“You never know when the devil might come calling.”
―
On the Frozen River |
A frigid climate and brutal
regime combine to make Stonehold one of the harshest lands in all the Flanaess.
[…] The majority of Stoneholders live a seminomadic existence, moving to the
northern tundra in summer and migrating south in the autumn. The remaining
third or so of the population dwell in permanent settlements, mostly west of
the Frozen River. [LGG – 108, 109]
Up in these northern latitudes, the sun comes up for
only a short time each day. At most, three hours of sunlight illuminates the
frozen landscape. There are about two hours of twilight, and the rest of the
day is spent in darkness. However, the stars are unusually bright, allowing
some limited sight. [WGS2 – 16]
One wonders why
they chose such a place to settle. But they did, their towns and villages dotting
the shores of the Icy Sea and climbing the steep wooded inclines of the Hraak
Forest. Was it the furs and ivory that lured them there, and held them? Or
perhaps it was the ores in the foot of the Bluffs, and later, in the Griffs;
those the dwarves have long mined. For surely the Flan did, once, too.
What is sure is
that the Flan have been here a very long time. Indeed, they preceded
Keraptis, having set roots here even before the first cornerstones of Totencha
were set. And they have never left.
Nor do they mingle much with those who came after them,
content in their high towns, their hidden coves, their dark woods. Even less so
do the hermits in their hovels and caves, deep within the Hraak and the
mountain fastness, tending the ancient circles, the barrows, and the
long-weathered stones.WORLD OF GREYHAWK® campaign
(Flanaess only): Beory and Obad-Hai, the latter also known as “The Shalm,” are the
major gods of the druids here. [Dragon #209 – 11]
Arctic druid: WG:
Thillonrian Peninsula (on which lies the Griff, and Corusk Mountains).
Forest druid
(cold): WG: forests along Thillonrian Peninsula (Hraak). [Dragon
#209 – 13]
Mountain druid: WG:
Corusk-Griff-Rakers chain [Dragon #209 – 14]
Kelten |
Salmon spawn in the shallows of the Frozen and vast herds
of reindeer graze the tall grass of the fields.
But in soothe, its forests teem with fur, with sable and
mink, and artic fox and ermine, their pelts as thick and as luxurious as only
the richest of gentry and merchant-princes can afford, for few of their bounty
ever makes it to market outside Vlekstaad, or Jotsplat, depending where the
contested border lies any given season, depending how brave those who venture
within it might be, as well.
Frozen River: A swift flow running
mainly north from the Griff Mountains through the lands of Stonefist to empty
into White Fanged Bay. [WoGA – 54]
This river flows from headwaters in the Griffs to
White Fanged Bay and freezes over during the winter months along much of its
length. It is rich in fish and krill. [FtAA – 64]
Hraak Forest: The Hraak is a largish
pine and fir woodland within the territory claimed by the descendants of
Stonefist. It borders the Corusks north of Hraak Pass. [WoGG – 52]
The warlike Forest People (a [Coltens] tribe now part
of Stonehold) live within. [LGG – 141]
This pine forest is exploited by the Fists purely for
fuel, trapping, and hunting. Great bears and wolves roam its depths and, most
unusually, a fair number of white dragons lair within it. [FtAA – 55]
The days are short here, no matter the latitude. The Griffs
cast long shadows, and even at the sun’s apex during the endless days, twilight
reigns in all but the height of high summer.
Up in these northern latitudes, the sun comes up for
only a short time each day. At most, three hours of sunlight illuminates the
frozen landscape. There are about two hours of twilight, and the rest of the
day is spent in darkness. However, the stars are unusually bright, allowing
some limited sight. [WGS2 – 16]
The longest days are in winter, when there is no light at
all except that of the aurora dancing overhead. Then, the peaks flash and flare
mysteriously, though none would ever venture into them to discover why, as
calving ice thunders and the eeriest howls and screeching descend from whence
the flashing and flaring light.
This is not the time for such foolishness, the Coltens
have always opined, this is the time of home and hearth and tending to the
herds that too venture no further than the cackling of fires are heard.
