Friday 9 December 2022

The Sea Barons, Part 1


“Water, water, everywhere,
And all the boards did shrink;
Water, water, everywhere,
Nor any drop to drink.”
― Samuel Taylor Coleridge, The Rime of the Ancient Mariner


We are the vanguard...
We are the vanguard
, the Barons proclaim – proudly, briming with conceit that is both deserved, and vainglorious. Indeed, they are. They have defended the coast from the harrowing raids of northern savages; they’ve waged war against southern piracy. Landed troops in defense of the realm. Endured hardship so that others might live in peace and tranquility. So they say.
All this is true, but is their conceit warranted? Did they don their mantle of “the defender of the seas and coast” willingly? By necessity? Were they not decreed to do so? Were they not commanded to be so? They did not do it willingly. They had little choice. And they were most certainly coerced. They were commanded to be the defenders of the seas and the coast; otherwise, they might not have only defended their own shores.

The sovereignty known commonly as the realm of the Sea Barons is located off the eastern coast of the Flanaess in the Solnor Ocean, separated from the Aerdi coastline by the Bay of Gates. These isles were among the last lands to be settled by the Aerdi, and were expressly established to provide the Great Kingdom with a naval power. [LGG – 99]
Settled by the Aerdi? The Asperdis were Suel.
Sea Barons: So [Dragon #55 – 18]

Solnor Flan
And even before they were Suel, they were Flan.
Most of these geographically isolated areas were settled centuries ago by Suloise peoples fleeing the Oeridians; the Sea Barons have Oeridian and Flan influence as well. [TAB – 12]
It is no wonder that their ties to the “homeland” are precarious. Ruled by an Oeridian gentry, they are anything but. Long settled, these early Asperdis had long tilled their soil and reaped the bounty of the sea in presumed peace and tranquility ere the Aerdi landed on their shores and climbed their high coasts into the interior, declaring the fertile and lush hills they found there theirs.
The five major islands here include (from largest to smallest) Asperdi Isle, Oakenisle, Fairisle, Leastisle, and uninhabited (and possibly cursed) Serpent Isle. [LGG – 99]
They were not alone on these islands.
Elf, Dwarf, Gnome Halfling [Dragon #52 – 19]
The four major isles of the Sea Barons are fertile and lush, even idyllic in the case of Fairisle. The climate is generally warm and mild most of the year, and while not tropical in nature, it can sometimes get very hot during the summer months. These islands are home to an abundance of resources, including fruits such as bananas, galda fruit, and figs, which fetch high prices on the mainland. Additionally, the waters surrounding the islands are rich in seafood, and the shellfish collected just off the shore of the islands are highly prized delicacies. [LGG – 99]
Fertile and lush, it remained isolated for as long as it was because a hard current rushes between the isles and the mainland. Its rocky coasts are pummeled by an ocean driven by a relentless wind, and ocean and wind that leaps and howls come Patchwall. They sculpt cliffs that wheel with gulls, with petrel and tarn, and albatross; they shift the shoals and bars; and they had isolated these islanders from the coasts they had ventured out from, and abandoned long ago.
The Sea Barons CN [Dragon #52 – 18]
Long left to their own devices, those Flan and Suel resented the sudden ascendancy of their Oeridian overlords after having fended off those northern barbarians who had for centuries weighed anchor in their coves, landed on their shores, ventured inland with malice and steel. Before long, though, those Aerdi became Asperdi, as fiercely independent as those who’d settled these isles before them. And as resentful of their own overlords.
Sea Barons: chaotic evil, chaotic neutral, [Aerdian], Oeridian [Dragon #52 – 19]
A certain degree of cruelty and cowardice is found there, but these folk are more straightforward and less magically adept. [Ivid – 9]

Cowardice? Who could describe the Asperdi as cowardly? Cowards would not venture out into the Solnor. Nor would they fend off Barbarian raids. Nor wage war with the southern pirates. Might they appear cowardly insofar as they are reluctant to shed blood on the mainland in wars that they declare to be none of their concern? Or might their supposed wanton and self-serving souls appear craven and cowardly to those demanding deference?
Indeed, they are selfish, self-serving. They are mariners, unused to and uncaring for risk they do not themselves consider profitable, however they might pursue that profit.
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]

