorates the battles that helped Hextorians gain ascendency during the Turmoil Between Crowns. In lands other than the former Great Kingdom, this day is a remembrance of battles fought in the name of the local ruler. - #36Gods: St. Cuthbert
Saint Cuthbert of the Cudgel, also called the Cudgeler,[2] is the combative deity of Wisdom, Dedication, and Zeal.
Rumored to have once been a mortal man, Saint Cuthbert is an intermediate deity. His alignment has been variously interpreted as lawful neutral (lawful good tendencies) and lawful good (lawful neutral tendencies). Saint Cuthbert hates evil, but is more concerned with law and order, with converting the uninformed, and preventing backsliding among the faithful.
St. Cuthbert takes many forms (including that of a common yokel or white-haired mustached man in plated mail) but in each one he is usually shown with a bronzewood cudgel.
Saint Cuthbert is a foe of many evil deities, including Iuz and Vecna. He also has an intense rivalry with Pholtus.
Saint Cuthbert is strongly allied with Rao. Rao may have originally brought the saint to Oerth from another world. He is an ally of Delleb, Heironeous, and Pelor as well. His worshipers get along well with those of Lendys.
When they shed their mortal coils, those who worshiped the Saint in life go to Saint Cuthbert's divine realm, called the Basilica of Saint Cuthbert or the Bastion of Law. This realm is in Arcadia. Souls there act as silent observers while the saint gives out judgments from his Seat of Truth. Saint Cuthbert seldom leaves his plane unless some great duty calls him forth.
Scriptures
Saint Cuthbert and Common Sense. This short book, normally no more than thirty pages long, uses simple language to explain the tenets of Saint Cuthbert's faith. Some personal interpretation is permitted, but the essentials (obey the law, be good, and use common sense) remain the same. Those who fail at living up to the Saint's virtues are advised to turn to their communities for advice and support, and to pray to Saint Cuthbert to clear up their confusion. Copies of Saint Cuthbert and Common Sense are normally handwritten in easy-to-read letters, sometimes with simple drawings. Gilded illuminations and elaborate calligraphy are not in harmony with the Cuthbertine aesthetic. Tales of the Vulgar Fool. This book is considered foul heresy in the eyes of Cuthbertines, particularly the Order of the Stars, who try to suppress it whenever it is encountered. It takes the traditional Cuthbertine parables of the Wise Fool and twists them so that instead of overcoming his problems with common sense, he indulges in thievery and lechery. Non-Cuthbertines see these stories as humorous parodies of uptight Cuthbertine homilies, but the church does not approve. A small minority of the faithful take the Tales of the Vulgar Fool to heart and incorporate their "advice" into their lives, and this is the sort of thing the Order of the Stars tries to stamp out.Cuthbertines (that is, worshipers of Saint Cuthbert) are most prevalent in the central Flanaess. The Saint has churches in Dyvers, Furyondy, the Gran March, the Free City of Greyhawk, Keoland, Perrenland, the Shield Lands, Tenh, the Principality of Ulek, the County of Urnst, the Duchy of Urnst, Veluna, and Verbobonc.
On other planes, Saint Cuthbert is the most favored god of the Harmonium faction, who appreciate the god's uncompromising nature. The current leader of the faction, Faith, is a cleric of Saint Cuthbert. Clergy
Saint Cuthbert's priesthood is divided into three major orders.
The Chapeaux, whose symbol is a crumpled hat, seek to convert people into their faith. They are equally divided between lawful good and lawful neutral characters. Paladins of Saint Cuthbert, known as Votaries or Communicants, have an honorary position in the Order of the Chapeaux. Their role is not just to convert others, but to actually fight enemies of the faith. The Stars, whose symbol is a starburst, seek to enforce doctrinal purity among those already dedicated to the saint. Most are lawful neutral, and they do not shy from using mind-reading magic in order to ensure that even the private thoughts of their flock are pure. The Billets are the most numerous of Saint Cuthbert's clergy. Most are lawful good, and they seek to minister to and protect the faithful. These are well-beloved by the common folk. Their symbol is a wooden club. The Chapeaux often come into conflict with the Billets because the former order wants to seek new converts while the latter wants to care for the worshipers they already have.There are a few lesser-known orders of St. Cuthbert.
