Thursday, 2 June 2022

History of the South, Part 12: Unto Exhaustion


“Was this strange mode of life to go on and on?”
― Iris Murdoch


The Opportunity to Spill Ever More Blood
The War waged unto exhaustion. A testament of courage and persistence. And endurance. The flower of a generation was being tilled into soil, and still they marched on, barely able to set one foot in front of the other in pursuit of the next battle.
Few had a choice in the matter, though; not when Iuz employed fiends in the field, not when Ivid’s armies were thick with jebli and euroz wishing little more payment than the opportunity to spill ever more blood, and to feast on ever more flesh. They plodded on, those brave souls, wondering if this battle would be their last.
Yet, never once did a single soul think to question why, or say “no more.”

583-584 CY
The war pursued upon the Relmor was a vicious as any campaign upon the land. Perhaps even more viciously. Once engaged, ships were all but committed to the end. Retreat was doubtful. Relief unexpected. Quarter unexpected. Ships exchanged fire, were blackened with Suloise Fire, were rammed, boarded, and such blood was spilled that the decks were made as slick as though sheathed with ice. More blood was shed in Dunhead Bay than any other as the South Province sought to cut Onnwal off from its allies at the neck.
A shallow arm of Relmor Bay separating Onnwal from Ahlissa, Dunhead Bay was for years the scene of bitter naval battles between the Iron League and the Great Kingdom's South Province, particularly between 579-580 CY, during the War of the Golden League, and 583-584 CY, during the Greyhawk Wars. Since Scant fell to the Scarlet Brotherhood, the bay has been very quiet, but Ahlissa has made its presence felt more strongly here. [LGG – 148]

583 CY
The powers sought what powers they might find throughout the waging of the war. Who knew what value these ancient artifacts might have in tipping the balance in the favour of the forces of weal? Thus, seasoned adventurers were encouraged, nay, ordered, to follow what threads lead to their whereabouts and return them to those who might employ them to end the horrors that had befallen the whole of the Flanaess.
(Ready’reat)
Rod of Beguiling was recovered from the Echo Crypt.
ECHO CRYPT
This series of catacombs stretches some six miles below the mountains of the Abbor-Alz, and is fiendishly hard to explore. Much of its length comprises tunnels a halfling can barely squeeze through. Burial chambers with fine treasures have been looted in its upper length, and there are surely more to be found; however, the crypts have a bizarre magical feature that deters most explorers. Simply, the sound of voices here takes on amplified magical form and returns to assault those breaking the silence. […] Thus, for obvious reasons, wizards and priests avoid the crypts like the plague. Since there are many mindless undead things in the lowest catacombs, their presence is sorely missed by explorers.
Great cave lizards, semi-transparent ropers, gelatinous cubes, and other monsters lurk in the farthest recesses. However, the rumored recovery of a rod of beguiling from Echo Crypt as recently as Ready'reat, 583 CY, ensures that the foolhardy continue to enter the place. [FtAC – 29]

584 CY
(Readying)
Turrosh Mak
Turrosh Mak capitalized on the chaos the War raised. No eyes were spared to keep watch on his Pomarj, so none saw his armies amass, ready to strike north into the Wild Coast.
The madness of war bred more war. In 584, south of Greyhawk, a half-orc named Turrosh Mak united the vile nonhuman tribes of the Pomarj. [LGG – 15]
By a stroke of fortune, Turrosh struck at the most opportune time. Great crusading armies had just left the lands of the south, taking with them some of their nations’ ablest men and generals. With others’ attention focused to the north, the newly proclaimed orc nation found time to organize and grow. [Wars – 15]
Mak's armies boiled north, conquering several of the cities of the independent Wild Coast, then capturing nearly half of the Principality of Ulek. The appeals of Prince Corond of Ulek to Yolande, the elven queen of Celene, fell upon uncaring ears. Celene closed its borders to even its most trusted allies, refusing to let elf blood fall in human wars. [LGG – 15]

The first to fall was Elredd.
Elredd, on the Wild Coast, was conquered and assumed destroyed by the Orcish Empire in 584 CY. [TAB – 3]
The orc invasion of the southern Wild Coast left major ports in flames. The walled city of Elredd was razed, though the nearby Port of Elredd was largely spared. [Slavers – 38]

