Friday, 28 July 2023

The Lordship of the Isles, Part 1

  

“It is better to have your head in the clouds, and know where you are... than to breathe the clearer atmosphere below them, and think that you are in paradise.”
― Henry David Thoreau


A string of pearls...
A string of pearls exists upon the Oerth. Its beauty is unparalleled. So say all who’ve ad the good fortune to lay eyes upon them. Turquoise seas glow. A languid breeze caresses its seas and keys, alike. Brakers roll upon ivory beaches. Palms sway. Cliffs leap out of the sea and tower over all who witness their majesty. Innumerable birds wheel over all, raising cacophony. And reigning over all this, a brilliant sun bathes these keys of the southern seas in brilliance and gold.
Paradise. And capricious beauty.
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. Much of the terrain on the isles, except for the rocky volcanic peaks central to most of them, is covered in thick tropical forest. [LGG – 70]
The coasts usually receive more rainfall and remain cooler in the summer and warmer in winter than inland areas. Several areas have subtropical conditions, during which the summers are relatively dry but winters bring considerable rain. These areas include the Hold of the Sea Princes, the Pomarj, Onnwal, Idee, […] Dullstrand, the northern Lordship of the Isles and the Spindrift Isles. [PGtG – 8]
These pearls are commonly called the Lordship of the Isles. They were not always called such; once they were known as the the Duxchan Isles – and still are, depending who you talk to. Before that, who can say? The Flan surely had a name for them, if you’d care to ask. And before them? The Olman most certainly must have, but none would ask so lowly a savage as them. And who would care to? Before them, most profess that they were forever vacant, forever pristine, just pearls upon a turquoise sea.

c. -10,000 CY
The Dakon
They would be wrong. Long before man set foot upon the islands, other far more ancient civilisations did.
Beastman tribes tend to keep to themselves, communicating only with other beastman tribes. They use and produce few artifacts, and hence have little interest in trade. They speak their own language, but a few individuals can converse haltingly in the common tongue. The bulk of their population seems to be in the Amedio Jungle, although there are reputed to be beastmen tribes in the jungles of Hepmonaland as well. [GA – 21]
Did they actually? It’s not certain they did, but they might have. The did raise cities in both the Amedio and Hepmonaland; thus, it is very probable that they did across the length of the Duxchans, which are only a short hop from the Dark Continent. Should they have, and they surely could have, their presence has long since been erased by the ravages of time.

c. -8000 CY
The Torhoon
Had they once, the beastmen no longer rule the islands, and haven’t for millennia. They were brushed aside by a more advanced civilisation. Legends suggest the Torhoon, the Tall Walkers.
Their earliest mention is by Andy Miller in Ex Keraptis Cum Amore, in Dungeon #77 (December 1999):
[A]n ancient race called the Torhoon (whose empire, based on alchemy and magic, was centered in Hepmonaland over 8,000 years ago) [.] [Dungeon #77 – 33]
That passages says that their civilisation was centred in Hepmonaland, not that it was exclusive to it.
Who were these Torhoon? According to Andy Miller, they were human:
A [7’] tall man suddenly appears in front to you. He is human, although his body is hairless and his features are slightly elongated. He wears a loose, black toga and watches you with large, unblinking eyes. [Dungeon #77 – 48]
Little else is mentioned. There are references to Torhoon writings and pyramids and Torhoon wights and mummies and mists, of Torhoon magic and alchemy, although none of it differs much from contemporary versions, except that more modern wizards can not duplicate all of the spells known to the ancient Torhoon sorcerers. [Dungeon #77 – 53]
Legends of Hepmonaland natives suggest that they are not adverse to the belief that the Torhoon sailed the southern seas.
Reports surface from time to time of unusual ships on Byanbos shores piloted by beings the locals call “The Tall Walkers.” [SB – 48]
Are the Tall Walkers and the Torhoon one and the same? Maybe. They could very well be.
The Tall Walkers could, in contemporary times, presumably be the Suel, seeing that there are no other mentions of the Torhoon ever again, but they are most likely not. The Suel are referred to as the white-skinned northerners [SB – 50] and the ”white demons” [SB – 48] by the Tuov.
So, who then were they?
All canonical mention of the Torhoon is restricted to the southern half of Hepmonaland, but a civilisation as powerful as the Torhoon could, and would, have colonised the rest of their continent and beyond, to my thinking.

-6233 CY
What became of the Torhoon? Your guess is as good as mine; but, as is usually the case, Torhoon civilisation collapsed, whether by war, internal strife, by the maleficence of their most powerful and misguided. Left to their own devices, those who survived invariably rose again, if by a new name.
The Kersi
A group of beautiful dark skinned humans called Kersi from over the southern sea from a large island continent they called AnaKeri arrived on the southern portion of the Flanaess in large wooden platformed outriggers.
(-717 SD) [OJ#1 – 5]
Could the Kersi be the Olman?
The Olman of Hepmonaland have rich red-brown or dark-brown skin, straight hair and dark brown eyes. They have high sheekbones and high-bridged noses, although those of more common stock have less definition in these characteristics. [SB – 36]
They could be. It’s not like the Olman appeared out of thin air. Unless they did, that is, which is unlikely, but stranger things have happened: The Rhennee did, after all; so it’s not without precedence. But I imagine that the Olman did not, that the Olman had always been there, whether they might be called Kersi or Olman.