L'Ordre de la Croix-Rose Veritas[3], also known as the Order of the Rosy Cross of Truth or the Order of the Rosy Cruciform[4], was founded in 587 CY, after the Greyhawk Wars. It was founded by Ormus, a former priest of Rao, recently converted to Saint Cuthbert's faith. When Ormus discovered an evil warlord had been corrupted by a devil in disguise, he founded the new order to track down other devils living among mortals in disguise. The order has three branches: La Croix-Vert (the priestly branch), La Croix-Blanc (the military branch), and La Croix-Bleu (wizardly/arcane branch). There is also a clandestine, undisclosed branch known as La Coix-Noir (the rogue/thief secret strike force.) The order is based at l’Abbaye de la Croix Glorieuse in the Vesve Forest. The order enlarged and strengthened a great deal from 587 - 591 CY and began to expand into Gran March, the Principality of Ulek and County of Ulek, as well as the Duchy of Urnst and County of Urnst. The Society of the Sanctified Mind focuses on ridding the world of evil psionicists. It was founded c.565 CY ("thirty years ago" before publication in 595) by a cleric of Saint Cuthbert named Sir Jeremy Costineux,[5] after his home village was enslaved by illithids. This society is a knightly order rather than a strictly religious one, and people of a wide variety of character classes belong to it.Saint Cuthbert's churches can be large cathedrals, but most commonly are wayside shrines and small, rude chapels.
The monastery-fortress of St. Cuthbert in the canton of Clatspurgen, Perrenland was the center of resistance to Iggwilv's tyranny between 481-491 CY, protecting the valley through which the Velverdyva river left the realm.
Holy days
Saint Cuthbert's Day. Celebrated on the 4th day of Growfest, Saint Cuthbert's Day is the largest festival celebrated by Saint Cuthbert's church. It involves locals and pilgrims gathering at a city's gate at dawn and parading and singing along a major road until they reach the local shrine or temple. Children swipe at everyone within reach with switches in a custom known as "the cleansing." At their destination, a cleric brings out a replica of the Mace of Cuthbert and there is a great feast from noon until dusk, and then a bonfire from sundown until midnight that the faithful believe can remove curses and misfortune. Breadgiving Day. This is a new event that began only after the Greyhawk Wars, originally as a charitable event for refugees. Subsequently it has become a day dedicated to feeding the hungry in general. Cuthbertines take the opportunity to preach, gain converts, and provide security for the event. The faiths of Pelor and Rao also participate.Saint Cuthbert wields a powerful artifact called the Mace of Cuthbert. Other magic items associated with Saint Cuthbert include the cudgel that never forgets and the tabard of the great crusade.
The Saint Among Us. This is a story of Saint Cuthbert's origins as a mortal shepherd who lived a simple, blameless, charitable life long ago, who was rewarded by the gods by being brought to Oerth where he walked the world as a holy man teaching evil the error of its ways. Eventually he became a god; the tale attempts to guide others by example. Parables of the Wise Fool. The dogmatically correct stories that the Tales of the Vulgar Fool work of heresy is a parody of, these stories involve agriculture, animal husbandry, crafts, fending off beasts, fighting, and other common activities. The protagonist, the Wise Fool, is normally portrayed much as Saint Cuthbert is, as a young or middle-aged man with a crumpled hat, who shows up well-meaning but self-important antagonists with simple common sense. Many of the most common sayings used in the Cuthbertine faith are attributed to the Wise Fool. These books are often illustrated, and simple paintings of the Wise Fool are common on rural chapels and the like. The Boy Who Cried Wolf. This story, possibly brought by Saint Cuthbert himself from another world, tells of a shepherd boy who tells lies about a wolf attack and is consequently not believed when a wolf actually attacks. A variation of this story is "The Boy Who Cried Orc." - #37Gods: Vecna
Vecna, pronounced /VEK-na/,[1] has been named as one of the greatest villains in the Dungeons & Dragons roleplaying game.[2][3]
Originally from the World of Greyhawk,[4] Vecna was described as a powerful wizard who became a lich.[3] He was eventually destroyed, and his left hand and left eye were the only parts of his body to survive. Even after he achieved godhood[3]—being a member of the third edition's of D&D gods (the pantheon of Oerth)[5]—he is still described as missing both his left eye and left hand. Vecna's holy symbol is an eye in the palm of a left hand.