The people of Fax, forewarned by the rush of refugees driven north by humanoids, fared better, if only for so long as to muster defence to Turrosh Mak’s coming. Though valiant, their perishing enabled their loved ones the time to escape the wrath that fell upon their beloved town.
The people of Fax were driven out in 584 CY and would like to return, but most have lost hope. [Slavers – 46]

(1st day of Growfest)
Tales of Terror
Tales of Turrosh Mak’s terror and depravity spread north. The people of Safeton and Narwell were horrified by the fate of their kin, and a rage equal to Mak’s rose up, blinding them to the nature of many of those citizens who were guilty only of parentage. Orcish blood flowed in that "Night of Terror," the 1st day of Growfest, that followed.
Most half-orcs in the northern Wild Coast were slain in 584 CY, in reaction to the rise of the Orcish Empire in the Pomarj under Turrosh Mak. [PGtG – 59]
Indeed, the rage was felt as far as the Free City.
Half-orcs are less numerous than they were only a decade ago, largely thanks to public prejudice against anyone with orc features following the Orcish Empire’s strike into the Wild Coast in 584 CY. Some half-orcs left the city [of Greyhawk] following several unsolved murders of their kind and general public harassment of them, but those with strong human features who could “pass” in Greyhawk stayed on, keeping a low profile around human refugees from the Wild Coast. [TAB – 69]

Those half-orcs who could not “pass” suffered in the cause of freedom. Indeed, one need not actually have been orcish; one only need be suspect.
Safeton's defenses are being strengthened as a matter of priority. A complete wooden stockade wall has been erected, and within that, a stone wall is being built with two massive entry gates. Sea defenses are strong, but the land threat is the greatest, so slave labor is being used 'round the clock to construct the walls. Slaves always existed in Safeton, and many used to be sold to the Pomarj, a horrible irony. Greyhawk law does not allow slavery, but the slaves have been appropriated as workhouse-billeted people for this essential construction work. [FtAC – 50]

Osson’s Raid was far more successful than he would ever know. In time, the Great Kingdom would have rallied and pursued him. They would have hounded him until he found no safe haven, no succour, no rest. But, just when he needed a miracle, one occurred. Even if he was unaware that it had.
The mad Overking Ivid V compared the success of the Almorian campaign, in which he had played a small part, with the previous handling of Osson’s raid. He concluded not that Osson had been a brilliant commander, but that his own generals were incompetent bunglers, requiring his aid to be successful. In short, Ivid decided he was a military genius and all his generals were fools. After this realization, Ivid personally assumed complete command of all the armies of the Great Kingdom, despite the counsel of his best advisors. Ivid did not just overrule or even sack his generals: he executed them, sparing only his favorites. [Wars - 20]
More than a few were, in fact, incompetent, but Ivid also included many able commanders in his assessment. [Wars – 29]

A "Trusted" Noble
Indeed, more blood was spilled by Ivid’s interference than Osson and his troops could ever have shed. More chaos was sowed. More turmoil. More anarchy.
Ivid responded to these failings with more executions. Fear began to spread through the nobility: the death of a commander led to the appointment of a “trusted” noble, who was placed in an impossible situation and thus became the next candidate for execution. Intended as an honor, command appointments became the mark of death. [Wars - 21]
Nor did Ivid stop there. Believing-with good reason-that his generals conspired to mutiny, the Overking sought even greater control over them. The priests of Hextor, seeking favor in the eyes of the mad Overking, devised a solution to his problem. Through secret rituals, the priests revived each dead general as an animus-a being that, though dead, retained its intelligence and abilities. Perhaps the Overking believed such beings would serve him better or be more amenable to his will. In fact, Ivid was so taken with his animus generals that he broadened the program, first slaying and reviving those nobles who offended him and eventually working the death and revivification as a reward for all his favored courtiers. [Wars - 21]

