Saturday, 14 March 2020

History of the North, Part 9: The Raging Storm (583 to 584 CY)



"Our battle is more full of names than yours,
Our men more perfect in the use of arms,
Our armour as strong, our cause the best;
Then reason will our hearts should be as good."
Shakespeare, Henry VI, Part II (1597-99)

The Raging Storm
Iuz had rolled across the Far North. Tenh had fallen. Then the Horned Society fell. The Bandit Kingdoms fell or capitulated. The Shield Lands and Furyondy stood against the storm in the west. But not as one. And Nyrond stood vanguard against its raging in the east, enemies to the fore and aft. They gripped their swords and spears, and raised their shields against the coming evil. They did not have to wait for long.
Furyondy looked to the north and saw doom as it never had. Fear prevailed among the populace, and faith in the Knights of the Hart, as well. However, faith can only gird the shield. Belvor needed nor than just fear and faith; he needed information, not rumours and hersay , if he were to defend against Iuz and his hordes; so he sent spies into Iuz’s empire. 
Iuz’s assumption of power and armament for war did not pass unnoticed. Furyondy’s spies headed back to King Belvor IV with word of the swelling humanoid armies. The news could well have been written in the spies’ blood, though, for most of the human agents were discovered and slain, virtually closing King Belvor’s eyes and ears. When the few spies did reach him, though, the Furyondy king heeded the fate of Tenh and immediately set to building his defense. The citadels along the Veng River were stocked and garrisoned in expectation of immediate attack. Belvor’s vassals raised militia and shifted troops to the Veng border. Emissaries rode to the Shield Lands and Veluna to brace them for war. Belvor was determined that Furyondy would not fall. [Wars - 9]

583 CY
Though ill-prepared, Furyondy was not complacent. King Belvor IV, while raising troops at home, dispatched his most silver-tongued advisors to the southern courts. Ambassadors bore the alarming news to Celene, Bissel, Veluna, the Uleks, and—most important of all—Keoland. With impassioned eloquence, the emissaries warned of dire consequences should the northern kingdoms fall. They urged the nations to ally and thus check the tide of evil, finally and forever. Nor were their words in vain: most of the leaders heeded the call, but wondered how little aid they could provide and how long they could delay before sending it. [Wars - 10]

The Shield Lands and Furyondy, both, prepared for what must surely come. They ought to have prepared as one, but suspicion will always supplant common sense. Such was the pride of Lord Holmer of the Shield Lands. He was suspicious of Belvor. He thought Belvor intended to annex his little state, the first step to that end sending aid against a threat that had never been much of one in the past. The rabble of the Bandits and the lesser forces of Iuz had never posted a true threat in the past, so why would his Knights of the Shielding need those of the Hart? He would regret his miscalculation.
Furyondy, which had great experience dealing with Iuz and his armies, dispatched emissaries to Admundfort, offering military and financial support for the grand invasion that surely was to come. [LGG - 14]

King Belor’s emissaries to the Shield Lands met with an icy reception from Lord Holmer, Earl of Walworth and Commander of the Knights of the Holy Shielding. Relations between the two rulers had always been prickly. Though ostensibly allied with Furyondy, the earl long suspected that Belvor intended to annex the Shield Lands. Thus the messenger’s news of the mustering of Molag struck Lord Holmer as suspicious: he did not entirely dismiss the warning, but suspected King Belvor of overstating the danger. Holmer felt it more perilous to admit powerful knights of Furyondy into his lands to aid in its defense than to face the rabble of the Horned Society with his own knights.
[Wars - 9]

Fearing annexation so soon after reclaiming his damaged homelands, Holmer curtly refused these offers and expelled Belvor's agents from his realm. Within months, Iuz's armies, which had savaged the western Bandit Kingdoms, stood on his eastern border. [LGG - 104]

In the coming of Flocktime, Iuz struck. In the dead of night along the banks of the Veng and Ritensa, the humanoids of the Horned Society launched probing attacks. None made more than small headway against the knights of the Hart and Shielding, but the attacks still achieved their aim. While King Belvor and Lord Holmer peered myopically at their river frontiers, Iuz’s true legions marched east, fording the Ritensa north of the Shield Lands and striking into the Bandit Kingdoms. The petty warlords were easily cowed by Iuz’s might and, given the number of spies recently executed, the evil lord was confident that Belvor and Holmer were blind to his maneuvers. [Wars - 9]

