Thursday 27 February 2020

History of the North, Part 7: The Eye of the Storm (579 to 582 CY)




"All was lost,
But that the heavens fought."

Shakespeare, Cymbeline (1611)

Blackness had blotted the North
Blackness had blotted the North. Iuz pressed Perrenland and Furyondy. The Vesve was under siege. The Hierarchs had “allied” with the Bandits. The Fists were pounding Tehn.
One would think that the nations of light would bind together and stand united, but lords of those supposedly noble and virtuous nations were but politicians, filled with dark thoughts and distrust. Such suspicion would haunt them later.

579 CY
Ratik and the seat of Knurl were in dire need of allies. Raids from the ravening hordes of the Rakers had beset them since the Bone March fell, so it came to no surprise that they looked to one another for aid. They met, they parlayed, they negotiated, and while they did, Lady Evaleigh, caught Alain’s eye, and before too long Baron Lexnol’s heir, Alain IV, married Lady Evaleigh, the daughter of the count of Knurl.
In 579 CY, Lexnol's only son, Alain IV, the heir to the throne of the archbarony, married Lady Evaleigh, the daughter of the count of Knurl. The county was the only surviving province of Bone March, and the union was arranged to improve the lot of both realms. [LGG - 91]
Alain acquired the dream of uniting Ratik and Bone March, but failed to convince the king of the Frost Barbarians of his plan to drive out the nonhuman tribes. Many whispered that Alain was encouraged in these ambitions by his step-family, particularly the count of Knurl, whose position between Bone March, North Province, and Nyrond was grossly precarious. In certain agreement were the immigrants from Bone March, who were driven from their lands by the invaders. [LGG - 91]
The Ratik-Fraztii alliance cleared the Kelten Pass to the Hold of Stonefist, pressing the Fists back, but not taking the town of Kelten. Rhelt Seuvord rallied his forces, pushing the Fruztii back into the Griff Mountains.

Things were not going as well west of the Rakers.
When the Horned Society appeared after the disappearance of Iuz, affairs in the Shield Lands reached a desperate crescendo. Here were enemies dedicated to vile darkness and evil sacrifice, who had sworn upon the ashen altars of Molag's Hall of Dread that they would march to Admundfort and line the walls with the earl's intestines. Though years passed without significant military activity, the period between 550-570 saw heavy skirmishing along the western banks of the Ritensa River. Great forts such as Torkeep were raised, but such defenses soon proved inadequate. [LGG - 14]
The Shield Lands ought to have been prepared. Indeed, they had banded together under the Knights of the Shield for just that purpose. But for all their vigilance, they were distrustful.

The Horned Society and Bandit Kingdoms cometh
The Horned Society and the Bandit Kingdoms acting in concert, invaded, overran and then carved-up the Shield Lands between the two conniving forces.
[CoG: FFF]

In 579 CY, the Horned Society banded together with the lords of the bandit realms Warfields and Wormhall. With hobgoblin and mercenary armies supported by daemons and demodands, the vast host swarmed the western territories, bypassing strongholds and laying waste to villages and farmsteads. Thousands of Shield Landers gathered at Axeport to halt the invasion, but their line was broken and their bodies thrown as fodder to inhuman beasts. [LGG - 104]
In spring 579, Warfields and Wormhall, directed and aided by the Horned Society, attacked the western Shield Lands; they were joined after their initial successes by armies from Reyhu, Redhand, the Rift, and other minor kingdoms. The Shield Lands fell, and Warfields men looted their way to Critwall and Axeport. [LGG - 30]
The ravaging of the Shield Lands by both the Bandit Kingdoms and Horned Society in 579-583 CY similarly served to weaken this entire region, leaving the Shield Lands in ruins. Iuz took note of this and made use of it in his grandiose plans for conquest. [LGG - 15]

The Nomads were always a collection of independent peoples. Only the strong ruled. And only the clever continued to rule. But the Barren Plains are vast, and the peoples there are scattered, and the tribes have always had a mind of their own.
 [Tarkhan ] Bargru went with his personal guard to the lands of the Guchek, the Wild Dog people, whose territory borders the eastern portion of Lake Quag and the uppermost reaches of the Sepias. Jicta, Khan of the Guchek, had failed to appear when summoned for the stroke against the invaders at EruTovar. The Tarkhan underestimated the degree of revolt by Jicta Khan, for Perrenland had subverted the Gucheck by bribes and the promise of aid if the Wild Dog Nomads would declare independence from the Tarkhan of the Wegwiur. This move by Perrenland should have been no surprise, considering the earlier incursions by the Wolf Nomads. In any event, Bargru managed to escape the trap after an ambush, but at the spring of CY 579, the Guchek remained independent and defiant. [Dragon #56 - 19]

