“Peace can happen in 24 hours... just like war can
happen in 24 hours.”
―
“How much longer is the world willing to endure this
spectacle of wanton cruelty?”
―
The Homeland of the Flannae |
The people of the Duchy of Tenh are pure Flan, proud of
their bronze color, and are as convinced of their racial superiority as any
scion of the Celestial Houses of Aerdy. They claim to be the last homeland of
the Flannae, the proud, final nation of the many that had once spanned the
breadth of the Flannaess before the coming of the Aerdi, and had thus given
succour to all Flan who made their way there. “Come,” they called, for this is
your sacred soil.
The Free Flan |
It claimed that it had never been conquered, that it was free, and always had been, no matter that the Duke had pled fealty to Aerdy, and Aerdy had allowed them that belief; and so long as the Duchy paid their tithes, Rauxes had no desire to argue the point. It remained so until Nyrond seceded, as soon did the Theocracy of the Pale. The Duchy reasserted its claim to sovereignty, and the Great Kingdom, far too busy fending off a serious threat from the Rhizians, could not then concern itself with its petulant children. It would gather them up in due time, it believed, but the test of time proved that such would never be the case. Nyrond was too strong, and the Great Kingdom had grown too weak. Indeed, when the Great Kingdom tried, the Tenh defeated them at the Battle of Redstone, and Tenh owed it fealty no more.
The Tenha and Rovers at Tea |
In the decades that followed, the Duchy proved itself worthy of its claim to freedom, repelling the Theocracy of the Pale’s intent to annex it, to say noting of the banditry it endured from the west, and the seasonal raids of the Fists from the north; and the ever-present threat of marauding humanoids from the Griff Mountains, and the trolls from the fens. The Duchy had had been blessed with natural defenses, the swift flowing Artonsamay, Yol, and Zumker rivers, none easily breached; and when they were, their cavalry was as swift (a necessity considering their ancient kin, the Rovers were as like to raid them as not), their pikemen sturdy.
And so it was until the Great War, when the Fists
descended upon them with a fury and resolve never before seen.
They fell. Their Duke fled; and the Time of Tears began.
Continuing to Fight |
Forces, few and scattered, loyal to the Duke of the old
Duchy of Tenh, continue to fight against the numerous invaders over the last
decade. The Duchy in essence, is no more, divided between the Pale, the
Stonehold and the forces of Iuz, who seek to steal and fight each other over
the remnants of wealth which remains of Tenh.
Espionage, sabotage, small party raids are a fact of life here. There are those
here who plot and strive for the triumphant return of their Duke, who, still in
exile in the County of Urnst, has yet to return to the war-torn lands of Tenh.
His continued absence weakens the resolve of the partisans who remain, continuing
to hope that he will return with a mighty host to drive the invaders away, and
make Tenh safe once again.
Inspiration for campaigning within Tenh will be had in
the original trilogy of “The Black Company,” by Glenn Cook; and in the history
of Poland, most specifically concerning the Partisans of the Second World War:
“Fire Without Smoke: Memoirs of a Polish Partisan,” by Florian Mayevski,
“Definace,” by Nechama Tec; and the novel “The Polish Officer,” by Alan Furst.
Further inspiration can be had from “The Rise and Fall of
the Third Reich,” by William L. Shirer, and “Night,” by Elie Wiesel.
Country Specific Resources:
There are none specific to the Duchy of Tenh, but most pertinent information
can be found in:
The Greyhawk Folio, The Greyhawk setting boxed set,
Greyhawk Adventures (concerning Tang), Greyhawk Wars, From the Ashes Boxed Set,
Living Greyhawk Gazetteer, Dragon magazine #52,55,56,57
Adventures in this country include:
Although later retconned into the Yeomanry, B1 Into
the Unknown (in the monochrome edition) was originally suggested as
located in The Duchy of Tenh (as well as Ratik and the Thocracy of the Pale). That would make north Tenh an ideal location for
B2 Keep on the Borderlands, as well.
To the northwest is the Bluff Hills, home of the Shadow
caverns and number of ruins of ancient Ur-Flan cities.
Forest adventures in the Phostwood, an ancient forest,
with secrets of it own, now disturb by the war.
Partisans in the Fellreev forests.
Mountain adventures (and possibly Underdark adventures)
in the Griff mountains (alternate placement of G1-3). Dragons. Remorhaz. Yeti.
The primary source of adventures stems from the
occupation of Tenh by Iuz and Stonefist.
The fight for survival against Iuz and his Boneheart.
The rolling hills of Tenh are dotted by Iuzian
fortifications.
Partisan fighting against the occupying Iuzian and
Stonefist forces.
Retrieving artifacts or important symbols of the Tenh
military (battle honors, a magical weapon, etc).
Slavers from Iuz, border skirmishes with the Bandit
Kingdoms, the Theocracy of the Pale, and Stonefist.