-6067 CY
Plentiful seas lured the Kersi out from their coasts. An open sky, a rocky coast, a strings of islands, banks and shoals lured them further and further out.
Oljatt Sea: The waters to the north of Hepmonaland east of the Duxchans Is known as the Oljatt sea. These warm, deep blue-green depths are dangerous in the extreme, for many creatures haunt this sea. [Folio – 20]

Did they remain? Surely they did.
Asperdi-Duxchan:
This chain of islands begins near the Tilva Strait, where Hepmonaland near touches the Tilvanot Peninsula, and ends just off the coast of North Kingdom. [LGG – 146]
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. Much of the terrain on the isles, except for the rocky volcanic peaks central to most of them, is covered in thick tropical forest. These forests are a rich source of the exotic animal and plant life that sustain the economy of the islands [.] [LGG – 70]
Why would they leave?
Olman and darker-skinned natives of Hepmonaland live in abundant numbers here [.] [LGG – 70]

They then sailed further asea, from the Tilva to the Tilvenot, to the Duxchans, unto the Olmans and beyond. And upon those southern seas they were sure to meet others as eager to explore as they.
The Se-Ul began systematized trading with the tribes to the north and east. The Baklun in the northern plains, and the Flan who dwelt just west of the mountains were among these. Sea trade routes to AnaKeri are developed. [OJ#1 – 5] (-551 SD)

-5528 CY
These Suel, the Kersi would discover, sought to conquer all the peoples of the world.
Alianor sends a large naval force to invade AnaKeri.  The outriggers of the AnaKeri are no matches for the mighty warships of the Suel.  [OJ#11 – 56]
But the Kersi remembered their Torhoon past.
A Maelstrom of Wind and Wild Seas
As the massive armada approaches the clerics of the AnaKeri call upon the elemental princes for protection.  The princes encircle the island continent with a maelstrom of wind and wild seas and much of the invading fleet is destroyed.  Those that do land are met with upheavals in the land itself and, at last, by beings of elemental fire.  A few of the invaders return to tell the tale.  The wall of wind and water remains behind circling the continent of AnaKeri to this very day.
(-12 SD) [OJ#11 – 56]
Might they have called up a hurricane? Or might a hurricane have fortuitously blown in, saving the Keri from the Suel? As to whether a maelstrom might circle the continent to this very day, hurricanes are seasonal, coming every year.
The waters and coastlines of the isles are not without their dangers. Strong cross-currents can send a small vessel with an inexperienced captain or fishing crew […] many miles out to sea, with generally northern currents flowing up from the warmer southern waters. Whirlpools or tsunami are, however, very rare events, and gale or storm force winds and massive downpours are not too common. [Ivid – 89,90]

c. –2400’s
Did the Kersi continue to flourish? Or did they, in their turn, collapse, as the Torhoon did before them.
Did they forget who they were? Did they then become Olman, declared as such by the arrival of new, hitherto unknown, gods?
The Olman gods are not native to Oerth, having been worshipped first by beings on another prime material plane. At some point around 3000 years ago, these gods discovered Oerth and the Olman people, and revealed themselves as supernatural beings to the primitive Olman. [SB – 42]

Huhueteotl
Camazotz, god of bats
Huhueteotl, god of Fire and Motion of Time
Mictlantecuhtli, god of Death
Quetzalcoatl, god of the Air, Birds, and Snakes
Tezctlipoca, god of the Sun, Moon, Night, Scheming and Betrayals
Tlaloc, god of Rain
[SB – 42,43]

Who are the Olman People, anyway? They are an old people indeed, if they are the newly revived Kersi, as old as the Suel, in fact; as old as the Flan, as well, surely. Are they an off-shoot of the Flan? Or the Flan them?
The Flan were the first known humans to live in eastern Oerik, and it is from them that the Flanaess gets its name. Although evidence exists that they once had settled nations, those vanished long ago. The Flan had been a nomadic people for many centuries [.] [LGG – 5]
Have they the same ancestral root?
Some consider the Olman to be distantly related to the Flan, but there is of yet little evidence to corroborate this. [SB – 36]
But they might be.
The Olman
The Olman have skin of a rich red-brown or dark brown color. Their hair is always straight and black, and their eyes are dark, from medium brown to nearly black. Olman have high cheekbones and high-bridged noses, a trait less strong in those of common birth. Some nobles still flatten the foreheads of their young, for a high, sloping shape is considered beautiful.
[LGG – 6]
Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any shade between). The Flan have broad, strong faces and sturdy builds. [LGG – 5]
And the Flan may have sailed the coastal waters longer than we imagine.
Flan […] inhabitants […] plied the surrounding waters for centuries. [LGG – 71]
Who can say? The origins of man and elves, as are the origins of Oerth and Oerik, a mystery.
Thus, the Olman might have shared a common ancestor with the Flan. But they are not Flan.
The Olman originated on Hepmonaland, raising a number of city-states from the jungles of that land. Through centuries of warfare, they built an empire that spanned northern Hepmonaland and reached across the Densac Gulf to include the Amedio Jungle. [LGG – 6]

Were these Olman civilised? Did they erect ziggurats to their gods? Or did they only cling to those few clearings they hacked out of their jungle, or upon reed rafts in vast swamps and estuaries, eking out existence where beastmen and troglodytes might still have reigned?
Savages [the Olman] from the Amedio Jungle or Hepmonaland would have skills in long distance signaling, running, possibly paddled small craft, sound imitation, and trap building. Their required initial weapons would also include the blowgun or short bow, club, and dart or javelin in the Amedio. With respect to Hepmonaland, the atlatl and javelin, club, and short sword are typical weapons. [Dragon #63 – 11]

Jungle Druid
Tied to the land, they sought to tame it.
Jungle Druid
WG: Amedio Jungle, Hepmonaland [Dragon #209 – 14]
And in time master it.
Skull-Staff of Hepmonaland (C, M): This is a 7‘ long pole that is topped with a skull with a wild mane of white hair and sharp, demonic features. The shaman who uses the staff claims that it is the skull of an ancient demon, though many suspect that it belonged to an evil wizard who died in the hands of head-hunters in Hepmonaland. [GA – 74]

Cloak of the Couatl
This item is a short cloak made of couatl feathers. [It allows] the wearer to fly [, and] become invisible at will [.] This item is normally only found in Hepmonaland and the Amedio. [SB – 86]

