Friday 14 April 2023

The History of Hepmonaland, Part 3 (1 to 584 CY)


"Nowhere did we stop long enough to get a particularlised impression, but the general sense of vague and oppressive wonder grew upon me. It was like a weary pilgrimage amongst hints for nightmares."
– Joseph Conrad, Heart of Darkness

The Yuan-ti
The Olman has long left Hepmonaland, those remaining slipping into barbarism, most skulking in the northern jungle, others casting nets into the shoals and reefs of the Duxchans. The islanders were no match for the Flan and Suel who followed.
The Kunda had collapsed.
Only the yuan-ti appeared to prosper.
These were dark days indeed for the Dark Continent.

1st Century
The Oeridians
The Oeridians reached the Solnor coast, and not able to march further they stepped upon the decks of galleys that they might march upon the isles they spied off their furthest shores.
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 – 70]
That would change over time as the Aerdi gained their sea legs.
This scattered principality stretches over seven major islands, from the Spindrift Sound to the mouth of the Tilva Strait. These islands are rich and fertile, and enjoy the benefits of their strategic location. They profit hugely from cargoes of goods brought from Hepmonaland to the Great Kingdom and collect tribute from those states which wish to use the Tilva Straits in commerce. [Folio – 12]

Rod of the Aerdi Sea (M): This defensive weapon was fashioned for use by merchants who sail the pirate-infested waters between Hepmonaland and the Great Kingdom. [GA – 74]

But the Aerdi had yet to brave the interior of Hepmonaland. Only the Suel had in earnest; but the Kingdom of Shar brought anything but peace and harmony with them.
Olman and darker-skinned natives of Hepmonaland live in abundant numbers here, but the people are treated as baseborn and often enslaved, working the plantations of the unscrupulously rich gentry. [LGG – 70,71]

166 CY
This is not to say that Rauxes was not away of the riches to be had deep within the dark heart of the southern continent. The overking was; but gaining access was not easy with the Duxchaners prowling the Aerdy Sea betwixt them and it. It was time to change that.
In 166 CY, he committed the combined navies of the Great Kingdom to breaking the power of the Duxchaners. [LGG – 71]

168 CY
Fleets were sent to deal with the piratical menace.
The Battle of Ganode Bay
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]
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]
The Ardi had finally gained dominion over the southern seas.
The Oeridians have emigrated to these islands in large numbers only over the last few centuries; they are most common in Diren and the smaller isles of Jehlum, Mirim, and Luda. [LGG – 70]
The Aerdi settled these islands in large numbers, founding Sulward as the capital, though the population remained largely Suel, particularly on Ansabo and Ganode, where local Suel lords were absorbed into the government of the realm. [LGG – 71]
One would expect that the Aerdi would have then colonised the northern shores of Hepmonaland; but they did not.
Duxchan [..] gained authority from the overking over the southern seas and the rich trade proceeding from Hepmonaland. [LGG – 100]

170 CY
They might never have gained a foothold upon its beaches if the northern nation of the southern continent had not withered under the gaze of the fell serpent Meyanok and those Olman who remained continued to war amongst themselves. Further south the Touv continued to prosper, much as they always had. But all was not as it seemed; the Tuov were beset with the machinations of the cult of the serpent.
Tolanok was once an Olman city in the highlands of Hepmonoland. Abandoned during the Olman exodus, the Touv moved warriors into the city to hold the front line and to initiate attacks against the yuan-ti of Xapatlapo. After several years when the Olman did not return and the Xapatlapoans closed their borders, the Touv capital allowed civilians to settle the [Tolanok]. The hillside mines were reopened, and precious metals and gems flowed back to the capital [.]
[SB – 54]
Tolanok became a very wealthy state, although the mediocre soil of the region kept it from growing too large. It was its financial prosperity and status as the smallest of the Touv city-states that eventually attracted the attention of the priests of Meyanok.
Over the years the priests slowly replaced key individuals in the temples and the city government. In 170 CY, the high priests of Meyanok called down the power of their god and withered all vegetation within five miles of the city wall. The city’s stores of grain were lost, and the people were best by famine. Many fled, but most could not; those that died of starvation rose as the ravenous, a new form of undead. [SB – 54]

The Yuan-ti
The yuan-ti of Xapatlapo are withdrawn and rarely pass their borders. They have not raided in over a century and only occasionally travel west to trade with the islanders on the archipelago.
[SB – 54]
Ichamnmna began to fortify and rebuild, aided by the discovery of an iron lode the bronze-using Olman had left unused. Soon they began attacking north again, but the reptiles proved capable of defending their own lands. When Tolanok was rendered barren in 170 CY, Prince Okelo saw an opportunity to take the yuan-ti by surprise.
Unfortunately, the inhumans anticipated such a move and laid poisonous traps all along the path of the Prince’s troops while simultaneously flanking the humans and moving into the flatland, catching the citizens unawares. The people were enslaved and corrupted by the blood curse of Tlaloc, and Ichamamna remains a yuan-ti nation. [SB – 49] (1577 TC)
The Tuov ought to have fortified their borders and let sleeping serpents lie.