(Richfest)
The Undying One
Ivid’s gift was too much to bear. Something need be done, the Housed reasoned. And something was.
Though Ivid’s nobles were undeniably decadent, they were not mad: they considered Ivid’s gift an unenviable “reward.” […] Fear gave way to defiance as the nobles plotted against their mad lord. Thus, Ivid’s prediction of mutiny became a self-fulfilling prophecy.
The crisis reached its climax during the Richfest celebrations of that year. An assassin emerged from the thronging crowds and struck Ivid a mortal blow with a poisoned dagger. When news spread of Ivid’s death, the gloom over the land lifted. The nobles stoked the fires of celebration, joyously preparing for the power struggle to come. [Wars - 21]
One might think the Kingdom and its gentry was saved. But in that they would be mistaken.
The Great Kingdom was spared that turmoil, however, by an even greater one. Just as the cunning of the mad Overking had saved Ivid from countless threats past, it saved him now from the grave. Secret arrangements, perhaps made with fiends summoned while on the Malachite Throne, resulted in the Overking’s revivification. Ivid V—who had seemed cold and soulless in life—seemed doubly so in death. [Wars - 21]
Things were about to become far worse. Ivid have become "The Undying One."

While Ivid saw and sought enemies everywhere, his cousin, Herzog Grenell, was left to wage Ivid’s war with Nyrond without support. Moreover, Grenell had no desire to be blessed by Ivid’s Kiss. So, when Ivid summoned his “faithful” cousin, Grenell decided that a different destiny be pursued.
Grace Grenell, Herzog of the North Province, rebelled against his cousin in a desperate attempt to hold his lands against the march of King Archbold. [Wars – 21]
[T]he lands that now constitute the notorious North Kingdom included both North Province and other northern possessions of the old Great Kingdom. After the sundering of the empire following the Greyhawk Wars (584 CY) and the subsequent devastation of Rauxes, these lands united as an independent realm, ruled from the old provincial capital at Eastfair. [LGG – 72]

His Grace Grenell
Grenell’s defection was only the beginning. It would seem that Ivid’s Kiss was not as binding as Ivid thought it might be.
The North Province’s defection from the Great Kingdom unleashed the pent-up fears and ambitions of all nobility in the Great Kingdom, both living and animus. The Herzog of the South, among the first nobles rewarded with death and revivification, reasserted his claim to the South Province. [Wars – 21,22]

With the north and south ceding from the Kingdom’s greatness, the whole of Aerdy soon fractured into hundreds of petty states.
The wave spread outward from there: living nobles turned their fiefs into armed camps and animus lords sought to expand their realms. The Overking’s authority collapsed entirely, leaving Ivid with only his personal estates. Thus, the always-fragile Great Kingdom shattered into a hundred petty principalities, dukedoms, baronies, counties, and earldoms. The Aerdi Empire was no more.  [Wars – 22]

While the East fractured into hundreds of petty states, the southern seas were about to be transformed into what the Father of Obedience believed would be the rebirth of the Imperium.
Long had they schemed. Long had they probed and explored. But so had others. Keoland had probed into the Amedeo, just as they had.
The Amedio remains a place of mystery to most of the Flanaess because so little information has been brought back from it. It wasn’t until 584 CY, when the Matreyus expedition brought back detailed notes and artifacts from the jungle, that the Amedio became something other than a distant hazard to be avoided. These notes allowed some to realize that certain unusual items traded by the Sea Princes were products of the Amedio. The Jungle became even more real to the people of the Flanaess when the Scarlet Brotherhood began unloading slaves and warriors in Flanaess ports. [SB – 63]
And now, with The Lordship of the Isles and The Sea Princes under their command, the time had come, many believed, that their destiny was at hand.

“We are ready,”
Brother Renho, the Father of Arms declared when asked by the Father of Obedience.
Renho carefully examines all reports of enemy military actions to learn the strategies and weakneses of his nation’s. enemies. [SB – 20]
The Brotherhood had waited long enough, he thought; but he would never be so bold as to tell the Father of Obedience that.
There are three major divisions within [the Brotherhoods armed forces]: the Suel armies and navy, consisting of citizens (mainly officers and special operatives), subcitizens and “promoted” Hepmonaland or Amedio Suel; the humanoid armies, consisting of goblins, hobgoblins and orcs; and the slave armies, consisting of human and demihuman slaves from across the Flanaess, including Suel savages from the jungles who have not been promoted. These branches work in tandem, although each branch has its own chain of command leading to the Father of Arms. [SB – 20]

