Saturday, 13 June 2020

Retconning Ratik


“Presume not that I am the thing I was.”
William Shakespeare  'Henry IV, Part 2' (1597) act 5, sc. 5, l. [61]

Northern Ratik
Time for a little retroactive continuity. I’m sure many others have set their campaign in Ratik, but I doubt many have done much in my little corner of the world, the area nestled between northern Ratik and western Fruztii. It’s a blank space on the map, as far as I can see. A blank slate, as it were. Time to fill it.

But what to do? Begin with a map? I have one: Darlene’s map, and Anna B. Meyer’s map. I’ve doodled others, sad recreations of what once were, those maps I purged with a great deal of my old notes when I cleaned out my shelves of what I presumed I would never use or need again. I’ll sketch them out again, hopefully more legibly, and maybe again as I learn a CC3+. Now I need add some low-level adventures, just to get started. But what adventures? Most published adventures are in the Sheldomar Valley. That doesn’t mean you can’t steal a few here and there.

In the beginning, modules were not set in any particular place. A few had, such as the original monochromatic B1 In Search of the Unknown, suggesting that The Theocracy of the Pale, or Tenh, or Ratik were good places to set the adventure—an odd statement, considering the World of Greyhawk Folio had yet to be published, so who could know where such places were? There were only vague references to Greyhawk as yet, artifacts, regions, and personages in the 1e DMG, but the adventuring world was very much a do-it-yourself, homebrew affair in those early days.
S1 Tomb of Horrors was set in the Vast Swamp. That’s pretty specific now; not then. G1-3 (the monochromatic and the later compendium) were clearly set in mountainous terrain. But which mountains? Mountains abound in Greyhawk.
It wasn’t until S2 White Plume Mountain, that modules began to be set in place, its place easily discovered in the Folio. S2 specifically stated that “White Plume Mountain is located in the northeastern part of the Shield Lands, near the Bandit Kingdoms and the Great Rift.” Granted, it also stated that you could place it anywhere you like within your own campaign, as most people would not have a copy of the World of Greyhawk and its maps for another year. Best not to alienate your customers.
That said, everyone knows where Hommlet is. Now. That may not be true of the Slavers’ series, or Lendore Isles, or Orlane, or a host of other villages of countries—but Hommlet and the Temple of Element al Evil, you bet your ass they know where that is, even if they don’t really know where Verbonbonc is.
2nd Edition want as far as to place those modules that had yet to find a home. I reference Return to the Keep on the Borderands and the Liberation of Geoff, in case you’re wondering what I’m alluding to. That said, the official setting of 2nd Edition was the Forgotten Realms. And Ravenloft. And Dark Sun. And Spacejammers. And Planescape. And Greyhawk, I suppose.
3rd Edition took a different path. Most of its adventures were set in a “generic” setting, even if the “official” setting of 3rd Edition was Greyhawk. Best not to alienate your customers. A few modules had minor references to Greyhawk, setting the adventure path there, but not specifically. Paizo’s Adventure Paths were clearly set in Greyhawk. As was Living Greyhawk. But not the WotC modules. That annoyed me at first. No more. Personally, I prefer that now. Place them where you wish.
But I digress.

So, let’s recreate a campaign from memory, shall we? Or let’s set down what I can remember of the James Bay Frontier campaign, anyways, reimagining what I remember. Let’s also adapt what published materials I used to inspire said campaign.
Remember my northern Ratik map? Let’s work with that, shall we?

