Saturday 1 February 2020

History of the North, Part 3: The Rise of Iggwilv and Iuz (446 to



The Forgotten North
The North lay forgotten. The South was beset by turmoil. It was mired in petty wars. It had little interest in the goings-on of such remote regions; besides, what if banditry plagued it, what if petty kingdoms had sprung up across its breadth? If people lived there. It was too vast and too cold and too far away to be of any concern.
Had they taken the time to concern themselves; because if they had, then maybe, just maybe, they would have been able to stem the tide of horror and misery that would eventually sweep across the whole of the Flanaess. But such is hindsight.

446 CY
Far from the North, the South Province seceded from the Great Kingdom. This may seem a small thing to the North, and it was, but it having done so shifted the attention of the Great Kingdom eve further away from the North’s continued stability.
After the withdrawal of Nyrond from the Great Kingdom, the slide became precipitous. Buffoons and incompetents sat upon the Malachite Throne, and their mismanagement split apart the Celestial Houses. This period of degeneration culminated in the Turmoil Between Crowns, when the last Rax heir, Nalif, died in 437 CY at the hands of assassins from House Naelax. The herzog (great prince) of North Province, Ivid I, then laid claim to the throne. The herzog of South Province, Galssonan of House Cranden, broke with Rauxes and joined a widespread rebellion in the south. Years of civil war ensued, and only the intercession of dispassionate houses such as Garasteth and Darmen brought about the final compromise.
The tyrannical Ivid I assumed the Malachite Throne at the price of granting greater autonomy to the provinces, notably Medegia, Rel Astra, and Almor. The recalcitrant herzog of South Province was quickly deposed and replaced by a prince from House Naelax, who sought immediately to bring the southern insurgents back into line. In 446 CY, the herzog granted an audience to representatives of Irongate, who went to Zelradton to air their grievances. The offer turned out to be a ruse, and the ambassadors were imprisoned, tortured, and executed for Overking Ivid's enjoyment. The whole of the south arose again in violent rebellion, and one year later formed the Iron League and allied with Nyrond. [LGG - 24]

450 CY
Dunstan I of Nyrond realized that once the The Great Kingdom had finally stabilized, he would need allies. His borders needed to be secure. But mostly, he would need allies to come to his aid when called. Who better than those who had recently seceded for its tyranny?
He called the Great Council of Rel Mord, and representatives from Almor, the Iron League, the Duchy of Urnst, and Greyhawk arrived to treat with him. They did, but there was a cost. He need withdraw Nyrondal troops from the Pale and the County of Urnst, for those who would ally with him would not do so if he too occupied lands not his, for they would not throw off the yoke of one Overking only to treat with another. They came to an accord, and roundly condemned the Great Kingdom.
By 450 CY, Aerdy had survived two distinct civil wars. Ivid and his court had defeated their enemies in the aristocracy, and had entrenched themselves in the empire's political machine. With a stabilized foe, Dunstan realized in his old age that he still needed willing allies, should Aerdy take the offensive. In Harvester, he called the Great Council of Rel Mord. Delegates from every Nyrondal principality and subject state attended, as did representatives from Almor, the Iron League, the Duchy of Urnst, and even Greyhawk. After a month and a half of negotiation, Dunstan the Crafty withdrew Nyrondal troops from the Pale and the County of Urnst, and realigned the internal borders of his subject lands. Furthermore, he publicly threw his considerable support behind the Iron League, and rebuked the Great Kingdom of Aerdy as a "corpulent reanimated corpse, spreading contagion and sorrow to all that it touches."  [LGG - 77,78]

Swift Justice
From its “Emancipation,” The Theocracy of the Pale was not a tolerant land; indeed, it never had been. It chaffed under the lack of self-determination and freedom they themselves denied any who didn’t proscribe to their narrow view: that was only one god, Pholtus, henceforth known as The Blinding Light, and that there was only one Truth and that was His. Nyrond saw otherwise, and had seen fit to exert their authority to that effect. The Theocracy determined that no other authority would supress their Truth again. They were the Chosen of The Blinding Light, selected by the god Himself, and governed by His priests. His Word was Law, and woe to those who deviated from His path. The Theocrat demanded that an “Inquisition” be enacted, heretics were rooted out, imprisoned and even slain. Those not of the faith were discouraged from entering their domain, lest they spread their false gods among the faithful. Judgement was always swift when “under the Question,” for the defendant was always considered Sinful until proven Innocent.
Not all were pleased with the Council of Nine and its inquisition. A splinter group rebelled against Wintershiven, claiming that faith was a personal path, not to be interfered with by the State and the Council. The Council saw the matter differently. They swiftly put down the heretical clerics with a division of the army personally led by three members of the council. And thus the Church Militant was born, the paramilitary body of warrior priests responsible for ensuring the purity of doctrine and safeguarding church properties, especially the Basilica of the Blinding Light.
They and the Council did not always see eye to eye.