-1932 CY
Before long, they discovered the waters that spanned the whole of the Oerth. Or perhaps they had always been there. It was upon the shores of these waters they would soon rediscovered that there were more peoples upon this Oerth than they had until now believed to be true.
The first reports of strange cities to the south worshipping strange gods are reported by the Flanae. These people (according to Flan sources) call themselves Almeks (Olmec in the Common tongue). (3584 SD/215 FT) [OJ#1 – 13]
These Almek were not native to the continental Flaneass, the Flan discovered. They had sailed from a far-off land, a hot, jungled land, one they gestured to lie many days journey to the east. Although great effort was made, neither could make themselves understood, except in the most rudimentary way, as neither spoke the tongue of the other.
Where were these shores? One imagines they were close to where the Flan had presumably first settled in the Flanaess: Keoland.

c –1900 to –1500 CY
But where the Suel and the Flan had discovered the secret of bronze, and the fashioning of weapons with it, the Olman of Hepmonaland had not. But they marvelled at the slim, shining stone that the Flan had carried; and they sought to divine the secret of it themselves. Its discovery changed them. Their weapons were no longer blunt wood and stone. They were sharp, and their keen edge allowed those tribes that wielded them to conquer the others.
Over the next 400 years, the Olman learned to work stone and bronze and built great cities in the heart of the jungle—clearing land around them for farming—and raising great temples to honor their deities. Four Olman city-states formed from the original tribes, and all delighted in warring on each other, claiming prisoners as live sacrifices. [SB – 36]

c. -1400 CY
The nomadic Flan had spread out over the continental Flanaess, building cities, claiming nations.
Two millennia ago, Flan civilization reached its zenith on the arid grasslands of Sulm. [Polyhedron #157 – 22]

c. -1125 CY
Claiming ever more of the continent.
The ancient kingdom of Ahlissa, ruled by the Flan […], is known today only for its founding wizard-queen, Ehlissa the Enchantress, and a magical nightingale she made. [LGG – 13]
They had settled the coasts, and sailed the southern seas.
[T]he Flan […] inhabitants […] had controlled these islands and plied the surrounding waters for centuries. [LGG – 70]
This is the first mention of the Flan far in the east.

-1100 to -1000 CY
The Olman, it would appear, had come under siege.
The capture and conversion of two of the Olman city-states into yuan-ti communities wounded the Olman morale, and eventually a large number of Olmani migrated to the north end of Hepmonaland and onto the Tilvanot peninsula and Olman Islands, with most settling in the Amedio jungle. [SB – 36]
Indeed, they were fighting on two fronts, from within and without.

c -1000 CY
Besieged by both the southern Tuov and the yuan-ti, the Olman retreated, until they had largely vacated their once glorious jungle empire.
The last Olmani to traverse the seas were the men and women who fled to the Amedio a thousand years ago. [SB – 37]
Not all Olman abandoned Hepmonaland, though. Some remained. Presumably those who could not escape.

-476 CY
In time, the Suel returned to the far eastern southern shores.
In the wake of the Rain of Colorless Fire, Suloise survivors fled in all directions, many crossing the Hellfurnaces into the Flanaess, where they met other Suel who had fled the long war much earlier. Some evil Suel were forced into the extreme corners of the Flanaess by invading Oeridians. […] The people of the Duchy of Urnst and places in the Lordship of the Isles are nearly so. [LGG – 8]
Indeed, they spread out into the entirety of the southern seas.
The majority of the Suelites were pushed to the extreme south, into the Amedio Jungle, the Tilvanot Peninsula, the Duxchan Islands, and even as far as across the narrow Tilva Straight into Hepmonaland. [Folio – 5]
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 or those of the east. [Folio – 20]

Lordship of the Isles: North Latitude 20 [Dragon #68 – 42]
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]
The majority of the island inhabitants are of pure or nearly pure Suloise descent, their ancestry closely dated to those Suel who colonized the Tilvanot Peninsula and became the Scarlet Brotherhood of today. The islanders never had a voice in their government and were largely divorced from concerns other than farming and logging, sending their goods to Sulward or Duxchan for overseas trade. [TAB – 33]
Many Suel settled in the island realms off the southeast shores of the Flanaess, specifically in Lordship of the Isles. Like their brethren of the Thillonrian Peninsula, they may have bonus seamanship, fishing and swimming proficiencies. With their strong tradition of trading, they are better at negotiating than most Suel. [PGtG – 45]

This is not to say that the Suel held dominion over the southern seas. Far from it.
Originally of Hepmonaland blood, Shemnoata [former pirate chieftain] was widely known as a merciless pirate who was also a great witchdoctor. His name is still whispered with fear and awe in the Lordship of the Isles. What is not widely known is that Shemnoata was a necromancer whose dabblings were not limited to his enemies. [Dungeon #71 – 27]
[Shemnoata must be of Olman descent. He must have been active after the Duxchan Isles were settled.]

-216 CY
The Suel held dominion until the Aerdi came to the coast.
The Aerdi
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.
[LGG – 93]
Solnor Ocean: It is said the Solnor reaches for a thousand leagues and more eastwards. […] Great monsters dwell in the Solnor and sport in Grendep Bay when the sun warms the waters there.  [Folio – 20]
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]
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]

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, [Aerdian], Suloise. [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 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]

1 CY
In time, the Aerdi conquered the whole of the east. And the Kingdom of Aerdy became the Great Kingdom.
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]

 1st Century CY
They had not yet conquered all, however. The islands beyond their farthest shores had yet to be gathered in. All too soon, they too were drawn into the fold.
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]
First fell the Asperdis.
The overkings colonized the [Asperdi] 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]

102 CY
These northern Asperdis were tasked to safeguard the Kingdom’s coast. First from the raiding barbarians to the north…
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]
And then the piratical Duxchaners to the south.
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
Though the Barbarians were troublesome and far more lethal, they were seasonal, and could wait. The Duxchaners, however, harassed the Kingdom’s coasts and shipping year-round.
An End to Marauding
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]