Protection Rackets are Well Entrenched

Being islanders, and mariners, it is the sea that defines them.
Numerous islands and a minor continent lie off the eastern and southeastern coast the Flanaess. The Asperdi Duxchan island chain includes the four major islands of the piratical Sea Barons, the Lordship of the Isles and the Spindrift (also called the Lendore) Isles. [PGtG – 7]

Solnor Ocean: It is said the Solnor reaches for a thousand leagues and more eastwards. The Sea Barons have reportedly sailed eastwards for some distance and returned, but these rumors have never been confirmed. Great monsters dwell in the Solnor and sport in Grendep Bay when the sun warms the waters there. [Folio – 20]

The Gull Cliffs
Gull Cliffs:
The headlands which rise steeply along the coast west of the isles of the Sea Barons are known as the Gull Cliffs (or Gullcliffs) because so many sea birds nest among these hills and sea cliffs. The town of Roland nestles amongst the hills, a major port for commerce to and from Rauxes and the sea. [Folio – 22]
This is a range of chalky limestone cliffs so named because of the vast gull colonies nested along the hills and sea cliffs. The major importance of these cliffs is the small town of Roland nestled within them, which conducts trade with Rel Astra, the Sea Barons, and even the occasional barbarian ship. [FtAA – 59]

Grendep Bay: This great arm of the Solnor Ocean is crossed by northern barbarians when they raid southwards, and only they have sure knowledge of the many western inlets and eastern fjords. During high summer, great sea monsters are often seen sporting in the bay. It is an unfriendly area in winter as well, when freezing winds churn its waters. Sea Barons' traders here are raided by Snow and Ice Barbarian ships. [LGG – 148]

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]
These waters connect the Solnor Ocean to the Aerdi Sea. Spindrift Sound is notable as the traditional battle-zone between the Lordship of the Isles and the Sea Barons, with pirates and sharks making it livelier still. [LGG – 150]

The Bay of Gates
Gates, Bay of:
The Bay of Gates is the northernmost part of the Aerdi Sea. It is bounded by Asperdi Isle, Fairisle, and the east coast of the Flanaess, near the Gull Cliffs. The Sea Barons keep this area secure from outside piracy, though renegade Sea Barons raid a few ships every year. Trade is very heavy between Roland, Winetha, and the Sea Barons, with additional ships from the Frost Barbarians, Ratik, North Kingdom, Ountsy, and Rel Astra. Ships from the Lordship of the Isles are attacked on sight. It is believed that the "Sinking Isle" of Aerdy legend lies near the north end of this bay, or just north of Asperdi Isle. [LGG – 148]

Aerdi Sea: The Aerdi Sea is a stretch of water between the east coast of the Flanaess and the Asperdi-Duxchan isles. This region has long been heavily used by merchants and warships alike, with battles fought between the Sea Barons and the Lordship of the Isles, with occasional raids by Frost, Ice, and Snow Barbarians. [LGG – 147]
Piracy is common here, as the Sea Barons no longer patrol the southern waters. [LGG – 147]