453 CY
The North has always been a place of mystery. Its seas are adrift with archipelagos of ice. Its shores burn. And there were wonders there that few had seen, let alone explained. Some sought to. One of those was Sormod, who mounted an expedition to the Land Beyond the Black Ice.
Some years ago a fragmentary document was recovered from Blackmoor Castle which gave substance to the widespread accounts of a land “beyond the black ice where the sun never sets.” While a firm description of the land itself was lacking, the parchment gave explicit directions for finding it among the wastes of the Black Ice. This information fell into the hands of one Sormod, a merchant and adventurer from Perrenland who was visiting Eru-Tovar, where the parchment surfaced for sale at the bazaar. The romantic Sormod mounted an expedition as soon as he could gather the backing, and departed from Dantredun in Richfest of CY 453. [GA - 100]

460 CY
Beyond the Black Ice
Was Sormod successful. Yes and no. He and his party explored further than had anyone from the Great Kingdom ever had before. They discovered that others had already broken the trail they followed. What they found there was beyond all expectation. And as one might expect, they found greater dangers than they had expected, as well. 
In CY 460 there surfaced in the city of Greyhawk a volume purporting to be the personal journal of one Henriki Ardand, the expedition’s magician. Whether true or false, it is a most marvelous tale. Henriki tells of the difficult passage over the sooty ice, where the expedition was endangered by subterranean hot springs of the same sort that underlie Blackmoor. These apparently weaken the ice and make passage over it a risky business, apt to result in a sudden downward drop as a cavern collapses under the weight of travelers. In places too, there are small volcanoes, which blacken the snows newfallen on the ice. Between these dangers and the jumbled areas of collapsed ice, as well as certain “iceworms” (most probably remorhaz) and the hostile dark-furred bugbears of the region, the progress of the expedition was rather slow and several members were lost or refused to go on. At last, however, they reached a range of low peaks jutting just above the ice as their directions had described. What greeted them on the other side must first have appeared to the surviving members to be a paradise. Henriki calls it the Rainbow Vale.
After a region of mists the explorers saw before them a green and fertile bowl of land, warmed and lighted by a sunlike body floating half a mile above its center. Several large islands of land likewise drifted about it, some of them large enough to hold small rivers whose cascades of droplets caused Henriki to name the valley as he did. Below the miniature sun was a central lake, beside which the members of Sormod’s group could see several clumps of broken reddish towers.
Sormod and his band descended the steep cliffs into the valley’s forests, passing first through birch, fir, and sablewood, then through oak and beech woodlands where they stopped to gather uskfruit and yarpik nuts, then past magnolias and fig trees, and down to the shores of the lake where they found palm and deklo trees flourishing in the steamy heat. Curls of vapor could be seen rising from the area of the lake beneath the valley’s illuminator. They camped beside one of the skyborn waterfalls near the ruins they had seen from the valley’s rim, and discovered to their surprise that the buildings were of deeply rusted iron. Finally they pitched camp. Perhaps exhausted by the long journey, or drowsy in the unaccustomed heat, the watchmen slept.
Sormod’s party was neither particularly weak nor poorly equipped, but they had little chance unwarned against the sudden onslaught that overtook them: goblins, bugbears, and giant spiders, some of the latter of astounding size and speed and fiendish intelligence. The camp was scattered, and Sormod, Henriki, and the other survivors watched in horror as their companions were bundled away and hauled up on ropes of spider-silk to the nearest of the floating islands.
Henriki and the others managed to regroup, and for some weeks they cautiously explored their surroundings. They discovered a group of human primitives who evidently worship the spiders and their humanoid henchmen, and they also found many inexplicable constructions of metal and glass in the ruins. Without their equipment they did not wish to risk an overland journey, but they discovered from conversations with one of the friendly cavemen that there was a tunnel leading southward which eventually would reach the surface. Assured of an escape route, they mounted a raid on the sky-island to which their companions had been taken, using Henriki’s remaining powers. They dis- covered no sign of their comrades, but they did find some very large statues of spiders in a grove beside the spider-village, each decorated with large diamond eyes. They took these and fled. 
The long passage southward through the tunnels claimed yet more members of the group, in some cases to heat exhaustion as they passed the warm springs. Eventually, however, they emerged south of the Black Ice at the headwaters of the Fler. From there they passed through the Burneal Forest, where Sormod was lost to a poisoned arrow in a dispute with forest tribesmen. The survivors (including Henriki, a priest of Pharlagn from Schwartzenbruin, and two Wolf Nomads) divided the treasure between themselves and dispersed, none willing again to risk the terrors of the land beyond the Black Ice. [GA - 100]