168 CY
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]

The Duxchan threat put to rights, the Aerdi landed upon their tropical shores.
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]
And tasked those Oeridian nobles to keep these southern Suel in check.
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]
Lordship of the Isles: So [Dragon #55 – 18/WoGA – 14]

Indeed, the Duxchan Suloise nobility soon discovered that Aerdian rule had its benefits.
This scattered principality stretches across seven islands lying between the Tilva Strait and southern Lendore, and was originally occupied by pirates. The pirates soon found that trade (especially from Hepmonaland up to the Great Kingdom) and exacting tribute from trade vessels passing through the Tilva Strait offered much easier living. [FtAA – 30]
Those who fell in line were soon rewarded.
Lordship of the Isles: Likely alignments: LN [Dragon #52 – 18]
[The Lordship of the Isles] gained authority from the overking over the southern seas and the rich trade proceeding from Hepmonaland. [LGG – 100]
Tilva Strait: This commerce is preyed upon by piratical vessels – sometimes whole fleets – so squadrons of warships will be seen patrolling at times when important commerce is at a peak. [Folio – 20]
Oljatt Sea: Some are [sea monsters] 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]

They were not, however, entirely their own masters.
The island lords became very rich over the next few centuries, profiting from the trade that flowed through their islands, a portion of which was due the herzog of South Province. [LGG – 71]
These forests are a rich source of the exotic animal and plant life that sustain the economy of the islands, primarily through their export to the mainland, where they are exchanged for hard coin. In the areas cleared by humanity near the coastal towns and seaports, sugarcane, pineapple, and coffee plantations are commonplace. These isles are also one of the few sources of rare woods such as mahogany, ebony, and teak, that are highly prized on the continent. [LGG – 70]

Tirucambi
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. [GA – 102]
Tirucambi
The attraction of Turucambi to the aquatic races is two-fold: first, it is one of the richest in sealife of the Oljatt’s reefs, and second it attracts human trade. Precious corals can be harvested from the deeper parts of the reef: not only the familiar red and black corals, but the rarer golden coral. There are also certain ancient treasures such as small figurines of precious stone, or delicately colored bowls, apparently of terrestrial manufacture, in some of the darker and less well explored corners of Turucambi. These are highly prized. In return they gain goods not easily made in the water; glass, copper or bronze (they have little desire for iron, which rusts too readily), and silver or gold jewelry, as well as much more mundane items such as wood and stone (particularly obsidian). Most have treaties with merchants from civilized lands or with Hepmonaland natives allowing safe passage and free trade. Indeed it is possible that they trade yet more widely.
[GA – 102]
Axe of Sulward +2: Magically sharpened to aid woodsmen in cutting the rare woods to be exported from the Lordship of the Isles, this axe can also serve as a valuable weapon. Though it causes damage as a battle axe +1, its +2 bonus is gained only against wooden objects and plants. On a roll 4 higher than the required “to hit” roll, the axe destroys an opponent’s wooden shield. [GA – 88]

Sulward
Were the Duxchan ports tamed? They were, for the most part; but ports will be ports, wherever they may be. Ships come, ships go, riches land, riches put to sea. Departures are noted with interest. Moreover, many a sailor landed with silver in his pocket and months asea to escape from, and revelry might make a man imprudent. And vulnerable.
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. [T]hugs are frequently seen in the cities of […] the Lordship of the Isles [.] [PGtG – 59]
Indeed, these isles are a canvas of contradiction. Why so? Because they were good citizens, loyal to the Malachite Throne.
Lordship of the Isles: Likely alignments: LN [Dragon #52 – 18]
And free, independent souls who plied the sea lanes and answered to no one but themselves; and their captains, of course.
Lordship of the Isles: neutral, chaotic neutral; Oeridian, [Aerdian], Suloise, (Ferral). [Dragon #52 – 20]

200s CY
Old habit do die hard, don’t they?
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
All too soon the Duxchaners, Suloise and Oeridian alike, found themselves left to their own devices.
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]
The yoke had been removed, as it were.

446 CY
Years, decades, centuries passed. The Crown grew ever more decadent. And ever more cruel and reputedly diabolical.
The situation changed during the Turmoil Between Crowns, when the whole of the South was in rebellion against the Malachite Throne. [LGG – 71]
The Throne plotted. So too did the Celestial Houses. And the Kingdom paid a heavy price for its neglect.
The last heir of the House of Rax fell to assassination during the Turmoil Between Crowns. When the demon-serving House of Naelax ascended to the Malachite Throne, the whole of the South Province refused to swear loyalty [.] [Folio – 6]
An Iron League against the Throne and its Celestial Houses began to form.
This pact [the South Province discussed] with the Free City of lrongate, the Szek of Onnwal, and the Lord of the Isles certainly gave the League a stronger bargaining position. It assured its status by enabling the confederation to negotiate a treaty of mutual protection between League states and the Kingdom of Nyrond. This treaty remains in force to this day. [Folio – 6]

447 CY
The whole of the Great Kingdom fell to rebellion.
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. [LGG – 57]

448 CY
The South Province proved no ally, in time.
Ivid I of House Naelax brought pressure on the southern princes to fall into line, but the outrages committed by the new herzog of South Province, which included seizing Lordship vessels anchored in Prymp Town, drove the Lords of the Isles to declare independence along with the other states. 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. [LGG – 71]

Pledged Their Oath
The Iron League was quickly joined by the Lordship of the Isles in 448 [.]
[LGG – 58]
In 448 CY, the Lords of the Isles pledged their oath to the [Iron] League. [Dragon #302 – 98]
The South was now free – but it faced a determined foe with powerful armies that far outnumbered the combined forces of the free states. Where might of arms could not prevail, stealth and guile would redress the balance. The rulers of the Iron League states created a shadowy organization they called the Jade Mask, populating the group with some of the most skillful saboteurs, burglars, and professional liars in all the southeast Flanaess Outwardly, the mask appeared to be no more than a diplomatic corps tasked to foster cooperation between the members of the League and to represent their interests abroad. In fact, it was one of the most extensive spy networks on the continent. [Dragon #302 – 98]