Vecna's "right hand man" and then ultimately his betrayer is Kas the Bloody-Handed, a vampire whose sword, the Sword of Kas, is also an artifact.
Vecna is usually depicted as a powerful magician resembling a desiccated corpse missing his left hand and eye. A constant theme in the adventures in which the character appears is Vecna's never-ending quest for power, ending, should he succeed, with Vecna as the only deity in existence.
Vecna was born as a human, centuries ago as a member of the untouchable caste in the Flan city of Fleeth on Oerth. He was initially trained by his mother, Mazzel, in the art of magic, before she was burnt at the stake by the government of Fleeth for practicing witchcraft[note 1] According to Uhas of Neheli in the Chronicle of Secret Times,[6] this was due to direct tutelage by Mok'slyk the Serpent, believed to be the personification of arcane magic itself. However, see minor differences in this lore in The Vecna Dossier below.
Nearly one thousand years after his birth, Vecna, now a lich and ruler of a great and terrible empire (in the Sheldomar Valley, centered near the modern-day Rushmoors), laid siege to the city of Fleeth with an army of arcane spellcasters and undead. Legend has it that Vecna was nearly slain in this battle by clerics channeling the power of Pholtus, the god of light. The clerics unleashed a great burst of light, which hit Vecna primarily on his left side. Vecna was rescued and brought to safety by one of his wizard generals, a cambion named Acererak (who would one day himself become a mighty demilich).
Vecna eventually recovered. On the verge of conquering Fleeth, the officials of the city came before him to beg for mercy. They offered up the entire city and her wealth if only Vecna would spare the lives of her citizens. When Vecna was not satisfied, the officials offered their own lives. Vecna gave one of their number, Artau, and his family, over to his lieutenant, Kas, who spent the entire day torturing and murdering them before the other officials. Still unsatisfied, Vecna slaughtered all within the city, and had their heads stacked before the officials, with those of their family members prominent. Vecna then granted his mercy, granting the officials leave to depart and promising them his protection for the rest of their lives.
At his empire's height, Vecna was betrayed and destroyed by his most trusted lieutenant, a vampire called Kas the Bloody-Handed, using a magical sword that Vecna himself had crafted for him, now known as the Sword of Kas. Only his left hand and his eye survived the battle, perhaps because of the previous events in Fleeth.
Vecna has few allies, and countless enemies. In second and third editions, his greatest and perhaps only true ally is the mysterious entity known as the Serpent. In fourth edition, the Open Grave book introduces Osterneth, the Bronze Lich, as the mightiest servant of Vecna. The famed cambion lich, Acererak, once served Vecna, but the status of their relationship is unknown.
Among Vecna's staunchest foes are Kas, Iuz, Saint Cuthbert, the Lady of Pain, Pholtus, and the Circle of Eight. He is also opposed by the Old Faith and the Silent Ones.
In fourth edition, Vecna's main foes in the realm of death and undeath are Kas, Orcus and the Raven Queen (though he would rather she rule the dead than Orcus). Among the gods, Ioun is something of Vecna's antithesis, for she would share with the world all the knowledge he would keep secret.
- #38Gods: Pelor
Pelor (PAY-lor) is the god of the Sun, Light, Strength, and Healing. He is known as the Shining One, and the Sun Father. He is known as the creator of much that is good. His holy symbol is a face in a sun.
