Thursday, 2 July 2020

On The Circle of Eight


“You see, we cannot draw lines and compartments and refuse to budge beyond them. Sometimes you have to use your failures as stepping-stones to success. You have to maintain a fine balance between hope and despair.' He paused, considering what he had just said. 'Yes', he repeated. 'In the end, it's all a question of balance.”
― Rohinton Mistry, A Fine Balance


“To light a candle is to cast a shadow...”
― Ursula K. Le Guin, A Wizard of Earthsea


The Obsidian Citadel
The Circle of Eight is somewhat legendary in the annals of Greyhawk canon. But what is it, actually? Canon says that it’s the vanguard of Balance; but what in god’s green acre does that mean? I’ve no idea, really. It’s not like Iuz or the Scarlet Brotherhood ever petitioned Mordenkainen to intervene on their behalf, citing unfair treatment by fair Veluna or benevolent Nyrond.  Help us! They are keeping us from greatness!
I prefer its initial mandate, when it was a group of adventurers who sallied forth, smiting Evil where it had taken root. So, what changed? And did they ever?
I think not; so, I don’t understand the Champions of Balance moniker. One might say that Balance has always meant the suppression of Evil, which always waxes, while the nations of the world remain blind to it as they bicker amongst themselves in deluded self-interest, oblivious to the true danger luring in the north, or the shadows, or the hearts of men.
No matter, I’ve gathered a fair bit of what was written on the Circle, and I leave it up to you to make up your own mind as to whether they were ever truly the vanguard of the Balance.

A Balance is Struck
The Circle of Eight's reputation spans the breadth of the Flanaess. Its name (if not its exact demeanor) is common currency among noblemen and villagers alike.
Despite this, the Circle's full membership has never been known to those outside the organization.
The group has not always been so reclusive. Its precursor, the Citadel of Eight, was a known opponent of darkness in its many guises. Its members stood, and fell, protecting the balance and defending Oerth from the influence of malign beings and, rarely, benevolent interlopers, as well.
[from Greyhawk’s Circle of Eight, by Eric Mona and Gary Holian, LGJ#0 - 4]

The Citadel
Mordenkainen
The series of alliances that would evolve into the Circle of Eight began simply, over a meal of venison and Celenese nectarwine in a posh inn near the shores of the Wild Coast. At that table, nearly thirty years ago, Mordenkainen debated with his young apprentice, Bigby, the merits of taking an active hand in maintaining the celestial balance of power. Thereafter, the two struck upon a plan to gather a group of like-minded individuals that would act to hinder advances by those who would dominate the Flanaess. That their expected exploits would impart upon the mages no small amount of lost magical lore only served to hasten the alliance.
Within months, Mordenkainen had brought the renowned warrior Robilar to his cause, as well as the cleric Riggby, and his zealous assistant, Yrag. From the shores of the Nyr Dyv, Mordenkainen recruited the righteous Tenser, who in turn introduced the dim-witted though well-meaning Serten to the assembly. Finally, the young woodsman, Otis, rounded out the group.
They called themselves the Citadel of Eight, taking the name from Mordenkainen’s renowned Obsidian Citadel, in the Yatil Mountains.
In the years that followed, their adventures focused on Greyhawk and the Selintan valley, and the crags of the Cairn Hills and depths of the Suss Forest were opened to their prying vision.
Robilar
In the years of their companionship, both Robilar and Yrag were ennobled by Greyhawk, and Riggby was promoted speedily within the church of Boccob in Verbobonc. Tenser, Bigby, and Mordenkainen likewise advanced in their own wizardly ways, gaining arcane knowledge and power.
For a group that so decisively defeated its enemies, there remained several problems. Robilar never quite bought into Mordenkainens philosophy, and he and Tenser often bickered over matters of morality. Serten, though seen as useful, was never truly respected and Otis, tired of underground excursions and forays into urban territories, left the group, decrying his friends as cave-delvers and treasure seekers blind to the real problems of the world.
Over the years, the Citadel played home to such luminaries as Prince Melf Brightflame, of the Olvenfolk, the half-ore Quij, Felnorith, Robilar's brother Terik, and even, at one point, the QuasiDeity Murlynd, in disguise.
Nearly a decade after the Citadel's formation, Otis' critical words took on the air of prophecy. In 569 CY, when the first arrow flew at Emridy Meadows, the Citadel was noticeably absent. Whether investigating magical secrets far to the west or unearthing lost passages in Urnst's Maure Castle, these self-absorbed celebrities were too preoccupied to influence one of the century's most critical battles. All were absent save Serten, who fought valiantly at the side of Prince Thrommel against the hordes of Elemental Evil. When Serten fell, none of his friends stood at his side. Though most attended his ostentatious funeral service in Verbobonc, a crucial rift had been torn in the organization. The Citadel was crumbling.
Tenser blamed Mordenkainen for the death of his friend, and retired inward to his castle. Terik and Yrag vanished, some said to the anonymity of the Bandit Kingdoms. Even the loyal Bigby left the side of his one-time master and returned to Oldridge, where he adventured for a time with a band of boyhood friends. Mordenkainen, the man who had brought the Citadel together, simply shrugged and returned, with cold eyes, to his studies. [ LGJ#0 - 4,5]