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]
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]

Before the Lordship knew it, it was under siege.
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]
The hostility between the Sea Barons and the Lordship of the Isles flared up again. If indeed it had ever truly gone out. The north coast was in all truth closed to them for the first time in centuries.

c. 500s CY
The bold mariners struck out west, instead. And ever further south. But however bold and brash these sailors of the southern seas might be, there are certain places even they proceeded into with the greatest of caution. And dread.
Tirucambi
Sahuagin
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. Nor are these the only hazard. Many of the corals and sea jellies carry poison stings that may raise painful or deadly welts, and a number of the molluscs and fishes are similarly armed. Plesiosaurs roam the shallows, sculling about in search of food both large and small.
[GA – 102]
It is hazardous to approach an unfamiliar part of Turucambi, not merely because of the natural hazards but because of the locals, who are more than willing to attempt piracy rather than trading, and who are resentful of possible coral poachers. [GA – 102]
A Duxchaner vessel blown out to sea and unsure of its bearings once approached from the east, and observed a huge hulk more than a hundred feet long, with many masts and a slender shallow body. She appeared to be really holed, and to have a cargo clearly visible in the six fathoms of water over her, but the practical and incurious Duxchaners turned away. [GA – 102]

And there were possible lucrative markets closed to them.
SPINDRIFT ISLES
The Spindrifts are really divided into two parts; the northern islands of the High Elves and the single southern Lendore Isle. The three northern islands are supposedly overseen by five elven wizards supported by numerous elven lords and half-elven clergy. Ships from the Lordship of the Isles as well as from the Sea Barons who have ventured there have yet to return! There are no reported towns or villages in the northern islands and seclusion is all these demi-humans seem to require. [Folio – 16]
Both the Sea Barons and the Lordship of the Isles kept well away from the six isles in this chain, save Lendore Isle itself. [FtAA – 30]

Luckily, not all of the Spindrifts were. If you played by the rules, that is.
Lendore Isle […] 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 [Lendore’s] Council [of Seven of Lo Reltarma] or by someone else is unknown. [Folio – 16]

c. 515 CY
Lordships have lately ventured ever farther south down the coast of Hepmonaland than ever before – not that the doughty Duxchaners feared to venture north since hostilities flared up again with the Sea Barons, because they are not, and never have been – they did so because once they had gained authority from the overking over the southern seas and the rich trade proceeding from Hepmonaland [LGG – 100] from the Malachite Throne, they had sought out what trade could be had there. They had greater need to now, though.
Sharba has had friendly trade relationships with the Lordship of the Isles for nearly a hundred years [.] [SB – 52]
Not all ships returned from their missions.
40,000 gp worth of pearls and ingots of precious metal from the hulk of a Duxchan ship sunk in 515 CY [Dragon #206 – 40/Ivid – 92]

564 CY
Latmac Ranold 
No longer beholden to the Great Kingdom, the Suel nobility waxed as the Oeridians waned.
The Duxchaners and their Suel duke had grown increasingly powerful during the intervening years and finally, when an internal squabble among the Oeridian lords on Diren failed to produce a successor in 564 CY, Latmac Ranold of Duxchan became the new prince. He took an increasingly provocative stance among the lords of the Iron League, favoring open conflict against the Great Kingdom to negotiation and subterfuge. Ranold built up the navy of the Lordship and began harassing the shipping lanes of the Great Kingdom as his forebears had done centuries ago. [LGG – 71]
They held dominion in the tropical seas, for the most part.

572 CY
But they could not hope to win every battle.
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 last century and a half have seen many battles between the two naval powers, culminating in […] the Battle of Medegia in 572 CY, in which the Duxchaners suffered their greatest defeat by the Sea Barons. This action failed to get the approval and support of the Iron League, and the debacle deflated Prince Ranold greatly. As the lord grew older, he appeared to lose his once-tight grip on the islands. [LGG – 71,72]

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]

573 CY
The Lordship had always known about the Kingdom of Shar. How could they not? But Shar upon the rocky Tilvenot had closed its ports to all, and always had. It can as a surprise, then, when emissaries of the “Order of the Scarlet Sign” appeared in the courts of the Iron League. (6088 SD)
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." […] 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]

574 CY
Powerful Wizards
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.
The spies also spoke of bredthralls, bizarre slave races created through magic and arcane science, and of the powerful wizards of the Scarlet Sign who created and controlled them. Last, and perhaps worst all, the agents of the north reported that the Scarlet Brotherhood did not worship proper gods, but instead gave tribute to dread Tharizdun, the Great Destroyer.
Needless to say, such reports frightened the rulers of the Flanaess, who turned to their own trusted advisers and agents in conference to plan strategies to deal with the growing threat. Unfortunately, many such advisers were themselves Brotherhood agents, and advised caution and patience in the matter. In time, they reasoned, the Brotherhood would reveal themselves, and could be dealt with as the rabble they certainly were. [LGG – 96,98]

c. 575 CY
The Sea Barons had had little success against the Lordship since the Battle of Medegia. One wonders if they had expected that that battle was the beginning of the end of their eternal conflict with their most hated enemy. The continuing stalemate prompted them to consider other avenues in the pursuit of their ultimate goal: total defeat of the Duxchaners.
[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 gamble failed. And the Guild’s fortunes faltered.
For this deed the Prince of Duxchan is attempting in earnest to destroy the Guild. [WoGG – 28]
Latmac Ranold’s wrath is such a concern, in fact, that the Guild has decided that a quite departure from Sulward is their wizest course of action, at present.
[M]ost of the assassins (including the Guildmaster) are going on the voyage, hoping the heat will have cooled down by the time of their return. [WoGG – 28]

576 CY
LORDSHIP OF THE ISLES (Principality) Member of the Iron League
His Exalted Highness, Latmac Ranold [WoGG – 17], the Prince of Duxchan; Lord of the Isles; Scourge of the Waves (Fighter, 16th level)
Capital: Sulward (pop. 5,500)
Population: 80,000 +
Demi-humans: Few
Humanoids: Doubtful
Resources: rare woods, spices
[Folio – 12]