Tales of succession and exploration are well and good, you say; but what so they have to do with Iggwilv and Iuz? Be patient. This is where Iggwilv joins our narrative.
The Witch Queen of Perrenland
Where did she come from? I cannot say, for she has been decidedly closed-lip about her origins. Perhaps Perrenland, but that is unlikely, for someone there would surely have taken note of the rise of so powerful a wizard.  Perrenland is a small place, all things considered, bounded by mountains on all sides, save one, and it is cut off from the rest of civilization there by savage tribes to the north. It is akin to a village, in many ways, most notably in that everyone knows everyone else’s business. The again, no other region had taken note of her rise, either.
Iggwilv first appeared in historical chronicles of Perrenland in 460 CY. Even then she was a powerful wizard, a master at fiend-summoning, planar exploration and necromantic magic. She had already summoned and bound the demon lord Graz'zt and given birth to a son by him: Iuz, adopted as an infant by a petty lord north of Whyestil Lake. [Return of the Eight - 55]

Lost Caverns of Tsojcanth
The Archmage Iggwilv first made her presence known circa CY 460. Shortly thereafter, she conquered the fledgling nation of Perrenland, ruling it for a decade from her secret lair in the Lost Caverns of Tsojcanth.
It is often said that much of Iggwilv’s power came as a result of her discovery of that fell place and the treasures it contained. Nonetheless, power is what she had, and she used it well. Oddly, some learned historians claim that Iggwilv was an accomplished necromancer, even a specialist in that field. How these noted scholars substantiated such a theory is a mystery, for Iggwilv had long borne the reputation of one who associated with fiends, and such creatures were heavy among the ranks of her servants. The very fact that she managed to summon and bind Graz’zt himself would seem to suggest that conjuration, rather than necromancy, was her forte. [Dragon #225 - 51]

c. 476 CY
The peoples of the North were as curious about faraway lands as those to the south were sometimes curious about theirs. Indeed, there were adventurous souls who travelled to those more temperate climes and were seduced by them. Some few even settled there. So it came to pass that Uroch came to the site of Elredd, and founded its city upon its steep cliffs.
There has been a settlement of some sort on the site of Elredd for more than a thousand years. The city itself came into being only a century or so ago, however. It was founded by a warrior named Uroch, who hailed from the Wolf Nomads [....] [WG8 - 37]

467-469 CY
Plague swept the lands, beginning in Rookroost and fanning out faster than a man could run. It arrived as all plague does, suddenly: one week they were disease free, or as free from such as any populace ever is, and then scores were afflicted the next. The afflicted complained of lassitude, joint pain, and headache; soon, red boils appeared and the headache grew crippling. Hours later copper coins rested atop eyelids. Poultices, infusions, leeching were ineffective; indeed, even magics and the ministrations of the clergy proved useless. Thousands died; and just as swiftly as it began, it disappeared having burned itself out. Rookroost was ever vigilant of The Red Death’s return. But as in all of these cases, vigilance lasts only as long as a generation before it becomes the grist of old-wives’ tales and fairy fancies.
Old records describe a plague that decimated the Bandit Kingdom's population as it swept across the Flanaess some four score years ago. [WG8 - 6]
A bardic song talks of a 'wasting disease' that swept Oerik nearly a century ago. [WG8 - 40]

