Friday 19 August 2022

On Dullstrand


“Colonialism. The enforced spread of the rule of reason. But who is going to spread it among the colonizers?”
― Anthony Burgess


The Dullstrand Docks
Dullstrand. It’s a little-known port on the Aerdi Sea, of little consequence, and little interest to most. But is it?
Perhaps the proof is in its name: Dull, stranded upon its rocky shores. Could such a place be of consequence? Of interest?
It is. It, like so many other places of little consequence and interest, has played its part in the creation of the present. Important events occurred here. None heralded. None noted in the annals of the great kingdoms that have risen and fallen; overlooked by anyone who didn’t live there. Maybe that’s a good thing. Maybe that’s why it carries on, ignored by those who concern themselves only with those places that matter.
Does Dullstrand matter? Perhaps it does. It has guarded the underbelly of the Great Kingdom, fought pirates, wars, supplied ships of trade, and sheltered those very same ships from the storms that roil the seas and lash the coast it perches upon.
For all its service, it was left to languish, far removed from more valuable centres, and left, ultimately, to fend for itself. It is little wonder that it seizes what opportunities arise, and distrusts those who declare they have its best interests at heart.
Dullstrand (Pop 5,500)[Folio – 22/FtAA – 58]
Small independent towns such as Dullstrand, Dustbridge, and Knurl, which have little overall political effect, are excluded in this gazetteer though they do trade with, raid, or otherwise interact with the outside world to some degree. [LGG – 17]
Excluded, but mentioned, as they do play a part in the greater narrative of other places.

But some are referenced enough to get a feel for them.
Dullstrand, we discover, is a rough and tumble place, as most ports of call tend to be; more so, perhaps, considering its independent nature.
Rough and Tumble
Thugs are most common in major trade cities, particularly seaports and river towns where thieves are common, protection rackets are well entrenched, and large shipments of valuable goods exist to be protected or hijacked. If the city has a general alignment that is not Good, thugs are all the more likely to exist. Within these parameters, thugs are frequently seen in the cities of Greyhawk, Dyvers, Safeton, Nanvell and Hardby, as well as in other major cities of the Wild Coast and Pomarj, the Hold of the Sea Princes, the former Great Kingdom (especially along the rivers and coasts), the Sea Barons, the Lordship of the Isles, Dullstrand and Iuz’s Empire (especially in the Bandit Lands).
[PGtG – 59]
One would expect pirates and smugglers. Bandits and brigands. But those are few and far between, if not entirely absent. The city fathers—some weaned from those very pursuits—don’t tolerate such behaviour; or don’t unless they get a piece of the action. And so long as they do it at a distance. It’s not like they can stop it, after all: the Heights are pocked with caves and caverns, the coast incised with inlets and coves and scattered with reefs, atolls, and islands, great and small.

Where is this inconsequential independent town, you ask? Betwixt Sunndi and the Duxchan archipelago, clinging to that rocky coast that begins as the Hestland Highlands and ends in the Tilvanot’s Spine Ridge, where the Choke River tumbles and spills out into the turquoise expanse of the Aerdi Sea.
Aerdi Sea: The reach of water from the Tilva Strait to the northern tip of Asperdi Island, as far west as the islands beyond Spindrift Sound, and generally demarked by the islands which border the east coast of the Flanaess is referred to as the Aerdi Sea. Much seafaring takes place upon these waters, and many monsters are found upon and under its waves. [Folio – 20]
Spindrift Sound: In these waters are fought some of the fiercest sea actions, for when Sea Barons and ships of the Lord of the Isles meet, no quarter is ever asked or given. Unknown pirates and buccaneers frequent these waters also, and it is a lively place indeed. [Folio – 20]

The Southern Seas

Oljatt Sea:
The blue-green tropical waters east of the Duxchans, south of the Lendores, and north of Hepmonaland are known as the Oljatt Sea. This region of the Solnor is believed to be extremely deep and is known to be inhabited by sea monsters able to drag down solitary merchantmen with ease. Ships voyaging into the Oljatt are known to chain themselves together, with men-at-arms ready with pikes and bows to drive off giant octopi and sea serpents. Sharks of unbelievable size trail convoys in hopes of stealing scraps from a fight; giant crocodiles from the saltwater Pelisso Swamp do likewise near that area. Ships from the Lordship of the Isles and Scarlet Brotherhood sail here freely, hunting down vessels from other realms that dare invade "their" territory. Hobgoblin pirates are noted near Hepmonaland. [LGG – 149]