Adventures in nearby areas include:
Return to White Plume Mountain
WG8, Fate of Istus, #1 Bandit
Kingdoms, #2 Nyrond, #5 Pale
WGS1 Five
Shall Be One, Bandit Kingdoms
WGS2 Howl
From the North, Stonefist
WGR5 Iuz
the Evil
The Dancing
Hut of Baba Yaga
Fright at
Tristor, Theocracy of
the Pale
Forge of
Fury, Bone March
A Slight
Diversion, OJ#9, Redspan,
Bandit Kingdoms
Out of the
Ashes, Dungeon #17,
Bandit Kingdoms
Ghost
Dance, Dungeon #32,
Rovers of the Barrens
The Mud
Sorcerer's Tomb, Dungeon
#37, Bone March
Ex Keraptis
Cum Amore, Dungeon
#77, Burning Cliffs
Deep
Freeze, Dungeon #83,
Theocracy of the Pale
Glacier Seas, Dungeon #87
King of the Rift, Dungeon, #133, Bandit Kingdoms
Into the Wormcrawl Fissure, Dungeon,
#134, Bandit Kingdoms
Tomb of Zhangthe Horrific, by William
Dvorak, Rovers of the Barrens.
C14 The
Sanguine Labyrinth, by Carlos Lising, casl Entertainment, 2019, Burning
Cliffs
Arctic adventures in Blackmoor, the Cold Marshes, the
Taival Tundra; (and the outer doors of and ancient dwarven clanhold)
Helping the Duke himself rally enough of a force amongst
the friendly neighboring countries to retake Tenh.
Acting as agents of Iuz in the County of Urnst, looking to capture or
assassinate the Duke.
Creating trouble in the Stonehold lands, pulling military resources away from
Tenh.
Convince Nyrond, which is on the cusp of either helping the Duke/peoples of
Tenh or ignoring their calls and strengthen their own fortifications, to select
one choice or the other.
Infiltrating the Gibbering Gate, in Rover territory, to
free prisoners from imprisonment. The Gibbering Gate, a prison / insane asylum
run by Jumper, one of Iuz’s Greater Boneheart, is found in the Barrens.
Information about the Gibbering Gate can be found in WGR5 Iuz the Evil.
Ruins of the Ur-Flan from the time of Keraptis.
Hunting down the mythical White Auroch.
The Forlorn forest found just to the east of the Barren
Wastes, is full of hideous monsters and possibly ancient secrets.
Forest adventures in the Burneal Forest, Bears, winter
wolves and sable firs.
Sea adventures upon the Icy Seas, White Fang Bay, and Big
Seal Bay.
Adventurers traveling into the Northern Wastes can visit
the mysterious Burning Cliffs and visit remote Rover villages along the coast.
Duchy of Tenh:
[DRG#52 – 20]
His Radiance, Duke Ehyeh of Tenh
Capital: Nevond Nevnend (pop. 23,800)
Population: 200,000
Demi-humans: Some
Humanoids: Numerous (in mountains)
Resources: foodstuffs, platinum (platinum is rare and usually associated with palladium in copper and nickel deposits, in our world)
[WOGA – 37]
Capital: Nevond Nevnend (pop. 19,000)
[FTAA – 39]
Proper Name: Duchy of Tenh
Ruler: Contested: His Radiance, Duke Ehyeh III of Tenh
vs. forces from Iuz, the Pale, and Stonehold
Capital: Nevond Nevnend
Resources: Foodstuffs, platinum (resources not currently
developed or exported because of warfare)
Alignments: LN, N, NG
Population: (excluding invading forces) 195,000— Human
78% (F), Halfling 9%, Elf 4%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%,
Other 2%
Languages: Common, Flan, Orc, Goblin, Dwarven
Religions: Iuz (Iuz's forces); Pholtus (Pale's forces);
Erythnul (Stonehold's forces); Allitur, Beory, Berei, St. Cuthbert, Pelor,
Zodal, Obad-Hai (original religions); old Wastrian temples
[LGG - 112]
The Sun Sets on Tenh |
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 exhaustive.
Special thanks
to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research
tool.
It has been
expanded from the original found on a “Touring the Flanaess Postcard” written
by Buster “Ancientgamer” Budd, and some passages from that scholarly work
reside with this piece.
The Art:
Beyond the Light of Reason, by Adam Rex, from Dungeon Magazine #96, 203
White Plume Mountain cover, by Jeff Dee, 1980
Duchy of Tenh heraldry, originally from Greyhawk Folio, 1980
Sources:
2011A
Dungeon Masters Guide, 1st Ed., 1979
9025
World of Greyhawk Folio, 1981
1015
World of Greyhawk Boxed Set, 1983
2023
Greyhawk Adventures, 1989
1064
From the Ashes Boxed Set, 1992
9577
The Adventure Begins, 1998
9578
Player’s Guide to Greyhawk, 1998
11743
Living Greyhawk Gazetteer, 2000
Dragon
Magazine
OJ
Oerth Journal, appearing on Greyhawk Online
Living
Greyhawk Journal
Greychrondex,
Steven B. Wilson
Greyhawkania,
Jason Zavoda
Anna
B. Meyer’s Greyhawk Map
These Primers are awesome thank you for the work you are doing! These really quickly allow the DM to understand and associate the territory the people, adventures nearby and even an adventure module to immediately start a game or plan an epic campaign intertwining several different Primers in Greyhawk amazing work!
ReplyDeleteThank you for your kind words and support.
DeleteIt means a lot to me.
Question will you be doing a Keoland Primer soon? I wonder if you could include, The Viscounty of Nume Eor I2:Tomb of the Lizard King & I7:Baltron's Beacon in the Hool Marshes and to the south U1:The Sinister Secret of Saltmarsh
ReplyDeleteI plan to do all nations in turn, but I'm focusing on the northeast at present. I'll get there, but it will take some time, what with Histories, Cities, Bios, Spell Lists, Module Reviews, and whatever other subjects tickle my interest.
DeleteI appreciate your comment, your interest; but most of all, your patience. :)