476 CY
The Hold of Stonefist is an unforgiving land. It was born of deceit and violence. It has poor soil, a growing season shorter than any save Blackmoor. Only the Coltens have ever shown any inclination to till the land, to fur, and to fish. The rest proved as cruel and restless as their master. They wished to roam and raid widely, for to do otherwise invited subjection. Vlek Stonefist knew this, for he believed the same. Thus, he set about occupying his people in the manner to which they were accustomed: raiding. The Rovers were poor, and they moved about too much to be easy prey, so he set his people upon the Tenh. When they mobilized against his “Fists,” he sent them over the mountains to raze the Fruztii and Ratik. He sent raiding parties north against the Cruski. Resistance was everywhere, but the Fruztii, gravely weakened by having repeatedly thrown their might against the shield of the south were ill prepared for attacks from the north. The Fists grew ever bolder, so the Fruztii began to raise palisades against them, but they no longer had the strength to man the breadth of the Fists’ onslaught. The Frost Barbarians parlayed with their cousins, and together, they came to an accord, they must ally against the Hold of Stonefist.

479 CY
The Dark Prince of Shadows
When was Iuz born? Where did he come from? No one knows. It is said that he was the son of a forgotten despot of a petty fief. In truth, only the wild ruled that rocky, heathered marsh. It was a petty land, ruled by a petty man, who when he died in 479 CY, few if any mourned him. His dismal patch of marsh fell to his son, a boy who was named Iuz. Was he the despot’s son? Few deny the claim. None believe it.
 The lord died in 479 CY, and Iuz – probably trained and supported in secret by his [true]  parents – took over the estate. [Rot8 - 55]
The truth?
Iuz was born of a human mother, the necromancer Iggwilv, and a great tanar'ri lord, Graz'zt, ruler of several Abyssal planes. The young cambion tanar'ri soon used his powers to great effect. Realizing that his warriors could not hope to triumph by simple force, Iuz began to ally his men with other minor clan leaders to beat off stronger enemies. Of course, those allies always ended up suffering most of the casualties and their leaders died in battle with astonishing predictability. Slowly, the size of Iuz's warband increased. Celbit and Jebli orcs of the Vesve margins began to join. The human scum serving Iuz didn't like the orcs overmuch, but they soon saw how their enemies liked them even less. And of course, there was Iuz's magic. Many cambions wield magic, but that of Iuz, aided by his mother, was far more powerful than anything the competing hordes could muster. Iuz had control of the entire Land of Iuz in little over a decade. [WGR5 Iuz the Evil - 3]

Few took note of this new presence in that secluded northern waste, despite the tales of refugees that fled south of slavery and ghastly abominations, the risen dead, and the road of skulls that stretched from Dorakaa to the Howling Hills. The fiefs always fought one another. Petty lords rose, and fell with regularity. This Iuz would do just the same, they imagined. He had risen. He would fall in due course. And if he didn’t, his was a secluded land of no consequence. What harm could he do?
[The] land now called Iuz was a fractious collection of independent fiefs. The petty princes who ruled these plots of land vied to inherit the lands of Furyondy, which at that time reached far north. Among these princes was a paltry despot of the Howling Hills, who died in that year and left the land to a son of questionable origin – Iuz. Oddly, rumors alternately described the "son" as an old man and a 7-foot-tall, feral-faced fiend. [Wars - 2]

Iuz was not content with his little patch of marsh. He was destined for greater conquest. So said his mother. So said his father, before he was whisked away. Iuz sent his hordes out. Conquer, he commanded. Pillar! Kill! And they did.
Iuz's domain began to spread like mold upon an overripe peach, primarily due to his use of humanoid tribes. Most human princes considered orcs and goblins vermin-ridden inferiors, an attitude best typified by His Eminence Count Vordav, who swore to "burn on sight any hovel of those miserable scum." Though this attitude allowed the petty princes to "maintain a false sense of purity for the old Aerdi traditions," it also meant their armies were quickly overmatched by Iuz, who made full use of orcish cruelty and fecundity. [Wars - 3]

c. 480 CY
 Iggwilv had designs. Perhaps Graz’zt had whispered sweet dreams of conquest in her ears. She began launching attacks into Perrenland from her base in the “Lost Caverns.”
In her unpredictable fashion, Iggwilv created an empire from her base in the Lost Caverns of Tsojcanth, named for a legendary wizard of old and hidden in the Yatils. In 480 CY, Iggwilv sent her humanoid and barbaric human minions out to conquer and loot surrounding territories. [Rot8 - 55]