Outflanked and unable to support resistance on two fronts, the Shield Lands crumpled swiftly. Over 11,000 Shield Landers fell in the invasion, with as many dying in the subsequent occupation. While life under the bandits and Hierarchs had been difficult, at least the rulers had been (in most cases) human. Now, under Iuz, farmers were forced to work for orcs, necromancers, and demons. These creatures knew nothing of mercy, and life in the Shield Lands became that of fearful persistence, of not knowing if the next day would bring death or disfigurement, knowing that it would not bring hope.
Except for lone fortified keeps and minor pockets of rural resistance, the whole of the Shield Lands fell to Iuz. A daring defense of Admundfort allowed much of the capital's population to flee via ship to Willip, but the evacuation was not completed. Earl Holmer, ever the noble knight, remained with his homeland, only to be carried off to the dungeons of Dorakaa. [LGG - 104]
Occupied Admundfort was taken by Iuz as the new regional capital, to be administered by a Lesser Boneheart mage, Vayne, and assorted demons. The rest of the country fell to lesser leaders, including several fiends. The fertile lands of the Shield Lands became the breadbasket for Iuz's entire army, much of the physical labor carried out by zombies or humans under the constant threat of murder and subsequent revivification. [LGG - 104,105] 

[Furyondy] sought alliance with the Shield Lands to secure itself against the Old One, but stupidly, the pettyminded rulers of the Shield Lands refused, believing this to be a step in a planned annexation by Furyondy. They paid dear for their foolishness. Iuz feinted an attack westward. Meanwhile, his main body of troops struck far to the east and southeast, into both the Bandit Kingdoms and into the Shield Lands, which they flanked to the east from bases in the old lands of the Horned Society. Admundfort and Critwall fell swiftly. Lord Holmer, who had refused a pact with Furyondy, was taken to meet his fate in the dungeons below Dorakaa. [FtAA - 6]

Shield Lands fell swiftly to Iuz as he swept from the west during the Greyhawk Wars. The well-maintained primary roads of the Shield Lands made this conquest easier for the Demipower, if anything. [WGR5 Iuz the Evil - 42] 

Lord Holmer learned of Iuz’s flanking march only after the humanoid hordes had breached the eastern border. Raging like a grass fire across the open fields of the Shield Lands, they drove on Critwall. When this dark report reached Lord Holmer, he pulled all but a screen of knights from the King Belvor’s emissaries to the Shield Lands river frontiers and personally fought his way back toward the undefended capital, Admund-fort. More than half of the knights fell in the drive toward the island, but those who reached the Nyr Dyv set fire to as many vessels as they could, then sailed across the channel to the capital. Ragged and weary, the remaining knights could not hold the capital before the onslaught of humanoids, though they came across in dories and trawlers. Admundfort and Critwall fell, and so too did Lord Holmer, borne away in clawed hands to the dungeons beneath Dorakaa. [Wars - 9,10]

Furyondy prevailed where the Shield Landers failed. As Holmer’s forces reeled under the onslaught, Belvor ordered his armies forward into the Shield Lands, where they met stiff resistance. Had he not drawn forces from the Vesve, and had the retreating Shield Landers not joined him, he may not have carried the day.
The fall of the Shield Lands left Furyondy’s eastern flank exposed, a threat King Belvor moved quickly to block. Lords scoured the countryside, raising vast militias to complement the thin ranks of the Order of the Hart and troops were hurriedly transferred from the Vesve Forest frontier. The newly raised troops and reinforcements confronted the advancing humanoids at the Battle of Critwall Bridge, dealing Iuz’s forces a severe blow. The armies of Furyondy repelled the humanoids and held the Veng River line against further advance. [Wars - 10]
Iuz was not finished, though. The conquest of the Horned Society and the Bandit Kingdoms was not enough. Neither was the sacking of the Shield Lands. Iuz had his sights set on the greener pastures of Furyondy. Iuz had his sights set on the whole of the south. He pressed on and lay siege to Chendl.
Iuz had no intention of letting his string of victories end, however. Using loot captured in the Shield Lands, Iuz hired humanoid mercenaries in the Vesve Forest. The mercenary army descended from the Vesve, overrunning the frontier guard of Furyondy and capturing Crockport. Furyondy’s capital, Chendl, lay open and unguarded across the belly of the land. But for a hasty confederation of Highfolk and knights, Chendl would have fallen by the next dusk. The ragged force of Highfolk and knights refused to grant the orcs an open fight, harrying them instead. Though the orcs’ advance continued, it slowed sufficiently for the defenders of Chendl to prepare. By the month of Reaping, however, Chendl lay surrounded. [Wars - 10]

Furyondian forces fell back to the capital, surrounding it, stopping the Orcish advance into Fairwain Province.
The knights had managed to stop the orcish advance into Fainvain and the humanoids could do little more than surround Chendl. The Horned Society’s incursions across the Veng occurred less often and grew less concerted. Best of all, the Canon of Veluna sent word that his forces were hurrying to Furyondy’s side. The news from Nyrond, too-though not the best-at least indicated that the Fists were contained. After considering these encouraging matters, King Belvor rallied his spirit and returned to the fight. [Wars - 11]