Hestmark Highlands: These long broad hills form a barrier between eastern Sunndi and the Aerdi Sea. The remoteness and ruggedness of these hills made them an ideal refuge for the disaffected from surrounding states for centuries, particularly during the depredations of the Ivid overkings. This isolation has increased since the fall of Medegia, as expeditions south of the Thelly river have become too costly for the Aerdi to mount. East of these hills, along the coastline, lies the independent port of Dullstrand, which has an informal alliance with the men and dwarves of the hills and also sends goods to Sunndi. [LGG – 145]
The Highlands themselves are very barren, with a thick, brackenlike plant choking all other fauna in many places, and polluting drinking water in the bargain. The traveler here is well advised to bring many waterskins and a tarpaulin for collecting dew and rainfall. [FtAA – 58]
[T]he Kingdom of Sunndi is wetter than the Ahlissan Principality of Naerie to the west, thanks to the Hollow Highlands, but is drier than Dullstrand and old Medegia, thanks to the Hestmarks. [PGtG – 8]

Barren above, but not on the shelf itself.
Dullstrand is a tropical port, stiflingly hot in summer, tolerable in winter, and wet at any time. Indeed, innumerable rivulets and streams discharge from the Hestland’s heights, their rain dancing like diamonds in the morning sun. Dullstrand is paradise. Its narrow forests are dense, lush, a panoply of every green you could imagine. Its narrow streets are replete with gardens, unparalleled by the richest courts, who envy the palette of colours even the lowest-born window boxes boast. Orchids flourish. Brooks babble. Palms sway in breezes that never abate, gently most days, but bending terrifically when the storms crash onto its shores. When they do. Despite claims otherwise, they rarely do.
The climate is very warm but temperate, with much rainfall throughout the year, especially in the winter; snow is unknown, and freezing temperatures are a sure sign that foul magic is afoot. [LGG – 110]
The climate of these islands is very tropical, and stifling warmth and humidity persists almost year round, save in the late summer months when the great tropical storms that sweep in from the Oljatt are not uncommon. [LGG – 70]
The coasts usually receive more rainfall and remain cooler in the summer and warmer in the winter than inland areas. Several areas have subtropical conditions, during which in summers are relatively dry but winters bring considerable rain. These areas include the Hold of the Sea Princes, the Pomarj, Onnwal, Idee, the Vast Swamp, Dullstrand, the northern Lordship of the Isles and the Spindrift Isles. [PGtG – 8]

Perched precariously as it is on such a narrow strip, one wonders how it ever came to be founded. By whom. And why?
Because there was need that it should be, that’s why.

-216 CY
The Solnor Coast
Long centuries ago, the Aerdi came to the coast.
When the Aerdi completed their drive to the eastern coast of the Flanaess nearly a millennium ago, it became clear to most of them that their journey had finally come to an end at the shore of the Solnor. Their first permanent settlements were soon founded along the coast of the Aerdi Sea, between Pontylver at the mouth of the Flanmi and the Gull Cliffs in the north. After decades of battle with the native Flan and treacherous Suel, the Aerdi noble houses sought a place to call their own, and these places included settlements at Roland, Ountsy, and the largest of all at Rel Astra, the site of a small abandoned Suel settlement. In 428 OR (-216 CY), these small states finally united under a single banner, and the kingdom of Aerdy was born. [LGG – 93]

One might say they were a martial people. And ambitious. They wished to carve out a home for themselves after having trekked across the whole of the Flanaess. They were ruthless in doing so.
The Great Kingdom (Kingdom of Aerdy): chaotic evil, lawful evil; Oeridian 01-20, Common 21-99, Suloise 00. [Dragon #52 – 20]

In 428 OR (-216 CY), the scion of House Garasteth, Lord Mikar, became the first grand prince (equal to a king). He ruled a land now called the kingdom of Aerdy ("aer" meaning "sky" in Old Oeridian). [LGG – 23]

Old Aerdy East (former Great Kingdom)
The Oeridian Aerdi
The lands south and east of the Rakers and north of the Vast Swamp, off to the Solnor coast, were once the heartland of Aerdy, the Great Kingdom. These lands are rich and their climate pleasant, though long years of civil war and oppression have damaged the economy. Many orcs and goblinoid races live among the numerous, warlike Oeridians here.
[LGG – 4]

[T]he most powerful of all Oeridian tribes, the Aerdi, reached the Flanmi River. From there they spread outward again, conquering indigenous peoples and fellow migrants alike. In time, the kingdom of Aerdy ruled the whole of the eastern Flanaess and moved its borders westward. [LGG – 14]

