“Men are so
quick to blame the gods: they say
that we devise their misery. But they
themselves- in their depravity- design
grief greater than the griefs that fate assigns.”
―
that we devise their misery. But they
themselves- in their depravity- design
grief greater than the griefs that fate assigns.”
―
A Rejection of Benevolence |
c. 100 CY
The Great Kingdom had reached its
greatest height, its widest expanse. It spanned from sea to sea to sea. And had
grown to vast to be administered as one. It needed parceling, partitioning,
governance from regional capitals. Thus, was “Dyvar” raised from town to port,
its intent to oversee the Viceroyalty of Ferrond, itself founded from the
amalgamation of Feryon, Voll, the Highfolk, the Quaglands, and the Shield Lands
and the Northern Reaches. And then, the Great Kingdom, pleased with itself,
turned away from their responsibilities there, and set the course for its
eventual independence, for the Kingdom never again gave its west another
thought, until it was to late to do so. In truth, the Kingdom had more pressing
matters to deal with, closer to home, for Nyrond had always chafed against the
benevolence if its rule.
The realm began nearly five
hundred years ago as the Viceroyalty of Ferrond, the proudest jewel in the
crown of Aerdy. In those distant days, Ferrond consisted of modern-day Furyondy
(Furyon) and Veluna (Voll), Highfolk, the Shield Lands, the Quaglands
(Perrenland), and the hilly regions northeast of the massive Vesve Forest, then
known as part of the Northern Reaches. The viceroy ruled fairly from Dyvers,
where he was attended by scores of noble families culled from the Great
Kingdom, as well as ennobled Flan who served Aerdy. [LGG - 46]
A viceroy in Dyvers
administered the Viceroyalty of Ferrond, including its Northern Reaches (now
Perrenland and lands north and northeast of the Vesve Forest). [LGG - 23]
Dyvers:
Long a trade port,
Dyvers was also the capital of Aerdy's Viceroyalty of Ferrond. In that role, it
served as a welcome port to goods and travelers who braved the unexplored
shores of the Nyr Dyv. The palace of the viceroy rivaled that of his colleagues
in the west, and its domed central structure and austere stone towers have long
been cited in travelogues as among the finest examples of Oeridian
architecture. [LGG - 41]
Dyvers |
Veluna: [When] the first
Aerdi soldiers surged westward in a great drive to spread the empire, they came
upon the people of Veluna, already a burgeoning culture. The High Canon of Rao
met with representatives of the Great Kingdom, and explained to them the goals
of his peaceful land. Mindful of the vast Aerdi host looming on his borders,
the canon wisely agreed to support the Great Kingdom, seeing in the easterlings
a passion for progress and innovation that could be tempered by conversion to
the holy tenets of Rao. So it was that the Archclericy of Voll entered
vassalage to the Viceroyalty of Ferrond under a banner of peace and great
religious expectations. (If the Velunese did not care to emphasize their
Oeridian heritage, the overking was only too eager to do it for them.) In the
years following the establishment of the Viceroyalty, Veluna acted as a sort of
moral compass for Ferrond as a whole. Key adherents of Rao gained major
positions in the court of the viceroy. Given the warlike Oeridian temper and
the years of arrogance established in the west, the Velunese advisers had much
work to do. [LGG - 129]
Highfolk: The Fairdells and
the Vesve Forest were home to high elves for untold centuries. When humans
first arrived, as emissaries from the Viceroyalty of Ferrond, the two races
developed a kinship that exists to this day. [LGG - 53]
Perrenland: During the
Migrations, the warlike Flan tribes of the Yatil Mountains absorbed most of the
Oeridian, Suloise, and Baklunish invaders flooding the great Yatils pass called
the Wyrm's Tail, though several Flan tribes were driven from the lowlands by
Oeridians who established freeholds for their own clans. The disunity of these
small clans was taken advantage of by advancing Aerdi forces, c. 97-100 CY. The
Viceroyalty of Ferrond quickly gained full control of the eastern and
southeastern sides of what is now Perrenland, making it a part of Ferrond's
Quaglands. The fishing towns of Traft and Schwartzenbruin were forced to accept
the authority of stern Aerdi bailiffs. [LGG - 85]
Shield Lands: As the
migratory Oeridians ranged eastward in their search for a land that would
support them, they passed through many regions of inhospitable climate,
infertile land, and unfriendly local populations. Chief among these lands were
the rugged plains north of the Nyr Dyv, which resisted meaningful human
settlement for centuries, even as a strong Aerdi empire created the Viceroyalty
of Ferrond to the west. [LGG - 31]
So passes the west from this
narrative.