Trade resumed with the Great Kingdom, in time.
This scattered principality stretches over seven major islands, from the Spindrift Sound to the mouth of the Tilva Straight. These islands are rich and fertile, and enjoy the benefits of their strategic location. [Folio – 12]
They even allowed Great Kingdom vessels to pass through the Tilva Strait.
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 Straights in commerce. The rulers of Duxchan gave up piracy in favor of more lucrative methods of extracting money from merchants. [Folio – 12]
Not so to Sea Baron vessels, though, I imagine.
The Lordship’s conflict with the Barons continued, regardless how hostilities might have eased with the Great Kingdom and its Provinces and Sees.
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]
One expects that that conflict was the Lordships’ greatest continuous threat.
And it is. Or was. if truth be told, it truly no longer was.
The Most Dangerous Threat
The most dangerous threat to the Iron League came not from within, nor even from Aerdy.
[Dragon #302 – 99]
The Lordship learned that the Iron League were not the only nation to receive Shar emissaries. The Great Kingdom did, as well. As did the Sea Barons. And Keoland….
In 576 CY, the [Jade] Mask’s agents reported the arrival of envoys from the Land of Purity in the courts of the south, Despite strenuous efforts, the Mask discovered little about either the newcomers or their homeland. [Dragon #302 – 99]
But their interest and increasing concern was deflected by other more pressing events.
While the number of agents that disappeared in the sweltering south troubled the Twelve [the Jade Mask’s overseers], the War of the Golden League, a conflict pitting Aerdy and South Province against Nyrond, Almor, and the Iron League, soon monopolized their attention. The enigmatic monks were forgotten. [Dragon #302 – 99]
With war again on the horizon, the Lordship could only wonder what the future held.
Truly, they had no idea…


“Do I not destroy my enemies when I make them my friends?”
― Abraham Lincoln






One must always give credit where credit is due. This Primer 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:
The Dakon, by Alan Hunter, from Fiend Folio 1e, 1981
Sea Barons map, by, Dave Sutherland, from Dragon #206, 1994
Huhueteotl, from Deities & Demigods 1e, 1980
The Ancient Flannae, by Sam Wood, from The Adventure Begins, 1995
Map detail, by Darlene, from World of Greyhawk Folio, 1980
Crew, from Of Ships and the Sea, 1997
Shokal, by Sam Wood, from The Scarlet Brotherhood, 1999 
Lordship of the Isles, by Anna Meyer

Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
2023 Greyhawk Adventures Hardback, 1988
9025 World of Greyhawk Folio, 1981
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11374 The Scarlet Brotherhood, 1999
11743 Living Greyhawk Gazetteer, 2000
Ivid the Undying, 1998
Dragon Magazine #52, 55, 68, 206, 209, 302
Dungeon Magazine #77
Polyhedron Magazine #157
Oerth Journal #1, 11
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The Map of Anna B Meyer

Friday, 21 July 2023

The Lordship of the Isles Primer


“I hear much of people's calling out to punish the guilty, but very few are concerned to clear the innocent.”
― Daniel Defoe

Sulward
Paradise. Anyone, everyone, who sails the southern turquoise seas would describe the Duxchan archipelago so. The sea all but glows. White-tipped breakers lap ivory shores, their gentle caress so rhythmic as to lull the idle into deepest slumber. Palms sway to a languid breeze. A lush wall climbs cliffs into crowding, towering clouds.
Has there ever been a more beguiling jewel than the Duxchan Isles? Dangers lurk beneath its bucolic facade. Its atolls sting with jellies and man-o’-war. Sharks and schools of barracuda prowl reefs that narrow the narrowest of sounds. Currents rush, tides rip. And if those weren’t enough, a ragtag menagerie of buccaneers and freebooters infest its ports, ever watchful of what might be harvested upon the high seas. Indeed, there are as many devil-may-care swashbucklers in port as asea.
There’s truth in that. For if there ever was a plot upon Oerik where villainy has flourished more than most it would be in this supposed paradise. Pirates and privateers prowl the shallows and shoals and betwixt the isthmuses rise and fall with the tides. Hidden coves and high and rocky cliffs drape inlet caves in secreting shadow, keeping what may from prying eyes, safe from taxes, secure from censure.
It’s always been this way, the State claimed. Villains, every one of them, crying tyranny and suppression when they were little more that murderers, smugglers, and anarchists.
Villains, every one of them...
Murderers, smugglers, and anarchists? They were skilled sailors, traders, and explorers long before the Oerid arrived in their galleys and biremes. Olman outriggers had long since fanned out from shore to shore and shoal to shoal here, until there was nothing left to discover but an endless, trackless sea that gave birth to the sun; Flan fisherfolk had flourished here, lured by bountiful banks; and seaborne Suel had found harbour here, fleeing imperial dominion. Before the Aerdi Celestial Houses imposed order and the rule of law. Before the Order of the Scarlet Sign arrived to guide the Duxchans towards purity and salvation. Each in turn professed divine right. And, in time, each in turn would prove their worth: The Isles would be free to bow and obey, free to follow orders and toil asea, free in the knowledge that their liberators kept watch over their hearth and home, and their families safe and secure.