They had awakened the serpent.
c. 170 CY
When Ichamamna was overrun by yuan-ti, Ikelan increased patrols along its northern border, which has saved them more than once. [SB – 49]
Ichamamna is […] exploring and raiding south into Ikelan on a regular basis. Having learned ironworking from their human slaves, the Ichamamnan yuan-ti create ugly weapons of deadly efficiency [.] [SB – 49]

c. 400 CY
The Suel, it would seem, would not be spared the serpent’s attentions, either.
The people of Lega wander further than any other Hepmonalandic Suel [.] They have been fighting an intermittent war with the people of Sharba for the past 200 years [beginning now]. [SB – 52]

448 CY
One wonders why the Aerdi never colonised Hepmonoland’s northern coasts. Might that be because they had conquered most of the Flanaess and were taxed with controlling such a vast domain? That might be so. If only they had done a better job of it. Their empire began to disintegrate.
The prince of the Isles joined the Iron League in 448 CY, providing naval support and conveyance for traffic between Irongate, Onnwal, and their allies in Nyrond. In so doing, the lord of Diren was forced to deal more plainly with his fellow lords on the other islands, sharing additional power and ceding more local autonomy to them over the ensuing years.
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]
War had come to the southern seas.

570s CY
This is not to say that the Duxchaners are in complete control of the southern seas. There are patches that no man rules.

The Jungle of Lost Ships
The Jungle of Lost Ships
While in Sulward, the capital of the Lordship of the Isles, the adventurers are approached by an aging merchant who has a business proposition. He tells the party that one of his ships on a regular trade run to Hepmonaland was caught by a sudden storm, and blown hundreds of leagues off course to the east. Then the wind died, and the ship was drawn by a strange current to a place where there was a great mass of incredibly dense and tangled seaweed. Some of this seaweed had seemingly formed into great floating mounds. As they drifted closer, the captain realized that the floating mounds were actually derelict ships, trapped and overgrown by the weed. The captain saw ships of all nations, even ships of types that had been out of use for decades or that he had never seen before. Most importantly, he recognized two as being from the legendary Lost Treasure Fleet of the Sea Princes. Fortunately, another storm blew up and the ship was able to escape before becoming permanently mired. The captain reponed all this to the merchant and then retired, since the Hepmonaland run was to have been his last voyage anyway. [WoGG – 28]

Turucambi
The Oljatt Sea is largely unexplored owing to the hazard of the predatory sea creatures that dwell there, but nonetheless the intrepid Sea Lords have trade routes along the shallower portions well down the Hepmonaland coast. One of the primary reasons for taking such a difficult journey is the lacework of islands, reefs, lagoons, and lakes known as Turucambi.
Turucambi 
Turucambi is a maze of limestone jutting up from the sea bottom some 20 leagues from the mainland of Hepmonaland’s easternmost extremes.
[GA – 102]
Indeed, there are patches that none rule.
The waters teem with mermen, sahuagin, water nagas, sea elves, koalinth, saltwater trolls, ixitxachitl, and even a tribe of seagoing lizardmen. These fight constantly with one another to maintain their territories, and to exclude uninvited landsfolk. [GA – 102]
Few who sail the seas are privy to their goings on. Few care, fewer care to enquire, so long as their fleets are left alone.
Most have treaties with merchants from civilized lands or with Hepmonaland natives allowing safe passage and free trade. [GA – 102]
But something is up, it would seem. The sahuagin have been more rapacious than usual, of late.
The sahuagin attacks have increased in recent years, and [the Touv city-state of] Kevot has not fared well against them due to crop blights and livestock sicknesses; the sea devils have been carrying away people and livestock. […] [SB – 51]
The Suel heard of their misfortune. And, as one might expect…
[T]he fair-skinned visitors from the Land of Purity to the north have offered aid to the beleaguered nation. [SB – 51]
… as they are always wont to do….