The Viceroyalty of Nyrond,
which eventually included Urnst, was ruled from Rel Mord by a junior branch of
House Rax. [LGG - 23]
102 CY
The great houses were laying claim to lands
throughout the realm. House Garasteth was no different, laying claim to the
isles now known as the Sea Barons. So had House Atirr. War broke out between
them, and Overking Manshen was forced to intervene, for so long as those fouses
fought, his coast was open to raiding from the Barbarians to the north. He declared
that a naval competition would settle the dispute; upon its completion, House Atirr
was declared the winner and given dominion of what was to be christened the Sea
Barons.
[Early] in the first century
of the Great Kingdom, Overking Manshen decided to create baronies from the fertile
isles; Oeridian colonists soon settled them while the court in Rauxes struggled
with their administration. In 102 CY, House Garasteth laid claim to the isles,
and open conflict threatened to break out between House Garasteth and House
Atirr, from North Province. Overking Manshen's wisdom was in full display when
his solution to the problem was to conduct an open competition to settle the
matter. He appointed four peers from the rival noble houses to the baronies of
the four islands and instructed them to build fleets. The baron who was most
successful at the naval exercises that ensued would be chosen to represent the
entire realm as the lord high admiral of theGreat Kingdom. Baron Asperdi of
Atirr won the post handily, and the largest island was named for him and his
descendants. The headquarters of the Aerdi Admiralty was thereafter moved to
Asperdi Isle, and the islands came to be known as the Dominion of the Sea
Barons. [LGG - 99]
108 CY
Overking Manshen desired to secure his northern border. The Fruztii
Barbarians were a constant threat, and he meant to pacify the North once and
for all.
Securing the Northern Border |
With the defeat of the
Fruztii at Johnsport, the call went out that winter, and thousands of their
kinsmen poured south along the Timberway the next year. Marching through passes
in the Rakers, they assembled and attacked the works underway at Spinecastle, focusing
their assault on the heart of the Aerdi fortifications. The defenders,
including the bulk of the elite Aerdi infantry, were quickly outflanked and
surrounded. A young Knight Protector of the Great Kingdom, Caldni Vir, a
Heironean cavalier from Edgefield, commanded a large cavalry force patrolling the
hills when the barbarian force struck. As part of the contingent led by the
herzog into the north, he pivoted and headed back to Spinecastle while
anticipating orders from his liege to counterattack. When the courier of the
herzog delivered orders for Vir to pull back to the south in retreat, he spat
in disgust and ordered the standard of the Naelax prince to be trampled in the
mud. He then raised the standard of the Imperial Orb and charged.
Approaching the site
of the battle from the north, he descended upon the barbarians from higher ground,
and they were unprepared for the hundreds of heavy horse and lance that bore
down on them in the next hour. Their lines were quickly broken, and the
Imperial Army was rescued to eventually take the day in what would be called
the Battle of the Shamblefield. The
Aerdi drove the surviving barbarians out of the hills, controlling the land all
the way to the Loftwood by the following spring. Overking Manshen recognized
the courage of the young knight Vir, and raised him as the first marquis of
Bone March. The land was so named for the high price paid for its taking, as
the fallen imperial regulars numbered into the thousands. [LGG - 36]
Thus the Overking named Vir the
first Marquis of the Bone March. And thus were the Fruztii broken.
It is said that the blood of
those thousands of unsanctified and unburied Barbarian and Imperial corpses was
pressed into the mortar of Spinecastle. It is also said that the Fruztii laid a
curse on its unfinished walls.
124 CY
Irongate was tens of decades in the making.
But its walls were raised high upon its cliffs, thick and sturdy, impossible to
scale or breach, a fortified Aerdian presence on the Azure Sea.
