“I always avoid prophesying beforehand because it is
much better to prophesy after the event has already taken place.”
―
Djekul |
There are others
less fortunate. Always lesser than their greater. Too for from the centre. Too
near the enemy. Too dry. Too wet.
Djekul is one such city. Little more than a town, no more
than a dot on the map, really; so far from the capital, Krakenheim, that it
could only have been a lesser thane, perched above a cold, turbulent sea.
Above the Timberway Forest |
Grendep Bay: This great arm of the
Solnor Ocean is crossed by northern barbarians when they raid southwards, and
only they have sure knowledge of the many western inlets and eastern fjords. [LGG
– 148]
These brave sailors are usually anxious to cross
southwards as early in the spring as possible, however, and return late in the
fall; for during the warm summer, great sea monsters are often seen sporting in
the bay. [Folio – 20]
It is an unfriendly area in winter as well, when
freezing winds churn its waters. Sea Barons' traders here are raided by Snow
and Ice Barbarian ships. [LGG – 148]
What do we really know about Djekul, anyway? Little.
We know how many people live there:
Major Towns: Djekul (pop. 3,100) [LGG – 44]
More recently, we learned that it is where a certain
cheese hails from.
Djekul
Creamy, Powerfully Aromatic Cheese |
That’s not much
to go by, considering how pivotal it was at one point in its history. And how
pivotal it may be again.
Indeed, aside
from its placement on the map betwixt the Frost Barbarians and Ratik, it
doesn’t warrant a mention in the Folio.
The Frost Barbarians are the weakest of the three nations (of Suel peoples) inhabiting the Thillonrian Peninsula, called Rhizia by these peoples.
They have never recovered from the Battle of Shamblefield, and have been under
the suzerainty of the Schnai for the past two decades – and several times
previously as well. The supposed figurehead placed upon the throne of the
Fruztii has, however, built his kingdom carefully, and in actuality it is now
independent in all but oath. A recent pact concluded between Fruztii and Ratik
saw a joint army wreak havoc in the Bone March, and during the next campaigning
season clear the north pass of the "Fists" [...]. [Folio
– 10]
The Timberway Forest |
What might be inferred from these sparce paragraphs? That
Djekul was once far removed from the Fruztii’s border. Very far removed. That
might have made Djekul insignificant, a tiny farming/fisher village.
I suggest that it only grew after the “appointed military
commander” annexed Fruztii territory south of (and potentially including) the
Timberway Forest.
Timberway Forest: This vast stretch of
pines, firs, and other northern forest growths reaches from the lands of the
Frost Barbarians all the way to the Barony of Ratik, from the shores of Grendep
Bay to the shoulders of the Rakers. Although its growth is not as fine as that
of the Loftwood, it is still very valuable in shipbuilding. [Folio – 20]
Little else might be inferred.
Maybe a lot might be inferred with a little application
of imagination.
What might we glean from the Folio map? That Djekul is sets
upon a deep and wide grassland (or sparsely wooded region), as that stretch is
a uniform pale green, devoid of hills; but I would suggest that those
grasslands roll, judging the short distance between the Griff and Corusk
mountains and the sea. Such rolling, windswept grasslands may not be ideal for
crops, although root vegetables would certainly thrive there. As would animal
husbandry; most notably wholly sheep and shaggy coated Highland cattle.
I would also suggest that a river spills out from their
confluence, seeing how the Grendep nestles that stretch of coast. Anna Meyer
agrees, having placed one on her map.
The Griff Mountains |
We see that the Fruztii and the “Fists” have been at odds
for some time.
A recent pact concluded between Fruztii and Ratik saw
a joint army wreak havoc in the Bone March, and during the next campaigning
season clear the north pass of the "Fists" [...]. [Folio
– 10]
They have not been without allies in this.
Allies: Ratik, dwarf and gnome clans in Griff and
Corusk Mountains [LGG – 44]
I presume their
animosity is long-lived, indeed.
122 CY
Life in Djekul
was as life always had been, until...
General Sir Pelgrave Ratik of Winetha |
Over the ensuing months, General Ratik established a
military fort overlooking Grendep Bay at Onsager Point. [LGG – 90]
The Fruztii had been soundly defeated at Spinecastle,
and then again at Bresht. Indeed, they had been pressed north unto the
Timberway. Even there, their hold was tenuous, if at all existent.
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. [LGG – 90]
128 CY
The Barbarians banded together to rid themselves of the
invading Aerdi!
n 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. [LGG – 90]
They failed.
130-350 CY
Fortified |
[O]ver the next two centuries, needing only to fend
off infrequent raids from the Timberway and the Rakers until the middle of the
fourth century CY. [LGG – 90]
The Ratikians never once retaliated north of the
Timberway. They were content with the spoils of that lofty wood.
Nor did the thanes of the forest rebel after a time. They
had pledged allegiance to Ratik and the Great Kingdom; and had gained stability
and wealth beyond their wildest dreams.
356 CY
The Barbarians never lost belief that the Aerdi could and
would be defeated. The Timberway would be theirs again; those thanes lost to
the rule of the Great Kingdom would be brought back into the fold.
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. [LGG – 90]
c. 560’s CY
Djejul profited
as the vanguard of the Fruztii. It grew. Its walls rose. Its fleets swelled. Indeed,
it grew to rival Krakenheim in size and importance. To whit Krakenheim took
note.
But war never
came to Djekul. Only the “Fists.”
Just as the
Fists came to the north Timberway. Before long, Fruztii berserkers and Ratikian
rangers occasionally discovered that they could be of aid to one another
against a common foe.
