Friday 17 November 2023

The See of Medegia Primer

 

“Civilization is a hopeless race to discover remedies for the evils it produces.”
― Rousseau


Medegia
Medegia was once the envy of the whole of the Great Kingdom. The sun rose upon gentle shores. Soothing showers dappled its fields. Crops swayed and seas of grass flowed to blissful breezes. Such a climate made Medegia rich, in the bounty of the sea, in foodstuffs; even its hills striated with glowing marbles. Medegia was truly blessed. It was also the heart and soul of the realm, its Holy Censor the conscience of the Overking. To be born in the See was, without doubt, a boon. One could go far if one hailed from there. How couldn’t one? The light radiating from Medegia, it could be said, charted the course of the realm.
Indeed, for long centuries, the Blinding Light of Pholtus guided the See, his gaze raising cornucopias of plenty, his vision the One true Way. Then, for long centuries afterwards, with Zichus’ thumb on the scales of commerce, its cities and ports could only be enriched as all trade found its way to its accommodating shores. Were that the tyranny of Hextor had not come to Medegia; were that its people hadn’t been instructed that the world was a dark and bloody place, where the strong ruled the weak, and power was the only reward.
Medegia played its power games, lest it be oppressed and destroyed, ironically only to be shattered, having done so, its cities razed, its fields set ablaze, and its once prosperous and cultured people scattered or driven mad.
Now, the gentle winds howl, dust and ash furrow in fallow fields, and orcs and bandits and armies of deserters gnash over what remains of the once opulent and envied carcass of war-torn Medegia.
If you stop and listen, you can still hear madness carried on the wind, the echo of the laughter of those fiends that gamboled across the greens, and the sullen, oppressive anguish left in its wake. And perhaps, if you listen very hard, you just might catch the stealthy footfall of what once was sneaking up on you, desperate for the few coins you carry in your purse, or the heel of loaf you’re saving for later.
One wonders: Who envies Medegia now?

Those who wish to set their campaign in a varied geography could not hope to find a more suitable place than the See of Medegia. In a relatively modest distance, it boasts access to the sea, tropical to semi-tropical coasts, rugged highlands, and dense forests. And depending on when you place your game, the See is either cultured or catastrophic, civilised or a haven of banditry.

Inspiration for Medegia’s earlier period can be found in all works Roman, especially Gibbon’s “Decline and Fall of the Roman Empire”; in Ken Follett’s novel, “The Pillars of the Earth” and the miniseries adapted from it; and in Ellis Peters’ “Cadfael Chronicles” and the TV series adapted from it.
Further inspiration for Medegia’s latter banditry can be found in Daphne Du Maurier’s novel “Jamaica Inn”; in “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.
I imagine any work on any genocide might inspire the torment of the fiend infestation following Ivid’s decimation.

Country Specific Resources:
There are none specific to See of Medegia, but most pertinent information can be found in:
The Greyhawk Folio, The Greyhawk setting boxed set, Greyhawk Wars, From the Ashes Boxed Set, Living Greyhawk Gazetteer, and Dragon magazine #55,57,63,65
For the History of the Great Kingdom, I cannot recommend enough the free online supplement in the unpublished Ivid the Undying by Carl Sargent, available here. There is a chapter within specifying Medegia’s “troubles” following the Greyhawk Wars.
Carlos Lising's The 9, will be an invaluable resource if you wish to place your campaign in or about the Living Greyhawk era.