The city known today as
Irongate was completed in 124 CY by imperial architects charged to give the
Aerdi a fortified presence on the Azure Sea. [LGG - 56]
The potential of the outpost
and surrounding terrain was recognized early on by the imperial architects sent
to fortify the harbor on behalf of the Malachite Throne. This was done in
coordination with imperial miners and engineers, who organized the excavation
effort with the dwarves. These master builders set about the task of erecting a
city equal to the Great Kingdom's ambitions for the region, a plan that would
take decades to complete. Not only did the Aerdi want a base of operations from
which to exploit the resources of the peninsula, but they earnestly wanted a
fortified port from which to maintain a naval force on the Azure Sea the year
round. [LGG - 56]
The northern states had always
been fiercely independent, and they baulked at the prospect of Aerdian rule. But
the Malachite throne was persistent. They would lay claim to those lands, for
had they not already as they had migrated east? Had they not pacified those
lands, allowing those lesser houses that remained to settle there and live in
peace? So, now that all the lands east of the Nyr Dyv were under their
dominion, it was time for those nations to bend the knee to those who had made
them possible in the first place. But they were Oeridian, scions of Johydee as
the Aerdi were, and the Aerdi were loathe to put them to the sword. And thus the
Great Kingdom sent its delegates to the Urnst offering to annex Urnst as a
palatinate state rather than invading it.
Urnst declined.
By 124 CY, the Great Kingdom
sought additional trade routes to the highly successful Viceroyalty of Ferrond.
In that year, delegates sent by the Malachite Throne presented a bold plan to
Urnst's senators. In effect, they proposed to annex Urnst into the Great
Kingdom at. a palatine state, sparing the burgeoning empire the trouble of an
all-out invasion. Though a detailed analysis revealed that the offer was indeed
far more beneficial to the local lords than to Rauxes, the haughty nobility of
Urnst shouted it down without debate, much to the chagrin of the northwest
lords on the Franz River, who had long coveted a closer relationship with
Aerdy. [LGG - 125]
134 CY
Fortune had favoured House Attir. It had
gained the island chain now know as the Sea Barons, and was soon to be handed
the North Province, as well.
In 134 CY, the early Rax
overkings inaugurated a series of actions that would ultimately lead to the
downfall of their house some three centuries later. In that year, the
ill-tempered Overking Toran I deposed the scion of Naelax from rulership of
North Province, appointing in his place the leader of the smaller but rapidly
rising House Atirr. Citing the failures of the Naelax in supporting the heroic
efforts of the Aerdy military in Bone March and Ratik, Toran reduced the house
to a secondary role in the province. House Atirr ruled the province from its
capital on the coast, eschewing Eastfair. The land experienced a brief
renaissance under this enlightened leadership. However, this demotion was a
slight that the Naelax would never forget. [LGG - 73,74]
141 CY
Kargoth
of Mansbridge was born a feisty lad, noted for his bravery and ambition from an
early age. He was destined for greatness, most said. They said as much again
when he was elevated to the ranks of the Knights Protector.
150 CY
The Rhennee Cometh |
A minor human race called the Rhennee is found in the central Flanaess.
These wayfaring people travel on river barges and are very clannish. Rhennee
claim to have come to the Flannaess from another world and they do not trust
outsiders. They have a bad reputation as thieves, but most are not truly evil. [TAB - 14]
They are thought to have first appeared in the Flanaess in the area
around the Adri Forest circa 150 CY, moving west to avoid harassment by Aerdy
soldiers and citizens. The Rhennee increasingly left the land to become
migrants on the central rivers, until very few land-dwelling Rhennee now exist.