Let’s place B2 The Keep on the Borderlands where Riverport is. Do not feel constrained by the map of the keep, or the surrounding region. I will not be. It’s my campaign and want to be inspired by these works, not actually run them as written. So, let’s redo them. I would hazard a guess that the keep is too large, way too large. It’s on the northern edge of what was once the Aerdy empire, after all, the frontier, out of sight, out of mind, an afterthought if not pressed upon be the barbarian hordes. It would not be showered with funds. Aside from that, it’s lonely upon its hill. So, redraw it. Make it smaller, more “rural,” as it were, befitting a keep on the borderlands. I placed it on the Porcupine River. That’s a defensible position. Also, no keep stands alone, so wrap a town around it. It requires acres of farmland to support it, and tradesmen, and those tradesmen require infrastructure. Ratik and the Great Kingdom were largely human, so most people there are human. But where there are humans there are halflings. They are an entrepreneurial sort. There would be gnomes as well. There were gnomes in Ratik prior, so they would have moved north with Ratik’s forces when they pressed north.
Place Hommlet at its base. Or something quite similar. Gary Gygax created a masterpiece when he wrote T1 The Village of Hommlet. We might as well learn from it.

Those two modules ought to seed your imagination. They did mine.
Keep the caves to the north, their existence a mystery to the people of Riverport and environs, their humanoid inhabitants a growing concern to the farms and the small mining communities to the north, in this case, Potts, Porcupine, and Tymons. There are dwurfolk in them that hills, and mountains, too, by the way. Higher up in the Rakers are the northern mountain clans, the clanholds of
Ukauric and Ukargic, and lower down at their base, the hill clans, the Ukacuprum and Ukashal. There would be far more hill dwarves in Potts, Porcupine, and Tymon than their mountain kin. The clan names given them are in keeping with the clan names to the south, the Ukaloa, Ukamanini, and Ukafane, by the way.
The humanoids are being gathered in the caves by an evil presence that has recently come down from the mountains to seed its mayhem and discontent upon the sparsely populated James Bay Frontier, that little addition north of North Bay. How long has that presence been there? Longer than we imagine; indeed, it has been there since Keraptis considered these lands his.
The temple there has been reoccupied recently by devotees to that great evil from a bygone age, the Elder Elemental God. Keraptis was lured there because of it, and he had grown even more powerful because of it. So had Rogahn and Zelligar, for that matter, before they disappeared into the north country to deal with the barbarian menace, never to return. Did those two malevolent personages build Quasqueton? I think not. They may have expanded it, but they came upon that fell place, centuries after Keraptis had hollowed out its corridors. Should I use the venerable maps of B1 In Search of the Unknown? Absolutely not. They’re ridiculous, and lack verisimilitude. Redesign it. Take the temple out of B2 and put it in Quasqueton. Alter the description of it to match the unused temple in G1 The Steading of the Hill Giant. This temple is older and far more dormant than G1’s, which still exudes a palpable aura of Evil. This one will be foreshadowing of what is to come.
We have an ancient temple that has called evil down from the mountains. Evil acolytes are gathering a humanoid horde, infesting the hills, attacking supply caravans, disrupting trade. They have even infiltrated the keep, as noted in B2. They have infiltrated the town too, much as they had in T1.
They have begun to spread their influence to the coast. Enter N1 Against the Cult of the Reptile God. See New Port? That’s Orlane … and Saltmarsh. Both, in fact. Slip N1 and U1-3 into the campaign. By then the PCs have gained a couple levels and Expictica Defilus will not be beyond the party’s ability to handle without help as she is in a N1.

Enter B3. And Duchess and Candella. My favourite NPCs, if you recall.
Allies, love-interests, foils to the PCs’ greed. What to do about what remains of B3? Ship B3 down the coast to Ulthek. We need not go as far south as Marner. Ulthek will do just fine, and it keep the campaign in the north. Ulthek sounds Viking, doesn’t it? Let’s make it a Suel marquis, still ruled by the family that has since the Houses of Pursuit settled here. They bent the knee when the Aerdi pressed north expanding their empire as far north as the Porcupine River (unnamed then). Keep Arik, make him another Ur-Flan, Keraptis’ vizier. Ditch the Protectors. Redesign the dungeon that lies below Ulthek.
Duchess and Candella
That’s a start. I’ve kept it low level, as I’m just beginning to reimagine Ratik and its untapped potential.
Can you see where this is going? Something akin to ToEE, surely, with G1-3 added for flavour.
But that’s for another day. There’s a lot of mid-level to consider.
So, what about the history leading up to this suggested start of a campaign? There’s little written about the region north of the Timberway. It’s almost like nothing ever happened north of it. Even the Fruztzii’s history is south of the Timberway, for the most part.