The seas are a dangerous place, a-plumb with mysteries, and all manner of belligerent beasties.
Like turtle dragons and kraken.
Orb of the Wyrmkin (Orbs of Dragonkind)
[T]he orb is now in the treasure pile of an old kraken known locally as Slash Eye, which preys now and then on Sea Barons and Scarlet Brotherhood ships. [Dragon #230 – 12]
And sahuagin.
Sahuagin are the major sentient menace of the coastal waters. They do not organize themselves to do more than make opportunistic attacks on small fishing boats, but every year a score or more lives are lost to these predatory creatures. [Ivid – 99/ Dragon #206 – 36]
[A] long-suspected sahuagin realm [lies] near the northernmost island of the Sea Barons; this realm is probably connected in some manner with the famous and haunting Aerdi tales of a "Sinking Isle" in the same location. [LGG – 18]
The Sinking Isle
The Sinking Isle
The Sinking Isle has haunted the waters near the Isles of the Sea Barons from time immemorial. The earliest Oeridian tribes to fish the Solnor there knew of it; the Flan before them had legends of it; the seagoing elves of Lendore Isle have tales yet more ancient. Neither our own civilization nor even that of the Elvenfolk was the first in the Flanaess; there were others in times so far past that the very shape of the lands has since changed. The Sinking Isle is a reminder of them.
[GA – 93]
The Sinking Isle is not always so kind as to give warning of its reemergence. Neither does it always show itself entirely above the waters. Often only the highest extremities jut upwards, as if they were lying in wait for unwary ships. Indeed seamen credit the isle or its manipulators with a malign will, and attribute any disappearance in the strait to its action. More than one will tell tales of a near grounding, a suspicious darkness in the water on a clear fair day, or the sight of breakers where none ought to be. A very few claim to have watched the island, or even landed on it. They do so in whispers, as it is said that foolhardy boasters are apt to vanish from their homes on some dark and rainy night thereafter. So it is that for the most part only a faint rumor reaches the outside world of the Sinking Isle and its twisted ruins. [GA – 93]
Most are content to leave the Sinking Isle to the sahuagin, or whatever race of the deeps now holds it. [GA – 95]

The Sinking Isle, as bewildering and dire as it might be, is not the only mystery to plague these isles and their environs.
The Causeway of Fiends lies just off the north-easternmost point of North Kingdom, between the shore and the treacherous Isle of Lost Souls. The Cauldron of Night exists beneath Asperdi Isle’s Tar Hill, a deep and cavernous blight in the lands of the sea Barons. These places of dark might are sought by the most treacherous and vile of Oerth’s villains, for from the sites can be harvested the components necessary to fashion such items as Talismans of Ultimate Evil and Spheres of Annihilation. The Great Kingdom’s legendary Malachite Throne was born from the living darkness beneath Tar Hill, its evil emanations lending vicious strength to Overkings who ruled from Rauxes for generations. Yugoloths, dark elemental spirits, and fouler aberrations are known to be attracted to these sites, as they devour blackguards as swiftly as paladins, only the strongest of evil champions dare risk approaching these areas. [Dragon #294 – 93]

The Tomb of Horrors
Possible locale of the Tomb [of Horrors]
1)     The highest hill on the Plains of Iuz
2)     An island (unmapped) in the Nyr Dyv
3)     In the Bright Desert
4)     At the western border of the Duchy of Geoff
5)     Somewhere in the Vast Swamp south of Sundi
6)      On an island beyond the realm of the Sea Barons
[S1 – 2]

To understand the Asperdi, and indeed, the Solnor Sea and all those who dwell under its dominion, we must delve into its long and storied history, or that which was written, anyway.
The Sea Barons
c. -110 CY
Approximately 700 years past, the strongest Oeridian tribe—the Aerdi—settled the rich arable lands east of the great Nyr Dyv and there founded the Kingdom of Aerdy, eventually to be named the Great Kingdom. [FtAA – 3]
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. [LGG – 99]
For centuries, the isles enclosing the Bay of Gates across from the Gull Cliffs and the coastal cities of Roland and Ountsy were populated by primitive Flan tribesmen and some small number of Aerdi, notably dissidents from the mainland. [LGG – 99]
And thus it remained for a century. The Aerdi perched on the coast, on clear days catching glimpses of a chain of isles on the horizon.
It was only a matter of time that that avaricious, martial people would make them theirs.

1st Century CY
Islands off the Eastern Coast
[E]arly in the first century of the Great Kingdom, Overking Manshen decided to create baronies from the fertile isles.
[LGG – 99]
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. [LGG – 71]
The Aerdi power spread to the islands off the shores of the Gullcliffs, where the newcomers mixed with Flannae. [Folio – 15]
The lands of the Sea Barons were among the last to be settled by the Oeridians, and here the folk are an Oeridian/Flan mix for the most part. [Ivid – 88/Dragon #206 – 35]

The overking established the isles as four Baronies; Asperd Isle, Oakenisle, Fairisle, and Leastisle. [Ivid – 88]
The Overking eventually appointed certain nobles to baronial island fiefs, four in all, instructing them to build squadrons of ships and compete, for whichever of their number excelled in warfare at sea would be appointed over all as supreme baron and admiral as well. Baron Asperdi won the post, and to this day the High Admiral of the Great Kingdom is the hereditary Baron of that place. [Folio – 15]