GRIFF MOUNTAINS
The Griff Mountains |
Few believe the
tales of the prince of the Griff Mountains. How could such a kingdom exist when
the Griffs are teeming with horrors?
The Griffs
contain more monsters, with ogres, various types of troll, and ever-hungry
griffons especially noteworthy. White puddings are also a feature of the
Griffs. There is reputed to be a great subterranean orcish city, Garel Enkdal,
within the Griffs [….] [FtAA – 58]
CORUSK MOUNTAINS
The Corusks form a bow. the backbone of the
Thillonrian Peninsula which runs from the Solnor Ocean in the east, north and
west and then southwest where the range terminates (Hraak Pass). While the
lower parts of the mountains are inhabited by humans, various bands of evil
humanoids and monsters of all sorts dwell in the central fastness. It is
thought that this range possesses little in the way of valuable ores or gems. [WoGG – 52]
Were the Coltens always so? Agrarian? Simple fishers and
trappers and herdsmen? Cowards and villeins? Not so.
The warlike Forest People (a tribe now part of
Stonehold) live within. [LGG – 141]
Sevvord Redbeard has deployed these folk even before his
Fists; and had Vlek Col Vlekzed not seen the need to take measures against them
to ensure the longevity of his rule.
c. 430 CY
Vlek Col Vlekzed |
Was Vlekzed concerned
about the Coltens? One would think that he was not.
The forces of
Tenh, which had never been strong in the region, were unable to dislodge him. [LGG
– 113]
But he was, because
the Coltens had been weened by the cruelty of Keraptis, long ago; and they had
learned their lessons well.
Nearly 1300
years ago, in a time when the Flan tribes still dominated eastern Oerik, the
archwizard Keraptis rose to power in the lands abutting the southern Rakers,
and while most historians agree that the mage’s kingdom encompassed what is now
known as the Bone March, a few scholars believe the territories that later
became Ratik and the Pale were part of this empire as well.
Yet, as is
well documented in the little known Legend of Keraptis, the archwizard was a
cruel man, so brutal in fact that, near the end of his reign, he demanded his tormented
subjects turn over to him one-third of their newborn children as part of their
taxes. [Dragon #241 – 77]
But prior to
Keraptis’ cruelty, they were a part of a greater kingdom.
It is
commonly held that the Flan peoples of eastern Oerik were simple tribesmen
before the events that led to the Suel and Oeridian migrations. There remain to
be explained certain ruins found in the Griff and Corusk Mountains. The massive
stone foundations, straight level roads, and flattened or terraced areas of
mountainside seem from the proportions of the rarely preserved doorways to be
intended for creatures of human size, and it seems unlikely that elves or
humanoids would have had the inclination to produce such works. What is more,
the occasional jade carvings and green ceramic figurines found both at these
sites and occasionally in rivers flowing out of the mountains show a people of
Flannish features and dress, and there remain in the Duchy of Tenh and among
the Coltens stories of a powerful mountain state of Flannish race. Perhaps the
dwarves of the region know more, but if so they show the typical reticence of
demi-human races concerning prehistoric events. [GA – 97]
Tostencha.
Had they been a
meek and craven people they might never have risen up from Keraptis’ yoke. But
they did. It is unlikely that sedition began within cowed Tostencha. From where
then? The foothills, likely, where Keraptis’ grip was less firm. From Tenh.
From the Colten hills.
The peasants
did not take this atrocity lightly, and under the leadership of the high priest
Gethrun Shoiraine and his ranger followers, the kingdom of the tyrant-mage was
sundered. [Dragon #241 – 77]
[The] people
rose as one, ousting Keraptis and his personal bodyguard of deranged gnomes.
[RtWPM – 3]
And Vlek col
Vlekzed knew this. Because although he rode with the Rovers, he was indeed a
Colten. Banished for wanton cruelty upon his own people.