What do we know about Ratik? Quite a bit, actually. But not enough. I’ll embellish on what was. Take it as you will.
Note: Italicised text from the Living Greyhawk Gazatteer, by Gary Holian, Erik Mona, Sean K Reynolds, Frederick Weining.

Ratik
Proper Name:    Archbarony of Ratik
Ruler:                    Her Valorous Prominence, Evaleigh, the Lady Baroness (also Archbaroness) of Ratik (CG female human Rog9/Wiz3)
Government:     Independent feudal monarchy having severed all fealty and ties to the former Great Kingdom, its successor states, and noble houses; member of the Northern Alliance
Capital:                 Marner
Major Towns:    Marner (pop. 6,600), Ratikhill (pop, 5,500}
Provinces:           Fourteen freeholds ruled by human and dwarven great lords
Resources:          Shipbuilding supplies, furs, gold, gems (IV), timber
Coinage:               [Modified Aerdy] orb (pp), crown (gp), scepter (ep), penny (sp), common (cp)
Population:         138,500—Human 79% (Sof), Dwarf 8% mountain 80%, hill 20%), Halfling 6%, Elf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%
Languages:          Common, Old Oeridian, Dwarven, Cold Tongue
Alignments:        N, NG, CN, CG
Religions:             Procan, Xerbo, Kord, Norebo, Trithereon, Phyton, Oeridian agricultural gods
Allies:                    Frost Barbarians, dwarves and gnomes of the Flinty Hills and Rakers, Nyrond, Knurl (see Bone March)
Enemies:             Bone March, North Kingdom, nonhumans in Rakers, the Pale (minor), Snow Barbarians (sometimes), Ice Barbarians

Overview:
Ratik is a small but prosperous nation located in the northeastern corner of the Flanaess. It is seated in a cultural crossroads between the otherwise civilized south of the former Aerdi Great Kingdom and the barbaric north of the Suel on the Thillonrian Peninsula. Ratik stretches between the Rakers and the Solnor Coast, where the modest city of Marner, the capital, is its only major port. Its southern border is marked by the fortified hills separating Ratik from Bone March. These extend east all the way out to the Loftwood, where the hearty woodsmen are allied with the archbarony. Ratik's northern border divides the Timberway between itself and the Frost Barbarians, a long-standing informal boundary that has been respected by both sides for centuries and only recently was acknowledged by formal treaty. While these barriers have profoundly isolated Ratik from the rest of the Flanaess, they also have served to protect it from invaders for centuries.
The climate of Ratik is wintry much of the year, with heavy snows swollen with moisture from the Solnor falling steadily during the height of Telchur's sway. The windswept Timberway remains the greatest focus of the realm. It is a hunting ground that produces the pelts and furs used widely in the dress of the nation. It also provides Ratik with its greatest bounty, the timber and shipbuilding supplies that drive much of the economic activity of the archbarony. The western border of Ratik is an endless range of foothills, inhabited by dwarves for millennia. These mountains are dotted with mines of gold and precious gems situated between citadels of stone that protect the ways from the denizens of the deep mountains. Some farming is conducted during the short growing season in the open lands between Marner and Ratikhill.
Ratik is populated chiefly by folk of Aerdi descent, with an Oeridian-Suel mix being common. Few Flan are here, though many Fruztii and some Schnai are present, expatriate farmers from their homelands. Dwarves and gnomes are numerous in rougher lands. Only humans prefer the coasts, where their fishing villages are located. Ratik is well settled despite being located so far north of the population centers of the former Great Kingdom, partly because so many refugees fled here from Bone March.
 While the rulership of the realm rests completely with the hands of the baron or baroness, its lord takes counsel with numerous constituencies, including the Council of Great Lords (fourteen human and dwarven peers), as well as the burghers of the small cities and towns. The current baroness, Lady Evaleigh, is the widowed stepdaughter of old Baron Lexnol, who yet lives but has been incapacitated for several years. Baroness Evaleigh is mistrusted by many in the kingdom, for she was not born in Ratik and does not always seem to understand its precarious position. It was the old baron who won the trust of the Fruztii and negotiated a treaty with their king. The dwarf and gnome lords respect decisiveness, and Evaleigh has shown little during her short tenure. While the military is loyal to the crown, many grumble that the count of Knurl, Evaleigh's father, has grown far too influential in the affairs of Marner. Lexnol had been working on a treaty with the Schnai to shore up his position against Bone March and its allies in North Kingdom, but these efforts are currently in shambles. Few things would please North Kingdom's "Overking" Grenell more than to see this realm succumb to chaos. [LGG - 89]