481-491 CY
Perrenland was ill prepared for Iggwilv. They had grown lax, secure behind their mountain passes, and their appeasing the Nomads with trinkets and wine. And Iggwilv flowed out of the mountains here and there, without warning, seemingly without plan, and without rest.
Perrenland was enslaved from 481 to 491 CY; all Lake Quag was taken; and her raiders pushed at the southern boundaries of the Wolf Nomad lands, perhaps with the assistance of troops supplied by Iuz to the east. Uninterested in the administration of her new lands, she stripped them of their treasures to support research into new magic. [Rot8 - 55]

c. 490 CY
Arch-mage Iggwilv sent her evil minions to conquer the lands around her abode. So successful was she that the Marches of Perrenland were subjugated for a decade, and great indeed was the loot brought to Iggwilv's lair in answer to her insatiable demands for treasure. Legend states that the arch-mage gained much of her prowess from discovering the Lost Caverns of Tsojcanth, where in was hidden magic of unsurpassed might. It is certain that lggwilv ruled her domain from these caverns. There she also conducted arcane experiments and rituals, trying to further increase her powers. [S4 - 2]

These experiments were her downfall, for during one she accidentally freed the demon Graz'zt, whom she had imprisoned and forced into servitude. There was a terrible battle, and although the demon was forced to flee to the Abyss, lggwilv was so stricken from the contest that her powers and strength were forever lost. With the wane of her evil, lggwilv's realm was sundered. Her former henchmen and slaves stole her treasure and scattered to the four winds in the face of enemy armies. The arch-mage, however, used the last of her power to prepare a hiding place in the caverns for her remaining wealth. Legends say that this included several tomes of great power and the fabled lamp called Daoud's Wondrous Lanthorn. What else might be hidden no one knows, for no one has yet discovered Iggwilv's hoard. [S4 - 2]
Iggwilv’s reliance on fiends to increase her power eventually caused her downfall. During the course of one of her malevolent rituals, she made a critical mistake that accidentally freed Graz’zt from his captivity, and a spectacular battle ensued. In the end, Iggwilv was triumphant, forcing Graz’zt to flee to his Abyssal home, but she paid a dear price for that victory. The wounds she suffered reached far beyond merely the physical, damaging her psyche to such a degree that much of her personal power was torn from her.
When the news of Iggwilv’s condition reached her oppressed subjects, they immediately took up arms and marched on her secluded abode. Her minions realizing that the reign of their queen was ended, scattered before the oncoming armies and took with them the bulk of her amassed fortune. Among the items stolen by her former servants was the Nethertome.  [Dragon #225 - 51]

The Nethertome
The Nethertome
is divided into several chapters. Like Iggwilvs Fiendomicon, most of it deals with the lower planes (and the tanarri in particular). The beginning chapters give a highly detailed and surprisingly accurate treatise on the Blood War, though it has an obvious bias favoring the Abyssal fiends. The next handful of chapters describe the chaotic nature of the Abyss, methods of “safe” travel through its infinite layers, and most importantly, areas that should be avoided by mortals. Several more chapters describe the denizens of the Abyss, the tanar'ri in particular. These chapters describe their politics, psychology, and general behavior with astounding clarity, almost as if it had actually been written by a tanar’ri. In many places, individual tanar’ri are named. The most notable, and most oft referred to, is Graz’zt, of course. The last chapter contains a modest and seemingly incomplete assortment of wizard spells, two of which are unique to the Nethertome.  [Dragon #225 - 52]


Daoud's Wondrous Lanthorn
Daoud's Wondrous Lanthorn: This artifact is wrought from the finest yellow gold. Its beautifully crafted framework is set with huge jewels and crystal lenses. An unwavering pure flame burns within. The faces are normally fitted with the crystal lenses, but the jewels are actually additional lenses, fashioned to fit the four faces of the lanthorn. The lanthorn's magical powers change, depending upon which of the gem lenses are fitted to it, as well as upon the continued burning of the lanthorn's magical flame. [S4 - 20]