Stonehold
began as the Hold of Stonefist, a bandit chiefdom founded in the territory of
the old Coltens Feodality. Vlek Col Vlekzed, called Stonefist, was a ruthless
bandit who had been cast out from the Rovers of the Barrens for his vice and
cruelty, and left to wander the fringes of his homeland for several years. Over
that time, he gathered a large following of evil men, even sacking one of the
old Bandit Kingdoms and carrying away most of its population. [LGG
– 109]
Riding
unmolested through the lands of his former people, but not caring to test their
fighting ability, Vlek moved beyond White Fanged Bay and established a
fortified settlement as a permanent camp. [WoGA – 36]
Vlek moved them beyond White Fanged Bay, where
he established the fortified town of Vlekstaad. [LGG
– 109]
The banished son had returned. |
This infamous
warrior was a menace throughout the region for several years, finally choosing
to build a settlement on the border of the Coltens Feodality. The Cohens were
still vassals of the duke of Tenh, though their atamans had great latitude in
determining their own affairs. [LGG – 113]
And he meant to
have his revenge on them.
Vlek also knew
that he might not live long if he did not cut off the Coltens’ head before it
had time to plan, and to act.
The Coltens
were very uneasy with his presence in their land, but Vlek promised a truce and
offered to negotiate with their leaders. [LGG – 109]
These
negotiators and their escorting force were slaughtered, the remainder of the
Cohens host routed by surprise and ferocity, and Vlek settled down to rule over
the whole territory. As Vlek's infamy spread, malcontents from many nations
came to his standard, despite his new name of Stonefist (implying both a
terrible foeman and an inflexible ruler). [WoGG – 36]
The Coltens
folk had no place in this hierarchy, and many fled to the Hraak Forest, or
beyond the Big Seal Bay and the northern thrust of the Corusks to dwell in the
Taival Tundra, in the land of the Ice Barbarians). [LGG
– 109]
570s CY
The Coltens,
despite generations of servitude to the invaders, have slowly emerged as a
competing form of leadership, offering their method of election of the most
popular warrior as an alternative to the Rite of Battle Fitness. So many
aspiring leaders were slain in the often-useless raids of the latter method
that its proponents have grown scarce. [Dragon #57 – 14]
575 CY
The Coltens
weren’t the only people discontent with the rulership of the Hold.
When Ratik and the Fruztii made peace, the subsequent
battles for the Kelten Pass brought several telling defeats to “fists” led by
the descendant warband leaders. The Hold was then divided between those who
followed the laws laid down by Vlek Col Vlekzed, and those who claimed that
Stonefist’s methods are no longer appropriate and the Coltens Feodality should
be restored. The nomads and settlers west and around the Frozen River
championed the ways of Stonefist. The population around Kelten and the Hraak
Forest wished to establish new forms of leadership. [Dragon #57 – 14]
576 CY
Big Seal Bay |
In high summer [the Cruski] often find fighting by
rounding the coasts of the Hold of Stonefist, [WoGA – 26]
It is rumored that the Baron of Ratik has sent
messages to the King of the Schnai proposing four-way cooperation to take the
Hold of Stonefist and the Bone March. [WoGG – 35]
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." [WoGA – 21]
576-582 CY
Repeated strikes
and raids slowly began to do just that, but as the Fists are fierce, each inch
was won at great cost.
The other joint operation of these states has been
against the Hold of Stonefist. Fruztii forces have now secured the pass south
of the Hraak forest and control the land for some 20 miles around. [WGS1 –
4]
They were unable to capture the town of Kelten, but
the Cruski reinforced their control of the Taival Tundra. [LGG – 55]
The Ice Barbarians have supported the Fruztii to some
extent by making naval raids along the northern coast of Stonefist. The Snow
Barbarians have concentrated on attacks on Great Kingdom and Sea Baron
shipping, although some of the Schnai have been seen “assisting” the Frost
Barbarians in Stonefist. [WGS1 –
6]
The armies of Stonehold are
comprised of "Fists", war bands of about 250 fighters, of either
infantry or cavalry. The bulk of heavy infantry is drawn from the settlements,
while the tundra and forest dwellers provide most of the light infantry and
cavalry. [LGG – 109]
Cavalry is
not unknown on the western tundra, but few tundra-dwellers are Ice Barbarians,
most having Flan ancestry and being related to the Coltens of Stonehold. [LGG
– 54]
About 30% or
so of the population of the Hold dwell in permanent settlements, and from these
people are drawn the bulk of the footmen. Most of the balance of the population
are semi-nomadic, moving into the northern tundra in the summer, and migrating
south in the fall. From these people come the horsemen and light infantry of
the "Fists." [WoGG – 37]
577 CY
Sevvord Redbeard’s defence against the
barbarians was hampered by sedition, which led to the Barbarians making greater
gains than anticipated.