History:

In the beginning there were the elves. Only the hearty Sylvain elves ventured this far east and north, the Grey and High elves remaining south where the fields were green and the sun warm. The Wood elves set few roots, migrating with the elk and moose, tilling the soil only insofar as to sustain their numbers. They did raise two cities, Ostaear to the north amid the tall trees, and Carasaear to the south where the lands were flat and as yet fallow.

Then the Flan migrated north, some fleeing the devastation wrought by Vecna and those Ur-Flan who shared his vision, others searching for the fabled realm of the Green God. They came upon the Sylvan elves, and together they hunted and fished, while others remained upon the Flats where the soil was rich and the winds were gentle.
Some ventured into the Rakers, and into the Griffs, and found well-sheltered valleys there. It was in one of those that they discovered a valley blessed by Beory and Pelor, where summer never set. They raised a great temple to Pelor at its center and named their city Tostenhca. Great magics were worked there, its field were plentiful, and it prospered. Trade was plentiful, too, for the Dwur were pleased with their neighbours.
Until Keraptis came and set all manner of monsters and demons upon them. He then revealed himself to that terrified city as its saviour, ridding it of ever greater peril, at ever greater cost until he was receiving its children as payment. The Dwur retreated from Tostenhca, until Gethrun Shoiraine begged them to aid him and his rangers in ridding his city of the evil wizard. Keraptis fled their collected might and Tostenhca returned to its past prosperity. Until Keraptis laid waste to the city.
The people of Tostenhca fled into the valleys, and down into the lowlands. Those that remained slipped into barbarism.

So it remained until the Suel arrived in pursuit of the Suel emperor’s sun Zellifar. Enfeebled by the power of Slerotin, the Houses of Pursuit had wandered east, without purpose or direction until they circumnavigated the Nyr Dyv and gazed upon those plains that had nurtured the Flan, and the elves before them, and saw a rich land, a peaceful land; and they decided to make it theirs. They made war upon the Flan, and having conquered them, ruled over the Bone March, the Loft Hills, the Flats, and the Timberway. But they had roamed far, and were still not content. They took to the coast, and then to the sea, settling what lands they saw until sighting the Tilvenot to the south and the Thillonrian Peninsula to the north.

Then came the Aerdi, and they too meant to make those rich lands theirs. The Suel were no match for their fierceness, or the artifacts they wielded. They fought, and were defeated, and before long, those who did not pledge fealty to those they once ruled, were confined to those lands the Aerdi wished no claim to.
They Houses of Pursuit had forgotten their past, and in time named their clans Rhizians. But they did not forget their destiny. They raided and probed those lands that were once theirs, and the Kingdom of Aerdy, not yet unified, could only chase those Barbarians that, season by season, beset their shores; and so it remained until Manshen bound the Celestial Houses of Aerdi to his will, declaring his Great Kingdom.