573 CY
Red-robed Ambassadors from the South
Indeed, the Brothers of the Scarlet Sign from the reclusive Kingdom of Shar were only then venturing out into the wider world, offering their hand of friendship and benevolence.
In 573 CY, however, red-robed ambassadors from the south appeared in the courts of the Iron League Speaking in whispers, they offered their services to the merchant lords, announcing themselves as peaceful envoys of the Scarlet Brotherhood, representatives of the kingdom of Shar, an Ancient Suloise word meaning "purity." [LGG – 96]
Yet no one suspected the Scarlet Brotherhood. Their red-robed emissaries had wormed their way into the good books of many rulers and nobles, beginning with the states of the Iron League. [FtAA – 6]
At the time, few connected the appearance of these sagely, monastic advisers to […] any number of political developments throughout the Flanaess. The arrival of the Brothers of the Scarlet Sign did trigger curiosity, of course, and in short order spies were sent to the Tilvanot. [LGG – 96]

575 CY
The Brotherhood were benevolent to their long-lost kin, after all.
The arrival of pure Suel from the Scarlet Brotherhood in 6090 SD was a surprise to the people of Zar, who had largely forgotten their heritage and lived in a state of barbarism. The Brotherhood won over the Zarii with gentle words, promises of power and gifts, so the people of Zar taught the Brotherhood what was necessary to survive in the jungles of Hepmonoland. In less than a year, Zar became a primitive daughter state to the kingdom of Shar, sending resources and warriors north to the main Brotherhood lands. The city of Zar is being renovated and restored from ruin. [SB – 55]
Is blood thicker than water? Only when spilled.

576 CY
The Great Kingdom had lost control of the southern seas, and they were paying the price for it.
[The Lordship of the Isles] profit hugely from cargoes of goods brought from Hepmonaland to the Great Kingdom and collect tribute from those states which wish to use the Tilva Straights [sic] in commerce. [Folio – 12]
The Lordship of the Isles long collected tribute from states wishing to use this long, tropical, shark-infested passage between the Tilvanot Peninsula and northwestern Hepmonaland. Such tribute was negotiated through diplomats and paid in advance, and Lordship vessels patrolled the straits, hunting for vessels whose home states had not paid the fee while also ensuring that those who had paid made the journey safely (i.e., were not attacked by pirates, rumored to actually be Duxchaner privateers).
[LGG – 150]
Since the Lordship of the Isles guards the ways between the mainland of the Flanaess and the Tilva Strait as well as the shores of mysterious Hepmonaland, much income is derived from exacting levies from trading vessels passing through local waters. [LGG – 70]
Indeed, the Duxchaners are the terror of most of the southern seas, from the Oljatt to the Densac.
Oljatt Sea: The waters to the north of Hepmonaland and east of the Duxchans is known as the Oljatt Sea. These warm, deep, blue-green depths arc dangerous in the extreme, for many creatures haunt this sea. Some are large enough to carry a ship to the bottom. and vessels going into the Oljatt are said to chain themselves together and have men with pikes and bows ready to fend off the monsters. [Folio – 20]
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]
Tilva Strait: This narrow strip of water between the cockscomb of Tilva and Hepmonaland must be used by vessels sailing to or from the central waters and those of the east. This commerce is preyed upon by piratical vessels – sometimes whole fleets – so that squadrons of warships will be seen patrolling at times when important commerce is at a peak. [WoGA – 48]
Densac Gulf: It is thought that this body of water stretches for a thousand miles south between Lower Oerik and Hepmonaland. Who sails upon its waters and what lies below is not known. [Folio – 20]
Their ships lie in wait in the narrows, in coves, and all along the north coast of Hepmonaland.
Pelisso Swamps: These unhealthy stretches along the north coast of Hepmonaland are unexplored and who or what dwells there is unknown. [Folio – 23]

580s CY
The Brotherhood was a secretive lot.
The Scarlet Brotherhood was until recently a secret, apparently isolated power in the Flanaess. [LGG – 96]
Indeed, few outside the Tilvenot even knew they existed. To the outside world they were the reclusive Kingdom of Shar.
[F]ew save the folk of Sunndi paid much attention to the inhabitants of the Tilvanot Peninsula. Humans of pure Suloise stock, the southerners appeared to lead simple lives, taming their land as plantation farmers, trading but little with the outside world. To the Sunnd, their isolation seemed a natural result of the Spine Ridge and Vast Swamp cutting the Tilvanot from the rest of the world. [LGG – 96]
That was about to change.
Spies had been sent into the Tilvenot to discover more about the Kingdom of Shar.
Orderly Monks in Red Robes
Few agents returned to their masters. Those who did told of an agrarian society along the coasts that farmed far more than it could consume, with huge shipments of crop sent to the plateau at the center of the peninsula. The farmers, it was said, were kept in line by orderly monks in red robes, men and women who had on occasion displayed unimaginable acts of unarmed martial prowess. These monks kept the populace in order, making examples of those few who would defy their orders.
[LGG – 96]
In the last years before the war, reports reached the southern Flanaess that red-hooded mystics were enslaving and martialing vast savage empires in Hepmonaland. Travelers described these savages in the most horrific terms, mercilessly detailing their cruel rites and debased customs. According to travelers’ tales, vast nations following the ancient ways of the Suloise were mustering in the steamy gardens of Hepmonaland. [Wars – 6]
When rumors surfaced of their enslavement and martialling of armies of "savages" in Hepmonaland, men and women who should have known better dismissed such rumors. [FtAA – 6]
Still, Hepmonaland was too far from the beleaguered borders of the Flanaess kingdoms to cause much concern. [Wars – 6]