580 CY
Ivid slid ever further into insanity. It is a wonder that he was able to hold what was left of his once great kingdom together. But try as he might, it shrank and shrank, as yet more of it slipped from his grasp.
Despite creeping insanity, he ably defended his realm from the combined forces of the Golden League (579-580) and civil unrest during the Red Death plague of 581. [LGG - 24]

The Bone March was displeased. Had the Fruztii not allied with Ratik, they’d have surely overwhelmed the little nation. Ratik could only fortify and man so many passes and still secure the wide expanse of the Loftwoods. If only the pact could be broken.  To break the alliance between Ratik and the Fruztii, the Bone March conspired with the North Province, for they could not enter Marner undetected. Thus, the Seal of Alliance stolen from Ratik's Baronial Vault.
In 580 CY, intruders from Bone March attempted an audacious act of treachery by stealing the Seal of Marner, an object blessed by the gods of the Suel barbarians that was the symbol of the new Northern Alliance. The plot was foiled when the raiding party was captured in Kalmar Pass before making it back to Spinecastle with their prize. [LGG - 36,37]
[But] not before news of the theft drove a small wedge between the Fruztii and Ratikans. [LGG - 91]

A Prophecy of Doom
Doomsayers have always sown the seeds on impending doom. There are always those who heed their predictions. For them, the sky is always falling. But sometimes, just sometimes those prediction come true. The Declaimers foretold of such doom: in Stroun, they foretold of the fall of Tenh.
The walled town of Stroun was long famed for its singular mage-priests of Boccob and Istus who were known throughout Tenh as "The Declaimers." Believed to be diviners without peer and to have powers of foreknowledge and precognition, these enigmatic men and women, no more than twenty in number, always refused to attend the courts of Ehyeh or any other noble. They gave their judgements, warnings, and announcements without fear or favor and did so when they deemed the time right. In 580 CY, they stood together in the town square and stated that Tenh would fall within three years. The immediate reaction was one of panic, followed by the building of the town's walls, and then, after a year, gradual amnesia as the words of the robed masters faded from memory. [WGR5 Iuz the Evil - 72]

The Rovers had a reprieve. The legions of Iuz and the Horned Society were elsewhere, waging war against the Bandit Kingdoms and the Shield Lands. So too the Fists of Stonehold. They wanted their land back. They wanted their pride back too. They saw an opportunity to take back their lost territories, but they were still weak, and they needed help. The Wolves were only too happy to help.
A former servant of Iuz and now the demigod's implacable foe, Tang had escaped with a small band of cavalry after a daring raid into the Howling Hills with the Wolf Nomads. Crossing the open plain to the Fellreev, Tang and his mercenary band encountered small groups of Rovers, gathering them at the village of Sable Watch. With their aid, together with Wardogs from the Forlorn Forest and beyond, he successfully attacked Iuzite forces in the Barrens, eventually capturing the fort of Hornduran. Most of the Rovers were still without mounts, so Tang made a fateful decision to raid into Stonehold for horses. 
The town of Vlekstaad was chosen as the target of the Rovers' nighttime strike. With most Fists either in Tenh or fighting the Suel in eastern Stonehold, Vlekstaad had almost no able soldiers in residence. Such defenses as they had were quickly penetrated, thanks to the Wardogs' amazing stealth. The stables of Vlekstaad provided a trove of horseflesh, but escaping with them proved more difficult than Tang had anticipated. He and his companions were trapped by a patrol of Fists and forced to battle for their lives. The expedition might have been lost there had not a young Wa-rdog, Nakanwa Daychaser […] led his own band of warriors on Tang's trail. Trapped between the two forces of Rovers, the Fists were slaughtered, but Tang was mortally wounded. Nakanwa quickly assumed control of the surviving Rovers, ordering them to seize everything of value in the town, including its citizens. The remains of the town were set ablaze, becoming the funeral pyre of Tang the Horrific. 
With the return of Nakanwa and the wealth of Vlekstaad to the Barrens, new hope rose among the Rovers. Their warriors now had mounts and the people had meat. Perhaps as importantly, the tribes had new members, for the captive children were quickly adopted and the captive women quickly wed. Only time will tell if the razing of Vlekstaad will result in the rebirth of the Rovers of the Barrens. They still remain an elusive people, not revealing their new strength, for they are wary of the vengeance of the Fists. Yet, for the first time since Iuz brought evil into their land, they have real hope. [LGG - 95]
They had some success against the Horned Society in 580, taking part of the northern frontier, but the gains did not last. [LGG - 95]

The Rook Restrained
The Bandits were, if anything, pragmatic. They had allied with the Hierarchs against the Shield Landers, and had gained territories there. But having sent so much of their strength to the Hierarchs, they had left their eastern border open to the Tenha. Ever pragmatic, they sought to strengthen their tenuous bonds, taking daughters to wife, willing or not.
The eastern Bluff Hills and lands south to the Zumker were held by Grosskopf, long friendly with orcs and their kin, Grosskopf was invaded by Duke Ehyeh Ill's forces in 578 and forced to restrain its banditry. This warrior realm absorbed the Fellands in 581, following a marriage between their ruling families, and raids into Tenh began anew late that year. [LGG - 26]