After the defeat of the Suel barbarians who invaded the northern Aerdy hinterlands from the kingdom of the Fruztii in 109 CY, Bone March was established by Overking Manshen as a fief to reward his victorious commanders. However, it soon became clear to the leaders of the Aerdi military that a further buffer was required if these new lands were to be protected from additional incursions from the north. General Sir Pelgrave Ratik of Winetha, a wily veteran of the barbarian campaigns, appointed in 122 CY to oversee an expedition that would attempt to drive the Aerdi frontier all the way to the foothills of the Griff Mountains. Ratik and his forces inaugurated their expedition by crossing Kalmar Pass, taking the town of Bresht in a blustery winter campaign that cost the Fruztii dearly. After brokering an alliance with the dwarven lords of the eastern Rakers, Ratik proceeded to force a retreat of the Fruztii up the narrow coast and into the northern fastness of the Timberway. He wisely refused to follow them into an obvious trap and instead broke off the pursuit and fortified his gains. He was immediately hailed a hero in the south and his legend grew quickly.
Over the ensuing months, General Ratik established a military fort overlooking Grendep Bay at Onsager Point. He called the place Marner, and used the newly founded town as a base of operations from which to secure the whole territory. Ratik soon began exploiting the shipbuilding opportunities afforded by the tall pines of the Timberway, and Marner grew from a sizable stronghold to a small port city. Ratik sent glowing reports to his superiors in the south and was shrewd enough to back them up with a steady stream of riches, including highly prized furs and precious gems acquired in trade from the dwur.
In 128 CY, the Fruztii and Schnai allied to create an invasion flotilla. They launched a concerted attack on Marner during the spring that almost caught the Aerdi by surprise. In defense, General Ratik set the major approaches to the port ablaze, forcing the armada through a narrow approach where it was cut to pieces by the siege engines of the fort and a squadron of the imperial navy. The overking was sufficiently impressed with the victory that in 130 CY he elevated Pelgrave Ratik to the aristocracy, granting him the title of baron and the new lands as a personal fief. The family of Ratik gained the status of a minor noble house within the Great Kingdom, The walled town of Bresht was renamed Ratikhill in honor of the new baron, and it quickly prospered from trade with Spinecastle passing through Kalmar Pass. [LGG - 90]

Manshen commanded Ratik to pacify the north. Scouts were sent north to discover what lay there. Ratik pressed north, and Suel House of the Timberway fell one after another: Abonhoth, Keth, and Ulthek. Each in turn pledged their fealty to the Overking, and each in turn wed their scions to those Aerdi houses that had campaigned north with Ratik.
Ratik had paused where the Timberway thinned. Until gold and silver was panned in the River delta north of the Timberway. Prospectors surged north, then into the foothills. A port town, Riverport, sprang up at the extend of what came to be known as the Porcupine River, to supply them, and New Port, where the river discharged into the Bay named after the general who led Ratik’s forces to the river’s edge, Sir James Hoodsen. The north was soon called the James Bay Frontier, and the mining camps north of Riverport The Porcupine.

Where the south has always been an archbarony of first Aerdy and then the Great Kingdom, the north was never culturally Aedri. It was Suloise, and Flan. These peoples were tied to their land and traditions, harvesting what was necessary, leaving all else for future need. They farmed, they fished, they felled those trees needed for ship and shelter. Most communities were small, clanholds, if not family.
The Gold Rush
That changed when gold was found. The Aerdi rushed north, panning the beds and streams ever north until veins were spied in the foothills. The rush was on. Mining camps broke ground, then rock. Adits and shafts plunged into the hitherto solid rockfaces. There grew the need to supply them. Ports sprung along the river, trees felled, soil tilled. Drovers and carts cut furrows into the oerth. Palisades rose to protect them, and the Kingdom’s claim to what until then was considered a wasteland.
The Fists took note. Here were riches to be had, far from the established Holds to the south, far from their protection, too. And with them, the hordes of orcs and gnolls and ogres, who were far from pleased by the influx of so many humans.