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. [LGG – 91]
582 CY
Indeed, the Fists were more brazen than ever these days.
The Barbarians are banding together against their common
enemies.
“The Trinity is a new council that leads all three
barbarian lands. The ruler of each land has a seat in the council. Since we
shall soon be fighting for our very existence, we must band together in order
to save themselves. But the Trinity is doomed to failure unless the Great God
can be brought forth to forge us together into one people.” [WGS2 – 32]
Where might they
have treated together against their common foes? Surely in neither’s capital.
That would presume a certain trust that was only then burgeoning.
Djekul was
chosen: close to their common foes, a sheltered port, and one familiar to their
Ratikian ally.
Duke Ehyeh has become noticeably more friendly to the
Frost Barbarians of late. As the actions of Ratik and the Frost Barbarians stir
up the Bone March, this causes trouble for the Great Kingdom and for the
Theocracy of the Pale. Both states have hostile attitudes toward the Duchy. In
view of this, Ehyeh discreetly allows Frost Barbarian emissaries across his
lands to organize shipments of weapons from the Bandit Kingdoms. [WGS2 Howl
from the North – 6]
“We were bringing (weapons to the) Frost Barbarians
(at Djekul) when we were attacked by the Theo(cracy of the Pale). All of our
people were (murdered and our cargo) taken.”
“They just let us die. They (did nothing to help the)
innocent that were with us. As their leader (passed me, he) spoke of a
successful attack against (Djekul. He said that) the battle (left the city) in
complete ruin.” [WGS2 – 31]
“We had well over 30,000 gp worth of weapons and armor
for the Frost and Snow Barbarians. They are amassing weapons from the Bandit
Kingdoms because of rumors about the movements of armies from the south. “The
threat of the Great Kingdom and the Hold of Stonefist is very real. That is why
we need the Great God so desperately. Do not fail us! We need heroes now, and
we need our sleeping god.” [WGS2 –
31,32]
“I am glad I caught you.” The rider’s soft voice
prepares you for the startlingly beautiful woman’s face that appears when her
helmet is removed. “I have news of greatest importance. The city of Djekul has
been invaded by forces from the south. It is presumed these forces hail from
the Bone March, because of the insignia on their armor. However, since the
Great Kingdom sometimes disguises its warriors with the devices of other
nations, we are not positive of our enemy.
“I have been sent to ask you to make haste in
recovering the Blades of Corusk before it is too late. Have you had any luck?” [WGS2 – 32]
It seems that
the Barbarian’s allies took umbrage to the Barbarians’ solidarity with Ratik.
Djekul was not destroyed. It survived, if somewhat
charred. It was taken by surprise, having never been attacked until then; but
its walls held, and its invaders were put to the axe and sword.
586 CY
Djekul would be avenged. They pressed hard into the
Stonehold. But alas, their conquest of the north was brief. Sevvord saw to
that.
His army drove the barbarians back from Kelten and
secured the pass, while he returned to Vlekstaad with his personal guard. [LGG
– 109]
590 CY
The Wars did not touch Djekul. Indeed, it never again
touched any of the Barbarian lands. They were too remote, and too fierce; for what
gain? For ice and snow, and bitter winters? None desired their peninsula.
No. That would be untrue. Mayhap none desired their
peninsula, but there were those who desired their bloodlines.
Ambassadors from the Scarlet Brotherhood were spied in
Djekul. [LGG – 91]
The Lords of
Djekul listen to the whispers of their distant kin. But do they believe them? I
wonder. It depends on what is promised. Independence? The Lords of Djekul are of
the same mind as northern Ratikians, an independent lot. Neither are
particularly obedient. They pay scant heed to the edicts of Krakenheim and are
unlikely to trade one master for another. But they are loyal to those they
choose. They never break a promise. But they also sail where the best winds
blow.
Longships of the Frost Barbarians, often in
cooperation with the other Suel barbarians, raid southward in spring to pillage
along the coast of the new Great Kingdom of Northern Aerdy and sometimes
further south. The crews are typical examples of barbarian warriors, wildly
brave but rarely disciplined. No lack of discipline afflicts the soldiers of
the king of Fruztii, however; his standing army is highly organized and well
trained. The king's men are also well armored with chainmail and shield,
bearing swords or battle-axes. Several companies of archers and a small force
of cavalry based in Djekul are present. [LGG – 44]
For now the best
winds blow from Fruztii.
“In this place I am a barbarian, because men do not understand
me.”
―
One must always give credit where
credit is due. This piece 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.
Special thanks to Jason Zavoda for his
compiled index, “Greyhawkania,” an invaluable research tool.
The Art:
World of Greyhawk map detail, by Darlene, from the Folio, 1980
Caravan illustration, by Ken Frank, from WGS2 Howl from the North, 1991
Assassin of the Scarlet Brotherhood illustration, by Sam Wood, from The Scarlet Brotherhood, 1999
Sources:
1015
World of Greyhawk Boxed Set, 1983
1064
From the Ashes Boxed Set, 1992
9317
WGS1 Five Shall be One, 1991
9337
WGS2 Howl From the North, 1991
9386
WGR3 Rary the Traitor, 1992
11742
World of Greyhawk Gazetteer 3e, 2000
11743
Living Greyhawk Gazeteer, 2000
Dragon
Magazine 57,63
Greyhawkania,
Jason Zavoda
The
map of Anna B. Meyer
Good stuff as usual. Northern Alliance against the North Kingdom's depravations
ReplyDeleteThat was an excellent deep dive. As always I never knew there was that much material on this area. Fun enough I was reading about Fruztii recently so this was well timed. Thank you for this work, my friend!
ReplyDelete