581 CY
It was only a matter of time before the Brotherhood and the yuan-ti would come face to face.
On the rare occasions when the yuan-ti [of Xapatlapo] have been spotted, they are all heavily armed. It is not known if the Scarlet Brotherhood has any interaction with these creatures. [SB – 54]
What will come of it is anyone’s guess.
With the increased incursions by the Scarlet Brotherhood in the past 10 years, Alocotla has been preparing for an eventual conflict by kidnapping and corrupting people of neighboring villages. The Lord of Scales is certain of the Brotherhood’s eventual attack, for his people are not Suel and no longer even human. [SB – 47]

The Scarlet Brotherhood are not a particularly warlike people, despite their temperament. The Suel had clashed with the Aerdi in ages past and had been herded before their greater ferocity. They had learned their lesson well and would rather not risk such a confrontation again. Let lesser beings and the lesser evolved wage war, they reasoned. They were above such trifles. There were better ways to gain one’s goals against nations that could never hope to understand the Suel peoples’ destiny, or the Suel’s natural and innate superiority, for that matter.
Let others die. That was the purpose of hobgoblins and the lesser Suloise of Hepmonoland: to sacrifice themselves for the Greater Destiny of the Suel.
And let others toil: The Flan and the Olman and Touv. And yes, the Oeridians, too.
But realising their plans was not going to be easy. Some, most, of the lesser cultures were reticent about realising their place in the world.
The Zarii are content with their lot; in exchange for goods and warriors, they receive exotic (to them) clot, weapons and food. They ferry agents of the Brotherhood along newly built roads to Lerga, travel to strange lands, fight and pillage; most don’t realize that they are second-class people to the Brotherhood—barely a step above hobgoblins. [SB – 55]
The Scarlet Brotherhood values the warriors of Lerga for their ferocity. The jungle nation welcomed the Brotherhood with open arms once they heard the latter revered Llerg as a deity. [SB – 52]
The Scarlet Brotherhood does not recruit from Sharba [.] The Brotherhood considers the Sharba practice of cannibalism revolting, emphasizing their subhuman status, but they recognize the value of these primitives in fulfilling the brotherhood’s overall goals. [SB – 52]
As they value the descendants of Sharba….
Their Centuries-old Curse
The Sharbakal are desperate for help in removing their centuries-old curse. They believe the Scarlet Brotherhood might have the power to do it, but are wary of what would be expected in return. A few volunteers have been taken away by the Brotherhood for study, both to determine the intricacies of the curse and (secretly) to see if it can be exploited in the Brotherhood war effort. Until they have more information, the Sharbakal hold the Brotherhood at arm’s length; rumors of raids into Sharbakal lands by Brotherhood warriors for slaving purposes have not helped relations.
[SB – 53]
Some large-scale breeding experiments involve the mutant or crossbreed children of the Hepmonaland nation of Sharbakal, whose natural reptilian-human cross allows for some interesting variety; [to say nothing of] captured yuan-ti from Hepmonaland [.] [SB – 23]

582 CY
The whole of the Flanaess became embroiled in war.
The barbarians invaded the Hold of Stonefist [;] [t]aking advantage of the chaos, Ivid V ordered the Great Kingdom's armies to muster [;] Almor was utterly destroyed; Nyrond was invaded; Sunndi was conquered [;] Medegia was despoiled and Rel Astra attacked by the Great Kingdom's own military. [LGG – 15]
The madness of war bred more war. [LGG – 15]
Did the Brotherhood light the flame of war? Fan them? It did not. But it had prepared for its coming.