Brother Marshenref, the Father of Thralls, was not as sure as was his brethren. He understood patience, even if Brother Renho did not. He understood the need for deliberation. Long planning inevitably defeated quick action. “One must not squander our resources needlessly,” he cautioned. It was well and good for the Millennials and the Strong Hand to call for action, but it was his slaves they meant to spend in doing so, and waste if their reach proved greater than their grasp.
If there was one thing Brother Marshenref could not tolerate, it was waste.
But if the Father of Obedience saw the need that those slaves should be spent in the pursuit of the greater good, that was what they were meant for; and they should be happy to sacrifice themselves. “Be happy in your toil,” the writings of Jellevi Mauk instructed them, “for salvation is found in your dedication to servitude.”
Brother Marshenref was happy to oblige, if that was the bidding of his Master, but in truth, Brother Marshenref was far less interested in the war than were his brethren.
Under his leadership, the Brotherhood has produced two additional slave races, the Komazar and the Kurg. [SB – 19]
After many failures in trying to recreate the derro slave race, the Office of Thralls set its sights a little lower and developed […] the komazar. Resembling stunted humans [, and] are an inbred mix of [Flan] and dwarves. […] The komazar work the mines of the Scarlet Brotherhood. [SB – 87]
The Scarlet Brotherhood desired a slave race to move heavy objects, and the creation of the kurg fulfilled this nicely. Tall, with tiny bovine horns, […] and stiff fur on their heads, shoulders and backs, the kurg are very strong, gentle and not too clever. [SB – 87]
The result of a crossbreed between captured Olman and a lemur-like native of the jungles, the rullhow are hairy humanoids with […] very large eyes and short tails. […] Agile climbers, the rullhow are responsible for keeping the streets and buildings of the Brotherhood cities clean. [SB – 88]

Komazar, Kurg, Rullhow


Sister Arinohal, Mother of Purity, abhorred waste, as well.
One of the few remaining Pure Suel faction members, she makes sure that the youth of the Brotherhood are raised with the certainty of Suel superiority over every other sentient race. [SB – 19]
The Office of Purity has the most influence on [the’ Brotherhood, for it is this Office that selects citizens to produce children, coordinates the upbringing and training of these children, and directs them onto paths that allow them to best utilize their skills in service of the Brotherhood. [SB – 19]

The Father of Obedience
The Father of Obedience listened, deliberated, weighted what he had heard, and decided. The time was indeed now. He gave his blessing. Go forth, he decreed.
Because of its ambivalent position in the Brotherhood’s plans, the Iron League received strange helps and hindrances in the war. Irongate, threatened by armies of the South Province, received secret support: equipment, money, advisors, and mercenaries all flowed into the city, evidently from diverse sources. In truth, the Scarlet Brotherhood guided everything to the city. Apparently unsuspecting of the source of this aid, Cobb Darg, Lord High Mayor of Irongate, put it to good use. The mayor, an able and energetic leader with good sense and tactical cunning, used the resources to repeatedly trounce the South Province’s Grand Field Force with his drastically outnumbered Army of Irongate. Cobb Darg, aided by many wise advisors, made astute use of deceptions, magic, fortifications, and traps-luring more than one Ahlissan army to destruction.
While defending Irongate, and thus Onnwal, the Brotherhood worked elsewhere to destroy the unity of the Iron League. Confident the Vast Swamp would block any overland attack, the Father of Obedience did not lift a finger when Osson liberated Sunndi. Under Ivid’s rule, the courts of Sunndi were impervious to the Brotherhood’s advisors, but liberated from the yoke of the Great Kingdom, the people would welcome the Scarlet Brotherhood—at least for a time. [Wars – 22]

The Scarlet Brotherhood’s plan was complex, indeed. Even as they lent aid, its agents and “uncles” spread discontent, and also began its program of targeted assassinations.
The demesne of Count Cadwale, the “Tunneling Count,” has again risen to prominence in Onnwal. The long dead noble (thought to be horrifically ugly or diseased but in fact handsome and fanatical about his privacy) was renown for the tunnels he constructed. Brotherhood agents slew the incumbent count and occupied the manor in 583 CY. [LG#0 – 12]
And very soon Onnwall fell.
No plan ever works out perfectly, however, no matter how meticulous its planning, or how deft its execution.
The Brotherhood made a move for Irongate as well, but crafty Cobb Darg, who had known the allegiances of his "advisers" all along, survived the sudden onslaught. [LGG – 98]