Just as Iuz flowed from the north, Bissel found their home front vulnerable from within. They suspected Ket, and strengthened the pass to the Bramblewood, looking to the Highfolk and the Canons od Rao to aid Furyondy in stemming his tide.
An attempted insurrection by necromancers in 580 CY, possibly tied to the plight of a disgraced, evil wizard-lord known as Evard, led to harsh suppression of fringe groups and zealous punishment of treason and sedition. A general sense of distrust and self-defeatism emerged in Bissel, no doubt encouraged by certain powers that wished to see the nation fall. [LGG - 33]

581 CY
The Shield Lands had fallen, the combined forces of the Horned Society and the Bandit Kingdoms too much to bear. They had held their line without aid, suspicious of Furyondian aid, and realed under the combined forces’ relentless attack; and before long, they were pressed back unto the borders of the nation that they ought to have trusted in.
By 581, all but Critwall had fallen to the invaders, who had been joined by other Bandit Kingdoms' troops. The victors carved up the Shield Lands, dividing it into chaotic holdings ruled by bandits, goblinoids, and agents of the Horned Society.
Though many Knights of the Shield remained in Critwall, hundreds more spread to the good countries of the Flanaess, pleading with their leaders to send armies and aid to their fallen land. The gruff arrogance of the Shield Lands nobles had caused deeper rifts than anyone had imagined, however, and despite faint agreements that something must be done, little came of the recruiting effort. [LGG - 104]

A Tale of Two Deities
Not all things go as planned. Sometimes, the most unexpected things can happen, things that even the Old One could never have planned for.
Vecna was still not satisfied...
Gradually, Vecna’s cult grew and he assumed the powers of a demigod. The process took a long time—gathering his power, responding to his worshipers, and settling himself among the greater powers. Vecna persevered and eventually reached the point where he was accepted as a minor demigod in the legions of evil.
Guaranteed immortality, Vecna was still not satisfied. With his scheming mind, he has devised a plan to ascend to greater godhood and humble his rival deities. With his usual long patience, Vecna has been working on this plan for centuries. Working through his avatar or others, the Whispered One has carefully found seven magical items. Each item has been placed in a secret location, the position strategic to his plans.
These items, when fully powered, will cast a mystical web of energy over all of Oerth, cutting off all other gods from their followers. Already they are creating interference on a local scale. Only Vecna will receive the adulation of his worshipers: the other gods will weaken and leave the path open for Vecna to rise to the fore. Then the Whispered One will open the gates of time and bring forth his faithful followers from the past. Feeding on their devotions, Vecna will become the greatest of gods.
There is only one difficulty that remains for Vecna—finding his Eye and Hand. They are the final keys to fully empower the web, the final keys that open the gate of time. He knows not where these are. In the final confrontation with Kas, when they were sundered from his body, the gods (perhaps foreseeing his powers) hid them from his senses. Vecna cannot detect their energies; he can only find them by seeing their effects on others, much like finding a boat by the wake it creates. Too many times he has come close, only to have them escape his grasp. This time, he is determined not to fail. [WGA4 Vecna Lives! - 7]

The Circle of Eight sensed a great danger, but somehow their divinations were blocked. Mordenkainen sent some of his most trusted mages to investigate. And they died. Every last one of them: Bigby, Drawmij, Jallarzi Sallavarian, Nystul, Otiluke, Otto, Rary, and Tenser. Of course, death was not the end of all of them, but that is another tale. Mordenkainen sent others; their path led ever west and the name Vecna was raised time and again. And Kas. And Iuz.
Their investigations led them to Tovag Baragu, where they came upon an avatar of Vecna, who had opened a portal to Vecna’s past, the ruins of the palace of the Spidered Throne.
Through the gateway can be clearly seen a great mass of people. They are all surging and milling forward, their attention focused on the window as if they can see through into the present. They, too, seem drawn by Turim’s chant. The first are just preparing to step through the opening. [WGA4 - 66]
Against such odds, the Circle’s heroes could not hope to win, so they did the unthinkable, they summoned Iuz, for only a demigod could hope to defeat a demigod.