Belvor would not see his capital razed to the ground. Neither would he allow those brave souls defending it sell their souls for naught. He attacked, breaking the orcish ranks, ending the Siege of Chendl.
Furyondy ’s first task—more political than strategic—was to sunder the siege of Chendl. Gambling on the chaotic nature of the tribes surrounding the city,” Belvor left most of his strength on the Veng border and personally led a picked command of elite units against the siege force. Belvor’s knights were severely outnumbered, but by strategic cunning and sorcerers’ aid, they gained the upper hand. The knights sliced through the humanoid lines and pinned the besiegers to the city walls. In short time, the fields around Chendl became a smoldering graveyard of goblinkind and the way to Chendl was open once more.
By this time both Iuz and Furyondy were stretched to their limits. The furious pace of the war had exhausted their reserves of trained manpower and supplies. Through the months of Patchwall, Ready’reat, and Sun-sebb, both nations scrambled to reprovision their forces. [Wars - 11]

Archbold of Nyrond
Archbold of Nyrond was as hard pressed in the east. The Fists had sundered Tenh, and were raiding Nyrond with impunity. He raised what forces he had at his disposal, mindful of what would happen were he to leave his border with the Great Kingdom undefended, and marched against the Fists occupying the Nutherwood and Phostwood.

Meanwhile in the east, Archbold III of Nyrond finally rallied himself from the shock of tenth’s defeat. Smarting from accusations that he had allowed the troublesome dukedom to collapse, King Archbold decided to undeniably prove his support for his former colonies. Armed with reports that the Fists were mercilessly pillaging the fallen duchy, Archbold marched north into the Nutherwood. Elven contingents in his army allowed him to easily infiltrate the Phostwood and overwhelm the few Fists posted there. Without further warning, the Nyrondese burst from the forest.
Unlike the Tenhas though, the Fists did not simply crumble: Archbold found himself facing a determined foe. Angered at the surprise attack, Sevvord executed a few lackluster commanders as examples to the others, then sacrificed Fists to delay the advance as he mustered his forces outside the village of Ternsmay. Though outnumbered, Sevvord held the advantageous ground. In the ensuing battle, neither side could gain the upper hand. After fighting well into the night, the Fists withdrew farther and fortified their position. Though Archbold had emerged victorious, the victory was bitter, for he could risk no further advance into Tenh. He had, however, forced Redbeard into a defensive stance as well. The battle ended in stalemate and the armies spent the next tedious weeks watching their enemies across a mile-wide no man’s land. [Wars - 10]

By 583, however, war would return to haunt Nyrond. Confident that a personal victory over untrained barbarians would do much to bolster his flagging popularity in Nyrond's northern regions, Archbold led a huge army through the Nutherwood, hoping to strike a telling blow against the 'Fists inhabiting Tenh. Fighting lasted for an entire day. The barbarians fell back to more heavily fortified lands, but the cost to Nyrond was great. More than three thousand soldiers fell before nightfall, and Archbold himself suffered grievous wounds, not least of which to his pride. He had gambled Nyrondal cavalry against the hordes of Sevvord Redbeard and won, but it did not seem like a victory. [LGG - 78]

The Story Reuven of the Rhennee
Reuven learned the ways of the forest in the distant Adri, saw combat in Nyrond during the Creyhawk Wars, and picked up a host of thiefly skills in the decrepit city of Seltaren, in the Duchy of Urnst. [RPGA Fright at Tristor - 3]

584-585 CY
The orcs of the Bone March sought to crush Ratik, but the defenses of the Kalmar Pass and the walls of Ratikhill had defeated them time and again. So to the Dwarves of the Rakers, and the Gnomes of the Loft Hills. As had the Loftwoods. They could not raze the mountains or the hills, but trees could burn.
The site of a great Ratikkan victory over Bone March orcs (578 CY), the wood was partly despoiled by nonhumans setting fires (584—585 CY). It is once again a battleground between Ratik in the north and orcs and gnolls in the south. [LGG - 141]

Dangerous times make for strange bedfellows. The enemy of my enemy, and all that. Thus, the Bandit chieftan, Hendrick, did what he never would have done in times of “peace.” He allied with the wood elves near Fleischriver to battle forces of Iuz. One could not be free of such evil if one were dead, he reasoned.

Skannar Hendricks
Skannar Hendricks, a powerful chieftain of the Reyhu group of bandits, is a lot smarter than most. Fleeing from Iuz, attacked by a band of 200 Dazark encountered on the first day in the forest, his men then took something of a drubbing from the eastern wood elves, though they managed to slay a powerful fighter/mage. He decided that he really needed some allies. The wood elves didn't seem to want to simply murder the bandits wholesale, so Hendricks talked peace with them.
Incredibly, this alliance has worked. Hendricks' men include fewer evil, and more neutrally aligned men than most bandit gangs. Likewise the elves have many neutrals. There was some room for understanding, since both hated Iuz and his ores. So, the wood elves have allowed Hendricks' men to build a couple of strongholds in the Fellreev and after a joint battle against a large force from Fleichshriver in Patchwall, 584 CY, some kind of friendship has been cemented. [WGR5 - 56]