Formation of the Circle
The chaos surrounding the return to power of the demigod, luz, in CY 570 prompted Mordenkainen to consider a new paradigm. Though the Old One worked to check the growing power of the Horned Society, and kept Furyondy's eyes on its northern borders, Mordenkainen knew well that the situation would not last. The dissolution of the Citadel left Mordenkainen without a tool to shape events as he would and though he hardly admitted it to himself, he longed return to a life of adventure.
The Citadel's primary failure, he surmised, had been its inclusive philosophy. As its founding concept had been arcane, he had been foolish to assume that men like Robilar or Riggby would rally to his cause without subtly working against it for reasons personal, spiritual or political. Men of intellect and sorcerous skill, whose primary interests were more than material, would replace them. Thus was born the Circle of Eight.
Over the next year, Mordenkainen invited some of the most prominent magi in the Flanaess to join him. By the first month of 571 CY, he had gathered eight mages to his cause, among them Bigby, Otto, Rary, Nystul, Drawmij, and the affable Bucknard. The Circle in those early days worked to check the power of influential beings in Eastern Oerik. When they could not directly intervene, they sponsored groups of adventurers, as in the sacking of Iggwilv's former haunt at the Tsojcanth Caverns in the mid-570's. Whether or not those agents always knew who set them upon their quests is a matter of some debate.
Privately, members of the Circle explored fantastic corners of Oerth, including the strange and foreboding City of the Gods, near Blackmoor, further depths of Castle Greyhawk, and even the manifold layers of the infernal Abyss. More importantly, through their own adventurers and the exploits of those related to them, the Circle began to formulate what soon would become one of the most impressive networks of informers and agents the Flanaess has ever known. [LGJ#0 - 6]

No living persons are more famous in the Flanaess than Mordenkainen and the Circle of Eight. These nine wizards serve as unofficial “watchdogs” on the continent, monitoring Oerik far trouble. Because most members are neutral in alignment, the group is concerned with maintaining balance in its world and not allowing any faction to become too powerful or overwhelming. In recent years, however, as evil forces have threatened to seize control of the land, the Circle of Eight has worked on the side of good in order to contain these ever-growing evils. [PGtG - 21]

570 CY  The chaos surrounding the return to power of the demigod, luz, in CY 570 prompted Mordenkainen to consider a new paradigm. Though the Old One worked to check the growing power of the Horned Society, and kept Furyondy's eyes on its northern borders, Mordenkainen knew well that the situation would not last. The dissolution of the Citadel left Mordenkainen without a tool to shape events as he would and though he hardly admitted it to himself, he longed return to a life of adventure. The Citadel's primary failure, he surmised, had been its inclusive philosophy. As its founding concept had been arcane, he had been foolish to assume that men like Robilar or Riggby would rally to his cause without subtly working against it for reasons personal, spiritual or political. Men of intellect and sorcerous skill, whose primary interests were more than material, would replace them. Thus was born the Circle of Eight. [LGJ#0  - 6]

Bigby
571 CY  Over the next year, Mordenkainen invited some of the most prominent magi in the Flanaess to join him. By the first month of 571 CY, he had gathered eight mages to his cause, among them Bigby, Otto, Rary, Nystul, Drawmij, and the affable Bucknard. The Circle in those early days worked to check the power of influential beings in Eastern Oerik. When they could not directly intervene, they sponsored groups of adventurers, as in the sacking of Iggwilv's former haunt at the Tsojcanth Caverns in the mid-570's. Whether or not those agents always knew who set them upon their quests is a matter of some debate. Privately, members of the Circle explored fantastic corners of Oerth, including the strange and foreboding City of the Gods, near Blackmoor, further depths of Castle Greyhawk, and even the manifold layers of the infernal Abyss. More importantly, through their own adventurers and the exploits of those related to them, the Circle began to formulate what soon would become one of the most impressive networks of informers and agents the Flanaess has ever known. [LGJ#0  - 6]

c.570s    [No] contact was had with the [Valley of the Mage] until an exiled Aerdi wizard named Jaran Krimeeah, also called the Black One, learned of its existence and made himself master of the place. Marauding monsters had taken a heavy toll on the human communities, though the remaining gnomes and valley elves had defended themselves. Jaran magically restrained these summoned monsters and was hailed as the Mage of the Valley. He ruled for a number of decades, assuming great power over the vale and its inhabitants. One of his last public acts was to place a rogue drow elfin command of the valley's forces. Access to the valley was soon forbidden to all outsiders. During this time, the Mage acquired the antipathy of the wizard Drawmij, who joined the Circle of Eight and directed certain plots against him. [LGG]

c.580s    In the early 580s, the Circle of Eight included Bigby, Drawmij, Jallavarian, Nystul, Otiluke, Otto, Rary of Ket and the archmage Tenser. [PGtG - 21]

581 CY
The Circle Completed
Jallarzi Sallavarian
The membership of the Circle changed little in the years between its inception and 574 CY, when Tenser, still bitter over the dissolution of the Citadel, sought membership. After one of the founding mages of the group abandoned Oerth to explore other planes of existence, the petition was granted, and Tenser brought his unique, if less-than-subtle, ambition to the ideology of the group.
Two years later, with the addition of the mage Otiluke, the Circle solidified its reputation as a political power in the Central Flanaess. As president of the Society of Magi, Otiluke brought with him a seat on Greyhawk's Directing Oligarchy, and the group initiated its long-anticipated drive to influence the policies of temporal leaders throughout the Marklands. Jallarzi Sallavarian was invited to join in 581 CY, replacing the much esteemed Bucknard, who had mysteriously vanished two years earlier. The final week of her six-month trial membership was to be a baptism by fire. [LGJ#0 - 6]