Adventures in this country include:
LF1 The 9, from casl Entertainment, 2021, Medegia (Vanthrace)
Dragon #78 – Citadel by the Sea, Generic
Dungeon #1 – Grakhirt’s Lair, The Elven Home, and Guardians of the Tomb, Generic
Dungeon #3 – A Desperate Rescue, Generic
Dungeon #4 – Escape from the Tower of Midnight, Generic
Dungeon #5 – The Stolen Power, and The Eyes of Evil, Generic
Dungeon #6 – After the Storm, Generic
Dungeon #9 – The Ghostship Gambit, and The Lurkers in the Library, Generic
Dungeon #10 – They Also Serve, Generic (Thieves)
Dungeon #11 –The Deadly Sea, and Wards of Witching Ways, Generic
Dungeon #12 – Light of Lost Souls, and Intrigue in the Deeps, Generic
Dungeon #13 – The Treasure Vault of Kasil, Generic
Dungeon #14 – Master of Puppets, and Stranded on the Baron’s Island, Generic
Dungeon #15 – The Wreck of the Shining Star, Generic
Dungeon #16 – Vesicant, and The Dwarves of Warka, Generic
Dungeon #20 – Tomb It May Concern, Generic
Dungeon #26 – Nine-Tenths of the Law, Generic
Dungeon #28 – Night of Fear, Generic
Dungeon #34 – The Lady Rose, Generic
Dungeon #35 – Twilight’s Last Gleaming, Generic
Dungeon #39 – Last of the Iron House, Generic
Dungeon #41 – Hopeful Dawn, Generic
Dungeon #47 – Shades of Darkness, Generic
Dungeon #49 – The Dark Place, Generic
Dungeon #50 – The Vaka’s Curse, Generic
Dungeon #66 – The Sunken Shadow, Generic
Dungeon #67 – Witches Brew, Generic
Dungeon #74 – The Scourge of Scalabar, Generic
Dungeon #88 – The Seventh Arm, Generic
Dungeon #95 – Lust, Generic
Dungeon #97 – Demonblade, and Heart of the Iron God (Greyhawk), and Blind Man’s Bluff, Generic
Dungeon #99 – Fish Story, Generic
Dungeon #105 – The Stink, Generic
Dungeon #107 – Dead Man’s Quest, Generic
Dungeon #111 – Srike on the Rabid Dawn, Generic
Dungeon #116 – Death in Lashmire, Generic
Dungeon #125 – Seekers of the Forge, Generic
Dungeon #130 – Within the Circle, Generic
Dungeon #132 – Wingclipper’s revenge, Generic
Dungeon #156 – The Last Breath, Generic
Dungeon #127 – Trust No One, Making a Conspiracy
Dungeon #130 – Behind Bars, List of Prisoners
Dungeon #132 – Down at the Docks, Encounters
Dungeon #138 – Urban Decay, Generic
Dungeon #144 – Unusual Burials, Generic (Campaign Workbook)

- Ancient crypts of the Flan
- Sea adventures on or under the Aerdi Sea and Spindrift Sound, pirates, sahuagin
- Aquatic Elves have begun interfering with fishermen
- Smuggling arms into and aiding rebels in the Hestmark Highlands and Grandwood Forest
- Fighting banditry
- Clearing cities of fiends
- Scarlet Brotherhood/The Lordship of the Isles and the Sea Barons, spies in the city
- Sedition of Lendore Isles refugees
- Northern Barbarians raiding south

Adventures in nearby areas include:
Greyhawk Adventures, Diver Down
I12 Egg of the Phoenix, Dullstrand (noted on Canonfire! It’s a bit of a stretch, but it you flip the map…)
World of Greyhawk Gazetteer (Gold Box) Werewolves of the Menowood, Idee
World of Greyhawk Gazetteer (Gold Box), Jungle of Lost Ships, Oljatt Sea
I1 Dwellers of the Forbidden City, Hepmonaland
S1 Tomb of Horrors, The Vast Swamp
Return to the 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 #56 – The Land of Men with Tails, Generic
Dungeon #69 – Slave Vats of the Yuan-Ti, (Part 1), Hepmonaland, Generic
Dungeon #70 – Sscaly Thingss, (Part 2), Hepmonaland, Generic
Dungeon #71 – Dreadful Vestiges, (Part 3), Hepmonaland, Generic
Dungeon #56 – The Land of Men with Tails
Dungeon #71 – Priestly Secrets, Spindrift Isles
Dungeon #86 – Rana Mor, Generic
Dungeon #89 – Wedding Bells, South Province/Ahlissa
Dungeon #91 – Kambranex’s Machinations, South Province/Ahlissa
Dungeon #93 – Swamp Stomp, Generic
Dungeon #121/Ghosts of Saltmarsh – The Styes, South Province/Ahlissa
Dungeon #123 – The Salvage Operation, Tivenot Peninsula
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

- Oeridian Ruins and the Betching Vortex of Leuk-O (see: Kambranex’s Machinations)
- Trade caravans into Sunndi/South Province


Medegia, See of:
The Great Kingdom (Kingdom of Aerdy): chaotic evil, lawful evil;
Languages: Oeridian, [Aerdi], Suloise
[Dragon #52 – 20]
Alignments: N, NE, LE*, LN, CE, CN [adapted from Ahlissa – LGG – 21]