Despite Hendrick’s partisan tactics, Iuz held the Bandit Kingdoms well in hand. He could have slaughtered the populace. He could have let his hordes loose to do what they would; but he had plans. He needed to consolidate his lands if he were to conquer further; to do so required wealth. Wealth and food, and trade. And governance. How else would he subjugate the weak? Rookroost, Riftcrag, and Stoink were made regional capitals to do just that.
In the Bandit Kingdoms, the towns of Hallorn, Riftcrag, Rookroost, and Stoink are regional capitals. Hallorn rules the western Bandit Kingdoms, Riftcrag the Rift and Rift Barrens, Rookroost the region between the Rift and the Bluff Hills, and Stoink the southeastern Bandit Kingdoms. [LGG - 60]

Steelbone Meadows
Iuz could not be everywhere, and so he could not control all of his vassals all of the time. Sometimes they went rogue, dispensing murder and mayhem without his sanction. Did this bother Iuz? Not particularly, not if their actions spread, for terror is a weapon, and so long as that terror furthered his ends, he was pleased with what it wrought.
In late 584 CY, when the Pact of Greyhawk had been drafted and the war was ended but for skirmishing in the far-distant lands of the Pomarj, Ratik, and the margins of the Lost Lands, the priest Bernel of Hallorn commanded a gathering of bandit forces drawn from these western lands at what is now called Steelbone Meadows. Bernel was certainly paranoid, possibly completely insane. Ten thousand bandits gathered to celebrate the war's end, expecting to be given instructions for the new campaigns of pillage they looked forward to after the winter. As most of them slept in their huge tented campsite, Bernel, who believed that the bandit leaders intended to turn against Iuz and reclaim their lands from Iuz's control, had over half of them slaughtered by fiends, ore assassins, and lethal magic. The survivors fled in all directions. They currently eke out a perilous living in these infertile, poor plains lands. Unfortunately, the survivors own chaotic evil disposition prevented them from allying against their oppressor. Many of them turned on each other, claiming that the other had co-operated with Bernel, betraying his fellows to ensure his own survival. Thus, the roaming bandit gangs are as likely to attack and kill each other as they are to strike against Iuz's forces, who rarely patrol these lands any more. Bernel was swiftly replaced by Iuz and is now a prisoner in Dorakaa's dungeons. The new commander at Hallorn has suffered a strange fate of his own. Perhaps the dying curses of the men slain at Steelbone Meadows have affected one victim, at least. [WGR5 - 49]

In late 584 CY, news from Greyhawk declared an official end to the war, and many warriors gathered in northeast Wormhall to confer with their leaders regarding plans for next year's summer raiding season. After many nights of drunken Brewfest revelry, more than ten thousand bandit men from Abbarra, Freehold, Midlands, Warfields and Wormhall were attacked as they slept by a treacherous (and probably mad) cleric of Iuz, using magic, assassins, and demonic servants. About half of these men escaped, most badly wounded, and fled overland to refuge in Greenkeep, Tangles, or the Rift. All nurse a grim hatred for Iuz and his forces in their homeland. The abandoned campsite, now known as Steelbone Meadows, is overgrown today, with rotting tents, rusted weapons, and scattered bones forming a grim, open graveyard. Though it is likely the massacre went against the wishes of Iuz (who had the mad cleric carried off to an unknown fate), it nonetheless offers a stern warning to those who wish to throw off the puppet rulers installed by the Old One. [LGG - 31]

The Rook in Shadow
What remains of the Bandit Kingdoms?

Abbarra: [Some] assassins survived (perhaps organized by their former leader, the ruthless Kor (NE male human Asn12) and now prey on Iuz's rare patrols in this area. These "terrorists" strike from hidden bases and live off the land. Abbarra is technically governed from Hallorn, but it is generally ignored by the empire. [LGG - 25]

Artonsamay, Duchy of the: Rumored to have been ruled by a puissant noble adventurer of Urnst's Gellor dynasty, Artonsamay was a favorite haunt of thrill-seekers and lawless folk lacking an evil or sadistic bent. None of this, however, served to aid the duchy when Iuz's forces invaded in 583; the realm's castle "capital" was destroyed, and most of the land's residents fled to the County of Urnst, Stoink, or the Rift. Great magic was employed in the battle, and Artonsamay is now mostly uninhabited wilderness (much of it barren) with poor hunting, governed from Stoink. Many, including Countess Belissica, believe that Duke Gellor […] is dead, though the folk of Stoink whisper that no less than Iuz's high priestess, Halga, was seen there, tracking a man bearing an all-too-familiar appearance. [LGG - 26]

Dimre, Grand Theocracy of: Dimre is technically governed from Stoink, though it is autonomous in reality. Dimre's clergy preaches that to understand the glory of Light, one must first walk hand-in-hand with Darkness. Its army keeps watch on all borders, allowing none but the faithful to pass into their sacred land. [LGG - 26]