The Return of Vecna
Vecna
Alerted to a rising evil in the Flanaess, the Circle hastily gathered for a nearly unprecedented field operation in 581 CY. A new power sought to join Oerths vast pantheon, and its efforts threatened to corrupt the magical order of the known world.
The Circle traveled to the hills south of Verbobonc, where they investigated the tomb of a long-dead Oeridian tyrant who was thought to have possessed the awesome artifacts known as the Hand and Eye of Vecna. Finding the tyrant alive, after a fashion, and completely controlled by the Whispered One, the ill-prepared Circle of Eight panicked, and was defeated.
Vecna destroyed the entire Circle, save Mordenkainen, who had elected to remain in Greyhawk as a safeguard against just such an occurrence. When news reached the archmage, he mobilized the Circle's allies, and a small cadre of apprentice wizards, former companions, and long-time confidantes embarked on a nearly hopeless bid to thwart Vecna's apotheosis (see TSR9309 "Vecna Lives!").
Somehow (it is whispered that they employed the aid of luz, who stood to lose much under the deification of the Lich Lord), the intrepid adventurers managed to banish the Maimed God at the strange stone circles known as the Tovag Baragu, and Oerth returned to relative normalcy, save for the absence of the Circle of Eight. [LGJ#0 - 6] 

A Tale of Two Deities
Not all things go as planned. Sometimes, the most unexpected things can happen, things that even the Old One could never have planned for.
Gradually, Vecna’s cult grew and he assumed the powers of a demigod. The process took a long time—gathering his power, responding to his worshipers, and settling himself among the greater powers. Vecna persevered and eventually reached the point where he was accepted as a minor demigod in the legions of evil.
Guaranteed immortality, Vecna was still not satisfied. With his scheming mind, he has devised a plan to ascend to greater godhood and humble his rival deities. With his usual long patience, Vecna has been working on this plan for centuries. Working through his avatar or others, the Whispered One has carefully found seven magical items. Each item has been placed in a secret location, the position strategic to his plans.
These items, when fully powered, will cast a mystical web of energy over all of Oerth, cutting off all other gods from their followers. Already they are creating interference on a local scale. Only Vecna will receive the adulation of his worshipers: the other gods will weaken and leave the path open for Vecna to rise to the fore. Then the Whispered One will open the gates of time and bring forth his faithful followers from the past. Feeding on their devotions, Vecna will become the greatest of gods.
There is only one difficulty that remains for Vecna—finding his Eye and Hand. They are the final keys to fully empower the web, the final keys that open the gate of time. He knows not where these are. In the final confrontation with Kas, when they were sundered from his body, the gods (perhaps foreseeing his powers) hid them from his senses. Vecna cannot detect their energies; he can only find them by seeing their effects on others, much like finding a boat by the wake it creates. Too many times he has come close, only to have them escape his grasp. This time, he is determined not to fail. [WGA4 Vecna Lives! - 7]
The Circle of Eight sensed a great danger, but somehow their divinations were blocked. Mordenkainen sent some of his most trusted mages to investigate. And they died. Every last one of them: Bigby, Drawmij, Jallarzi Sallavarian, Nystul, Otiluke, Otto, Rary, and Tenser. Of course, death was not the end of all of them, but that is another tale. Mordenkainen sent others; their path led ever west and the name Vecna was raised time and again. And Kas. And Iuz.
Their investigations led them to Tovag Baragu, where they came upon an avatar of Vecna, who had opened a portal to Vecna’s past, the ruins of the palace of the Spidered Throne.
Through the gateway can be clearly seen a great mass of people. They are all surging and milling forward, their attention focused on the window as if they can see through into the present. They, too, seem drawn by Turim’s chant. The first are just preparing to step through the opening. [WGA4 - 66]
Against such odds, the Circle’s heroes could not hope to win, so they did the unthinkable, they summoned Iuz, for only a demigod could hope to defeat a demigod.

Vecna at Tovag Baragu
Whatever the means, Iuz the Old appears to challenge Vecna. This is a threat the [Vecna’s] avatar cannot ignore. The two confront each other and begin a fierce battle at the center of the Stone Circles. […] The two demigods do not simply cast spells at each other, they blast rays from their hands, whirling disks fly from their fingers, explosions burst among the stones, fiery balls scream through the air. In hand-to-hand struggle, their blows sound like thunder in the sky. The unbreakable stones of Tovag Baragu throw shards from the demigods’ strikes. […]
[Things] seem to go well for Iuz at the beginning of the battle […] the balance of power quickly starts to swing the other way. Vecna is the better strategist and still has the powers of a lich. Worse still, with each blow [Vecna] seems to grow in strength. The gate he has opened to the past is starting to function. Already Vecna’s worshipers are stepping through. Upon entering the present, these men fall to their knees in reverent prayer for their god. […] The worshipers are not lambs. Most are evil fighters whipped into a berserk frenzy. They are not going to be denied. A fierce melee erupts around the gateway. At the start of the battle, 20 warriors have entered the circle. [Every few seconds] five more cross through unless their bridgehead into the future is contained. The warriors fight to the death [and] Vecna seems to have an endless supply of them. [The] only hope is to physically block the gateway or have Iuz try to damage the gate. [Iuz] launches a spell […] at the arch. […] There is a resounding crack, followed by an enraged scream from Vecna. The stone of the gateway splinters and the image in the arch suddenly scrambles […]. Indeed, all the gateways suddenly start to show random scenes, leaping to different planes, times, and places without any control. Tovag Baragu has been permanently damaged. The gateway to Vecna’s time is closed. At the same time, the magical aura shielding Greyhawk starts to weaken. Tovag Baragu was apparently the key power source for the shield. […]
[The] demigods [lock] in hand-to-hand combat [and are] hurled as a pair through the gateway. [The] two plunge into the darkness, howling and tearing at each other. A great gout of flame rushes up and bursts out of the gate, sending a fiery blast 40 feet long and ten feet wide. […] Spouting flame and randomly scanning planes and times is how Tovag Baragu remains from now on. Unnoticed in the fiery burst […] two small objects hurtled through the gate to land in the tall grass some distance away—the Hand and the Eye of Vecna. [WGA4 ]