A Tropical Island Milieu
Those who wish to run a campaign in a tropical island milieu closest to a Caribbean setting during the Golden Age of Piracy will be well suited to placing their game in the Lordship of the Isles. Danger is everywhere, and there is no end to the possibility for adventure.
The Lordship of the Isles has always been besieged or occupied: first by the Kingdom of Aerdy, then by the Great Kingdom, and now by the Scarlet Brotherhood. They watch and wait, and calmly, silently, rebel. And go about their business as they always have. Quietly. Covertly. Their families depend on their caution, and their cunning. And patience. They know that the Red Robes will all too soon have to retreat back into their rocky, inhospitable peninsula. In time. They’ve overextended themselves. They had not the fleet to retain their gains. In fact, it’s all too apparent that the Fathers and Uncles are already losing their grip on these innumerable islands and cays, too many for any nation to truly control. It taxed them. It weakened them. It was only a matter of time before the Islanders were rid of yet another overlord. Until then, the fleets of the Lordship enjoy free passage over all the southern seas they had once had to too often “share” with lesser mariners than their selves. They’ve been at war with the Sea Barons to the north, and with the Sea Princes to the far west, for as long as any salt can remember. Indeed, the Duxchaners would have it no other way. The Barons and Princes are as piratical as they themselves are professed by others to be.

Inspiration can be found in the Pirates of the Caribbean films. Nautical adventure might be inspired by the “Master and Commander” series by Patrick O’Brian; as well as “Treasure Island” and “Kidnapped” by Robert Lewis Stevenson; and Herman Melville’s novels. Joseph Conrad’s “Heart of Darkness,” and the film “Apocalypse Now” evoke tropical possibilities.
Further inspiration can be found in the “Golden Age of Piracy: A General History of Pyrates,” by Daniel Defoe; “Pirates: A Complete History from 1300 BC to the Present Day,” by Angus Konstrum; and “Pirates: A New History, from Vikings to Somali Raiders,” by Peter Lehr.

Country specific resources:
"Jungle of Lost Ships", World of Greyhawk Glossography, 1983
"Dwellers of the Forbidden City", Hepmonaland
"Freeport", 3rd party supplement by Green Ronin

Other pertinent resources include:
Dragon #204 – A Strange Alliance
Dragon #206 – The Sea Barons
Both are excerpts from Ivid the Undying by Carl Sargent, available here.

Further details can be found in:
The Greyhawk Folio, The Greyhawk setting boxed set, Greyhawk Adventures, Greyhawk Wars, From the Ashes Boxed Set, Living Greyhawk Gazetteer, and Dragon magazine #52,55,57,63
Dragon #116 – High Seas

To some extent you can adapt information on the Lendore Isles to the Lordship of the Isles.
L1 – Secret of Bone Hill
L2 – Assassin’s Knot
L4 & 5 The Lendore Companion, and Kroton Guide and Companion

Adventures in this country include:
World of Greyhawk Gazetteer (Gold Box), Jungle of Lost Ships
Greyhawk Adventures, Diver Down
Dragon #78 – Citadel by the Sea, Generic
Dungeon #3 – The Deadly Sea and A Desperate Rescue, Generic
Dungeon #4 – Kingdom in the Swamp, Generic, and Escape from the Tower of Midnight, Generic (Thieves)
Dungeon #6 – After the Storm, Generic
Dungeon #8 – For a Lady’s Honor, and Flowers of Flame, Generic (Thieves)
Dungeon #9 – The Ghostship Gambit, Generic
Dungeon #10 – They Also Serve, Generic (Thieves)
Dungeon #11 – Wards of Witching Ways, Generic
Dungeon #12 – Light of Lost Souls, and Intrigue in the Deeps, Generic
Dungeon #49 – The Dark Place, and North of Norabel
Dungeon #14 – Stranded on the Baron’s Island, Generic
Dungeon #15 – The Wreck of the Shining Star, Generic
Dungeon #16 – Vesicant, Generic
Dungeon #34 – The Lady Rose, Generic
Dungeon #39 – Last of the Iron House, Generic
Dungeon #49 – The Dark Place, and North of Norabel, Generic
Dungeon #50 – The Vaka’s Curse, Generic
Dungeon #62 – Rat Trap, Generic (Thieves)
Dungeon #66 – The Sunken Shadow, Generic
Dungeon #74 – The Scourge of Scalabar, Generic
Dungeon #87 – Glacier Seas
Dungeon #97 – Blind Man’s Bluff, Generic
Dungeon #107 – Dead Man’s Quest, Generic
Dungeon #116 – Death in Lashmire, Generic
Dungeon #125 – Seekers of the Forge, Generic
Dungeon #136 – Company of Thieves, Generic (Thieves)
Dungeon #156 – The Last Breath, Generic
Dungeon #107 – Dead Man’s Quest, Generic

- Sea adventures
- Serving aboard naval, merchant, and privateer vessels
- Fending off pirates and raiders
- Scarlet Brotherhood agents
- The Sinking Isles
- Sahuagin, Sea Elves, and Tritons
- Expeditions into the Solnor Ocean

- Faction wars. The three main cultures and many factions of the isles are constantly engaged against each other in both overt and subtle ways. Currently, the Suel Duxchaners have the upper hand as the Scarlet Brotherhood assisted in a campaign to depose the Oeridian lord in favor of their own puppet Prince. The Oeridians, often in alliance with the Olman, are engaged in a campaign against these new overlords.
- Safe transport. Ships seeking to make port both inside and outside the archipelago are always looking for skilled crew to defend their vessel against the many dangers that confront them, including pirates, sea monsters, and other factions.
- Exploring ruins. Numerous ruins dot the jungles of these lands, especially on Ganode and Ansabo. These places are often dedicated to dark and inscrutable gods and hide many treasures and magic unique to this realm.
- Monster hunt. The many creatures who inhabit these isles pose both a danger to the natives and are highly prized in the north. Parties of adventurers can make a good living going after these monsters, especially if they can take some of the specimens alive.