Onnwal, unlike Irongate, failed to recognize the treachery that caused it to fall into the hands of the Scarlet Brotherhood during the Greyhawk Wars. The land had never been invaded and had previously been subjected only to periodic naval raids by South Province. The Scarlet Brotherhood assassinated Szek Ewerd Destron and took over the land almost overnight. Some anticipated the takeover just in time, particularly the thieves' guild in Scant, which absconded from the city to the countryside in 584 CY. [LGG – 80]

Savage Warriors
With the Iron League under control and the Great Kingdom headed for certain decline, the Father of Obedience initiated the third phase of his plan. A red-hooded ambassador arrived at the court of the Sea Princes, bearing an ultimatum: “Submit to the Scarlet Brotherhood or be destroyed.” When the lords of the land mocked the messenger, he presented them with a list of 30 names, all petty nobles of the Sea Princes’ lines. Before the next sunrise, 27 of those names had been crossed off the rolls of heraldry, slain by red-hooded assassins. Only three of the listed nobles survived the attacks, and two of them were seriously injured. The mockery stripped from their ashen faces, the Sea Princes surrendered and signed a treaty stating as much. Within a fortnight, ships bearing the Scarlet Sign docked at Port Toli and Monmurg, off-loading strange, savage warriors from the jungles of the south.
[Wars – 23]

Irongate was largely untouched by the Greyhawk Wars until a new enemy revealed itself from the south. The Scarlet Brotherhood and its agents usurped the governments of three member states of the Iron League, but old Cobb Darg proved to be one step ahead of them and prevented the same from happening in Irongate. [LGG – 58]
By 584 CY, decade-old paranoia regarding the Scarlet Brotherhood came true, as advisors in courts throughout the Flanaess were revealed as Brotherhood agents. The Lordship of the Isles, [Idee,] Onnwal, and the Hold of the Sea Princes fell under the influence of the Scarlet Brotherhood thanks to treachery or invasion. [WoG Gaz 3e – 4]

The Scarlet Brotherhood soon took Idee and Onnwal from the alliance. Irongate and Sunndi, geographically isolated and deeply enmeshed in their own struggles with the Scarlet Sign and Aerdy, [were] impotent to back up their promises of aid. [LGG – 78]

However Ivid’s, or the South Province’s, armies engaged Osson, he and his forces slipped from their grasp. This time Osson drove into Sunndi, and there found allies in the sylvan resistance forces.
Within two months of invasion, however, Sunndi gained hope with the arrival in late 583 of Almor's Commandant Osson, who had led most of Ivid's army on a distracting chase throughout much of the southlands, away from Chathold. Osson's host met the Glorioles army at the Battle of Rieuwood. Aided by native sylvan elves, Chelor's army was decimated and shamed. [LGG – 111]

(Autumn)
Osson of Chathold
The Glorioles defeated, there were few to stand against Osson, who liberated Pitchfield with ease.
Osson claimed Pitchfield in the autumn of that year. As light snows blanketed much of Ahlissa, Osson and his men took a month to recuperate in the relative warmth of the Pawluck Valley. A failed attempt at taking Nulbish eroded at his army's already fragile morale, and word that the Aerdi Army had cut off any hope of return to Almor painted a landscape of desperation. Finally, the Almorian army surged north to the See of Medegia, which fell quickly without support from Rauxes. Ultimately, Osson's army was put to the sword, its few survivors returning to the villages of Sunndi that supported them. Some say that Osson himself lives on here, though this has never been confirmed. [LGG – 111]

Despite this victory, the south seas were denied to those of weal. Prince Ingerskatti used his ships to harry traffic on the Azure Sea, especially Irongate forces, but this harassment also included any others that might aid them: Urnst, for instance; Nyrond, most certainly, as well. And Keoland, as well; for weren’t the Kaoish traitors to the Suel’s ancient cause?
In 584 CY, Ingerskatti used his fleet to terrorize ports on the Azure, first by attempting a failed raid on Gradsul, then by harrying the vessels of Irongate, whom they view as their most important rival. [LGG – 72]