The recent deaths of the members of the Circle of Eight was the prelude to an attempt by the evil Vecna to overthrow the entire pantheon of Greyhawk’s deities and install himself - 66,67as absolute ruler of the gods. Only the bravery and fortitude of a brave handful of adventurers was able to thwart Vecna’s machinations and put an end to his plans. [WGR2 Treasures of Greyhawk - 32]

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

An important though seldom noticed event took place in 581 CY, when an agent of Vecna, the Whispered One of ancient Flan legend, struck down the entire Circle of Eight […]. The Circle had acted subtly as a balancing agent for years, preventing any one power from dominating too much of the Flanaess. Though the Circle's leader, Mordenkainen, returned his colleagues to life using powerful magic, the group was in disarray when war again erupted in the distant north in 582. [LGG - 15]

Shattered Circle
Mordenkainen
Mordenkainen addressed this absence by recovering what was left of his fallen comrades and cloning them. This endeavor consumed time that otherwise might have seen him addressing the reports of the Circle's allies in the North, who warned of alarming developments in Stonefist and the Barbarian Lands. When those events spiraled into the first conflicts of the Greyhawk Wars, the Circle's clones remained undeveloped and half-aware. By the time the clones reached full maturation, the Circle of Eight had been forced to take a reactive stance to the tumultuous events unfolding before them.
Though the Circle never acted concertedly during the Greyhawk Wars, certain "hotspots" received a good deal of their attention. Mordenkainen Bigby and Otto fought against the Old One's army at the infamous Battle of Critwall Bridge, and Drawmij was instrumental in organizing the flood of refugees from the Lost Lands to fastnesses in the Good Hills. Nystul worked primarily alone in besieged Tenh, while Otto and Bigby left Mordenkainen in the Vesve Forest to do what they could for the Iron League. Citing pressing personal needs, Rary retreated to his tower in Lopolla and refused to come to the aid of his companions.
When the political rumblings that signaled the end to the conflict reached the Free City of Greyhawk, the entire Circle was on hand to ensure a favorable outcome to the peace process. Their network of agents researched the backgrounds of key diplomats and participants in the proceedings, and magical divinations were conducted to unmask any would-be saboteurs. Never did the view of those scrying crystals turn inward, however, toward the plans of the single individual who could do the most harm to the delegates' cause. [LGJ#0 - 6,7]

584 CY
War's End
If Vecna’s return were not enough of a blow to the circle, they were about to be dealt an even greater blow.
The Day of Signing
For three years, the whole of the Flanaess flew banners of war. Nations fell as new empires were born. Demons and devils from the Outer Planes were summoned en masse by Iuz and Ivid V, and hundreds of thousands of mortals died. Finally, the battle-weary combatants gathered in Greyhawk to declare peace. Harvester 584 CY was to see the signing of the Pact of Greyhawk, fixing borders and mandating an end to hostilities.
[LGG - 16]

The final act of the immense drama of war occurred on the Day of the Great Signing. A pact had been resolved and nearly all the nations had agreed to sign it. As this solemn ceremony began, however, a tumultuous event occurred.  [Wars - 24]

For almost three long years, as 584 CY drew to a close, the nations of the Flanaess had schemed, murdered, and warred against each other until nearly all sides lay bloody and beaten. Proposals for a great peace treaty gained rapid acceptance in many quarters, aided by the persuasive whisperings of the agents of the Scarlet Brotherhood. In the month of Harvester, 584 CY, in the untouched Free City of Greyhawk, countless ambassadors assembled to inscribe their names on the treaty at the Day of the Great Signing. It very nearly didn't happen.
Magical scrying and the strenuous efforts of sages have not availed to give the full story of what happened that day. All that is known for sure is that, within the Grand Hall where the treaty was to be signed, a fierce magical battle erupted and spread havoc through the Old City. Afterwards, two members of the famed Circle of Eight, the great mages of Greyhawk, lay dead; Otiluke and Tenser were no more. Their magical clones likewise shrivelled and perished, and their own bodies could not be resurrected. It is also known that Rary of Ket, another Circle member, was last seen fleeing with Lord Robilar into the Bright Desert, and that Rary had turned traitor and had slain his old friends. Why this is, is a tale yet in the telling. A sideshow to the main event, to be sure, but one that still shook Oerth.
Despite this, the treaty was signed and the Greyhawk Wars drew to a close. The Pact of Greyhawk ensured peace—of a sort. [FtAA  - 9]

Even today a haze obscures the details: apparently someone plotted to annihilate the entire diplomatic corps in attendance, but the scheme misfired. A blazing explosion destroyed a good part of the Grand Hall only minutes before the ambassadors assembled for the day. A fierce magical battle immediately ensued, spreading havoc through much of the old city. When the fire and dust cleared, constables discovered smoldering robes belonging to two powerful members of the mysterious Circle of Eight—Otiluke and Tenser. The murderer of these wizards, undeniably a powerful mage, was discovered to be a third member of the Circle of Eight—Rary. Using secrets gained in confidence, Rary not only vaporized his two fellows but also tracked down and destroyed every clone the pair held in preparation.
The motive behind Rary’s treachery remains clouded. According to many who knew him, the wizard probably saw an opportunity to seize power and land in the confusion that would follow the assassinations. Others suggest Rary was a pawn of the Scarlet Brotherhood.
With the plot discovered, though, Rary and his co-conspirator Lord Robilar fled the city. Unable to return to Robilar’s castle, which was immediately seized by the troops of Greyhawk, the pair escaped into the Bright Desert. There they conquered the savages and established a kingdom of their own. Though small and mysterious, this growing state could someday threaten the very borders of Greyhawk. [Wars - 24]