Fellands: The bulk of the bandits working with [Xavendra, an oddly refined and graceful cleric of Iuz] have turned to dark religion and evil debauchery. Xavendra has a well-known distaste for orcs, and some suspect she may make a play for independence (despite being a cleric of the demigod) should Iuz's full attention fall elsewhere. [LGG - 26]

Freehold, Mighty: The Freehold keep itself was altered in the early months of Iuz's occupation, becoming the grisly castle known as Fleichshriver. Remolded by fiendish hands, the citadel is an imposing reminder of the evil, otherworldly forces that once infested the local countryside. Though passers-by no longer need fear the claw and tooth of marauding demons, strange, haunting screams can still be heard from the seemingly abandoned keep; locals give it a wide berth. Iuz's archmage Null […] of the Greater Boneheart, was known to come here in the past and might do so still. [LGG - 26]

Defenders of Greenkeep: Greenkeepers escaped the massacre at Steelbone Meadows and withdrew into their corner of the Fellreev. They suffered much from raids by wizards, clerics, and orcs under Iuz, but some hang on, helping and helped by the Reyhu-elf alliance across the river. They avoid the plains to the south. [LGG - 26]

Grosskopf, Grand Clans of: 
Grosskopf Raiders
Many Grosskopf raiders with cavalry skills elected to take Iuz's suggestion that they relocate to the Barrens to fight the Rovers, with whom Grosskopf had clashed for many decades. The raiders live now at the Barrens' regional capital, Grossfort, forming the basis of a sizable army known as the Marauders of the North. Other Grosskopf troops work with allied orcs and goblins at Senningford and Narleon, fighting Stonehold skirmishers and supplying Iuz's troops in Tenh. Grosskopf and Fellands are both now controlled from the regional capital at Rookroost.
[LGG - 27]

Johrase, Kingdom of: Kinemeet is now primarily an orcish city, its forces charged with controlling the plains for 100 miles or more in all directions. The commander here, usually a gigantic orc or intelligent ogre warrior, reports to either Rookroost or Riftcrag, depending on whim. The commander is replaced about once a year, however, thanks to duels for leadership. The orcs here are warlike in the extreme but loyal to Iuz, despite the fact that they frequently use Johrase shields and flags along with those of the Old One. [LGG - 27]

Midlands, Stronghold of the:  Most surviving forces were destroyed at Steelbone Meadows, and the temple has been razed. The region is now under the control of Kinemeet's orcs, who usually answer to Graf Demmel Tadurinal [a cleric of Iuz], a toadying [sycophant] stationed in Rookroost. The graf also handles patrols along the Artonsamay. [LGG - 27]

Redhand, Principality of: Now that most of the Old One's demonic officers are gone from the land, many believe Zeech and his men are set for a rebellion. Word of this surely has reached Dorakaa, and all eyes watch the debased prince with grotesque curiosity, guessing at his fate should he defy Iuz. Zeech would get no help elsewhere, as he is greatly hated in Urnst and Furyondy. [LGG - 27]

Reyhu, Great Lands of: The old Reyhu region is administered by a quartet of clerics of Iuz in Balmund, who in turn report to either Riftcrag or Stoink (their orders are often confused on this point). Their incompetence does not eliminate the fact that the countryside literally crawls with orcs and their allies, and hence is well defended, if only by the sheer number of defenders. Reyhu's celebrated fields lay fallow, its crucial resource completely ignored and turning into wilderness. [LGG - 29]

Rift, Men of the: 
The Rift Folk
Rift folk are mostly as chaotic and evil as the nonhumans, but they are clever and skilled at mountaineering and trap-setting. Many thieves and berserkers are among the warriors here, and Erythnul worship is widespread. Iuz's agents inhabiting Riftcrag made it a regional capital in 584. They keep watch over the canyon from the city and from the Leering Keeps, five citadels perched on the northern edge and eastern end of the enormous chasm. Led by Cranzer […] a powerful member of Iuz's Lesser Boneheart, these forces patrol the Rift, attempting to contain the plar's growing army while continuously assaulting the Tangles with axe and fire. The Rift holds mines that provide the region's best silver veins. Of late, Cranzer has made deals with the Rift bandits in order to make the regular silver shipments personally demanded by Iuz.
[LGG - 29]

Rookroost, Free City of: Rookroost now governs all plains, forests, and hills between Cold Run and the Zumker River, all Iuzite forces in Tenh, and the plains across the Artonsamay south to the Rift Barrens. [LGG - 29]

Stoink, Free City-State of: 
Looting Supply Lines
Currently ruled by the fearless and grossly overweight Boss Renfus the Mottled […]. Stoink sponsors brigand raids into northern Nyrond, and its forces loot the supply trains of the army of Tenha expatriates attempting to retake their homeland under Duke Ehyeh III. Cross-river raids between Stoink and the Urnst fortress Ventnor are increasing, but they have not yet invited an invasion by the County of Urnst north of the Artonsamay. The northern border with Dimre is stoutly defended to prevent raiding by overzealous minor priests.
[LGG - 30]