102 CY
The Celestial Houses, being what there are, ambitious, rapacious, soon began squabbling over who would truly declare dominance over this newly conquered demesne.
The Aerdi Admiralty
In 102 CY, House Garasteth laid claim to the isles, and open conflict threatened to break out between House Garasteth and House Atirr, from North Province.
[LGG – 99]
Baron Asperdi of Atirr won the post handily, and the largest island was named for him and his descendants. [LGG – 99]
Asperd Isle won that battle, and Asperdi has become the largest town and center of power in these isles. [Ivid – 88]
The headquarters of the Aerdi Admiralty was thereafter moved to Asperdi Isle, and the islands came to be known as the Dominion of the Sea Barons. [LGG – 99]
The main duties of the Barons in serving Aerdy were to fight off the Frost and Ice Barbarians and the Lordship of the Isles, which they carried out without great enthusiasm. [FtAA – 36]
The Schnai perfected the art of building longships, and the Fruztii found adversaries for the barbarian nations to fight and plunder. The Cruski joined with their cousins on many of these raids, taking special joy in fighting their particular rivals, the Sea Barons of Aerdy. [LGG – 55]
[The Snchai] have also journeyed farther on the sea than perhaps any in the Flanaess, despite the claims of the Sea Barons. [LGG – 106]
Lighthouse, Towers, and Castles
House Atirr was too busy by far, at first, consolidating their gains to venture into that hostile north while their ships and shores were still routinely harassed by the Barbarians each year as soon as the crocuses began to bloom. They had first to learn mastery of their newly acquired domain, cartography and nautical navigation to unravel, lighthouses to erect, towers and coastal castles to build, harbours to wall and shelter, commons to enclose, and all manner of manors to found in the interior. How could they possibly venture north, they reasoned, when the ships of the southern Suel sailed their waters without leave, preying upon their as yet unseasoned crews with impunity?
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]
Weren’t they, the Duxchaners, as much a menace as the northerners? If not more so? The northern raiders only plagued their waters betwixt Growfest and Brewfest, whilst the southerners harassed shipping lanes the whole year long.
And one wondered what the seafaring elves of the Spindrifts were about.
[The Spindrift] islands have always been a mystery, due to their native aquatic and high elves who kidnapped intruders into their realm and did not release any to tell tales. Both the Sea Barons and the Lordship of the Isles kept well away from the six isles in this chain, save Lendore Isle itself. This was populated by Suel-dominated humans who conducted much trade with the continent and paid the Barons and Lords to allow their ships to pass safely. [FtAA – 30]

155 CY
Aedorich
But venture out into their surrounding waters they did, mapping coasts, plumbing the depths, charting their seas.
Little did they know what might be found there.
In 155, as a young man, [Atirr Aedorich] was sent southward by his father to the university at Rel Astra, then a great center of learning in the magical arts. […] Atirr’s ship was caught in a sudden squall, and driven onto the hidden claws of the Isle itself. […] For a full hour, while the crew sweated at the pumps and strained to place a patch over the hull’s single rent, the young man gazed at the strange phosphorescent landscape, and prepared several sketches, until one of the Solnor’s strange and unpredictable great waves came questing into the strait and lifted the wounded vessel clear. Atirr vowed to return and discover the island’s secrets. [GA – 95]

166 CY
All too soon, Rauxes began to agree with the Sea Barons regarding the northern Barbarian threat and the Duxchaner pirate fleets. The Duxchaners razed the coasts with abandon, the throne realised. Something must be done, the throne commanded.
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 as a base of operations for the invasion of these southern islands by the Aerdi fleet. [LGG – 71]