A Flan deity, Pelor is worshipped throughout the Flanaess, and on other worlds as well. He rides a mighty ki-rin named Star Thought, summoning eagles and destroying evil with bolts of light. He is depicted as an older man with wild golden hair and beard, dressed in robes of shining white. Other aspects
Pelor was known as Sol by the early Oeridians. The Solnor Ocean is named for him. Among the Bakluni, Pelor is known as Al'Asran.[2] Al'Asran is said to have granted the legendary Cup and Talisman to Al'Akbar. Among the Flan nomads of the Bright Desert, Pelor is known as Aurifar.[3]
A number of Pelor's followers have achieved deity or near-deity status, the most popular being Mayaheine, demigoddess of Protection, Justice, and Valor, and Saint Bane the Scourger, patron saint of those who hunt the undead. Another saint, Saint Jalnir the Gentle, was a half-orc priest. Saint Benedor of the Ashen Hand, patron of the Knight Protectors of the Great Kingdom, was a famous Pelorian paladin and remains greatly revered by the Sun Lord's faithful. Saint Pentival was a foe of Acererak.
Among the other gods, Pelor is allied most closely with Mayaheine, and very closely allied with Rao as well. Pelor's other allies include Heironeous, Saint Cuthbert, Pholtus, Tamara, Trithereon, and Zodal. Pelor's priests have been known to help mediate disputes between St. Cuthbert's followers and Pholtus's. Pelor is friendly to good-aligned nonhuman deities such as Corellon Larethian, Moradin, and Garl Glittergold, and is especially friendly to those with an agricultural or solar aspect, as Yondalla has.
Pelor opposes all evil deities and his followers avoid neutral deities with teachings counter to Pelor's. Pelor particularly loathes Tharizdun, having played a role in the Dark God's imprisonment, and Nerull.
The Fortress of the Sun, once known as Light's Blessing, is Pelor's realm in Elysium. Pelor's domain, once a vast manor surrounded by orchards, vineyards, and farmland for miles, is now (since he assumed a more martial aspect during the Greyhawk Wars) a gold-plated citadel that forms a beacon atop the largest island of Elysium's layer of Thalasia. It's said the sun there warms the hearts of the good and illuminates the secret acts of the evil.
In fourth edition, Pelor's realm is known as Hestavar, the Bright City. It is described as a metropolis made of precious stones and metals built on islands of earth hovering above a bright lagoon. There, Pelor dwells with a non-Oerthly goddess in the golden palace of Aurosion. Dogma
Pelorians believe that the life-giving sun is the best cure for all of Oerth's ills. Justice and freedom are brought about through charity, modesty, perseverance, and self-sacrifice. Pelor's priests teach that the truly strong don't need to prove their power. Pelorians strive to perform so many good acts that evil has no room in which to exist, though they will fight if necessary. Pelor is wrathful against the forces of evil, and is especially opposed to the undead. However, Pelor urges his followers to remember that excessive attention to things of evil can blind one to the truly important things: compassion and goodness. These are what must be emphasized above all.
Pelorian dogma has it that the energy and power of life originates in the sun. Scriptures
In the Sun Father's Hand is a controversial text accepted at present by only a handful of Pelorian temples. It was written about 476 CY by a woman named Tephos. Tephos was not a priest, but she believed herself to be Pelor's chosen representative on Oerth. Somehow she performed miracles, including curing an entire village of plague, before writing about her beliefs and vanishing in front of her disciples in a flash of golden light. Tephos taught that all property should be held communally, that society should return to a more "natural" state like that assumed to exist before the spread of civilization, and that clerics were unnecessary; Pelor could intervene directly instead. Most branches of the Pelorian faith consider Tephos to be gifted but delusional. The Light of Pelor is the most common Pelorian holy book, beginning with Pelor's creation of the sun and telling of how Pelor instructed the first mortals. Some turned against his teachings, thus creating evil, and this evil spirit has waxed and waned over time. Some versions portray Pelor as the sun (Liga) itself, rather than its creator, and tell of Pelor's attempts to win back those who have strayed from his light. The Light of Pelor only has minor variations in it, and all are considered canonical, despite these small discrepancies. The book is often enchanted to glow with a soft solar radiance when it's closed, and some versions are gilded.Worshipers
Pelor is a popular deity, much-beloved by the commonfolk. He is particularly revered in the Bright Lands (as Aurifar), among the Rovers of the Barrens, in Dyvers, Geoff, the Free City of Greyhawk, Nyrond, Perrenland, Sterich, Sunndi, Tenh, and Urnst (both the Duchy and the County). In his Baklunish aspect, Pelor is one of the major deities of the nation of Ekbir. He is worshiped on at least one other world, the homeworld of Mayaheine. The Prelacy of Almor was founded by a paladin of Pelor after the Battle of a Fortnight's Length, and though the nation became ruled by an ecumenical council, it remained the greatest center of Pelor's faith until Almor was destroyed during the Greyhawk Wars.