Earldom of the Tangles: Iuz rules this area from the small town of Hallorn, the earldom's former capital and now one of Iuz's regional capitals. Hallorn was once a grim place filled with little more than zombies, thanks to an insane priest of Iuz and his numerous demonic allies. [LGG - 30]

Warfields, Unified Bands of the: 
Rife with Hobgoblins
Warfields is much less a center of military activity these days, consisting mostly of wilderness and ruined towns. Administered from the regional capital at Hallorn, the land is rife with hobgoblins, and few humans remain. The hobgoblins send many of their number south to fight returning Shield Landers at Critwall. The former Guardian General, an imposing warrior called Hok […], has not been heard from in over five years.
[LGG - 30]

Wormhall: No one knows the true faces of the lords of Wormhall. Rumors suggest they are ordinary humans, fiends, reanimated lords of old, or worse. The structure and province are named for the tenebrous worms that literally crawl on the walls of the Wormhall, a revolting feature that has led many to suggest magic created by the infamous arch-cleric Kyuss is somehow involved in the affairs of the land. [LGG - 31]

584 CY
Ket had long coveted the arable lands east of the Bramblewood, and had fought more than one Short War with Veluna and Furyondy and Keoland to gain a foothold there. Iuz had whispered in their ear. Now is your chance, he said. Strike while your enemies are in the North. Ket listened, and sent its forces into Bissel.
In Goodmonth 584 CY, Ketite cavalry attacked Bissel's watchtowers along the Fals River at the northern end of Bramblewood Gap. Without many of the mercenaries within its Border Companies, who had traveled south and east to battle the Pomarj and Iuz, Bissel fell by mid-Harvester. Ket, encouraged by the Old One, forced Bissel's surrender after the fall of Thornward. The archfiend and the westerners had hoped to use the old margrave, Walgar, a ranger of some renown, as a puppet, but pride would not allow it. After giving up his lands, the aged ruler committed ritual suicide. Graf Imran Tendulkar, a Baklunish religious warrior, took a soft hand to rulership as Walgar's replacement. He and his men attempted (often in vain) to convert the Bisselites to western religions, all the while waiting patiently for the land to accept its new governors. Other nations, understanding Bissel's strategic importance, attempted to break Ket's hold. In a succession of battles, Veluna drove invading forces from the neck of the Fals River Pass and Highfolk gnomes defeated Ketite forces in the Northern Lorridges. Further advances into the nation were halted by Ketite horsemen, often with assistance from the remnants of Bissel's disbanded Border Companies, now bankrolled by western interests. [LGG - 33]

The Great Kingdom desired the return of those provinces that had ceded from its oversight. Nyrond had begun the tide of defection. Nyrond was also the most powerful of all those who would defected. Should Nyrond fall, the rest would bend the knee once again, either by choice or by the sword. And so Ivid attacked Nyrond.
The reports of war, blood, and great conquests being made by the hated barbarians and barely-civilized Fists of the North excited and enraged the overking. Egged on by the priesthood of Hextor, Ivid entered the fray by storming into Nyrond and its ally Almor. [Ivid - 4,5]

But Ivid was defeated.
It is a tribute to Ivid's incompetence that a nation with the vast armies and resources that the Great Kingdom had was fought to a standstill by much smaller Nyrond. For all the excellence of the Nyrondese armies, and their superb morale and training, Ivid should have been able to crush them. [Ivid - 5]

Ivid was livid! Lack of dedication conducts a pogrom, executing servants, sages, and surfs; he executes his generals and nobles, transforming them into undead.
Ivid personally assumed complete command of all the armies of the Great Kingdom, despite the counsel of his best advisors. Ivid did not just overrule or even sack his generals: he executed them, sparing only his favorites. [Wars - 20]

Finally, Ivid V decided to create utterly loyal servitors among his generals and nobles. He expediently had them murdered and raised in unique undead forms; each was revived as an animus, an undead being possessing all the skills and talents of the former living person. With the logic of the terminally deranged, Ivid came to see this revivification as a reward for his favored courtiers. [FtAA - 8]

Reward
[Ivid] became utterly obsessed about such [disloyalty and betrayal] and ordered appalling reprisals, verging on genocide, against the people of those lands. He saw it as punishment for treachery in not dealing with such affronts to His Imperial Majesty.
Convinced of treachery among his nobles, he invoked a unique new form of ensuring their obedience. With Hextor's priests and the aid of fiends, he had the nobles slain and brought back to unlife as powerful undead creatures—animuses. He thought that by eliminating their human weaknesses and  he could be certain of the loyalty of wholly acquiescent zombie-leigemen. What he actually had, however, was a large number of very powerful and embittered monsters who retreated to their own lands and simply defied him.
In response, Ivid began executing as many traitors (the vast majority of them imagined traitors) as he could get his once-elite Companion Guard to lay their hands on. Rauxes was awash with blood; by the end of the wars, its population was barely above half its pre-war total. [Ivid - 5]

