“For the listener, who listens in the snow,
And, nothing himself, beholds
Nothing that is not there and the nothing that is.”
―
The Spirit of Schnai |
That may be so,
but the trained eye will note that their eyes sweep south far more than north.
This raises the questions: What need they walls so far north that face south?
What are they watching for? And what do they truly guard?
Indeed, a great
many guard the way so far from the often trod path.
North Latitude (degrees) 50
Knudje; Kelten; Cold Marshes
[Dragon #68 – 43]
The Schnai have
always been a proud people, an independent people.
The Frost, Ice and Snow Barbarians are perfect
specimens of unmixed Suloise blood; the nearly albinoid Snow Barbarians are the
best example. [WoGA – 13]
They are also considered the best example of the
unmixed Suloise race, many being as pale as their namesake northern snows. [LGG
– 105]
The Snow Barbarians are the strongest and most
numerous of the northern peoples. [Folio – 15]
As a people, [the Rhizians] were always distinct from
the high culture of the civilized Suel. They were thought of as a mere rabble,
with a primitive dialect and no magic. In the north, they became the strong
masters of their own land, from which they would never be cast out. Thus, they
called it Rhizia, which means immovable. [LGG – 54]
Dedicated to Vatun |
Government: Independent feudal monarchy with
hereditary rulership, loosely governing powerful jarls; jarls meet yearly at
the Assembly of Knudje (without king present), then send representatives to
Soull to negotiate with king or have him resolve judicial disputes; king and
jarls each have a retinue of advisers (clerics and skalds). [LGG – 105]
This may be true,
mostly; but one imagines that the king would not remain First Jarl for long,
were he not to send a message every so often.
The warriors of the Schnai are typical of the Suel
barbarians. They usually ply axe or sword in battle, and wear sturdy chainmail
coats. All use round shields, including the berserkers, who otherwise go
unarmored except for skins. Those berserkers dedicated to Vatun wield
shortspears or battleaxes, while the followers of Kord favor the broadsword.
The king himself favors Kord and has a company of berserkers among his
household. They are usually kept at Knudje, rather than at the king's court in
Soull, though the king sometimes sends them to guest at the halls of
particularly troublesome jarls. [LGG
– 105]
Knudje is
perched high upon Schnai, and its walls see far, unto the sea on clear days.
Those days are few in spring, though, as the warm winds of the south roll up
the mountain slopes, mingling with the glaciers they flow down the Corusks’
steep slopes.
The Backbone of the Thillonrian Peninsula |
The ice-capped Corusk Mountains are the backbone of
the Thillonrian Peninsula. [LGG – 142]
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). [WoGA –
52]
It might be said that ice is not the only thing to
descend from their heights.
While the lower reaches are farmed with difficulty by
humans, giants, ogres, trolls, and other monsters dwell in the central
fastness. Monsters are less numerous farther east, but freezing fogs sweep down
from the heights to threaten travelers. It is thought that this range possesses
little in the way of valuable ores and gems. [LGG – 142]
Come Patchwall,
the iciest of gales rush down from the peaks. And just like in the freshness of
spring, few see far; but for snow and not the gathering of haze.
The season
between is short. Not long for crops to grow. And winters coming is so fast
those pines that cling to the coast and the Corusks learned suppleness, lest
they snap from the cold, or the weight of the snows that pile higher than the
tallest roofs.
The Spikey Forest |
The western edge of the Spikey Forest marks the border
with the Snow Barbarians, and the southern and eastern shores of the kingdom of
Fruztii end at the waters of Grendep Bay. The climate here is much more
temperate than in the northern parts of Rhizia (as the Thillonrian Peninsula is
named in the Cold Tongue), and farming is an important part of the economy of
the kingdom (though the growing season is short). [LGG – 44]
The Spikey Forest separates the territories of the
Snow and Frost Barbarians, though the lands on both sides are very similar. The
climate of both kingdoms is nearly identical as well, with a relatively
temperate southern zone. The landscape of the kingdom of Schnai is more rugged
than the Fruztii region, however, though not so rough as that of the Cruskii.