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]

Rary's treachery that day killed Tenser and Otiluke, and gained the Archmage of Ket everlasting infamy. Spurned from his family by his brother and banned from Greyhawk itself by Mordenkainen, Rary fled to the Bright Desert, to uncover its secrets and inaugurate an empire. [LGJ#0 - 7]

The treachery left the Eight (now Five: Bigby, Drawmij, Jallarzi Sallavarain, Nystul and Otto) reeling. [Rot8 - 3]

So what did happen?
Treachery
Rary’s admiration for Iuz and the Brotherhood grew during the war. As other members of the Circle worked frantically behind the scenes to head off the conflict and preserve what civilization remained in Greyhawk, Rary’s mind turned more and more to thoughts of evil. He researched long-forbidden spells, studied the histories of ancient conquerors, and learned more from his Paynim friends as corruption and wickedness slowly crept into his heart.
During a particularly unproductive session of the Circle. Rary quietly withdrew in the face of Otiluke's bluster and returned to his tower in Ket. There, brooding upon his decades of ceaseless toil and frustration and his lack of success in the path of neutrality, Rary finally and irrevocably fell under evil's sway. Returning to Greyhawk, Rary enlisted the aid of Lord Robilar, a powerful if somewhat unstable nobleman with a substantial household guard. and together the two formulated a plan to put themselves into a position of power in the Flanaess.
Diplomats and high officials from all across the continent would soon arrive in Greyhawk for the Great Signing. Using his access to the Great Hall, Rary planned a series of magical traps which would destroy everyone in the building. including diplomats, nobles, the Lord Mayor and his staff, several guildmasters, at least half of the Circle of Eight, and the detested Otiluke. That done, Rary would assume control of the Circle. As an emergency measure, Rary would dispatch agents to those countries whose diplomats had been slain. These diplomats would gain the confidence of kings and chieftains, eventually giving Rary access to and control over numerous nations. The killings themselves would be conveniently blamed on the Scarlet Brotherhood. which had made itself unpopular during the war. [WR3 Rary the Traitor - 6,7]

Death in the Great Hall
Caught Red-Handed
Unfortunately for Rary and Robilar, as Rary finished setting his magical trap, several members of the Circle entered the hall for a last-minute inspection of the site before the signing. Caught red-handed, Rary first attempted to flee. Forced at last into open conflict, he attacked with a fury born of years of pent-up anger. He set off the still-incomplete magical traps. Tenser fell first, caught by surprise. Otiluke struck back savagely, wounding Rary and forcing him back.
Instead of counter-attacking Otiluke directly. Rary set off several more traps, injuring Bigby, who had just joined the fight. Overcome with concern for his friend, Otiluke's concentration broke, and suddenly Rary's spells had him, rending and burning him at once. Abruptly all the remaining traps went off, plunging the hall into noise, fire, smoke, and the lambent glow of magic. As the smoke cleared, amid the crash of falling masonry and the tinkle of broken glass, Bigby, himself badly wounded, crawled over to see to his friends, only to find both of them slain beyond hope of resurrection, and Rary had vanished without a trace.
In the ensuing confusion and shock, Lord Robilar's own troops struck, destroying every one of the dead wizards' hidden clones, assuring the permanent death of both Tenser and Otiluke. Within hours, Greyhawk warriors had occupied Robilar's citadel and began to search for the pair, but it was too late. Faced with the collapse of their plot. Rary and Robilar fled, along with those troops loyal to them, and no one knew where. [WR3 - 7]

A badly wounded third, Bigby of Scant, claimed that their assailant had been their one-time ally, Rary, member of the Circle of Eight. Rary and his co-conspirator, the wily Lord Robilar, were nowhere to be found, and Rary's tower, in Lopolla, also vanished. Months later, the duo and the tower surfaced in the Bright Desert.
Robilar led his fanatically loyal men from desert village to desert village, systematically defeating the local warlords and incorporating their warriors into an ever-growing army. Rary, too, had transported several bands of Paynim horsemen from the west, who promised glorious death in service to the mage they called "The Rider." Early victories against nonhumans and the Tukim, the most powerful human tribe in the desert, bolstered the armies. Few openly defied this powerful force.
Wherever the armies went, so too ventured immoral adventurers in Rary's employ. These humans, mostly sages and enchanters, scoured the desert, paying particular attention to local ancient ruins. Rary seldom left his tower, but all knew that he sought some object rumored to be terrible and powerful. [LGG - 38]

In the weeks that followed. as Greyhawk slowly recovered from its shock. Rary was condemned from every quarter. Expeditions scoured the vicinity of the city. searching for Rary and his co-conspirator. A diplomatic mission to Ket returned with the astonishing news that not only was Rary missing, but his entire tower, which had so long graced Lopolla's skyline, had abruptly and inexplicably vanished overnight. Rumors began to circulate that Rary had fled the Flanaess and possibly Oerth altogether. [WR3 - 7]

Months later, the duo and the tower surfaced in the Bright Desert. [LGG - 38]

585 CY

The Circle Endures
Tenser was returned to life in 585 CY […], but chose not to return to the Circle of Eight. Otiluke is still dead. [PGtG - 21]