Iuz Appears to Challenge Vecna
Whatever the means, Iuz the Old appears to challenge Vecna. This is a threat the [Vecna’s] avatar cannot ignore. The two confront each other and begin a fierce battle at the center of the Stone Circles. […] The two demigods do not simply cast spells at each other, they blast rays from their hands, whirling disks fly from their fingers, explosions burst among the stones, fiery balls scream through the air. In hand-to-hand struggle, their blows sound like thunder in the sky. The unbreakable stones of Tovag Baragu throw shards from the demigods’ strikes. […] [WGA4 - 66]

[Things] seem to go well for Iuz at the begining of the battle […] the balance of power quickly starts to swing the other way. Vecna is the better strategist and still has the powers of a lich. Worse still, with each blow [Vecna] seems to grow in strength. The gate he has opened to the past is starting to function. Already Vecna’s worshipers are stepping through. Upon entering the present, these men fall to their knees in reverent prayer for their god. […] The worshipers are not lambs. Most are evil fighters whipped into a berserk frenzy. They are not going to be denied. A fierce melee erupts around the gateway. At the start of the battle, 20 warriors have entered the circle. [Every few seconds] five more cross through unless their bridgehead into the future is contained. The warriors fight to the death [and] Vecna seems to have an endless supply of them. [The] only hope is to physically block the gateway or have Iuz try to damage the gate. [Iuz] launches a spell […] at the arch. […] There is a resounding crack, followed by an enraged scream from Vecna. The stone of the gateway splinters and the image in the arch suddenly scrambles […]. Indeed, all the gateways suddenly start to show random scenes, leaping to different planes, times, and places without any control. Tovag Baragu has been permanently damaged. The gateway to Vecna’s time is closed. At the same time, the magical aura shielding Greyhawk starts to weaken. Tovag Baragu was apparently the key power source for the shield. […] [WGA4 - 67]

A Great Gout of Flame
[The] demigods [lock] in hand-to-hand combat [and are] hurled as a pair through the gateway. [The] two plunge into the darkness, howling and tearing at each other. A great gout of flame rushes up and bursts out of the gate, sending a fiery blast 40 feet long and ten feet wide. […] Spouting flame and randomly scanning planes and times is how Tovag Baragu remains from now on. Unnoticed in the fiery burst […] two small objects hurtled through the gate to land in the tall grass some distance away—the Hand and the Eye of Vecna.
[WGA4 - 67]

Iuz came, and Iuz battled Vecna, and very nearly perished. He did not perish, though, but if he had, the world might have been in very dire straights. Had Vecna won, he would have severed Oerth from the celestial and outer planes, and it would certainly have plunged into an age darker than it had ever known, an age from which it would never be freed. But, he did not; and it did not. And so, strangely, to our most beleaguered incredulity, we owe a debt of gratitude to Iuz, for if it were not for him, the universe would have been plunged into darkness. But let’s not get carried away, his confrontation with Vecna gave Iuz ideas. He imagined a world which bowed to him, and him alone.

581-582 CY
What did the Elves know of what transpired? Who can say? They see much and say little. Whatever they knew, they were taking steps. The Highfolk of the Vesve were taking up arms. Celene was closing its borders. And the Elves of the Spindrifts were taking steps to safeguard their mysteries.
For centuries the Spindrift Isles maintained their independence from all foreign powers, both through strength and through cunning. Perhaps the Scarlet Brotherhood made incursions into the Council of Seven in the years leading up to the Greyhawk Wars, but they were given no time to take advantage of their gains before the high elves took control of Lendore Isle. Elves have always been plagued with mysticism, and those of the Spindrifts had finally succumbed to the cult of Sehanine. The Final Calamity, it seemed, had arrived.
It was a bloodless revolution, yet catastrophic for the inhabitants of Lendore Isle. They were informed that they must be exiled from the only home they had ever known, in order for the Spindrifts to serve as high elven holy ground. The high elves used powerful phantasms to overcome strong resistance, and threats of imprisonment persuaded most others to cooperate. The humans were given three days to prepare for their removal from the island. In that time, perhaps half of Lo Reltarma's population escaped through the Gate of Glass before the elves could deactivate it; the rest were either exiled to the mainland, the Sea Barons' isles, or other local regions, or were among the few allowed to remain as workers in Lo Reltarma. [LGG - 69]



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:
Orcish-Warrior by voxelkeely
Prophet-s-Secret by miggymntmyr
Prophet by crucifiedmajesty
Quoth-The-Raven-Nevermore by kxg-witcher
Evil-Unearthed by ralphhorsley
in-the-moors by aldeboran
A-Pirates-loyal-Parrots by dominikmayer


Sources:
1015 World of Greyhawk Boxed Set, 1983
1068 Greyhawk Wars Boxed Set, 1991
2011A Dungeon Masters Guide, 1st Ed., 1979
2023 Greyhawk Adventures Hardback, 1988
9025 World of Greyhawk Folio, 1980
9253 WG8, Fate of Istus, 1989
9399 WGR 5, Iuz the Evil, 1993
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
Ivid the Undying, 1998
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine
OJ Oerth Journal, appearing on Greyhawk Online
Living Greyhawk Journal
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

No comments:

Post a Comment