The same could be said of the people, who are more factious than the Fruztii,
but more united than the Cruskii. [LGG – 105,106]
It's a dangerous
place, those woods. Thick, the boughs tangle and weave. One must take heed
within it, and guard by sound as much as sight, for those that prowl there are
as silent as the very mists.
Mist wolves are said to roam here, rumored to lead
travelers away from dangerous, ancient Suel ruins. [FtAA – 56]
Were wolves the
only worry. Dragons dwell in the high reaches, where the pines thin, and the
ice thickens.
One wonders how
anyone could live here. But the Schnai do, and have for long centuries. Others
proceeded them, though the Schnai, indeed the whole of the Rhizians, are loath
to admit it.
[A] band of Frost Barbarians recently returned from
dangerous explorations in the great Corusk Mountains. […]
While searching for the lair of a white dragon, the
barbarians chanced upon an illusion-cloaked dungeon entrance and ventured
inside. There they fought evil, cold-dwelling creatures and passed through
strange areas of chilling, life-sapping vapor. Finally, they reached a great
ice-encrusted chamber. While the intruders were busy digging out a chest from
the ice, their activity awakened the dungeon’s most dangerous guardian: a
massive automaton fashioned—so swear the barbarians—of steel-hard ice. Although
the golem slew two of their number, the barbarians were ultimately triumphant
and claimed the icy dungeon’s treasures as their own. Among the hoard was the
book that was to become known as the Ice-Shard Tome. Of the book’s owner there was
no sign. [Dragon #243 – 89]
Who wrote that
ancient tome? Certainly not the Schnai. Whomever did knew of the Hanging
Glacier, and judging by the age of the caverns the book was discovered in, its
writer may have been as ancient as that mysterious ice. One wonders if the
writer may have created them?
The Ice-Shard Tome
Finally, the book contains an accurate map to the
Hanging Glacier of Alisedran, with notation in no language known in the
Flanaess, either current or ancient. [Dragon #243 – 90]
Without doubt,
the Ice-Shard Tome is far older than Alisedran’s On Sledge and
Horseback to the Barbarians of the North. Centuries older, mayhap.
Might it have been Keraptis, or one of his minions?
[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. [Dragon #241 – 77]
Whoever might have, what is sure is that the Schnai knew
about the Hanging Ice long before they were aware of either scholarly
work, if they even are, now. And they did not take kindly to Alisedran’s having
discovered its location.
Alisedran,
Hanging Glacier of
Into the Corusks |
Alisedran described a glacier in the very depths of
the Corusks (suggested location: hex J-16) that traveled at great speed to a
massive precipice— and there stopped abruptly. It appeared that the ice floe
broke up into many splinters and fragments that simply hung in the air,
entirely static, all the way down the two-thousand-foot drop to a river valley
below. The ice shards that hung there contained absolutely pure water;
Alisedran bottled the water they formed, and alchemists found that potions made
with this water never failed in their preparation.
The Glacier |
Of the trapped creatures, only monsters (no natural
animals) could be seen. Alisedran tested one of these blue shards and found
that during its melting, a fully-formed, adult-sized monster sprang from the
ice. At least three of his traveling companions were unable to share his
surprise at this, since the enraged yeti killed them.
Alisedran found a third aberration among the ice
shards: rare, one-inch blue cubes of "solid air" (as he termed them).
When he was cast overboard during a fight with pirates, he found that these
blue cubes of airy matter could be crushed in the hand to duplicate the effects
of an airy water spell.
Local barbarian legend provided Alisedran with some
important information relating to the ice shards. First, cycles of unusual
monster activity in the Corusks occurred every 20 years or so; Alisedran
hypothesized that, at those times, the strange suspension of gravity collapsed,
at least momentarily, and as the ice fell into the river below and melted, the
monsters came to life (he was correct).