Although Pelor's church has a few heresies and schisms, the head priests of his powerful temples are in contact with one another and with the religion’s overall leadership. If the secular leaders of one nation place an onerous tax on Pelor’s temples, word will spread through Pelor’s hierarchy. Other nations might be persuaded by their Pelorians to apply diplomatic pressure to get the tax repealed. Clergy
Pelor's clergy heal the sick, bless crops, help the needy, and destroy evil and the undead. They are caring and nurturing, with backbones of steel. The Pelorian priesthood attracts many naive youths to his service, but training is rigorous enough to send many of them back to their farms. Pelor's elite priests are called Radiant Servants. Pelor's favored weapon is the mace (heavy or light). Vestments are typically yellow or gold. Druids
Pelor is served by a small number of druids, who behave in ways similar to his clerics, but with a greater emphasis on the care of plants and animals. They usually associate themselves with settlements rather than living as hermits, aiding the community with their hands, spells, and animal companions wherever they can. They are considered to have priest status within the Pelorian church, though they have a separate hierarchy. Pelor is also worshipped in the Old Faith, where he is considered the god of summer. Paladins
Pelorian paladins, known as Crusaders, are rare, having appeared in large numbers only since the Greyhawk Wars. They are about as common as Mayaheine's paladins, though the demigoddess's church is much smaller than Pelor's. Pelor's paladins see themselves as the burning light of the sun which scours away darkness and evil and brings strength and comfort to the innocent. Though uncommon, they can be found in nearly every nation in the Flanaess, their dress varying according to the local culture. They are most common in Nyrond, the Urnst States, and the Sheldomar Valley.
Crusaders believe that laws are helpful, but that they are at best a secondary goal and must be tempered with mercy. Their slogan is Equity for the Meek with Perseverance and Strength.
When not in formal dress, Crusaders favor light-colored tunics, particularly sky blues, pale greens, or grays. Some dress in commoner's clothing, especially when serving as community healers or in disguise. On formal occasions, they wear a black cloak emblazoned with the symbol of the sun. They blend into the darkness, only the shining symbols visible to their foes.
An ancient order of Oeridian paladins predating the Great Migrations, the Lords of Sol, are now extinct, but their history is closely bound to that of the Aerdi tribes who founded the Great Kingdom. By the time of the Migrations, Hextor and Heironeous had gained greater popularity and largely subsumed the traditional roles of the Lords of Sol. Rituals
Pelor's services involve communal prayer, the singing of hymns, and the distribution of alms. Prayers to Pelor are often affirmations in the first person, for example, "I am merciful, just as the Sun of Mercy shines on me." Weddings and rites of passage often take place at the beginning of a new season. Farmers often request a ritual known as the Blessing of the Sun-Kissed Field. Temples
Pelor's temples are tall, with large windows; many are stained-glass cathedrals. They are arranged so that the sun shines into most of the rooms during the day, and many feature large courtyards. They tend to be airy and blindingly white. Temple trappings are typically yellow or gold. They are always kept clean. Many Pelorian temples have hospital wings. Holy days
Pelor's major holy days generally take place on the solstices and equinoxes of the Greyhawk calendar.