583 CY
(Winter)
It was then that the Scarlet Brotherhood took measures in the Duxchans.
The Duxchan Isles had always been an unpredictable port of call. One always had to wonder where its allegiances lay. The answer to that question had always been obvious to any who had laid foot upon its beaches: With itself, for the most part.
This chain of islands has been occupied by the Suel for nearly one thousand years, and this race remains the most dominant population of the isles, most notably on Ansabo and Ganode. [LGG – 70]
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]
And so it had been. Until it joined the Iron League. And so it seemed it would remain. Would the Lordship have stood with the League? It might have, but it was never given the chance to prove what faith might have been laid upon that decision.
During the Greyhawk Wars, the wintry Latmac Ranold was abruptly deposed and an unheralded successor immediately took his place. [LGG – 72]
Was the elderly Aerdian assassinated? Some believe so. Most Aerdi believe so. For in no time, the Lordship steered the Duxchans on a hitherto unforeseen path.
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. [LGG – 72]
Frolmar Ingerskatti of Ganode
The Lordship of the Isles quickly became a hotbed of intrigue. 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]
Trade and supply waned to a trickle, and what little that did find its way to port was paid for dearly. If at all.
When the Lordship fell to the Scarlet Brotherhood in late 583 CY, the nature of the tribute changed. A complete blockade of the straits was applied, with only ships of the Scarlet Brotherhood or Lordship of the Isles being allowed free passage. Cargo from other states could be shipped by Lordship vessels through the straits for an exceptionally high fee. It is heard that piracy here has fallen dramatically as a consequence. The Brotherhood may have charmed sea monsters into aiding the blockade, but details are not available. [LGG – 150]
These waters comprise the Aerdi and Oljatt Seas, the Tilva Strait, and the Spindrift Sound. The Scarlet Brotherhood controls much of these seas, contesting northern areas with the Sea Barons and in a few incursions from Ice Barbarians. Eastward along the north coast of Hepmonaland, a handful of pirates—some reputed to be seagoing hobgoblins—occasionally foray westward. [FtAA – 48]

584 CY
The Brotherhood Struck
The whole of the Flanaess a maelstrom and the southern straits secure, the Brotherhood struck.
This same year, decade-old paranoia regarding the Scarlet Brotherhood came true, as advisers in courts throughout the Flanaess were found to be Brotherhood agents. The Lordship of the Isles, Idee, Onnwal, and the Sea Princes fell under the influence of the Scarlet Sign, from treachery or invasion. [LGG – 16]
Barbarians from the Brotherhood’s holdings in the Amedio Jungle and Hepmonaland were used as soldiers to hold newly captured lands. [PGtG – 11]
The Brotherhood was revealed as an evil, racist order dedicated to preserving the culture and purity of the ancient Suel Imperium, without regard to the lives of others. [LGG – 16]
It has seemed extraordinarily easy for the Brotherhood to recruit veritable armies of the jungle dwellers to aid their campaigns and keep order in invaded states. [FtAA – 35]
They offered freedom to the most promising Suel-blooded savages they took in, in exchange for military service in the armies occupying the Hold [and their other conquests]. [SB – 6]

Hepmonaland might have been first, by the maelstrom raging upon the Flanaess had given it reprieve.
The Brotherhood plans to maintain friendly relations with Zar, Lerga, and Sherba. Occasional slave raids into Xolapeqa will also continue, but the Father of Obedience doesn’t want to antagonize any possible allies, and so he has directed Sister Leara to stop raids into Sharbakal. Not wishing a war on two fronts, he has ordered the cessation of all unfriendly interaction by Brotherhood agents with non-Suel nations of Hepmonaland. [SB – 23]
That cessation would not last for long.


"The conquest of the earth, which mostly means the taking it away from those who have a different complexion or slightly flatter noses than ourselves, is not a pretty thing when you look into it too much."
– Joseph Conrad, Heart of Darkness





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


The Art:
The Yuan-ti, from Tomb of Annihilation, 2017
Greyhawk map detail, by Darlene, from World of Greyhawk Folio, 1980
Hepmonaland map detail, by Sam Wood, from The Scarlet Brotherhood, 1999
Yuan-ti, by Jim Roslof (?), from I1 Dwellers of the Forbidden City, 1981
Cove detail, by Doug Beekman, from The Scarlet Brotherhood, 1999

Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
1068 Greyhawk Wars Boxed Set, 1991
2023 Greyhawk Adventures, 1988
9025 World of Greyhawk Folio, 1980
9046 I1 Dwellers of the Forbidden, 1980
9578 Player’s Guide to Greyhawk, 1998
11374 The Scarlet Brotherhood, 1999
11743 Living Greyhawk Gazetteer, 2000
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

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