Periodically Able to Emerge and Cause Havoc |
Third, cold-dwelling creatures of above-animal
intelligence (but not frost giants) are attracted to the area of the hanging
glacier (double normal encounter frequencies) and are strangely compelled to
leave gifts there—ivory, treasure taken from slain barbarians and explorers,
and the like. There are thus considerable caches of treasure in the area, as
well as unknown secondary effects of the magic of the portal (perhaps akin to
the solid air above the glacier). Exactly what form the portal takes, and how
it can be reached and finally sealed, is unknown. [FtAA – 67]
It the Schnai were so displeased with Alisedran for
having found the Glacier that a “Suel pirate” –that seems a little convenient,
considering how tight-lipped the Schnai are concerning the Hanging Glacier—ran him
through with a scimitar, they are altogether hostile to Oeridian Telchurites.
Another sight
to be a holy place to Telchur and for which his priests have been searching for
over 450 years, is the Hanging Glacier of Alisedran. This structure, found in
113 C.Y. by the explorer after whom it is named, supposedly lies somewhere in
the Corusk Mountains. Though the priest of Telchur still search for it, the
barbarians of the Thillonrian Peninsula bear them no great love and have made
the search a fruitless one to date. [Dragon #265 – 58]
It goes without saying that clerics of Telchur would find
their heads upon a pole should they be discovered in the vicinity of Knudje. Or
anywhere else, for that matter.
Vatun was imprisoned by clerics of Telchur about the
time of the Battle of a Fortnight's Length. [LGG – 185]
Those clerics of
Telchur are willing to take the risk, regardless. Alisedran’s book has put them
on the scent, and they will not be dissuaded from their quest.
Kurast |
Characters
of Nyrond
Kurast:
Kurast is obsessed with lore concerning magical fluids
and waters. He has actually visited the hanging glacier of Alisedran (see From
the Ashes), knows of many other such wonders [.] [WGR4 – 93]
Some of his ideas are crazy, some of the lore he knows
is deluded nonsense, but some is genuine. He has a bizarre attitude to the
Nyrondese around his home, thinking of them almost as pets and patronizing
them. […] Nearing 70 years of age, the black haired mage has a disconcerting
habit of sucking in his lips when speaking, making his speech hard to
understand at times, a problem exacerbated by his occasional lapses into Old
Oeridian. [WGR4 – 93,94]
The Flan |
The Flan, for if there were those
who knew the mysteries of this far-flung region, it would be they. They were
surely here long before the Rhizians. Indeed, they preceded Keraptis, having
set roots here even before the first cornerstones of Tostencha 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.
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 Corusk Mountains).
Forest druid (cold): WG: forests along Thillonrian
Peninsula (Spikey,Timberway). [Dragon
#209 – 13]
Mountain druid: WG: Corusk-Griff-Rakers chain [Dragon #209 – 14]
So, if these was
one who knew whence the Ice-Shard Tome came, or who levitated the Hanging
Glacier, it would be one of them.
And the Flan
surely guard those secrets still.
“Every man I meet wants to protect me. I can't figure
out what from.”
―
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
Sources:
1015
World of Greyhawk Boxed Set, 1983
1064
From the Ashes Boxed Set, 1992
9025
World of Greyhawk Folio, 1980
9317
WGS1, The Five Shall be One, 1991
9337
WGS2, Howl from the North, 1991
9398
The Marklands, 1993
9577
The Adventure Begins, 1998
9578
Player’s Guide to Greyhawk, 1998
11743
Living Greyhawk Gazetteer, 2000
Dragon
Magazine #68, #209, #241, #243, #265
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer
I’m catching up on gh content after having been out of internet reach. Lots of material in these articles David , it will take a few readings to absorb it all. Many thanks for all the effort put in. Enjoy your summer!
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