The Aerdi made their capital in Rel Astra, and spent the next few decades conquering the neighboring Flan and driving the Suel to the south. Due to the cooperative effort of the various Aerdi tribes settling in the Flanmi basin, they expanded quickly. First they conquered the Flan's crumbling kingdom of Ahlissa in the southwest, then swept north to contend with other Oeridian tribes who had settled the Flanaess behind them. [LGG – 23]

c. –9 CY
Theirs was not the only kingdom then. Indeed, there were other Oeridian Kingdoms to contend with: Lum’s, and Leuk-O’s, among other petty kingdoms, some more worrisome than others. And some were worrisome indeed.
Leuk-O
Leuk-O’s evil outlived his long years. He had opened a gate that had all but closed, and it throbs even today, spreading a black cancer each time it waxes. It was around this time that the last contact between the inhabitants of the Belching Vortex of Leuk-O and the hill folk of what are now called the Hestmark Highlands occurred.
The folk of the Hestland Highlands hold many secrets, but perhaps none so enigmatic as the great portal known colloquially as the Belching Vortex of Leuk-O. Named for an ancient Oeridian general who is said to have entered the place and emerged with unheard of treasure. The Vortex appears as an undulating black, leprous membrane set against a sheer cliff face on the mountain known as Vashal-Tul in the language of the dwarves who once made their homes in the craggy hillsides nearby. In the days before the Kingdom of Aerdy, a small band of hill folk established a small colony at the foot of the membrane, which ancient texts refer to as a smooth opalescent barrier, soft to the touch but impenetrable even by magic. At some point, however, the gateway degraded, as did the village. Now, little more than eroded foundations can be found at the site, along with the time-buried remains of a people set upon by a terrible wasting disease. Leuk-O is said to have fallen victim to this illness, which caused his skin to turn sallow and his hair to fall from its roots.  Those who have visited the Vortex […] report a wasteland bereft of animal of plant life. Occasionally, it is said, the black membrane opens suddenly, expelling an invisible gas that can strip flesh from a man’s bones. [LGJ#1 – 6]

1 CY
Nuisance or not, worrisome or otherwise, they all fell in turn.
In the year 645 OR (1 CY), Grand Prince Nasran declared universal peace in the empire, taking the new title of overking. Nasran was by all accounts a wise and dutiful ruler, and few openly begrudged him his claim. However, it quickly became clear to all the noble houses of the Aerdi that power in the Great Kingdom was being centralized in the hands of the rulers of Rauxes, and that the fortunes of the Great Kingdom would now rest with them. [LGG – 23]
Settlers flocked to the plains, the coasts. And with them the faith of the Oeridan peoples.
The Holy Censor was originally the chief cleric of the Great Kingdom. Clerical holdings were granted from Rel Astra to Pontylver south of the Mikar and Flanmi Rivers, including a portion of the Imperial Preserve (Grandwood Forest). This fief became so strong as to be virtually independent when the Malachite Throne went into decline. [Folio – 12]

Early 1st Century CY
An Aerdian Empire
Until Pax Aerdia rested over one and all.
But for all their inland might, the Aerdi had never tamed their coast ore the sea.
It was only a matter of time before they would.
Early in the history of Aerdy, when the Aerdi expanded west from their holdings in the Flanmi basin, little attention was paid to naval pursuits in the Solnor. Most of the islands off the eastern coast of the Flanaess were either inhabited by Flan natives in the north or Suel colonists in the south, and these peoples posed little threat to the expansion of the dominant Aerdi on the continent. It was only centuries later, after the founding of the Great Kingdom, that the overkings sought to extend their dominion to the seas. [LGG – 99]
Of course, there were those there who had no wish to be blessed by Pax Aerdi.
The overkings colonized the islands off the eastern coast of the Flanaess, but standing in their way were the Flan and Suel inhabitants who had controlled these islands and plied the surrounding waters for centuries. For the most part they were no match for the Aerdi, and the isles of the Sea Barons were settled quickly. None of these maritime powers and their natives were more powerful than the Duxchaners of the Oljatt Sea. These pirates and buccaneers were the terror of the south, holding a near stranglehold over traffic through the southern straits and raiding the southern coastal cities with ease. [LGG – 71]

Taming the East was not easy. Had the Aerdi been more able at sea the task might have proven easier, but they weren’t, and the Duxchaners were.
None of these maritime powers and their natives were more powerful than the Duxchaners of the Oljatt Sea. These pirates and buccaneers were the terror of the south, holding a near stranglehold over traffic through the southern straits and raiding the southern coastal cities with ease. [LGG – 71]