Breadgiving Day. On this day, taking place on the fourth of Needfest (the Winter solstice), Greyhawk's clerics of Pelor, Rao, and Saint Cuthbert distribute food to the poor. The Feast of Edoira. The Pelorians of Greyhawk also join Raoans in this interfaith celebration, occuring on Growfest 4. Midsummer's Day. This day, also known as the Holy Day of Pelor, takes place on Richfest 4, the day of the Summer solstice.Relics
Famed relics of Pelor include the maces called Dawnstars and the holy symbols known as the Shards of the Sun. Both are described in Complete Divine.
An artifact of Pelor's is hidden in the Caves of Deadly Shadows.
There are four Dawnstars. They were gifts from Pelor to four solars who rescued a paladin from the bowels of Hell. The Shards of the Sun are described in Pelorian holy texts as "Pelor’s gift,which I carry into darkness—a sun that never sets." Ajira's Rod is a relic of a legendary paladin called Ajira. Some of his bones were placed in the hilt of his mace, becoming the relic. It glows, removes disease, and regenerates its wielder. Ronnam's Icon was named for a Pelorian cleric who had been apprenticed to a smith. He created his holy symbol itself; it was flawed, a crude thing of mere bronze, but he wore it as a rebuke to those who revered only beauty. The icon has special qualities against undead, and its solar rays can turn into gold to use to feed the needy. It has been lost since 594 CY, when the cleric Devlim Handorgan disappeared on a raid in the lands of Iuz.Myths and legends
Parable of the Hungry Man. This myth tells of a man who was driven to crime out of a combination of desperate poverty and foolish pride. His community forgave him and fed and clothed him when his perfidy was discovered. Punishment of the Undead. This myth tells of the origin of vampires, said to have been cursed by Pelor after turning from his light to the pursuit of evil magic. The myth suggests that Pelor would forgive them, if only they would ask. Gift of Eternal Light. This is an epic saga of an ancient kingdom threatened upon by mortal, demonic, and undead evil. Though sorely tested by their foes, the people of the kingdom had their morale restored each morning at the sight of the rising sun. In a climactic battle, the sun's rays helped defeat the demons and undead, and the Pelorians were victorious. An interesting detail is that this myth claims the sun's rays are the spirits of the righteous, a claim that no other Pelorian texts makes. - #39Gods: Iuz
Iuz is the demigod of Deceit, Evil, Oppression, Pain, and Wickedness. Iuz is variously called "the Old One" and "Old Wicked" among other titles. Unlike most Greyhawk deities, Iuz makes his home on Oerth, where he rules a broad swath of the Flanaess known as the Empire of Iuz. His symbol is a grinning human skull, or a human skull with blood-red highlights.
Iuz was originally a strikingly handsome cambion. In the epic battle that resulted from Graz'zt striking out against Iggwilv in a bid for freedom, Iuz's handsome form was split into two "halves." He can either appear in the form of a gnarled, old human male, or as a bloated, red-skinned demonic figure. In his demonic form, he is seven feet tall, with reddish skin, pointed ears, and long, steely fingers. In his human form, he is barely five feet in height, and can attack with a disgusting spittle that withers all that it touches.
Iuz is the cambion child of the demon prince Graz'zt and Iggwilv, the so-called "Witch Queen of Perrenland." He is an ally, and sometimes lover of, Zuggtmoy, Demon Queen of Fungi, who keeps his soul amulet safe in her layer of the Abyss. His half-sister Drelnza, a vampire daughter of Iggwilv, was slain by adventurers.
Iuz is the maternal grandson (by adoption) of Baba Yaga, and through Graz'zt, the half-brother of Athux, Thraxxia, and Arzial. He is also related, through his father, to the demon lords Pale Night, Lupercio, Rhyxali, Vucarik of Chains, and Zivorgian.
Iuz is allied with Graz'zt and Pazuzu, who he must deal with to summon demonic minions in any great numbers. He deals carefully with Lolth, but has no formal alliance with her. Thus far, they seek to dominate very different territories.