In the agonizing aftermath of the Greyhawk wars, when conflict touched virtually every corner of the continent, few gained more infamy than Rary of the Circle of Eight. Once considered a quiet, peaceful man with few ambitions, the great mage instead was corrupted to the ways of evil, and in the process slew two of the wisest and most powerful wizards of the Flanaess. Now, fleeing south with his co-conspirator and their loyal troops, he has carved out an empire in the wilderness, and threatens to inflict more harm and chaos on a world long grown weary of war and strife. [WGR3 - 4]

Lord Robilar
Robilar led his fanatically loyal men from desert village to desert village, systematically defeating the local warlords and incorporating their warriors into an ever-growing army. Rary, too, had transported several bands of Paynim horsemen from the west, who promised glorious death in service to the mage they called "The Rider." Early victories against nonhumans and the Tukim, the most powerful human tribe in the desert, bolstered the armies. Few openly defied this powerful force.
Wherever the armies went, so too ventured immoral adventurers in Rary's employ. These humans, mostly sages and enchanters, scoured the desert, paying particular attention to local ancient ruins. Rary seldom left his tower, but all knew that he sought some object rumored to be terrible and powerful. [LGG - 38]
It has been suggested that all is not as it seems here. Rary was renowned for his complex plotting in the Circle of Eight, and some of his former associates refuse to believe that he has turned to evil of his own accord. Still, rumors that the former Archmage of Ket now consorts with fiends have caused most of his family and friends to brand him a traitor forevermore. [LGG - 38]

A New Kingdom
Rary
These rumors did not last long, as search parties heard disquieting reports from the Bright Desert. The Abbor Alz barbarians, who sometimes traded with the desert nomads, reported that a mysterious tower had appeared in the Brass Hills in the heart of the desert, and that the master of this tower had proclaimed himself "Monarch of the Bright Lands." Many nomads, it was reported, had fallen under his sway, and those who had not were swiftly persecuted and pressured to do so. The desert centaurs, previously known only by rumor and second-hand reports, were said to be resisting the new rulers, but their struggle seemed doomed. The new king was said to be a mage of unsurpassed skill, and had a host of strange (some said unearthly) warriors at his command. Clearly, Rary the traitor had at last appeared.
But finding Rary and bringing him to justice were two entirely different matters. Long unexplored and treatred by many with suspicious dread, the Bright Desert, or the “Bright Lands” as Rary now called his new domain, was considered a place of savage tribesmen, harsh conditions, and dangereous creatures. Now it was home to Rary the Traitor, and neither Grehawk nor any surrounding power had the strength or the inclination to venture into the desert and dig him out of his hiding place. Many favoured simply leaving him to rot in self-imposed exile. [WGR3 - 7,8]

“The Empire of the Bright Lands” is Rary of Ket’s name for his new-found realm, hidden in the Brass Hills of the Bright Desert. After his betrayal of the Circle of Eight, his castle was magically moved from its location in Ket to its new position here. Now it serves as a local power base for evil. Officials of the City of Greyhawk are concerned that this new “empire” might choose to attack the Domain at some point. [PGtG - 51]

While few overt threats presented themselves in the aftermath of war, the emergence of Rary the Traitor, in the Bright Desert, is a cause of great concern. Warnes Starcoat, Chief Mage to the Joint Courts of Urnst and a member of the Circle of Eight, warns that Rary's diabolical plans could soon lead him to covet the ancient knowledge of House Maure. Lord Robilar once spent his summers in Pontyrel, in Urnst's Maure Lands, and many suspect that it is only a matter of time before his soldiers cross the Knife's Edge Pass, making their way to Maure Castle. In anticipation of this event, the village of Kelefane, near the Knife's Edge, has become a prominent military outpost, and is personally administered by Karll's nephew, Ellis […], a bitter man who looks for enemies at every corner. [LGG - 126]
Rary's forces have grown significantly since 584 CY. More than ninety percent of the desert nomads now swear fealty to the Monarch of the Bright Lands. The native desert centaurs, who remained neutral immediately after Rary's arrival, now bitterly oppose Robilar's armies. [LGG - 38]

The "Year of Peace" (585 CY) saw little of the sort. War raged in the Principality of Ulek against orc invaders from the Pomarj, and efforts to retake Sterich were initiated in the west. The Circle of Eight was brought to full membership once more and began acting against every power its wizards perceived as tyrannical or dangerous to the common welfare. [LGG - 16]

The Return of the Eight
After a successful mission to rescue one of Tenser's clones from the clutches of the infamous necromancer-witch Iggwilv, the Circle added three new members, rounding out the membership. New members include the redoubtable Warnes Starcoat […] of Urnst; Alhamazad the Wise of Zeif […], and the cold, unemotional Theodain Eriason [….] Mordenkainen remains the ninth member, a "shadow leader" dictating his agenda to others and influencing the Flanaess through his powerful network of agents and servitors.
[LGG - 156]

In mid-585 CY, the Circle of Eight was brought back to its full numbers. This brought hope to the hearts of many residents of the Flanaess, as did the news that one of the assassinated members of the Eight, Tenser the Archmage, had been brought back to life. However, Tenser left the Eight and now follows his own course in protecting the Flanaess. [PGtG - 11]

The Circle of Eight was brought to full membership once more and began acting against every power its wizards perceived as tyrannical or dangerous to the common welfare. [LGG - 16]

589 CY 
In 589 CY, Chief Strongbow, an influential leader and strong proponent of balancing the nomads against Rary and staying out of the conflict, was found murdered in his quarters. Though there was very little proof, the young bucks among the centaurs called for a guerilla war against the westerners—a plan that has met with some success.
Despite the centaur attacks and certain stubborn native tribes, Rary's searches continue, often with frustrating consequences. [LGG - 38]