[TAB - 58]
The Rhennee are truly the enigma among the races of Greyhawk. While the
other foul races can trace their histories to elsewhere on the continent, the
Rhennee have separate origins. They are thought to have first appeared in the
Flanaess in the area around the Adri Forest around 150 CY, moving west to avoid
harassment by Aerdy soldiers and citizens. The Rhennee increasingly left the
land to become migrants on the central rivers, until comparatively few
land-dwelling Rhennee now exist. Though they rarely speak of this to outsiders,
their legends claim that the race came to Oerth accidentally from their home
world of Rhop. Although the Rhenn-folk have only a few ideas of what their home
plane was like or how they got here, they know that it was quite different from
the Flanaess. [PGtG - 35]
The Rhennee live exclusively on the waterways. making their homes on
large barges that average about 60 feet long and 15 feet wide. These sturdy
barges are similar in style to a junk; they are capable of navigating the Nyx
Dyv’s often choppy waters and treacherous storms, as well as riverways. These
ships may have one or two masts. [PGtG - 35]
Rhennee are fairly common on the waterways of the central Flanaess and
near inland shores and banks. A few secret, inland encampments are said to
exist, and here may also be encountered their rare, land-dwelling cousins, whom
they derogacively refer to as the Attloi. The mutual distrust and antagonism
between the Rhenn-folk and other peoples of the Flanaess have kept the Rhennee
relatively unmixed with other races, though the Rhennee do bring children of
other human races into their families. [LGG - 7]
155 CY
There
are mysteries aplenty upon the Oerth. Some are old, truly old, and were old
even when the elves were young. Most are best avoided. But what can one do if
one rises unexpectedly from below keel, and is stranded upon it?
The Sinking Isle |
Atirr did return northward
some years later, but as Herzog of North Province. Not until his middle years
did he have the leisure to the examination of certain ancient Suel tomes, and
the exercise of the arts he learned at Astra, he devised a way to either predict
or command the vagaries of the Sinking Isle. This knowledge, like much else,
was lost in the Turmoil Between the Crowns, but several different descriptions
survive of what he found when he drew alongside the risen city.
Sahuagin |
Chill and Forbidding |
Later observers have examined
the coastlands and sea near the site of the Sinking Isle, and have on a dark
evening seen what may have been its upper towers. The region is chill and
forbidding for such a southern latitude. Fishermen say that the catch in those
parts is extraordinarily good, but that nets are often fouled. Those attempting
the water, find it dark and chill. Most are content to leave the Sinking Isle
to the sahuagin, or whatever race of the deeps now holds it. [GA - 93,95]
166 CY
The east coast of the Great Kingdom had never
truly been pacified. Barbarians raided the North Coast unmolested, and piracy
was ever a problem on the South Seas. The Overking was losing patience, and he
committed forces to deal with it, once and for all time. He set his sights upon
putting the Duxchaners to task for their misdeeds.Following a
particularly terrible attack on Pontylver, during which the shipyards were set
ablaze, Overking Erhart II was
determined to put an end to the marauding. In 166 CY, he committed the combined
navies of the Great Kingdom to breaking the power of the Duxchaners. Old Baron
Asperdi's young but powerful naval force from the Sea Barons was brought to
bear on them, led by Lord Admiral Aeodorich of House Atirr, then accorded the
finest naval captain of the time. The town of Dullstrand was specifically
founded to act as a base of operations for the invasion of these southern
islands by the Aerdi fleet. [LGG - 71]
167 CY
Monduiz Dephaar was born in Bellport to noble
lineage. He was elevated at a young age to its Barony when his family fell to
Fruztii raids along the Solnor Coast.
History of the Star Cairns
The Suel had travelled long and
far since the Twin Cataclysms, and in the intervening years they had found many
lands that pleased them as had their homeland. But they never forgot the
Motherland, or the fate it had fallen to, or at whose hands.
In 167 CY, a copy of the Tome
of the Scarlet Sign was delivered to Murtaree, court wizard to the Malachite
Throne of the Great Kingdom. The tome was a treasure of the fallen Suloise
Empire, and the wonders of that lost realm struck a chord within the dark heart
of the Suel-born wizard The man was fascinated by the tales and information
about his ancestors, and was especially intrigued by the depth of the hatred
his people felt for their enemies, the Bakluni. The tales of ancient and
terrible feuds kindled in him the fires of hatred, and he resolved to bring
back to life the ancient war and destroy the Baklunish people. Consulting his
peers – other wizards of Suel heritage, working as advisors to various members
of the AerdI court – he found that there were others who felt similarly, and he
easily talked them into joining his personal crusade. [LT1 The Star Cairns - 2]
168 CY
The naval forces of the Great Kingdom defeated
the Duxchan forces in the Battle of
Ganode Bay with the naval power of the Sea Barons at the fore.