Iuz has many enemies, notably Vecna, Saint Cuthbert, Zagyg, and the Horned Society. He hates Keoghtom, Kelanen, Heward, and Murlynd for aiding in his imprisonment, and hates Bigby, Neb Retnar, Quij, Robilar, Riggby, and Tenser for trying to kill him.
Iuz rules from "blood-black Dorakaa," the City of Skulls.
The strong should exploit the weak, for such is their right. Deceit and guile are the proper tools of the enlightened ruler. Iuz, who is the strongest and most deceitful of all, is the rightful and destined ruler of all of Oerth. The infliction of pain and suffering is a delight comparable with none other. No atrocity committed in the name of Iuz is so sickening, no trick so cruel, that it does not meet with the Old One's approval.
The worshippers of Iuz seek to further the expansion of their master's empire. Outside the Empire of Iuz, his worship is uncommon and usually suppressed by the local government. Even if a community espouses tolerance toward the Iuzian creed, his followers prefer to remain a secret, as befits the worshipers of the god of deceit. Clergy
Clerics of Iuz are commonly known as Liars or Oppressors among the faithful. These titles are accepted as the honor it is intended to be; the twisted culture that Iuz cultivates considers these words to be flattering. Often they are multi-classed wizards or fighters.
Iuz's clergy believe in the survival of the fittest, and so battle one another as often as they battle the enemies of their lord. They travel the Flanaess in disguise, seeking powerful magic and captured creatures of great good (or simply their skulls) as trophies to prove their worthiness. They adopt inconspicuous garb outside the Empire of Iuz, but among the faithful they dress in rusty black or white streaked with rust-red stains of blood. Some adorn their robes with bones. Most learn to use greatswords, though whips and flails are greatly approved of for their ability to inflict pain. The Boneheart
Main article: Boneheart
The Boneheart is divided into two tiers, the Greater Boneheart and the Lesser Boneheart. Each tier is populated by six evil spellcasters who use their magic to serve the will of the Old One. Among them are the high priestesses Althea and Halga, who at the top of Iuz's priestly hierarchy. He once had a High Priest, Patch, who was destroyed by the armies of Furyondy during the Greyhawk Wars. The Boneshadow The Boneshadow are spies and secret agents. They are six in number: Obmi, Keak, Gleed, Sunifarel Brightrobe, Griswald Hairhand, and Lord Dorag.
The Old One builds great temples to himself within his empires, but elsewhere his places of worship are small and secret things. Iuz's temples and shrines must be old, filthy, and dark. His altars are built of bones and include many skulls.
In forbidding wilderness terrain, far from the eyes of the forces of Good, Iuz maintains sites for mass rituals, sacrifices, and other foul deeds.
The ceremonies of Iuz include the burning of dung and other noxious substances, the beating of drums, and the clang of bronze bells. Blood sacrifice is practiced as often as practical, in as painful and horrific manner as the priests' creativity allows.
Iuz was conceived around 460 CY, shortly after his mother Iggwilv imprisoned the demon lord Graz'zt. He first came to prominence in 479 CY, when the handsome youth gained control of a petty fief in the Howling Hills. Ostensibly beholden to Furyondy, in practice it was independent. It had been left to Iuz upon the death of his "father," a human ruler who had supposedly claimed that Iuz was his son. Almost immediately, Iuz transformed his estate into an armed camp, and began cultivating alliances with the other local lords. Using cunning and guile, Iuz manipulated his "allies" against one another and against stronger opponents, weakening all of the cambion's rivals. Slowly Iuz's forces increased in size as humans and orcs gathered under the the banner of the Child of the Evil One. The humans cared little for the orcs, but they liked how their opponents feared the orcish shock troops. Goblins, similarly, began rallying to his cause as well. By 480 CY, Iuz had earned the title Lord of Pain as his conquest began against his weakened neighbors. The atrocities he committed during these early campaigns made it clear to all who witnessed those battles that whoever his parents were, Iuz certainly had no humanity. Before long, Iuz controlled three neighboring fiefs in addition to his original one. King Avras III of Furyondy called his southern nobles for aid against the warlike upstart, but the nation fell into internal squabbling and in the end did nothing to restrain the cambion's ambitions.