[B]oth
southern passes to the rich state of Tenh and the lands of the Fruztii were
closed to all but a major effort. A major effort was impossible because of the
near-revolt of the eastern (mainly Coltens-descendant) bands under Ataman Dyerg
Keda […] and supported by over a dozen chieftains and subchiefs. [Dragon
#57 – 13]
578 CY
In CY 578,
shortly after Tenh had coronated its new Duke, the Master of the Hold became
Rhelt Seuvord I of Stonehold. [Dragon #57 – 14]
The Hold of Stonefist was also renamed. Now openly
calling itself Stonehold, this quasi-kingdom is composed of four Atamanships:
Vlekstaad (west), Pumull (south), Kelten (east), and Bastro (north). Four Great
Chieftains were named, each equal to an Ataman (Reindeer, White Bear, Walrus,
and Forest [Hraak] People). Stonehold has become a force that is greatly feared
by all in this region. [TAB – 23]
582 CY
To the Kelten Pass |
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.
From here,
weapons make their way up the Zumker River to Calbut and then through dangerous
foothill territory at the very edge of the Griff Mountains to the pass at
Kelten. The trade is discreet, but everyone knows about it. [WGS1
– 6]
It’s a dangerous
trek, transporting weapons to Kelten, so close to Purmill, still a Fist
stronghold. Those that do are jumpy, sure every rustle of branch and snap of a
twig is the harbinger of death. But the way must be kept open, and “safe.” Or
as safe as it can be….
[A] man
dressed in green, loose-fitting clothing jumps up from the bushes. He screams
meaningless words of caution and death at them, and then he runs away to the
south, in the general direction of the Griff Mountains. [WGS2 – 15]
He is a forward
scout for Ratik [….] He was sent to scout out the best possible paths to attack
the Hold of Stonefist and the Frost Barbarians. After Ratik conquers the North
Province, they plan to lay claim to the whole eastern section of the continent.
[WGS2 – 15]
Kelten is Fruztii, at present. One wonders for how long,
though. The Fists test its strength and fortitude, seemingly without fail.
There have been reverses in the east: a Stonefist
force from Kelten inflicted a severe defeat on one group of Frost Barbarians a
couple of weeks ago. [WGS1 – 37]
Kelten houses nearly 1000 persons, mostly of barbarian
ancestry. A few [Colten] refugees from the Hold of Stonefist have settled here
as well. Weapons of all types can be seen in Kelten, mainly designed for
northern living-spears, ice picks, ice saws, etc. Dried vegetables and meats
are big items here; cold-weather clothes are popular commodities, too. Parkas
lined with wolverine fur are the best clothing value to be found in these
parts. (Wolverine fur in the lining of the parka hood keeps moisture from
building up on its surface.)
If [travellers] are looking for a warm, safe place to
rest, several inns are available. Their services cost double what southern inns
charge, but the food and beds are of a comparable quality. [WGS2 – 16]
Never Far Away |
Notwithstanding the Barbarian’s occupation of Kelten, the Stonefist’s legacy is strong here, in Kelten. One would think they’d have torn down his temple, but they are wary, terrified, in fact, of the malice He would inflict upon them if they should.
Erythnul’s temple in Kelten [WGS1 – 38]
Alignments: CE*, CN, N
Religions: Erythnul*, Syrul, Beltar, Beory, Obad-Hai
[LGG – 108]
Erythnul (The Many), the god of Hate, Envy, Malice,
Panic, Ugliness, and Slaughter is not easily exorcized. Nor banished. His
clerics may not be in residence, but they are never far away, either.