Prison of Zagig: Only five of these brass devices are believed to exist. Each is nearly identical, appearing to be nothing more than a small, well-made bird cage. Normal handling or examination will not reveal it to be magical. [S4]

505 CY
Prison of Zagig
Just as Iggwilv had descended upon Perrenland, so did Iuz upon Furyondy. Furyondy could have sundered Iuz, had they acted with concert and speed, but greed and ambition being what they are, the lofty lords had proven their worth in those early day. The opted for self-interest, when they ought to have opted for security. But who knew then what Iuz might become? Them! Had they been vigilant! Had they been true!
A three-way split had grown in the ranks of nobility. The most powerful faction was the Great Lords of the south, who used Iuz's threat to lever their lands from the king's control. Second in power was the Order of the Hart, which grew in unity and strength to oppose Iuz's border raids. Least in power was King Avras III with his estates and kin. [Wars - 3]

505 CY
King Avras of Furyondy took note of the doings of Iuz, for what king wouldn’t be concerned about the rise of Evil on his border. The Vesve was already hard pressed by this Iuz, as orcs and hobgoblins bearing Iuz’s mark had penetrated their canopy and were laying waste to all they encountered. Avras mustered his troops and sent them north. But even as they engaged his vile forces, the armies of Iuz had already begun to break apart. For Iuz was not to be found. And it was his tyranny that had held them together.
But neither Furyondy nor Vesve was directly involved in the banishment of Iuz, generally dated to 505 CY. [WGR5 - 3]

St. Cuthbert of the Cudgel has been allowed to strike against Iuz, when his avatar assisted those imprisoning Iuz in 505 CY. That St. Cuthbert would wish to fight Iuz is not unexpected. Of the "martial" [...] Powers, Heironeous has his great struggle with his hated brother Hextor [....] But St. Cuthbert is a doughty, tough fighter, and he hates Iuz's [...] nature. That he was allowed to strike against the Old One is surprising. He could only have done so if [the other] Powers agreed to this, for all Powers must agree to such an action. Istus could tell us that Incabulus cared not, but Nerull's croaking voice was decisive in giving permission. [WGR5 - 6]

Other blows beset [Iuz]. His mother offended Graz'zt, who drew her to the Abyss and imprisoned her there; Iuz's growing alliance with Zuggtmoy, tanar'ri Lady of Fungi, never had the chance to grow to fruition. Within Iuz's own lands, many factions struggled for power when their master left. Tanar'ri and gehreleth came to odds with each other and decided to leave the barren lands to their own fate. Orcs and evil humans began to squabble and fight. Chaos reigned, and the good folk of Furyondy and the Vesve breathed a sigh of relief. [WGR5 - 3]