168 CY
The Sea Barons had expected as much, and had learned their trade well in the short time given them.
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]
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. This wone greater fame and praise for the Aerdi admiral, who eventually rose to the throne if North Province some years later. [LGG – 71]
The Sea Barons soon discovered how short the Throne’s memory was, and how fleeting its gratitude and partiality.
The Seasonal Raids
However, victories and glories fur the Sea Barons over the next few centuries were few. Their typical lot was to battle the Suel barbarians on seasonal raids from the north. At the same time, their Duxchan rivals gained authority from the overking over the southern seas and the rich trade proceeding from Hepmonaland.
[LGG – 100]
Vast riches could be had from that southern continent, riches then denied them in favour of the pirates that until recently, a blink of an eye ago, had plagued the Throne’s coasts.
The smallest continent on our world (or the largest island, say a few authorities) is the wholly tropical realm we call Hepmonaland. Information regarding this region has increased with the development of deep-water ships such as the caravel. [TAB – 11]
The Barons ventured there, anyway, not specifically forbidden from doing so.
Numerous modern ships have been used in the last two centuries by merchant-explorers from the Sea Barons, Rel Astra, and other old seaports of the Great Kingdom, as well as by the Lordship of the Isles, Lendore Isle, and Onnwal. [TAB – 11]
While risking the Duxchan suzerainty in Hepmonaland, the Barons secured trade agreements with those northern ports within easy reach of theirs, ports they endeavored to restrict Duxchan access to.
However, as the purveyors of trade from distant parts of the kingdom to the large markets, primarily in Rel Astra and Pontylver, the Sea Barons still profited greatly. [LGG – 100]

c. 180 CY
Aedorich Atirr, Herzog of North Province
Atirr was fascinated rather than terrified (such were the Great Kingdom’s nobles in those days).
 [GA – 95]
Atirr did return northward some years later, but as Herzog of North Province. […]
In the short time before the island sank once again beneath the waves, Atirr and his fellows were able to recover and record information about a great many artifacts from among the spiky and highly decorated ruins. Among these were many panes of fine stained glass, some still intact, and some in tints never yet achieved by modern artists. Besides these were a number of twisted ornaments of gold and lead, later discovered to be of sahuagin manufacture. Attir also discovered a book sealed against the water in a lead casket. All of these were returned to the court at Rauxes in honor of the Overking. The patient Atirr hoped to study them further in his retirement. He declared the book in particular to be most interesting, being among other things a recording in a lost language of “an ancient history together with magical secrets.” [GA – 95]

c. 182 CY
Tragically, Atirr was never to attain his goal. Two years after his discoveries he and all hands went down in a storm off the coast of North Province in a storm which apparently even the Herzog’s powers could not quell. The book has since disappeared, though it may yet be found somewhere in the catacombs at Rauxes; it is difficult to be sure, as little word now reaches the outside world of the doings at that court. [GA – 95]

c. 200 CY
If there was one thing the Barons learned from its endeavors was the capricious love of the capital, and that piracy knew no consequence, and thus, what happened on the high seas stayed on the high seas as far as law and order was concerned, so long as the choice of victim was not imperial shipping.
Though the Duxchaner was now, apparently a fast friend, old habits were hard to break.
The Duxchaners of the duchy of Ansabo, the second largest isle in this chain, were viewed as little more than pirates by most, but they were kept in check; they learned to prefer trade and fought only occasionally with the Sea Barons. [LGG – 71]

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]

Try as it might, the Sea Barons could not help but become embroiled in the Turmoil Between Crowns. The Celestial Houses aligned themselves, and Families that were aligned, however obliquely, were all too soon sucked into the whirlpools of court intrigue and the inevitable maelstrom of conflict that followed.
By 437 CY, tensions within the Great Kingdom threatened to tear it apart. […] Rel Astra became the primary destination for those who fell out of favor in the former Great Kingdom, a trend that continues as political refugees arrive from Ahlissa, the Sea Barons, and even North Kingdom. [LGG – 93]

446 CY
Dreams of self-determination waxed as the Great Kingdom’s attentiveness waned. The 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]

448 CY
The newfound friendship with the Lordship of the Isles was short-lived. The Sea Barons had expected it would be so; just as they expected that capricious, perfidious Rauxes would call upon them, yet again, to deal with their old enemy.
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. [LGG – 100]
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]
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]
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]

Issued Letters of Marque
[T]he one area where the overking undoubtedly had supremacy was naval (the Sea Barons being under Ivid's control, unenthusiastically).
[Ivid – 19]
So said the Overking. Supremacy in the north, Ivid declared to those who might listen to his empty boasts; even if that supremacy was asea where the other Celestial Houses did not care to wage their wars. Which is rather different, the Barons knew, than outright supremacy upon the sea. The Barons did not have supremacy in the north in Grendep Bay, where the Barbarians might claim that distinction; nor in the south, where the Duxchaners might, where those upstarts were becoming increasingly bold.