166 CY
Following a particularly terrible attack on Pontylver, during which the shipyards were set ablaze, Overking Erhart II was determined to put an end to the marauding. In 166 CY, he committed the combined navies of the Great Kingdom to breaking the power of the Duxchaners. Old Baron Asperdi's young but powerful naval force from the Sea Barons was brought to bear on them, led by Lord Admiral Aeodorich of House Atirr, then accorded the finest naval captain of the time. The town of Dullstrand was specifically founded to act as a base of operations for the invasion of these southern islands by the Aerdi fleet. [LGG – 71]
An Ideal Site
The East “tamed,” the Aerdi set about solidifying their hold. Ports and forts sprang up along the coast, and maybe more importantly, lighthouses, to guide the way. There was never more need of them along the Hestlands. Rocky. Windswept. The passage sprouting with rocky outcrops, sandbars, and reefs. Dullstrand was chosen as an idea sight. Its sound was treacherous, and yet its barrow expanse was resplendent with fruit—coconuts and plantains, bananas and dragonfruit, and kiwis; and others, like the durian, sweet to taste yet foul to smell—, its cliffs rife with seabird nests. And most importantly, the Choke river afforded a treasure more valuable than gold upon the sea: fresh water. Paradise found, dispatches declared!
Its string of islands and ragged cliffs were soon dotted with Dullstrand’s lights.
Most who flocked to its shores were the Aerdi, and those Suloise who had fished its banks for generations.
Great Kingdom: OS [Dragon #52 – 18]

168 CY
The East Tamed
Within two years of hotly fought battles in the Aerdi Sea, Atirr and his armada, which was outfitted with mages and powerful clerics of Procan, finally defeated the Duxchaners and their allies at the Battle of Ganode Bay.
[LGG – 71]
With the naval power of the Sea Barons at the fore, the Aerdi captured the Lordship of the Isles in 168 CY by defeating the Suel of Duxchan. [LGG – 100]
A puppet was put in place, and the Aerdi congratulated themselves that none could withstand their might for long, forgetting how long it had actually taken.

213 CY
With none left to conquer, it was only a matter of time before the Great Kingdom, having grown fat, became increasingly decadent. And inattentive. Before long, their possessions dreamed dreams of self-determination.
From 213 CY on, the Aerdi overkings grew lax, caring more for local prestige and wealth than for the affairs of their vassals in distant lands. This period was called the Age of Great Sorrow. [LGG – 14]

446 CY
Imprisoned
Their dreams of self-determination waxed as the Great Kingdom’s attentiveness waned. Their newfound desire for increased independence did not go unnoticed.
In 446 CY, the herzog granted an audience to representatives of Irongate, who went to Zelradton to air their grievances. The offer turned out to be a ruse, and the ambassadors were imprisoned, tortured, and executed for Overking Ivid's enjoyment. The whole of the south arose again in violent rebellion, and one year later formed the Iron League and allied with Nyrond. [LGG – 24]

447 CY
Irongate, Onnwal, Idee, Sunndi, and the Lordship of the Isles declared independence from the Great Kingdom, witnessed by ambassadors from Nyrond and dwarf nobles from the Glorioles, Hestmark Highlands, and Iron Hills. This was followed by the formation of the Iron League by Irongate, Onnwal, and Idee in late 447 CY. [LGG – 57]
Dullstrand found itself surrounded, and isolated.

448 CY
Letters of Marque
The overking in Rauxes quickly issued letters of marque to the Sea Barons, designating the ships of the Lordship of the Isles as targets for any Aerdi vessel.
[LGG – 71]
Inland, Sunndi was a battleground; to sea the Sea Barons and the ships of the Lordship clashed.
And Dullstrand found itself in an awkward position as ships from their overking and their neighbours, the newly christened Iron League weighted anchor in their waters for repairs, for water, for respite.
Small and alone, it played host to each fleet in turn, and held their tongue as to who anchored in its harbour when the other came to call.

455 CY
What could Dullstrand do? Deny one or the other? That would have spelled its doom. Neither side drummed its citizenry into their service, for if they did, who would tend to their ships when in port? Dullstrand learned to keep its own council.
Within a decade of the formation of the Iron League, human, dwarf, elf, and other nobles of the Pawluck Valley, Hestmark Highlands, Rieuwood, and Glorioles Mountains rose up against the occupiers, liberating Sunndi in a short but brutal uprising still remembered with bitterness in Ahlissa. In 455 CY, Sunndi officially joined the Iron League. [LGG – 110]

488 CY
In 448 CY, the Sea Barons suddenly gained sole authority over naval pursuits in the eastern Great Kingdom, following the affiliation of the Lordship of the Isles with the Iron League. Overnight, the prince of Sulward and the baron of Asperdi became nemeses instead of rivals, with the Aerdi Sea as their field of battle. [LGG – 100]
Their squadrons protect the coasts from Bellport to Pontylver, driving off the northern barbarian seawolves, protecting the coastal sealanes, and fighting with the ships of the Duxchan Lord whether piratical or otherwise. [WoGA – 34]

The Iron League was quickly joined by the Lordship of the Isles in 448, and eventually the county of Sunndi in 455. [LGG – 58]
Dullstrand remained neutral, without ever declaring itself such, and became “independent.” None contested what was never said.