510 CY
Avarice has been the undoing of many a man, and Sandor, lord of Polvar, province in eastern Ket, was no different.
In 510 CY the last of the Euroz and Jebli tribes were driven forth from the Lortmil Mountains. One particularly large horde made the ill-advised attempt to reach the Yatil Mountains by crossing the gap from the Lorridges. Unfortunately for these creatures they had been preceded by lesser bands, and the combined cavalry of Bissel and Veluna stood ready to stem the tide. A large part of the force was destroyed, but the remainder survived by dint of a ferocious counterattack and entered the southern Yatils. There they were harassed by halfling, human, and elven forces raised by the locals, who were not at all of a mind to allow such prolific and ferocious creatures a foothold. The horde finally turned southward in an attempt to reach the Barrier Peaks region by passing through the Bramblewood Forest. Here they met their final and fatal opponent, one Sandor the Headstrong, the young lord of Polvar province in eastern Ket.
Unlike the other harriers of the goblin/orc horde, the lord of Polvar was not particularly concerned that they would settle in his lands (clearly they did not desire to do so). He was motivated instead by rumors that had filtered into Ket after the earlier engagements: that the cartloads so fiercely protected by the horde’s leader (the half-orc Urgush) represented a great store of gems and precious metals garnered during the horde’s years in the Lortmils. Sandor was determined that such a prize should not escape, and he pursued the host in a series of forced marches which unfortunately exhausted his footsoldiers to the extent that many fell behind and the remainder could not bring about a decisive attack against Urgush’s resistance. The chase led through the Bramblewood and into the hills, Sandor’s force gradually regaining strength and Urgush’s growing fewer. In desperation Urgush turned up an unknown valley, determined to make a final stand. Here disaster met both sides.
An Omen
There are numerous hot springs in the northern Barrier Peaks and in the Yatils, and they are widely known and generally appreciated by the Kettites, so Sandor was not surprised or particularly worried when he began to pass through the outlying regions of a system of geysers, full of white frothy stone and colored pools and pits. He only slowed his cavalry over the difficult terrain. A supremely confident man, he was not much disturbed either when scouts reported a number of nearby lakes of a blood-red color said to be unlucky by Kettite peasants. The wains of the humanoid horde were in sight, and obviously bogged down. Sandor prepared his men for a hard pressing attack, hoping to disperse the horde and take their prize, when the ground began to tremble.
With terrible swiftness, a powerful wind swept down the valley, tumbling the orcs on their faces and oversetting the precious carts. A wealth of gems could be seen to spill from them. Sandor’s force had barely begun to comprehend this when they too were bowled over. Only those on the upper slopes, where Sandor had been organizing the crossbowmen, were spared. None of the others rose again, even so far as their knees. Farther down the valley trees were snapped at the base by the strange wind. Geysers triggered by the earlier tremors spouted into the air.
Sandor sent a cautious group of scouts into the ruined valley, but they fainted well before they had descended to the floor. He himself attempted the descent, and had to be dragged back out of the area by the rope which he had the foresight to attach to himself beforehand. Sandor and some of the scouts recovered, as did some of those who had been on the valley’s middle slopes. But all others were lost and the invisible poison barred further entry. After two fruitless days Sandor yielded to the demands of his much reduced force and made his way back to Polvar, swearing each of his men to secrecy concerning the location of the treasure and vowing to return. No sooner had Sandor recovered at Polvar than he set out again, being careful to put under his command all those who had first seen the valley. The sight of the wealth of the Euroz and Jebli tribes had inflamed his desires, and he was certain that with certain magical treasures he had acquired he and his force would return with wealth sufficient to make Polvar a nation in its own right. He never returned. [GA - 97]

511 CY
Evil was on the rise across the lands. It rose from the marshes and fens just as it had flowed out of the mountains, unexpected, and en masse. What stirred the trolls so, none can say, though the name Iuz was whispered more than once. It’s the Old One, they said, nodding knowingly. But Iuz was imprisoned, as those privy to such information knew, so it couldn’t have been him. Other names were whispered alongside his: Keraptis, for one, for all the Tenha know it, and all expect him to return.

Battle of Dour Prentess
These identically-designed castles were the bulwarks of Tenh's defenses against the Troll Fens. Each castle was built with a curtain wall defense, inner castle walls, and a castle keep. In addition, mages with wands of fire defended them and great stone chutes were mounted along all walls to shower oil on attacking trolls which was then set ablaze with fiery arrows from the expert longbowmen of Pentress. High Pentress was home to the paladin Henschel Pentress, great-grandson of the noble who paid for these castles to be built. Dour Pentress was so named because of a spectacular siege-battle there in 511 CY when over two thousand trolls surrounded the castle, cutting it off from supplies in a Troll Winter, for a period of over three months before it was relieved. [WGR5 - 70]




One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his “Chronological History of Eastern Oerik.”
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art:
Iuz, by Eric Hotz, from WGR5 Iuz the Evil, 1993
The-Necronomicon by marcsimonetti
Daoud's Wondrous Lanthorn, from S4 Lost Caverns of Tsojcanth, 1982
Prison of Zagig, by Jeff Easley, from S4 Lost Caverns of Tsojcanth, 1982
Redwater-Lake by skoggangr


Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
1068 Greyhawk Wars Boxed Set, 1991
2011A Dungeon Masters Guide, 1st Ed., 1979
2023 Greyhawk Adventures Hardback, 1988
2138 Book of Artifacts, 1993
9025 World of Greyhawk Folio, 1980
9038 S4 Lost Caverns of Tsojcanth, 1982
9399 WGR5, Iuz the Evil, 1993
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
Ivid the Undying, 1998
Dragon 225
OJ Oerth Journal, appearing on Greyhawk Online
LGJ et. al.
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda 

1 comment:

  1. A great era! This is the historical turning point for the Flanaess in my opinion. Like or hate him, Iuz is what gives the continent its first real epic bad guy since Vecna.

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