Fall of Scant
With a newly enlarged fleet and armies from the steaming jungles, the Brotherhood struck fast and hard. Idee and Onnwal collapsed in a single stroke, undone by traitors within and invaders from the sea. [Wars – 23]
Into the Hands of the Scarlet Brotherhood 
Scant continued to hold out despite Onnwal’s presumed fall, thanks to the persistence of
Szek Ewerd Destron. But persistence is not a trait the Scarlet Sign admires in others.
Onnwal, unlike Irongate, failed to recognize the treachery that caused it to fall into the hands of the Scarlet Brotherhood during the Greyhawk Wars. The land had never been invaded and had previously been subjected only to periodic naval raids by South Province. The Scarlet Brotherhood assassinated Szek Ewerd Destron and took over the land almost overnight. Some anticipated the takeover just in time, particularly the thieves' guild in Scant, which absconded from the city to the countryside in 584 CY. [LGG – 80]
Onnwal continued to struggle against the Scarlet Brotherhood. The core of the rebelling force consisted of the entire thieves’ guild of Scant, led by a notorious master thief, Rakehell Chert. Guildmaster Chert apparently caught wind of the Brotherhood’s plot just prior to the fall of Scant in 584 CY, and moved his headquarters into the countryside, reorganizing his thieves into cell groups. [TAB – 25]

Cobb Darg was of sterner stuff. He knew who his allies were. And he knew a false tongue when he heard one.
Irongate proved stronger. Despite appearances, Cobb Darg had known the precise origin of the aid that Irongate had received, and used that knowledge to his best advantage. Just before the Brotherhood armies closed in, Darg expelled or executed every agent he could find. When the armies did arrive, Darg met them with his customary skill and energy. Safe from betrayal, Irongate stood, the last bastion of freedom in the Iron League. [Wars – 23]

The Great War, the Greyhawk War as it came to be called, did not end as much as exhaust itself. Coffers were depleted. Armies sundered. Indeed, even those who might be considered victors had stretched themselves so taut, so thinly, that they could not reap more, lest their tenuous hold snap. There was nothing to be done then but pause, and pant, and try as they might to catch their breath for the resumption all knew was coming. One and all prayed that they would be able to defend what remained when it did.
By the end of the Greyhawk Wars in 584 CY, however, Greyhawk had gained control of not only all of Hardby's territory, but all the remaining free lands of the northern Wild Coast, a sizable portion of the Gnarley Forest, and much of the Cairn Hills once claimed by the Duchy of Urnst. Moreover, almost no one contested this expansion, as the domain was seriously threatened by the Orcish Empire of the Pomarj to the south. Greyhawk's military might was commonly seen as the only bulwark against the complete collapse of the Wild Coast, and its economic strength quickly lifted the poorest regions of its domain into unexpected prosperity. [TAB – 54]

Trouble Out of the Pomarj
Meanwhile, trouble was brewing in the Pomarj. A half-orc warlord named Turrosh Mak was growing in power, terrifying fiefdoms as he worked to unify the myriad humanoid tribes of the Pomarj under his leadership. No one had ever succeeded in this task, but Despot Mak proved an exceptional leader. His judicious use of assassination and brute force helped him to forge an enormous army of orcs, gnolls, goblins, and other humanoids from the divided tribes. His professed goal was conquest of the Lortmil Mountains, and a reclamation of the homeland of the humanoid tribes. All the tribes rallied to his banner, and his power grew.
[Slavers – 122]


“War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.”
― J.R.R. Tolkien, The Two Towers




One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his “Chronological History of Eastern Oerik.” Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.

The Art:
Father Rehno, by Sam Wood, from The Scarlet Brotherhood, 1999
Komazar, Kurg, Rullhow, by Sam Wood, from The Scarlet Brotherhood, 1999
Savage Warriors, by Ken Frank and Charles Frank, from Greyhawk Wars, 1991
Battle's Endby Ken Frank and Charles Frank, from Greyhawk Wars, 1991

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
9025 World of Greyhawk Folio, 1980
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11374 The Scarlet Brotherhood, 1999
11621 Slavers, 2000
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
Ivid the Undying, 1995
Dragon Magazine
OJ Oerth Journal, appearing on Greyhawk Online
LGJ et. al.
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

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