One must strike while the iron is hot. Ivid had taken control of the Aerdian armies, much to the dismay of those generals still untouched by his hellish desire. The Great Kingdom was in disarray, its parts shattered as its herzogs and governors sought to salvage what they might.
Hearing of massacres in Ivid’s lands, King Archbold in Nyrond counterattacked the Army of the North between Womtham and Innspa. Though Ivid’s animus generals fought well—being themselves unafraid of death—the chaotic heartlands of the Great Kingdom offered no support to the Northern Army. [Wars - 21]

Almor was not so lucky as Nyrond. [It] was invaded by Ivid in 584 CY and its old capital, Chathold, utterly decimated by the Overking's mages and priests. The animus Duke Szeffrin now rules half of the old Almorian lands, and this creature, formerly a greatly favored general in Ivid's armies, is reputedly one of the cruellest of the animus nobles now holding sway over so much of Aerdy. [FtAA - 27]

Nyrond, for all its honour and decency, understood when a rabid dog needed to be put down. They took measures for the greater good, as even the most forthright must in such times.
The crisis reached its climax during the Richfest celebrations of that year. An assassin emerged from the thronging crowds and struck Ivid a mortal blow with a poisoned dagger. When news spread of Ivid’s death, the gloom over the land lifted. The nobles stoked the fires of celebration, joyously preparing for the power struggle to come. [Wars - 21]

The Great Kingdom was spared that turmoil, however, by an even greater one. Just as the cunning of the mad Overking had saved Ivid from countless threats past, it saved him now from the grave. Secret arrangements, perhaps made with fiends summoned while on the Malachite Throne, resulted in the Overking’s revivification. Ivid V—who had seemed cold and soulless in life-seemed doubly so in death. [Wars - 21]

The supreme irony is that Ivid himself is an animus now. After an assassin's poisoned and enchanted dagger struck him, only this revivification process was able to prevent his death. Still, the process failed in some crucial respect, as Ivid still has the wasting disease he contracted shortly before the wars. The disease appears to be incurable.
Ivid the Undying is dying by the day. [Ivid - 5] 

The North and South Provinces fully secede from the Great Kingdom.
The North Province seceded, and with the aid of humanoids from the Bone March, succeeded in repelling Nyrondese forces in the Flinty Hills. Wisely, the Nyrondese held off from further massed battles, perhaps sensing the imminent collapse of Aerdy. The North Province's secession did indeed trigger the complete disintegration of the Great Kingdom. Animus nobles across the land (and the few still living) withdrew all support and the remnants of their armies from the Overking. The Great Kingdom was no more; a welter of petty states, ruled by disputatious nobles (many of them undead), was all that was left. An empire that had stretched from Perrenland to the Aerdi Sea had been wholly expunged in less than four hundred years. Sic transit gloria mundi (or its Oeridian equivalent): so passes away the glory of the world. [FtAA - 8,9]

Herzog Grenell watched as the once Great Kingdom shrank, its power diminished, its lands divided. He declared himself King of his North Province. He knew his reign would be short is sanctimonious Nyrond had any say in the matter, so he marched his armies north to meet what would surely come.
Grace Grenell, Herzog of the North Province rebelled against his cousin in a desperate attempt to hold his lands against the march of King Archbold. Freed of the mad king, the Herzog and the orcs of the Bone March halted the Nyrondese armies in the rugged Flinty Hills. The Herzog callously sacrificed both human and orcish troops to grind King Archbold’s advance to a halt. Though the Nyrondese could advance no further against the combined armies, Archbold, tantalized by the prospect of ultimate victory, refused to break off his assault. [Wars - 21]

Grenell was wary. Indeed, he was quite fearful. He did not intend to join the ranks of Ivid’s “most loyal servants.” And if he were to be summoned to Rauxes he most certainly would have been. Therefore, he did what most vainglorious despots would do in such circumstances; he too seceded from the Kingdom.
The North Province’s defection from the Great Kingdom unleashed the pent-up fears and ambitions of all nobility in the Great Kingdom, both living and animus. The Herzog of the South, among the first nobles rewarded with death and revivification, reasserted his claim to the South Province. The wave spread outward from there: living nobles turned their fiefs into armed camps and animus lords sought to expand their realms. The Overking’s authority collapsed entirely, leaving Ivid with only his personal estates. Thus, the always-fragile Great Kingdom shattered into a hundred petty principalities, dukedoms, baronies, counties, and earldoms. The Aerdi Empire was no more. [Wars - 21]