448 – 455 CY
The Lordship Isles had every reason to be bold. The whole of the southern seas appeared to increasingly be the Iron League’s.
The Iron League was quickly joined by the Lordship of the Isles in 448, and eventually the county of Sunndi in 455. [LGG – 58]

563 – 566 CY
In 563 CY, orcs invaded Spinecastle by secret ways that offered its defenders little warning or means of preparation. Within just three years, the nonhuman masses had laid low the nation from the outside in and the inside out, dominating the [Bone March] from Johnsport almost to the Flinty Hills. [LGG – 36]
Did the Sea Barons aid in the defence of the March? Only insofar as they patrolled the coast to ensure that the orcs did not spill out onto the sea.

564 CY
Latmac Ranold of Duxchan became the new prince [of the Duxchan Isles]. He took an increasingly provocative stance among the lords of the Iron League, favoring open conflict against the Great Kingdom to negotiation and subterfuge. [LGG – 71]
Gold flowed the Barons’ way to build a fleet to take the fight to the Aerdi Sea and, ultimately, into the Tilva Strait.

572 CY
The last century and a half have seen many battles between the two naval powers, culminating in one of the largest in 572 CY. [LGG – 71]
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]

c. 575 CY
Not all naval battles are waged on the seas. The Port of Pontylver relieved, the Barons sent missions further afield into Dullstrand, and from there into the Duxchan chain itself.
It was there where the Barons tested whether there was as much honour amongst thieves as there was amongst pirates and privateers.
[T]he Sulward Assassins' Guild, whose leader was once a pirate himself [, had] just been paid a large sum by the Sea Barons for assassinating the Lordship's Grand Admiral. [WoGG – 28]
The Sulward Guild gave no thought to honour or otherwise when faced with the sum offered them for the task. A job was a job, they decided, no matter whom the target might be, no matter who might be paying. They accepted the job. They failed. And went to ground, none the richer for their trouble.
For this deed the Prince of Duxchan is attempting in earnest to destroy the Guild. [WoGG – 28]

576 CY
Technically, the Barons are part of the Great Kingdom.
GREAT KINGDOM, THE (Kingdom of Aerdy)
Lord of the Sea Barons
The Sea Barons […] pay a token tribute to the Overking and conduct their piratical operations under letters of marque bearing the Overking' s Seal. [Folio – 10]

SEA BARONS
Sencho Foy
His Noble Prominence, the Lord High Admiral of Asperdi; Commander of the Sea Barons (Fighter, 13th level)
[Folio – 15]
Sea Barons: Sencho Foy, F 13 [WoGG – 17]
Capital: Asperdi (pop. 7,100)
Population: 40,000+
Demi-humans: Few
Humanoids: Few
Resources: None outstanding

The four barons are virtually independent today, but still swear fealty to the Overking and serve loyally if not with great enthusiasm. Their squadrons protect the coasts from Bellport to Pontylver, driving off the northern barbarian seawolves, protecting the coastal sealanes, and fight with the ships of the Duxchan Lord whether piratical or otherwise. [Folio – 15]

As is Rel Astra.
REL ASTRA (City of)
They desperately seek close ties with Medegia and the Sea Barons to balance the weight of the Overking's kinsmen in North and South Province. It is reported that the Overking views these machinations with ill-concealed delight, for they are seen as check and balance, as the monarch fears his own at least as much as he distrusts others. [Folio – 14]

So too Medegia.
MEDEGIA, SEE OF
This fief became so strong as to be virtually independent when the Malachite Throne went into decline. The Holy Censor still remains one of the chief advisors of the Overking, however, and he reigns oppressively over peasant masses with full approval from Rauxes. [Folio – 28,29]