Iuz's true mother Iggwilv was conquering Perrenland at the same time, but she found time to aid her son with her magic. Iuz, as a marquis cambion, had magic of his own that he used to great effect in intimidating his followers and enemies. Soon Iuz's capital of Dorakaa had become a charnel house, with a road made from the skulls of the young leader's enemies leading up to it. Watchtowers built along the road by chained slaves were used to burn the the living flesh of prisoners en masse. By 500 CY, Iuz had conquered the westernmost Bandit Kingdoms and named the city of Molag his "summer capital." As far away as the Principality of Ulek, contingency plans were drawn up in case Iuz should invade.
In 491, Iuz was present at his mother's court when his father Graz'zt made his bid for freedom. Iggwilv had, at Graz'zt's suggestion, decided to use her pet fiend Tsojcanth to seal an ever-growing hole leading to the Abyss. Tsojcanth rebelled unexpectedly, and as Iggwilv was recovering from his attack, Graz'zt attacked as well. Caught between the uncontrolled magic of both his parents, Iuz was inadvertently split into his human and fiendish halves. From then on, Iuz's once-handsome visage resembled a withered old manikin or a bloated, bestial-faced demon. He took the former form when he wished to put his supplicants at ease, and the latter when he wished to intimidate his foes.
Although Graz'zt was ultimately banished, Iggwilv's powers were exhausted by the melee, and she retreated to other worlds to recover. Without his mother's magic, The progress of Iuz's empire slowed, though it did not stop.
Iuz began the process of transforming himself into a deity, gathering powerful wizards or extra-planar beings beneath the Soul Husks Caverns in the Howling Hills. With horrific magics, he drained them of their power, incorporating them into his own being. He also cultivated an alliance with Zuggtmoy, the demon queen of fungi, laying the foundations of what would become the Temple of Elemental Evil.
In 505 CY, Iuz was captured by the wizard Zagig Yragerne and his allies. Along with eight other demigods, he was incarcerated in Zagig's Godtrap beneath Castle Greyhawk until released by Lord Robilar in 570 CY. In the cambion's absence, several "false Iuzs"—illusionists, demons, and demodands with delusions of grandeur—began dividing the empire between them. Further south, the landholders of Iuz's former lands dedicated themselves to the worship of Nerull, Anthraxus, and the Lords of the Nine.
In the meantime, the orcs of the northlands had named him the Old One, and their worship helped increase the demigod's power. Loyal and opportunistic humans joined the cult, and soon some were rewarded with clerical powers in spite of their patron's imprisonment. Uneasy with the growth of Iuz's faith, the southerners joined together to form the Horned Society, making Molag their capital.
In the next half-century, the cultists of the imprisoned Iuz had eliminated their rivals in Dorakaa and established a tenuous peace with the Horned Society to the south. In 570, Robilar, his orcish henchman Quij, and the priest Riggby ventured to the Godtrap at Mordenkainen's urging. Using magics Mordenkainen had given them, they freed Iuz with the intent of slaying him. Tenser, Bigby, and Neb Retnar showed up shortly thereafter, and a six-against-one melee ensued. Bigby might have crushed the weakened Iuz to death using his famed Hand spells, but Iuz's magic lashed back at him, leaving Riggby catatonic for days and turning Neb Retnar to evil.
Iuz returned to Dorakaa, slaying impostors, dissidents, and those whose bodies exploded particularly entertainingly, their skulls adding to Iuz's grisly road. Iuz established himself as a living god, and the Oerth trembled.
Though aware of the return of his nation's old foe, King Belvor IV of Furyondy ignored it at first, concentrating on uniting the quarreling factions within his own country. Iuz, for his part, spent some time ensuring he had absolute mastery of his kingdom before doing anything else.
Showing 39 of 39
1 file
- .pngpng_cardspec 2.0
1.1 MB684×1000first seen a8e07c70c3037e34
version main
Opens with the tab.