His Grace Grennel
Grenell found himself in a rather precarious position. Not only did he have to watch his southern border. He had to be mindful of Nyrond and the Barbarians, too. To make matters worse, the Bone March was calling in the debt owed for their helping the now North Kingdom attack Nyrond: "We helped you fight Nyrond, now you help us storm Ratik."
For himself, Grenell doesn't give a fig about Ratik. Unfortunately, no few of his most powerful local rulers care a great deal about Ratik—as do many ordinary folk. Many of them share the same Oeridian-Flan racial mix as the men of Ratik, and they admire the rugged bravery of Ratik's warriors in having kept the humanoids at bay for so long. They are opposed to any plan to conquer Ratik, and some of them are ready to go and fight for Ratik should Grenell dare act against that nation.
There is another twist to this. The barbarian nations are strongly allied with Ratik. At the present time, their raids are focused on the Sea Barons and they do not often raid most points along the eastern North Province seaboard, save for Bellport. This is because many of the rulers and armies of that eastern seaboard have managed to make a peace of sorts with the fierce Flan barbarians, Prince Elkerst of Atirr being a notable example. Indeed, the barbarians increasingly trade with some North Province coastal towns and villages, and that trade brings much needed wood, furs, and other commodities in short supply in North Province. [Ivid - 44]

There was also the Barbarians to consider. If Grenell attacked Ratik, Barbarian raids would most certainly recommence. His was a precarious balance, as many of the peoples of his northern coast shared familial ties to those Barbarians.

Kaport Bay
Kaport Bay is the most rugged of North Province's towns, a whaling station and fishing town of 5,200 souls. Together with its twin satellite villages of Low and High Scarport, this town has a characteristic atmosphere. The people here are hardy men and women with little time for frivolity—or outsiders. They term themselves "Kaportlanders" and are proud of this. Flan blood is strong, and the Kaportlanders are no friends of Grenell and his court. Kaport Bay maintains three stout war galleys used to protect its whaling fleet, not least against the attacks of deep-sea kraken in the Solnor Ocean. Barbarians rarely raided here in the past, given their blood ties with the fair-haired Kaportlanders, and they do not do so now. [Ivid - 56]

In time, the conflict paused. They had no choice. Coffers were empty. Their armies tired beyond comprehension. The combatants dug in, licked their wounds and waited, glaring across the span at hose who glared back, and slavered, whether they were satisfied with their gains or desirous of taking back what was theirs or not. This is not to say that all was calm. Because the Flanaess was not calm. It seethed.
Nyrond had another threat to contend with: the Bone March humanoids skirmished with Ratik and Nyrond itself. [FtAA - 7]

What of the northeast? Tension is high. Violence certain. Nevertheless, for all the conflict west of the Rakers and to the south, the Thellonrian Penisnsula had been left largely unscathed.
Ratik and the Bone March are at each other's throats. [FtAA - 21]
Seeking Destruction
The humanoids of the Bone March still seek to destroy Ratik, the beleaguered gnomes of the Flinty Hills, and any other territory they can advance into; their "alliance" with the North Province has already begun to disintegrate due to the ill-organized and undisciplined nature of these creatures. They have no leader, and are a quarrelsome rabble, but are numerous and hence dangerous. The Euroz tribe of ores (who rub their faces in the ash of burned victims when preparing for battle) are most numerous in Spinecastle, but their dominance may not last very long. They are known to subject human and demihuman (especially prized) captives to unspeakable degradations and tortures. [FtAA - 24]

And the barbarians are a law unto themselves, still raiding Aerdi, still supporting the brave folk of Ratik, still deeply hostile to the poisoned words from Stonefist. [FtAA - 10]

               

Thus ends the episode of the Greyhawk Wars.
Ratik and the Thillonrian Peninsula have weathered the Greyhawk Wars, Ratik far better than the Barbarians did, I image. The Barbarians, especially the Fruztii, and maybe the Cruztii, to a lesser extent, have been in direct contact with the Stonehold. The Stonehold has vastly increased their holdings, at the expense of Tenh.

Even in Peace, treachery reigned:
On the Day of the Great Signing, however, Greyhawk suffered a great treachery: Rary, one of the Circle of Eight, destroyed his companions Tenser and Otiluke in a great magical battle, then fled. Many suspected that the former Archmage of Ket had hoped to hold the ambassadors hostage, perhaps capturing Greyhawk itself in the process. Instead, he and his cohort, Lord Robilar, went to the Bright Desert to form their own kingdom. Fearing further disruptions, the delegates hurriedly signed the Pact of Greyhawk. Ironically, because of the site of the treaty signing, the great conflicts soon became known as the Greyhawk Wars. [LGG - 16]





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:
Black-Legion by dominikmayer
In the Ruins of the Shield Lands, by Joel Biske, from Living Greyhawk Gazetteer, 2000
Defeat by johnsonting
Rage by atlantisvampir
The-Hero-we-need by dominikmayer
We-die-we-fight-Ms-Orc-14 by bayardwu


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
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
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
Ivid the Undying, 1998
Dragon Magazine
OJ Oerth Journal, appearing on Greyhawk Online
LGJ et. al.
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

No comments:

Post a Comment