Erythnul's clerics are cruel, sadistic, and hateful.
They foment rebellion, murder, and riots in civilized areas, lead troops of
bandits, raiders, or nonhumans, and commit murder when they grow bored. They
deface beautiful things and disfigure attractive people for fun. They aren't
above betraying their own allies to suit their own motives or protect their own
hides. They travel to bring ugliness and strife to pleasant places or to escape
those that would persecute them. [LGG – 170]
And despite
their absence, those ancestral residents that remain head their call and creed,
and yearn for their return.
Destroy anyone who would take what is yours away from
you. Covet that which you do not own. Blessed is he who can take something from
a rival. Maim those you cannot destroy, and cause fear in the hearts that you
cannot maim. Bloodshed for its own sake is reason enough, and if you can shed
the blood of a hated enemy, so much the better. When Erythnul's gift of blood
rage comes upon you, be sure to use it well. [LGG – 170]
It is a wonder that the Barbarians did not impale the lot
of them, to be sure of their continued loyalty.
What kept the Keltens in check is Barbarian’s greater
presence, a stone’s throw away.
The nearest barbarian tribe lives directly north of
Kelten. It is off the beaten track, but a sledge team-rented from the man who
is talking to the characters-can take them there with little effort. They live
in a region south of the forest where the ice and snow never melt. (This is
false. The man is only trying to get the characters to rent or buy a dog-sled
team, which will cost them 30 gp or 120 gp, respectively.) [WGS2 – 16]
Never trust a Kelten, the barbarians would say. And in
that, they would be correct.
It is true, though, that the Barbarians are encamped in
force.
[Twenty] miles away, you see the outline of a thick forest.
About you, a few pine trees encroach upon the flat plains. To the left and
right, several red rock formations jut from the smooth ground. [WGS2 – 17]
A number of tents and crudely made log buildings crowd
inside a log fence. Human movement can be seen inside the camp, but sight is
very limited. Grey smoke belches from the peaks of the tents and from
make-shift chimneys on the log houses. Dark, four-legged shapes can be seen
padding about as well, their noses to the ground or to the air. The wind blows
at your back, sending a chill through your bodies. [WGS2 – 20]
These tents belong to the married members of the
tribe. Each family lives in a separate tent. They are isolated from the others
areas of the camp so no one need listen to their incessant fighting. Married
men and women of this tribe are very jealous of their spouses, and they want to
make sure they are far from the single members of the community. [WGS2 – 24]
Kabloona Starskull is the barbarian chieftain. He
received his first name because his skin and the whites of his eyes are
unusually white, especially when compared to the yellowed eyes and skin of the
native northern folk.
He obtained his last name because spirits touched him
years ago. His mind lives in the stars of the Swan themselves. This makes it
hard for him to think and to react properly while with normal folk. (Kabloona
went insane soon after he was driven from his tribe.) [WGS2 – 16]
Those Rhizian Barbarians caught scent that their fabled
Swords of Corusk were hidden in the Hold, and were motivated that they would be
theirs again. With all five, they could release their imprisoned lord, Vatun,
from bondage. They banded together, and Vlekstaad could not hold them back.
Ancient legend predicted that the return of Vatun, who
had vanished centuries ago, would signal the birth of a barbarian empire in the
north. [LGG – 15]
In 582 CY, the god Vatun appeared to his subjects
among the barbarian tribes of the Thillonrian Peninsula. [LGG – 15]
The deity looks over your heads toward the northeast.
A smile breaks across his leathery face, showing pearly white, perfect teeth.
“Look, the great armies of the Ice Barbarians come to fight at our side. Behind
them, the Snow and Frost Barbarians prepare to join the fray. Our peoples are
finally as one. This is the way it was meant to be since the dawn of Oerth.”
As you turn to look behind you, the faint sound of
seal skin drums and mammoth tusk horns reaches your ears. Riding on beasts
ranging from horses to musk oxen, the barbarians approach just as the Great God
said. The god turns and looks at the approaching enemy armies. A glint of
pleasure gleams from his night-black pupils. He heaves a sigh and turns to look
at you. “It has begun.” [WGS2 – 42]
Sadly, for the
Barbarians—fortuitously for a great many others—Vatun was not Vatun.