Thus the Duxchan Isles became The Lordship of the Isles.
Within two years of
hotly fought battles in the Aerdi Sea, Atirr and his armada, which was
outfitted with mages and powerful clerics of Procan, finally defeated the
Duxchaners and their allies at the Battle
of Ganode Bay. This won greater fame and praise for the Aerdi admiral, who
eventually rose to the throne of North Province some years later. The most
militant of the surviving Suel buccaneers retreated to the port of Ekul, on the
Spine Ridge of the Tilvanot Plateau, but were no longer a significant factor.
The Aerdi settled these islands in large numbers, founding Sulward as the
capital, though the population remained largely Suel, particularly on Ansabo
and Ganode, where local Suel lords were absorbed into the government of the realm.
An Aerdi lord was appointed prince of the new realm and he was made responsible
to the herzog of South Province, but given the right to carve up the islands
into provinces as he saw fit and award them to his kin. [LGG - 71]
169 CY
History
of the Star Cairns
Seeking a quiet place to
study, [Muratree] and his cohorts could study and grow strong enough [to
bring back to life the ancient war and destroy the Baklunish people], he was
lucky enough to find two great veins of magic rock in the western arm of the
Abbor-Alz. These veins enhanced different sorts of magic in ways that suited
his purposes, and so the wizard hired dwarves and men to dig out lairs in these
places, first breaking ground in 169 CY. When the hidden tunnels were
completed, Murtaree cast a great forget spell on the workers to preserve the secret
of their location. There were five locations in all – arranged on the crossing
ley-lines like an enormous victory-rune (its apex in the lower Abbor-Alz and
its nadir in the Bright Desert), which the mage thought was most appropriate.
The ambitious magic-users got to work creating items and spells of great power
to use against their racial enemy. [LT1 - 2]
170 CY
What of the southern continent? Did they
prosper? Did they wither under the gaze of the fell serpent Meyanok? Yes. The
Olman wared amongst themselves. The Touv continued on much as they always had.
But both suffered the yuan-ti. And both were beset with the machinations of the
cult of the serpent. (1577 TC)
The Yuan-ti |
Over the years the priests
slowly replaced key individuals in the temples and the city government. In
170CY, the high priests of Meyanok called down the power of their god and
withered all vegetation within five miles of the city wall. The city’s stores
of grain were lost, and the people were best by famine. Many fled, but most
could not; those that died of starvation rose as the ravenous, a new form of
undead. [SB - 54]
It is no wonder that the Olman
and the Touv floundered, just as the Great Kingdom flourished.
174 CY
History of the Star Cairns
Muratree never lived to see his
grand scheme of destruction carried out. Not from lack of trying.
Although Murtaree died in 174
CY when his transformation into a lich failed, his first students continued to
work teaching their ideals to new students. Great works were made in these
dungeons. More importantly, a pow& destructive artifact of unknown origin
was kept here for safekeeping, divided into three pieces, each stored in a different
cairn for greater security. [LT1 - 2]
c. 187 CY
As a member of the Knights
Protector, Monduiz Dephaar distinguished himself defending against the seasonal
Barbarian raids, fighting alongside such heroes as Lord Kargoth. He fought with
a fierceness that was frightening to behold, and in time, as his reputation
spread up and down the coast, his name came to be known and then feared by the
Barbarians. His atrocities were initially overlooked; but eventually they could
not be ignored. He was censured by the Knights, but he carried on unabated,
then shunned; and in his fury, he left, and settled for a while among the
Schnai, where his sword was welcomed, and where he could continue to raid and
vent his rage upon the Fruztii.
189 CY
Patience and persistence served the Great
Kingdom well. So too the divisive nature of Urnst, Oeridian to the north,
Suloise to the south. The north had no wish to be ruled by the Suloise lords to
the south, and those same Suloise lords preferred riches over the strife that
had risen with repeated crop failures. Yes, patience and persistence had served
the Great Kingdom well, that and a little magic and greed.