572 CY
More than a century and a half of conflict has ensued between the two powers, and while the names and faces have often changed, the contests are still hotly fought. The Sea Barons won the most recent encounter, the massive Battle of Medegia, fought in the Aerdi Sea in 572 CY. [LGG – 100]
The Sea Barons believed that Dullstrand remained loyal to the Malachite Throne. Dullstrand had always welcomed their fleets, after all. And did they now command the sea lanes?
There is particular enmity between the Sea Barons and the Lord of the Isles for rather obvious reasons. The Duxchaners are still smarting from the Battle of Medegia (572 CY), wherein the Sea Barons sank four of their warships and made prizes of three loaded cogs before they could gain safety in Pontylver. [Folio – 12]

576 CY
Was Dullstrand loyal when brigands and bandits and insurgents commanded the inland heights?
The Hestmark Highlands run northwards up the coastline of South Province from the town of Dullstrand to the mouth of the Flanmi, branching northwestwards into the Glorioles. These hills have always been a rallying point for disaffected humans, as their remote location and rugged character have enabled their demi-human inhabitants to remain free of the rule of the Overking or his minions. Many gnomes and dwarves live in the Hestmarks, and free spirited men have their villages amidst the shelter of these hills as well. [Folio – 22]
Dullstrand was as welcoming to these disaffected as they were to the Overking’s fleets. And they had always welcomed the Overking’s fleets, and his landed marines. To do otherwise would have been suicidal.
Battle-hardened Veterans
The area is well known for its precious metals and gems, and for this reason it is often raided by forces of the Overking who badly need the wealth thus obtained. Medegians, troops from the Herzog of South Province, and imperial soldiery alike probe these hills all too often.
[Folio – 22]
But the wise knew that the Medegians were not always in port.
Its inhabitants, doughty in the beginning, have become battle-hardened veterans because of these continual skirmishes and raids, and with the men and elves of Sunndi are beginning to conduct their own forays into the lowlands beyond the Hestmarks in reprisal. [Folio – 22]
Besides, gold was gold, regardless whether it originated in Sunndi or Medegia.
The independent town of Dullstrand […] and its environs proclaims neutrality in these matters, but it is probable that secret aid is given to the insurgents in the hills. Freebooters certainly find safe haven in the town, and its forges make weapons and armor which are not seen by the Overking or his men-at-arms. [Folio – 22]

582 CY
Then the War came. But it was waged far away, or so it seemed.
The Father of Obedience’s plans necessitated that he gain control of the southern waters, and this was best done by capturing an existing fleet. true to form, the Brotherhood did not attempt to conquer the islands from without. Instead, agents of the Scarlet Sign corrupted a distant While defending Irongate, and thus Onnwal, cousin to the throne and then, through their secret connections, engineered the overthrow of Prince Latmac Ranold. [Wars – 22]

During the Greyhawk Wars, the wintry Latmac Ranold was abruptly deposed and an unheralded successor immediately took his place. The Lordship of the Isles quickly became a hotbed of intrigue. [LGG – 72]
Prince Frolmar Ingerskatti 
Once the puppet Prince Frolmar Ingerskatti was securely on the throne, the Brotherhood signed him to a favorable treaty and then took over. By the Father of Obedience’s demand, Ingerskatti installed Brotherhood agents in powerful offices. Priests of the Scarlet Sign opened temples and preached to the disaffected. New laws suppressed the old nobility. In short, the Scarlet Brotherhood swiftly remade the isles in its own image.
[Wars – 22,23]
The masters of Dullstrand could only watch, and wonder….
The new prince, a little-known Suel lord named Frolmar Ingerskatti of Ganode, immediately withdrew the Lordship from the Iron League and set about lending his naval forces to the maneuvers of the Scarlet Brotherhood, including the blockade of the Tilva Strait that continues to the present day. [LGG – 72]
Fewer ships made port after Ingerskatti declared allegiance to the secretive Kingdom of Shar and the blockade was raised. The masters of Dullstrand could only watch, and wonder: could they be next?
They probed the seas, and even risked landing spies at Sulward and then Duxchan. Few returned, but those who did told disturbing tales:
It is clear to most that Ingerskatti is a puppet of the Scarlet Brotherhood, but little can be done about it, as these cultists are very successful at putting their operatives in key positions within the realm, deposing Oeridians whenever possible in favor of loyal Suel. Most of Ansabo, the port of Sulward, and the whole isle of Ganode are now completely under their control. [LGG – 72]