The Sea Barons are ever vigilant of raids from the northern Rhizian Barbarians.
ICE BARBARIANS (Kingdom of Cruski)
Their most despised enemy, however, is the Sea Barons, whose ships they attack on sight, and whose isles they often attack and plunder - usually at a price. Of late these raiders have joined with Frost and Snow Barbarians in order to counter the growing strength of the coastal defenders of the Great Kingdom and the Sea Barons. [Folio – 11]

SNOW BARBARIANS (Kingdom of Schnai)
For a time the Frost Barbarians were under the thumb of the King of the Schnai, but the Fruztii are now free except in pledge. This has not affected general concord with either neighbor, as all three consider the Great Kingdom and the Sea Barons as their most natural source of easy loot and profit. [Folio – 15]

FROST BARBARIANS (Kingdom of Fruztii)
The Frost Barbarians are the weakest of the three nations (of Sue! peoples) inhabiting the Thillonrian Peninsula, called Rhizia by these peoples. They have never recovered from the Battle of Shamblefield, and have been under the suzerainty of the Schnai for the past two decades - and several times previously as well. [Folio – 10]

Pirates of the Lordship of the Isles
But their greatest concern has always been their southern rivals, the Duxchaners.
LORDSHIP OF THE ISLES (Principality) Member of the Iron League
There is particular enmity between the Sea Barons and the Lord of the Isles for rather obvious reasons. [Folio – 12]

Sunndi is an enemy, too, by their association with the Lordship of the Isle; but in sooth, the Barons give little thought to this inland state, so long as they keep to their side of the Hestland Highlands.
SUNNDI (County of), Member of the Iron League
The county benefits both from its natural resources (including agriculture) and from trade – overland with Idee, by sea with Duxchan. It is threatened continually, however, from the north by the Herzog's legions, from the east by the forces of the Holy Censor of Medegia, and by the Sea Barons along its coasts. [Folio – 16]

Neither the Sea Barons nor the Duxchaners know what to think of the Spindrifts. That said, both have designs on those little-known islands.
SPINDRIFT ISLES
The islands furthest east in the Asperdi-Duxchan chain are the Spindrifts, some 100 leagues east of the Medegian coast. Exact information is not available, as neither the Sea Barons nor the Duxchan captains have reported upon them – both groups likely desiring to expand their holdings by acquiring these islands. [Folio – 16]Lendore Isle, on the other hand, has much trade with the continent and pays, through the Council of Seven of Lo Reltarma, a liberal sum to both the Lordship of the Isles and the Sea Barons to pass without incident This immunity has been ignored on occasion by an enterprising pirate who is then later exterminated; whether by an agent of the Council or by someone else is unknown. [Folio – 16]


“We are like islands in the sea, separate on the surface but connected in the deep.”
― William James





One must always give credit where credit is due. This post 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 exhaustive.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art: 
The Sinking Isle, from Greyhawk Adventures Hardback, 1988
Tomb of Horrors back cover, by Erol Otus, from S1 Tomb of Horrors, 1981
Sea Barons map detail, by Darlene, from World of Greyhawk Boxed Set, 1983

Sources:
1015 World of Greyhawk Boxed Set, 1983
1043 The City of Greyhawk Boxed Set, 1989
1064 From the Ashes Boxed Set, 1992
1068 Greyhawk Wars Boxed Set, 1991
2011A Dungeon Masters Guide, 1st Ed., 1977
2023 Greyhawk Adventures Hardback, 1988
9022 S1 Tomb of Horrors, 1978, 1981
9025 World of Greyhawk Folio, 1981
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
WGR Ivid the Undying, 1998
11742 Gazetteer, 2000
11743 Living Greyhawk Gazeteer, 2000
Dragon Magazine #52, 55, 206, 230, 294
Greyhawkania, Jason Zavoda
The Map of Anna B Meyer

1 comment:

  1. While many folks consider Moby-Dick impenetrable, it's a book I've read many times and enjoyed. That said, if you're looking for nautical inspiration for gaming, Melville's first two novels Typee and Omoo might be more enjoyable for gaming inspirational reading. Mardi (this 3rd novel) is also good, and would play nicely with a more fantastical voyages campaign.

    Allan.

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