A terrible tragedy struck Lynwerd and his kingdom  [Nyrond] in 589 CY. A long-planned marriage between King Lynwerd and Lady Xenia Sallavarian, a distant cousin of Circle of Eight member Jallarzi and Duke Karll of Urnst, was scheduled to take place during Richfest of that year. In Wealsun, Lady Xenia was touring Rel Mord on foot when she collapsed of heatstroke. She has not been seen since, and many suspect the worst, detecting sorrow and a grim hardness in their king. [LGG - 78]
Duke Ehyeh III, scion of an ancient Flan lineage, attempts to reclaim his homeland [Tenh] with meager assistance from the County of Urnst. He has other supporters, of course, including the mage Nystul of the Circle of Eight, but few followers, troops, and resources are available to him. His once-great reputation as a leader was destroyed along with his nation, leaving him little more than a noble title and moderate riches. The duke himself has not set foot on his native soil in nearly a decade, a fact that is reflected in the uncertain morale of his troops in Tenh. [LGG - 112]
Armies from the Pale and forces loyal to the exiled duke quickly crossed the borders, battling each other for possession of the southern and eastern regions of the duchy, including the Phostwood. The duke's forces fought a hard battle against bandits and surviving agents of Iuz in the city of Redspan, gaining the aid of Nystul of the Circle of Eight. They now control all of the old city. Its famous bridge has not yet been rebuilt, but its walls are restored, and it provides a strong base for further action in the duchy. Redspan's weak spot is its often-raided supply line, leading back to the County of Urnst along the east bank of the Artonsamay River. [LGG - 114]

With the fall of their country many Onnwalons attempted to flee to southern Nyrond making the perilous ocean crossing in any craft that they could find. Even Bigby, Archmage and member of the Circle of Eight, was forced to escape his residences in Scant for Veluna. [Living Onnwal Gazetteer]

590 CY 
In late 590, an entire company of Robilar's best Paynim and nomad guards vanished while investigating an abandoned necropolis. Rary's response, ordering Lord Robilar's own personal guard after the lost soldiers, so enraged the warrior that he left his post for a week, not returning until he single-handedly slew an old blue dragon that had been considering an alliance with the archmage. The two have patched up their differences, but tensions between them remain strong.
It has been suggested that all is not as it seems here. Rary was renowned for his complex plotting in the Circle of Eight, and some of his former associates refuse to believe that he has turned to evil of his own accord. Still, rumors that the former Archmage of Ket now consorts with fiends have caused most of his family and friends to brand him a traitor forevermore. [LGG - 38]


Ever Vigilant
Ever Vigilant
The famed Circle of Eight has many roots in the city and the nearby Wild Coast. This exceptionally powerful group is a political body of wizards who work to maintain a balance of power across the whole Flanaess, so that states can formulate heir own policies without interference or Fear of invasion and conquest by outside Forces or empire-building neighbors. Two merit members of that body (Otto and lallarzi Sallavarian) have homes in Greyhawk; all the others (Mordenkainen, Bigby, Drawmij, Alhamazad, Nystul, Warnes Starcoat, and Theodain Eriason) visit on an irregular basis. Tenser, a former member, lives near the city in a fortress on the south shore of the Nyr Dyv. [TAB]

The mysterious assembly of wizards known as the Circle of Eight has long benefited from a past obscured by misinformation and enigma. The group's influence reaches from the Baklunish west to the Solnor Ocean, though its secretive methods ensure that few know the extent of its ministrations. Certain members of the Circle are well known and liked, their talents appreciated throughout the Flanaess. The mages Bigby, Jallarzi, and Otto, for instance, are welcome in courts far from cosmopolitan Greyhawk. Others, such as Drawmij, Nystul, and Theodain, prefer to operate away from the public gaze.
Mordenkainen the archmage […] formed the Circle of Eight as a tool to manipulate political factions of the Flanaess, preserving the delicate balance of power in hopes of maintaining stability and sanity in the region. Mordenkainen's view of "enforced neutrality" is not tit-for-tat equality, but rather a detailed theoretical philosophy derived from decades of arcane research. He has fought ardently for the forces of Good, most recently during the Greyhawk Wars, but just as often has worked on darker plots to achieve his ends. In all things, the Circle of Eight prefers to work behind the scenes, subtly manipulating events to ensure that no one faction gains the upper hand.
Warnes, Theodain, Alhamazad, Drawmij, Bigby, Nystul, Otto, Jallarzi  
In the last two decades, the Circle has seen members come and go, but its dedication to Mordenkainen's goals and methods remains steadfast. Current members include Bigby of Mitrik […], once Mordenkainen's apprentice and now an archmage in his own right; the rotund and jovial Otto […] who favors the kitchen over the laboratory; Jallarzi Sallavarian of Greyhawk […], one of the most dynamic wizards in a city of mages; the reclusive Drawmij […], who oversees Keoland and the south from his undersea lair near Gradsul; and Nystul […], a Tenha expatriate who wishes to expand the Circle, beyond eight if need be, to combat the growing threats presented by Iuz, Turrosh Mak, and the consolidating factions of the former Great Kingdom.
[LGG - 156]

All members of the Circle of Eight possess or have access to large numbers of magical items, particularly potions. They might be approached for assistance on a quest, requesting little more than a full report of the journey or an errand in return. Any of the members of the Circle of Eight might be contacted by leaving a message at the Wizards’ Guildhall, Otto’s home in the Garden Quarter or Jallarzi Sallavarian’s home in the High Quarter of the City of Greyhawk. The members of the Circle of Eight have fast communication with each other through various magical devices. [PGtG - 21]