The masters of Dullstrand could only watch as the Great Kingdom attacked Nyrond, Idee, Almor, and, Sunndi, and wonder if they might not see Medegia occupy their lonely port as Osson of Chathold flit across the plains of Ahlissa.
During the wars, Osson bypassed Pontylver. A diviner among his retinue informed him that the city rulers would not come to the holy censor's aid if Osson ventured further into Medegia. The advice was correct. [Ivid – 106]

584 CY
Only later did Dullstrand learn of the oppression and atrocities that befell the people of the Lordship of the Isles.
A handful of the original Lords of the Isles managed to escape with their vessels to Dullstrand when they saw how the Brotherhood would subjugate them, but they have found little welcome there. Those who sailed northward met gleeful Sea Baron warships only too happy to sink them. The Lordship of the Isles is now wholly controlled by the Scarlet Brotherhood. [FtAA – 31]
Indeed, they would have preferred the entirety of the Duxchanders to have sailed north. But they had landed in numbers greater than their militia could have repelled.
Unexpected Refugees
The sudden fall of the Lordship of the Isles into the hands of the Scarlet Brotherhood, in Fireseek 584 C.Y. stunned all in this region. The following month a half-dozen tall ships of the Lords entered Dullstrand Bay, commanded by four of the Lords themselves. The Lords had brought along their noble families, many of their closest allies, and some of their wealth; the Lords and their followers totaled about 400. The Masters were not pleased to see the Lords' arrival, as the latter clearly anticipated taking control of the City and using it as their own domain (if not a base from which to regain their lost islands). After considerable argument and some bloody skirmishing, the Lords agreed to settle on the opposite side of the small inlet, where they quickly began building their own manors, plantations, and other buildings. The inhabitants who held farms or dwellings on that side of the inlet were moved out but given compensation, which they took with many a bitter curse.
[DUL4-01 The Gift]

Trade Increased
Otherwise, Dullstrand was largely untouched by the War. If anything, trade increased after the dust settled, as did the number of ships in harbour, if only from those ports along the Solnor.
Sunndi's economic position is difficult because of the problems of exporting the wood, metals, and ores which it can offer for trade. It is very isolated now that Idee has been subverted and conducts only minimal trade with old Aerdy cities. Trade with Dullstrand, and especially Rel Astra, is on the increase. [FtAA – 31]
And truth be told, Dullstrand needed friends and allies in this uncertain world.
[T]he town of Dullstrand, once part of Aerdy, always looked to Sunndi in a friendly way. Perhaps half of its original population of 5,500 has fled into the Hestmarks, fearful of the Lords of the Isles and the tales of madness and slaughter within the anarchic Aerdy states to the north. They are being trained by the dwarves, who are exceptional veteran troops after decades of skirmishing with Medegian and South Province troops which culminated in Sunndi's invasion. [FtAA – 58]

585 CY
The Solnor had became isolated, of late. The Great Kingdom had collapsed in on itself and had sundered. The mainland had split, becoming the North and South Kingdoms; the Sea Barons were all but independent, regardless its close familial ties to the North; Medegia had been razed by those they had always professed the greatest loyalty to; and the great cities of the sea had become independent states.
Rel Astra trades with virtually anyone. It has a fleet of six coasters and two heavy cogs for protection, and several small pilot vessels which guide foreign ships into the harbor. Ships come here from the Sea Barons, from Dullstrand (rarely), from northern Aerdy ports, and even from the barbarian lands. Initially, Drax allowed Duxchan vessels to trade, but now that he has taken stock of the Scarlet Brotherhood he no longer permits this. Even pirate vessels and a few ships which have looted, or traded with, the free Hepmonaland peoples have been known to bring their cargoes to Rel Astra. [Ivid – 97]

Thamassen Hariador
Krakenhunter is a small galleon from Vernport whose captain, Thamassen Hariador, commands a crew of 28 including two aggressive mages. Rather than turn to piracy, or throw in his lot with the rival captains of the Sea Barons, Thamassen sails the east coast seeking employment. He's happy to sail anyone anywhere, to smuggle, run slaves or contraband, or just to protect coastlines. Currently he is defending Rel Astra until the coming Harvester. Competent and trustworthy, Thamassen knows most inlets and bays along the east coast of Aerdy from Atirr to Dullstrand.
[Ivid – 163]