The baron and the marquis of Bone March became fast allies, and their descendants enjoyed a great deal of peace and success over the next two centuries, needing only to fend off infrequent raids from [north of] the Timberway and the Rakers until the middle of the fourth century CY. However, a massive invasion by a unified host of Fruztii and Schnai threatened to overwhelm the nations and sweep into North Province in 356 CY. The Rax Overking Portillan was concurrently embroiled in a struggle over the secession of Nyrond and had assembled an invasion force to head west, which he was forced to divert north to counter the new threat. The attack was soon turned back, though at great cost. So fierce was the defense of the men and dwarves of Ratik that even the Fruztii were impressed.
The barony and the Great Kingdom averted disaster, but at the price of losing all of the province of Nyrond. Ratik and Bone March gained semipalatinate status following the Turmoil Between Crowns, which saw a shift of power from the Malachite Throne to the provinces. Few of Ratik's riches headed south in tribute, and Alain II of Ratik took to calling himself archbaron henceforth.

Those little towns of New Port and Riverport flourished. Garrisons swelled. Piers bristled along the banks.
Foreign interest took note. The Schnai. The Kingdom. The Sea Barons. The Lordship of the Isles. And the North Province. Marner took note and kept watch, strengthening the garrisons.
The pious took note, as well. Avarice and greed were the only religion in the Frontier, and thus, souls must be saved. Clerics arrived to do just that, from Marner, from Rel Astra, from Rel Mord and Wintershiven.
The Northerners were none too pleased by all the attention given them. Were it not for the gold and the silver, the south would never have given them a second thought. Were it not for the orcs and the gnolls and the Fists, the northerners might have wondered what need they of Marner’s oversight? They wondered anyways.

Tales of Giants Upon High Cliffs
Danger lurked everywhere. Prospectors began telling tales of giants upon high cliffs and shadowy figures amid the pines. And to sea, fisherfolk told tales of sinister shapes on the horizon and fins in their wake, of great dark shaped that swelled the waters beneath their keels.
The Rhizians did not speak of such, not within hearing of the Ratikaans, anyway, but they began sending ships far asea in search of the presumed lost tribes of Vatun, and emissaries to Marner to consult the tomes of the college there, and expeditions into the Corusks and Griffs is search of lost cities and the mysteries they might contain. Hradji Beartooth led one such ill-fated expedition on 520 CY, but kept what secrets he had learned when he returned, never to reveal exactly what he found. He died within the year, before he could return to claim what he might have discovered. As did the rest of his party.

The two states prospered greatly under the increased freedom, forming an alliance that allowed them to keep both North Province and the Suel barbarians at bay. House Naelax of Eastfair desired these rich provinces, but it was unable to successfully act against them until tragedy struck. In 560, nonhuman tribes from the Rakers and Blemu Hills struck into Bone March, subjugating the land in 563 and slaying its leaders. Herzog Grenell of North Province reached out to these usurpers, seeing an opportunity. Ratik and its baron, Lexnol III, had been forewarned and deflected most of the invaders, but could not prevent the disaster that befell the march. Lexnol, a skilled leader and tactician, realized that he was now isolated and no succor would be forthcoming from the south or the court of Overking Ivid V. He approached the lords of Djekul, who had grown less wary of the proud Aerdi in the intervening years and were even grudgingly respectful. With the Fruztii, Lexnol forged an affiliation called the Northern Alliance. Ratik subsequently became fully independent of the Great Kingdom and had the might to both hammer the orcs and gnolls of Bone March and dissuade an invasion from North Province.
Lady Evaleigh
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. The following year, the Seal of Marner was stolen by agents of Bone March, an effort by the nonhumans to quash the alliance between Ratik and the Frost Barbarians. The document was recovered before it was secreted to Spinecastle, but not before news of the theft drove a small wedge between the Fruztii and Ratikans.
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. In 586 CY, Alain led a force of men and dwarves into Bone March in an attempt to retake Spinecastle with the baron's grudging support. The attack failed, and Alain's surviving lieutenants watched as the young lord was dragged from his horse by gnolls and slain. Nearly three hundred Ratikans were left for dead during the hasty retreat.
Upon hearing of his son's demise, old Baron Lexnol collapsed. He awakened the next morning with a shock of white hair and a palsy that confined him to bed. Lady Evaleigh, now widowed, assumed the throne and has guided Ratik through the trouble that has befallen it. Raids from Bone March have become progressively stronger and more organized the last few years. Her father's realm, the county of Knurl, was attacked a few months ago and was only saved by the snows of winter. [LGG - 91]