Originally part of the
much-larger seminal Urnst nation, the County of Urnst was established as a
distinct protectorate nation by Overking Jirenen of Aerdy in 189 CY. Owning by
far the most fertile land of any nation bordering the Nyr Dyv, Urnst stood as
the breadbasket of the region for many years, supplying wheat as far afield as
Calbut, in the duchy of Tenh. [LGG - 123]
[The] Senate had grown effete
and corrupt. Crop blights (some say the result of druids bribed by Aerdy) and
bread riots forced the leaders of Urnst to take action. In 189 CY, the Senate
effectively sold to the Great Kingdom all of the land between the Franz and
Artonsamay Rivers for an entire caravan of treasure and magical artifice. The
lords of the north, long abused by the Suloise senate, rejoiced at the new
arrangement. The Urnst nation was divided into a county, to the north, and a
duchy, to the south. [LGG - 125]
193 CY
The
rejoicing was short lived.
When Nyrond broke from the
Great Kingdom, it entered a period of expansionism, swiftly capturing the
County of Urnst in a brief and surprising series of charges toward the capital.
Most Urnstmen bitterly resented the occupation years, during which their own
aristocracy (largely Suel, with strong ties to that of the duchy) was
integrated with arrogant nobility from Nyrond. This resentment rarely erupted
into physical conflict, however; the people of Urnst enjoyed a much better fate
than the Pale under similar circumstances. [LGG - 123]
Though the folk of the County
of Urnst welcomed the Aerdy with open arms, the newly palatine government of
the south was far less trusting, fearing that the influx of Oeridian advisers
and regulars might degrade the "pure" Suloise culture. Much to
everyone's surprise, the overking took a hands-off policy to the heartlands
after disbanding the Senate and placing ultimate authority in the hands of the
duke of Urnst, selected by the Suloise nobles in 193 CY. [LGG - 125]
198 CY
All eyes looked to the heavens as a comet
appeared over the Flanaess. What did it mean, the people asked? All manner of
omens were declared, most great boons, like the declaration of a thousand years
of peace and prosperity, the Pax Aerdia. But not all predicted the great age to
come; the sage Selvor the Younger proclaimed a coming time of strife and living
death for the Great Kingdom. Those in power had no ears for such words in their
time of unprecedented contentment.
The History of the Star Cairns
An Omen of Wealth, Strife, and Living Death |
The impact was felt several
hundred miles away in Murtaree’s southernmost site, momentarily distracting the
attention of the mages working there. Mysteriously, the site vanished a few
seconds later - with it, three well-known wizards of the Great Kingdom. Even
worse, one of the pieces of the ancient weapon had been stored in the lost site.
The remaining wizards abandoned for a time their plans of Bakluni destruction
to deal with the troubles in the east, and fled the laboratories, some caking
the time to activate magical and mundane defenses to protect their research.
Eventually, the wizards who
knew the true purpose of the dungeons were scattered to the winds or dead; the
items found inside sparked their own legends, leading people to believe that
the ruins were merely burial sites for great mages. They came to be called the
Star Cairns, after the star-shaped entrances, and the belief that they were
mausoleums. Monsters and other undesirables began using the cairns as lain, the
great plans of the Suel wizard forgotten. [LT1 - 2]
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:
Dyvers, by David Roach & Sam Wood, from Slavers, 2000
Rome-versus-barbarian by odinrules
Gypsy-Woman-Painting by noramohammed
The Sinking Isle, by Jeff Easly (?), Greyhawk Adventures, 1988
Away-from-the-Light by waterbear
R'lyeh by pmoodie
Dagon by bazibalba
Gypsy-Woman-Painting by noramohammed
The Sinking Isle, by Jeff Easly (?), Greyhawk Adventures, 1988
Away-from-the-Light by waterbear
R'lyeh by pmoodie
Dagon by bazibalba
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
11374 The Scarlet
Brotherhood, 1999
11621 Slavers. 2000
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
Tha map of Anna. B Meyer
Tha map of Anna. B Meyer
This installment was GREAT! I'm especially impressed you worked Star Cairns into the history. I never gave them much heed until now.
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