Ountsy is a puritanical and mean city, it has a sprinkling of visitors as all the southeastern port cities and towns do. Dullstranders sometimes trade here, likewise do men from the Darmen lands, the Sea Barons, and one or two Hepmonalanders. There is no specific foreign quarter in the city, as there is in Rel Astra. But there are hostelries and dockside taverns which cater mostly to travelers, merchants, and seafarers. Because Ountsy has a reputation as a place where the walls don't have ears, and since Ountsians are so pragmatic and uninterested in anything which smacks of the exotic or intrigue, many of them speak more freely of their travels and events across the lands than they would elsewhere. [Ivid – 102]

Medegian Lands: Most of Medegia is anarchy, with Pontylver a hellish city of ghosts and madmen. This is a dreadful, insane land of nightmare and terror. [Ivid – 26]
Outside of Pontylver, not many fiends stalk the lands. However, there are orcs, deserting soldiers, and ex-mercenaries who have taken to a life of pillaging what they can from this land. [Ivid – 104]
[R]oaming orc mercenaries are having a good time of it, especially in central lands where the opposition to them is weak and the pickings rich. The orcs have grown wily and smart, and they have altered the practice of warfare and skirmishing in Aerdy. The most famous example of this is the desertion of Prince Trellar's orcish mercenaries to the city of Pontylver in an abortive sacking of that city in Coldeven, CY 585. [Ivid – 10]

Yet Dullstrand endured. It traded as it could, prospered as it might, and yet, its populace remained ready to take to the hills and its innumerable hides should the need arise. There they could hold out for however long was necessary, as they had prepared for just that possibility for years, if not generations.

Late 580’s CY
Yet the Scarlet Brotherhood never came. Nor did Ingerskatti, for that matter. Were they stretched too thin? Were the Duxchans rife with insurgency? Or had the Aerdi Sea and Spindrift Sound become too dangerous for them to cross?
Spindrift Sound itself is navigable, but shipping is menaced by the Scarlet Brotherhood and the activities of a few pirates based on the eastern Medegian coast. Elven vessels are sometimes seen to cross the Aerdi Sea in the direction of Lendore Isle, presumably shipping from secret ports cut beneath the Hestmark Cliffs. A number of elven warships also travel to or from the Lendore Isles as escorts for passenger craft. They will certainly intercept any seagoing craft that manages to bypass the barrier of magical mist that envelops these islands. Elven ships were also sighted farther east on the Solnor by Sea Barons' ships in the late 580s, perhaps exploring or trading with distant elf colonies. [LGG – 68]

586 CY
Few ships ventured south of Dullstrand, what with the blockade.
Shulof
Shulof Island
Shulof is a highly fortified port on the island of the same name. Central to the town is a building called the tower of the Eye, in which wizards use a crystal ball with clairaudience to scry Dullstrand, Rel Astra and Ountsy, reporting ship movements there to the captains of the Lordship and brotherhood vessels via sending spells. Storm wizards on this island can also send disruptive weather into the path of enemy ships. Most of the civilian population of Shulof manufactures weapons, mainly arrows and ballista bolts, while others dredge the sea floor for catapult stones. Shulof is a way station for savages and slaves from Hepmonaland; a night spent on dry land prevents attrition due to seasickness. The kesh of Shulof is Uncle Ikkens […], a grey-haired man with a meticulous attention to detail and a long history of working on the sea.
[SB – 28]
Great standing waves of water have been seen off Dullstrand; the Brotherhood is experimenting with weather-controlling magic. Many locals are fleeing the city for Rel Astra.  [FtAA – 79]
That served its port well, it turned out. Caravans trekked across the Highlands with regularity once tension cooled between Alhissa and Sunndi.
Merchant ships from Rel Astra ceased to appear in the Azure Sea after 586 CY. It is now known that the Tilva Strait has been blockaded by ships and possibly monsters under the command of the Scarlet Brotherhood and likely its puppet, the Lordship of the Isles. The seaports od Ekul and Duxchan are undoubtedly part of this blockade, though additional ports to support the effort may have been built along the Tilvenot Peninsula and even in northern Hepmonaland. This situation has led to an increase in trade along an overland corridor from the town of Dullstrand uphill to the Kingdom of Sunndi, and from there into the Kingdom of Ahlissa to Nyrond and on to the west. This trade connection has served to moderate tempers in diplomatic relations between the Iron League and Ahlissa. [TAB – 30]

587 CY
One would be wrong in assuming that the Scarlet Brotherhood did not have designs upon those eastern ports and archipelagos they had yet to usurp.
Two captains loyal to the Sea Barons were killed and replaced by agents of the Brotherhood in 587 CY. The spies were uncovered, but the Sea Barons are extremely concerned that they will be targeted by the Scarlet Ones to suffer the same fate. For that reason, they have allied with Lord Drax and the Free Cities of the Solnor Compact, keeping a close watch over the activities of their captains. [LGG – 100]
It would be safe to assume that the Brotherhood had infiltrated Dullstrand, as well, even if they had not oved against the Masters. It’s just that the Masters have always been wary of outsiders; so too the Lordship lords upon their shores, for good reason.