Conflicts and Intrigues:
The Seeds of Discontent
Ambassadors from the Scarlet Brotherhood were spied in Djekul. Ratik wants to expand the alliance against Bone March and North Kingdom to include the Snow Barbarians, but the Schnai will negotiate only with Lexnol. Agents of the Sea Barons have approached Evaleigh to gain access to Marner. A half-orc spy working for North Kingdom was discovered in Ratikhill but escaped. 
[LGG - 91]

There’s gold in them thar hills. Where there is gold, there is high-grading, and crime, and intrigue. The James Bay Frontier was always a freewheeling district, remote, resentful of the Great Kingdoms’ oversight. Then Marner’s. But there have been orcs and gnolls and ogres of late. And the Fists.
And pirates plying the seas, eager to plunder what bullion and ingots they may.
The Fruztii have never been pleased with the Ratikaans settling this far north, in lands the had always claimed as theirs. But recent treaties had held their hand. Also, Ratik had helped Fruztii hold the Bluefang-Kelten Pass. And their fishing fleets have never prospered so much as when New Port and Riverport sprang to life.
The Schnai have been less pleased. The Crustii, indifferent.
But there have been words of discontent of late since more and more ships from the south seas have come to port, some from as far south as the Tilvenot Strait.





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.
Primary sources for this history were the DMG 1e,  The World of Greyhawk Folio, and The World of Greyhawk Gold Box, Living Greyhawk Gazetteer, Dragon Magazine.


The Art:
B2 Keep on the Borderlands cover, by Jim Roslof, 1980
T1 Village of Hommlet cover, by Jeff Dee, 1980
B1 In Search of the Unknown cover, by David A. Trampier, 1979
N1 Against the Cult of the Reptile God cover, by Tim Truman, 1980
U1 Sinister Secret of Saltmarsh cover, by Dave De Leuw, 1980
B3 Palace of the Silver Princess cover, by Erol Otus, 1981
Ratik Coat of Arms, realized in World of Greyhawk Folio, 1979
The Death of Prince Alain IV, by Joel Biske, Living Greyhawk Gazetteer, 2000


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
9022 S1, Tomb of Horrors, 1978
9023 B1, In Search of the Unknown, 1979
9025 World of Greyhawk Folio, 1980
9026 The Village of Hommlet, 1979
9027 S2, White Plume Mountain, 1979
9034 B2, The Keep on the Borderlands, 1980
9044 B3, The Palace of the Silver Princess, 1981
9058 G1-3, Against the Giants, 1979, 1981
9062 U1, The Sinister Secret of Saltmarsh, 1982
9063 N1, Against the Cult of the Reptile God, 1982
9064 U2, Danger at Dunwater, 1982
9076 U3, The Final Enemy, 1983
9147 T1-4, The Temple of Elemental Evil, 1985
9317 WGS1, The Five Shall be One, 1991
9337 WGS2, Howl from the North, 1991
9399 WGR 5, Iuz the Evil, 1993
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11327 Return to the Keep on the Borderlands, 1999
11413 Against the Giants, The Liberation of Geoff, 1999
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 Greyhawk, from Anna B. Meyer, free for download on her website

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