Adventures in nearby areas include:
World of Greyhawk Gazetteer (Gold Box) Werewolves of the Menowood
The Stolen Seal, World of Greyhawk Boxed Set, Ratik
The Dancing Hut of Baba Yaga
Forge of Fury, Bone March
I1 Dwellers of the Forbidden City, Hepmonaland
Tomb of Annihilation 5e, Hepmonaland, Vast Swamp
I12 Egg of the Phoenix, Dullstrand (noted on Canonfire! It’s a bit of a stretch, but it you flip the map…)
S1 Tomb of Horrors, The Vast Swamp
L1 The Secret of Bone Hill, Spindrift Isles
L2 The Assassins Knot, Spindrift Isles
L4 Devilspawn, Spindrift Isles (available on Dragonsfoot)
L5 The Kroton Adventures, Spindrift Isles (available on Dragonsfoot)
Dungeon #4, Kingdom of the Swamp, Generic
Dungeon #37, The Mud Sorcerer's Tomb, Bone March
Dungeon #71, Priestly Secrets, Spindrift Isles
Dungeon #84, Armistice, Griff Mountains
Dungeon #87, The Sharm’s Dark Song
Dungeon #89, Wedding Bells, South Province/Ahlissa
Dungeon #91, Kambranex’s Mechinations, South Province/Ahlissa
Dungeon #95, The Witch of Serpent's Bridge, Schnai
Dungeon #121/Ghosts of Saltmarsh – The Styes, South Province/Ahlissa
Dungeon #123, The Salvage Operation, Tivenot Peninsula
Dungeon #148, In the Shadows of Spinecastle, Bone March
Although later retconned into the Yeomanry, B1 Into the Unknown (in the monochrome edition) was originally suggested as located in Ratik. That would make north Ratik an ideal location for B1 Keep on the Borderlands, as well.

The Scarlet Brotherhood
Thunder in the Earth, Hepmonaland
Fire of the Worlds Heart, Hepmonaland
Death on Black Wings, Hepmonaland
Sky of Mourning, Hepmonaland
Pray to a Different God, Hepmonaland
Shaman, Hepmonaland

CH2 The Tears that Forever Stain, casl Entertainment. 2021, Hepmonaland
FB1 While on the Road to Cavrik's Cove, casl Entertainment, 2021, Ratik
LF1 The 9, from casl Entertainment, 2021, Medegia

- Oeridian Ruins and the Betching Vortex of Leuk-O (see: Kambranex’s Machinations)
- Spy on the Dullstrand/Scarlet Brotherhood/Sea Barons/South Province
- Trade expeditions to Ratik, Sunndi, North Province, South Province
- Sea adventures upon the Solnor and the Aerdy Seas
- Adventuring in the Lendore/Spindrift Isles

- South of the isles, lies the great subcontinent known as Hepmonaland, which is dominated by tropical forests and innumerable ruins and adventuring opportunities.
- East of the isles lie two unique features, the reef known as Turucambi and the so-called Jungle of Lost Ships, a great sargasso where numerous vessels have gone lost over the centuries.

Lordship of the Isles
Lordship of the Isles: So [Dragon # 55 – 18]
[One must add a touch of Olman and Flan, considering later lore addition]
Lordship of the Isles: neutral, chaotic neutral; Oeridian, [Aerdian], Suloise, (Ferral). [Dragon # 52 – 20]
[Note that Duxchaners are not prone to evil]
Most of these geographically isolated areas were settled centuries ago by Suloise peoples fleeing the Oeridians [.] [TAB – 18]

(Principality) Member of the Iron League
His Exalted Highness Latmac Ranold, the Prince of Duxchan; Lord of the Isles; Scourge of the Waves (Fighter, 16th level)
Capital: Sulward (pop. 5,500)
Population: 80,000 +
Demi-humans: Few
Humanoids: Doubtful
Resources: rare woods, spices
[LGG – 71/WoGA – 28]



584 CY
Ruler: (in name) His Exalted Highness, Prince Frolmar Ingerskatti (Scarlet Brotherhood)
Capital: Sulward (pop. 5,000)
[FtAA – 30]

591 CY
Prince Frolmar Ingerskatti
Proper Name: The Lordship of the Isles
Ruler: His Exalted Highness, Prince Frolmar Ingerskatti of Duxchan, Lord of the Isles, Scourge of the Waves (N male human Ftr12)
Government: "Independent monarchy" (principality) that is actually a puppet state of the Scarlet Brotherhood, which manages most military, judicial, religious, and economic affairs; prince has real but limited powers, affecting the Brotherhood's rule only through force of his own charisma and cleverness.
Capital: Sulward
Major Towns: Duxchan (pop. 8,900), Sulward (pop. 7,200), Mahan (pop. 4,100)
Provinces: Seven islands, each its own noble province: duchy of Diren (capital: Sulward); duchy of Ansabo (capital: Duxchan); duchy of Ganode (capital: Mahan); county of Jehlum; county of Mirim; county of Luda; and barony of Temil
Resources: Rare woods, spices, shipbuilding supplies
Population: 266,000—Human 79% (Soz) [also Flan, see LGG pg. 70], Elf 9% (high), Halfling 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%
Languages: Common, Ancient Suloise, Elven, Halfling
Alignments: N, CN, NE*, LE, CE [The Isles have become increasingly evil since 576, likely due to Brotherhood colonisation.
Religions: Osprem, Xerbo, Norebo, Syrul, Wee Jas, other Suloise gods
[LGG – 70]


“There was a sound in their voices which suggested rum.”
― Robert Louis Stevenson, Treasure Island

Fifteen men on the dead man's chest—
...Yo-ho-ho, and a bottle of rum!
Drink and the devil had done for the rest—
...Yo-ho-ho, and a bottle of rum!
― Robert Louis Stevenson, Treasure Island





One must always give credit where credit is due. This Primer 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.
It has been expanded from the original postcard found in Canonfire’s “Touring the Flanaess” index, its author left undeclared, and some passages from that scholarly work reside with this piece.


The Art:
Lordship of the Isles detail, by Darlene, from World of Greyhawk Folio, 1980
Dungeon #49 cover, by Paul Jaquays, 1994
I1 Dwellers of the Forbidden City cover, by Erol Otus, 1981
L4 Devilspawn cover, by Brian Thomas, 2008
Lordship of the Isles heraldry, adapted from World of Greyhawk Folio, 1980

Sources:
9025 World of Greyhawk Folio, 1981
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine #52, 55
Anna B. Meyer’s Greyhawk Map