No matter, this
Vatun’s return was to spell misery for thousands upon thousands of souls upon
the Flanaess.
Unfortunately, this particular "Vatun" was
actually Iuz, whipping the northmen into a war frenzy. The barbarians invaded
the Hold of Stonefist, which allied with them after Iuz ensorcelled Sevvord
Redbeard, the Master of the Hold The combined host then smashed through the
Griffs and into the duchy of Tenh, which was swiftly overwhelmed. The barbarian
alliance soon crumbled, but the damage was done; Tenh and Stonefist belonged to
the Old One. [LGG – 15]
The Great War, later called the Greyhawk Wars, had begun.
584 CY
The War passed by Kelten and the Tundra
after Vatun’s “return.” With most of the Fists away, the Barbarians held Kelten
with ease. But try as they might Purmill eluded them. Indeed, the remainder of
the Hold held them at bay.
And so it remained. Peace had come to the
furthest north. If raiding and assassinations and sedition can be called Peace.
Until Iuz, distracted, delirious with the
Death he had unleashed, lost hold of the Stonefist.
Sevvord Redbeard |
War had returned
to the Hold.
And held
dominion as it had not for years.
Kelten and
Purmill are more important in the affairs of Stonehold, especially in light of
the ongoing warfare with the Suel barbarians. [LGG
– 110]
Revenge is
widely sought against the northern barbarians for the burning of Vlekstaad, but
Iuz's forces are hated even more. Conspiracies are suspected between Iuz and
several war band leaders to gain control of Stonehold. Murders of war band
leaders (by their fellows) are on the rise. [LGG – 110]
589 CY
Kelten |
Resources: Furs [,] silver, gems (I)
Population: 55,000 [Stonehold]—Human 96%
(FS), Orc 2%, Dwarf 1%, Other 1%
[LGG – 108]
It appears that Sevvord’s war will rage for
so long as there are Barbarians within striking distance.
Territorial disputes with Stonehold that
predated the wars were finally brought to a head three years ago, when a
combined host of Cruski and Schnai entered the eastern hold. They were unable
to capture the town of Kelten, but the Cruski reinforced their control of the
Taival Tundra. [LGG – 55]
That will be for some time to come….
[The Schnai’s] alliance with Ratik is less
cemented than that of the Cruskii, but Ingemar seems amenable to continued
cooperation after the events of the Wars. He also has great hatred for the
Stonefisters, and wishes to mount a joint expedition with the other barbarian
races through the Griff Mountains to lay waste to Kelten. Time will tell if
this comes to fruition. [FtAA
– 37]
“What good is
the warmth of summer, without the cold of winter to give it sweetness.”
―
Travels with
Charley: In Search of AmericaOne 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:
Stonehold, by Ken Frank, from WGS2 Howl from the North, 1991
World of Greyhawk map detail, by Darlene, from the Folio, 1980
Kelten map, by Diesel, from WGS2 Howl from the North, 1991
Kabloona's Camp, by Ken Frank, from WGS2 Howl from the North, 1991
The 5 Swords, by Ken Frank, from WGS2 Howl from the North, 1991
Sources:
1015
World of Greyhawk Boxed Set, 1983
1068 Greyhawk
Wars Boxed Set, 1991
1064
From the Ashes Boxed Set, 1992
2023
Greyhawk Adventures Hardback, 1988
9025
World of Greyhawk Folio, 1980
9317
WGS1, The Five Shall be One, 1991
9337
WGS2, Howl from the North, 1991
9577
The Adventure Begins, 1998
11434 Return to
White Plume Mountain, 1999
11743
Living Greyhawk Gazetteer, 2000
Dragon
Magazine 55,56,57,209 241
Greyhawkania,
Jason Zavoda
The
map of Anna B. Meyer
This was an enjoyable article. I really didn't realize there was this much on Kelten. The ending and implications of WGS2 should have been epic yet the later development of the Wars all but ignored the barbarians besides the Fists. A missed opprtunity.
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