576 CY
MEDEGIA, SEE OF
His Equitable Nemesis, the Holy Censor of Medegia (Cleric, 15th level)
Medegia, See of: Spidasa, C 15 [WoGG – 17]
Capital: [Mentrey; the WORLD OF GREYHAWK™ Gazetteer erroneously labels Rel Astra, a semi-independent city, as the capital) [Dragon #63 – 16]
Population: 250,000
Demi-humans: Sylvan Elves (see GRANDWOOD FOREST)
Humanoids: Some
Resources: foodstuffs, cloth
[WoGA – 28]

585 CY
See of Medegia
Pop.: 60,000
Capital: None (previously Mentrey)
Major Towns: Barrish (700), Dornelan ( 850), Mentrey (3200), Montesser (600 orcs), Pontylver (aprox. 3000) [Ivid 104 – 106]
Population: Unknown – Humans (OSf), Sylvan Elves (Grandwood), Humanoids (many), Fiends (too many) [Inferred]
Ruler: None
Rulership: Absent
[Ivid – 104]
Medegia, See of: Just as Almor is no more, so has Medegia passed into history. […] [T]he Holy Censor made the desperate mistake of heading for Rauxes in exile. Ivid's judgment was swift; the Censor received the delights of the Endless Death (being perpetually tortured while wearing a ring of regeneration), which he still endures. […] the Overking ordered an orgy of brutality and destruction inflicted on it and its inhabitants. Rape, pillage, torture, and the suffering of every man and woman in Medegia were what Ivid ordered, and his army was pleased to obey. Medegia was utterly despoiled, and what remains of it is barren and underpopulated. Its few surviving inhabitants are bitter, twisted, and half-mad people tormented by fiends and petty despots. [FtAA – 27]

591 CY
Ahlissa Proper Name: United Kingdom of Ahlissa
Ruler: His Transcendent Imperial Majesty, Overking Xavener I, Grand Prince of Kalstrand, Crowned Head of House Darmen (NE male human Rog15)
Government: Feudal empire with hereditary rulership; principalities are loosely governed by monarch whose powers are limited by written agreements with major nobles
Capital: Kalstrand
Major Towns: Kalstrand (pop. 24,000), Naerie (pop. 6,300), Pardue (pop. 4,100), Torrich (pop. 27,500)
Population: 3,836,100—Human 79% (OSf), Halfling 9%, Elf 5% (sylvan 90%), Dwarf 2%, Gnome 2%, Half-elf 1%, Half-orc 1%, Orc 1%
Languages: Common, Old Oeridian, Orc, Halfling, Elven
[LGG – 21]

The major political subdivisions of the United Kingdom of Ahlissa follow, with their capitals, rulers, and ruling Houses.
[…]
Medegia, Marchland of
Nulbish (to be moved to Pontylver once it is cleared of undead and rebuilt)
Prince Gartrel (LE male human Ftr10), House Darmen
[LGG – 22]
Alignments: N, NE, LE*, LN, CE, CN [adapted from Ahlissa – LGG – 22]
Grandwood Forest, Marchland of the
Torrich
Princess Bersheba (CE female human Rog9), House Darmen [LGG – 22]


 “Societies in decline have no use for visionaries.”
― Anais Nin





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 exhaustive.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art:
Cover art detail, by Jeff Easley, from "From the Ashes" Boxed set, 1992
LF1 The 9 cover, art by Daviel Govar, 2021
Dungeon #144 Unusual Burials, by Kyle Hunter, 2007
S1 Tomb of Horrors cover, art by Jeff Dee, 1981
Dungeon Magazine #56 cover, by Stephen A Daniele, 1995
Medegia heraldry, by Anna B. Mayer
Ahlissa heraldry, by Anna B. Mayer, 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
Greyhawkania, Jason Zavoda
Anna B. Meyer’s Greyhawk Map

2 comments:

  1. From memory one of the Oerth Journal issues had a primer for z Medegia that was based on something from Living Greyhawk that was never published? Or am I think of the Almor primer like that?

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    Replies
    1. There was a gazetteer for Almor in OJ#22 (by Gillespie, Jenks, and Holian), and another for Medegia in OJ#25 (by Broadhurst and Looby).

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