While the ships of the Scarlet Brotherhood dock at few foreign ports, their junior partner, the Lordship of the isles, successfully acts as a neutral intermediary; they trade with Nyrond and the Principality of Ulek; some have even entered the Nyr Dyv. [SB – 7]

589 CY
Sunndi declared itself a Kingdom. They needed a port, and made their intentions known to the Masters of Dullstrand.
Count Hazendel
After long consideration and consultation, Count Hazendel (himself of a major noble house of the gray elves) declared in Growfest 589 CY that Sunndi had forevermore severed all ties with the Great Kingdom and its successor states and noble houses.
[LGG – 111]
Sunndi chose not to join the Kingdom of Alhissa in 6104 SD; it hopes that Dullstrand will join them. The Dullstranders fear retaliatory attacks from the Brotherhood should they do this, but members of the Scarlet Sign have no such plans. Sunndi served better as a buffer between the Great Kingdom and the peninsula; it can serve as well now that the Great Kingdom is replaced by the United Kingdom of Ahlissa. A strong Sunndi is preferable to a powerful Overking at their northern border. Dullstrand’s trade can be easily restricted by Brotherhood-controlled vessels from the Lordship of the Isles—and by spies. [SB – 7]

The independent town of Dullstrand, to the east, did not join the kingdom [of Sunndi] but continues to act as its ally in deed, if not in word. Hazendel hopes Dullstrand will join eventually and become Sunndi’s main seaport to the world, though Dullstranders fear this will invite retaliation from the Scarlet Brotherhood. (Infiltration of Dullstrand by the Brotherhood is rumored but unproven; the town now trades with the Lordship of the Isles without incident). [TAB – 29]
An ally in deed, if capricious and self serving, but with Ingerskatti  no more than a day’s sail away, unsure what might befall them should they commit to Sunndi.
Attempts to get Dullstrand to join the kingdom as its only seaport have met with failure, since the town's rulers make certain demands that Sunndi will not consider. [LGG – 112]

In that same year [6104 SD], the Brotherhood fortified its closest Hepmonaland ports to help maintain the blockade of the Tilva Strait. A third was build farther south on the western Hepmonaland coast; this third port was largely created to move goods, slaves and recruits north. [SB – 7]

590 CY
Uneasy Allies
Where does Dullstrand stand, then, in these uncertain times?
As uneasy allies of Sunndi.
Hazendel also has reaffirmed Sunndi's allegiance to and support of the Iron League, though only Irongate and the rebels in Onnwal remain as members. Despite the Iron League's anti-Aerdy stance, cautious trade began with Ahlissa through Hexpools, Kalstrand, and Nulbish in 590 CY. […] Glorioles dwarves, long reluctant to cooperate with elves, have remained subject to the king by old treaties, though they have asserted their separation from other peoples at the same time they fight alongside them. [LGG – 111]
And supposedly under the suzerainty of the Kingdom of Ahlissa.
The lands south of the Thelly, down to the Glorioles and Hestmark Highlands, are currently claimed by Ahlissa but not held in force; some Sunndi units pass through here in pursuit of bandits, but it is unlikely Sunndi could take and hold this area against Ahlissa's might, if push came to shove. [LGG – 110]

It is betwixt these that Dullstrand’s caravans weave, geographically, and politically. It sides with neither, knowing that should it, the other would see fit to take measures. And it could repel neither. Nor rely on the other for aid.
Some trade with Ahlissa through Hexpools, Kalstrand, and Nulbish began in 590 CY, though Sunndi and Ahlissan army units glare at each other across the Thelly and Grayflood Rivers. [TAB – 29]


“In the end, it is impossible not to become what others believe you are.”
― Julius Caesar





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 detail, by Darlene, from the Folio, 1980
Dullstrand map, from DUL4-01 The Gift, 2004

Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
9025 World of Greyhawk Folio, 1980
Ivid the Undying, 1998
11374 The Scarlet Brotherhood, 1999
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
Oerth Journal #1, #11
Living Greyhawk Journal, #1
Dragon Magazine 57,63
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

1 comment:

  1. Very good article as always! Dullstrand is one one those places I never used or even researched in all my years. It is fascinating that it has always been this outlier. Just looking at the map one would assume they are Sunndi's port, or that they were conquered by the Brotherhood, etc. You have drawn all the threads together and shown that this port isn't insignificant as I thought and holds a proper place in the lore of the east.

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