Azure Sea: Trading here is age-old, despite local pirates and sea monsters. The Scarlet Brotherhood greatly harmed trade here until last year, but the civil war in the Sea Princes' lands and the Flanaess's recovery from the Greyhawk Wars should allow trade to resurge. Major sponsors of piracy here are the Scarlet Brotherhood (operating from its many ports), Amedio Jungle savages (threatening ships near the Hook Peninsula with weather magic and poisoned arrows), and occasional human- or orc-crewed ships sailing from the Pomarj. The wizard Drawmij, one of the Circle of Eight and long thought to have a stronghold beneath the Azure Sea, is likely working against the Brotherhood and other enemies of the open seas. [LGG - 147]

At the conclusion of the Greyhawk Wars, stories were circulated that the Mage of the Valley had been killed, though there were no actual witnesses to his demise. Those with the most knowledge of the valley's history believe that the Mage will yet return—unless some other being comes to claim that title.
No sightings of the Mage have been reported since the Greyhawk Wars, but the drow seneschal still has authority there. The Mage was known to be interested in exploring the so-called Demiplane of Shadows The last claimed sighting of the archmage Philidor placed him near the entrance to the valley The archmages Rary and Mordenkainen were said to have sponsored rival adventuring parties to the valley—both suffering high casualties. [LGG - 128]

The war-ravaged lands between the Griff Mountains and the Artonsamay River, north of the Yol, hold the remains of the former duchy of Tenh. The Greyhawk Wars that destroyed this country have not yet ended here; Tenh, the first victim of the wars, seems destined to be its last. Duke Ehyeh III, scion of an ancient Flan lineage, attempts to reclaim his homeland with meager assistance from the County of Urnst. He has other supporters, of course, including the mage Nystul of the Circle of Eight, but few followers, troops, and resources are available to him. His once-great reputation as a leader was destroyed along with his nation, leaving him little more than a noble title and moderate riches. The duke himself has not set foot on his native soil in nearly a decade, a fact that is reflected in the uncertain morale of his troops in Tenh. [LGG - 112]
Armies from the Pale and forces loyal to the exiled duke quickly crossed the borders, battling each other for possession of the southern and eastern regions of the duchy, including the Phostwood. The duke's forces fought a hard battle against bandits and surviving agents of Iuz in the city of Redspan, gaining the aid of Nystul of the Circle of Eight. They now control all of the old city. Its famous bridge has not yet been rebuilt, but its walls are restored, and it provides a strong base for further action in the duchy. Redspan's weak spot is its often-raided supply line, leading back to the County of Urnst along the east bank of the Artonsamay River. [LGG - 114]

The most important goal of the Brotherhood in this area is to enter Slerotin’s Tunnel, get to the Sea of Dust and look for old Suel ruins; however, the elf wizard of the Circle of Eight, Theodain Eriason, has worked diligently to make sure that the Brotherhood cannot use the passage. Plotting the destruction of the heretical city of Juernre is a second priority for the area. The Sheldomar Valley is otherwise too distant a target to conquer and hold militarily, and so is watched. [SB - 23]

Jallarzi Sallavarian
Jallarzi Sallavarian of the Circle of Eight has recently discovered omens that predict imminent doom for Greyhawk. Among the more mundane omens are an increase in the number of dem sightings in the Abbor-Alz, and the uppermost sail of the mysterious Doomgrinder approaching the zenith by another degree. Other signs indicate that one of the ancient cairns known as the Star Cairns may be the key to averting the doom The Eight have warned the city about the possible doom (and its possible prevention); they urge adventurous souls to scour the Abbor-Alz for anything that might be the key to saving the city. [LT1 The Star Cairns - 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 Eric Mona and Gary Holian, for their article "Greyhawk's Circle of Eight" in LGJ#0.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.

The Art:
WG5 Mordenkainen's Fantastic Adventure cover, by Clyde Caldwell, 1984
WGR3 Rary the Traitor illustration of Robilar, 1992
Bigby detail, by Jeff Easley, from Mordencainen's Fantastic Adventure, 1984
Mordenkainen detail, from Expedition to the Ruins of Greyhawk, 2007
WGR3 Rary the Traitor illustration, by Ken Frank, 1992
Lord Robilar detail, from the Epic Level Handbook, 2002
Rary detail, by Andrey Hou, from Dungeon #103, 2003
The Circle of Eight, by Mark Zug, from Living Greyhawk Journal #0, 2000
Expedition to the Ruins of Greyhawk cover art, by Michael Komarck, 2007
The Circle of Eight, by Sam Wood, from Dragon #290
Jallazari Sallavarian detail, by Sam Wood, from Living Greyhawk Journal #0, 2000

Sources:
1015 World of Greyhawk Boxed Set, 1983
1068 Greyhawk Wars Boxed Set, 1991
2011A Dungeon Masters Guide, 1st Ed., 1979
9025 World of Greyhawk Folio, 1980
9309 Vecna Lives! 1990
9360 Treasures of Greyhawk, 1992
9386 Rary the Traitor, 1992
9576 Return of the Eight, 1998
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
9579 The Star Cairns, 1998
11374 The Scarlet Brotherhood, 1999
11621 Slavers, 2000
11743 Living Greyhawk Gazetteer, 2000
Living Onnwal Gazetteer
Dragon Magazine 241
OJ Oerth Journal, appearing on Greyhawk Online
LGJ et. al.
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda

2 comments:

  1. wow, what a read ! iv read most of it in this book and that, but to see it all compiled in one place is inspiring... many thanks

    ReplyDelete
  2. Incredible compilation. I imagined Morgan Freeman narrating it as I went through it.

    ReplyDelete