“O, be some other name!
What's in a name? That which we call a rose
By any other name would smell as sweet”
– Romeo and Juliet, William Shakespeare
LF1 The 9 |
This is their tale.
– The 9
Those who read my blog regularly will know that I’ve been doing a deep dive into the See of Medegia these past weeks; so it’s fortuitous that
Carlos Lising has published a module – a bit if a gazetteer, really – set within
the ill-fated province of the See of Vanthrace – that rose by any other name.
I’m pleased that he did, because modules set in the east
map of the Greyhawk setting are few and far between; so sparse, in fact, that I’ve
resorted to listing generic adventure modules from Dragon and Dungeon Magazines under
the headings for “Adventures in this country…” and “… in nearby areas…” for
more than a few of of my Primers for regions along the Solnor coast.
That lack has been addressed in The 9.
The rotting corpse of the Great Empire spans much of the
continent’s eastern coastline, the vast expanse of the Sollonor Ocean lapping
upon its rocky shores. At one time, this was a land of peace and plenty. […]
Horrors Aplenty Stalk the Land |
That passage sums up what we know about the See of Medegia,
doesn’t it?
Medegia passed into history. […] [T]he 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.
Throughout the remains of the Great Kingdom, the
ordinary people are wretched, desperate, and embroiled in chaos and madness.
The rich resources of the lands are utterly neglected, despoiled, or ignored.
Mutual trust is virtually nonexistent, even within the ties of blood and family
in many instances. Aerdy is in utter turmoil, and perhaps even Istus herself
knows not the fate of these lands in such times. [FtAA – 27]
Medegia is thus a land of absolute anarchy. Its population
is decimated. Only the pathetically poor, feeble-minded, aged, infirm, and
those too sunk into despair and stricken with terror remain.
Outside of Pontylver, not many fiends stalk the lands.
However, there are orcs, deserting soldiers, and ex-mercenaries who have taken
to a life of pillaging what they can from this land.
Fields are unsewn with seed and tuber here, and most
livestock has long been eaten. Many of those left are close to starvation, and
they suffer deficiency diseases (scurvy, rickets, and the like) as a result.
Medegia is grim indeed. [Ivid – 104]
Beset by Chaos and Banditry |
Perhaps one ought to, though. Why? Because The 9
is very much like an earlier adventure module we all know and love.
I speak of B2 The Keep on the Borderlands.
The Realm of mankind is narrow and constricted. Always
the forces of Chaos press upon its borders, seeking to enslave its populace,
rape its riches, and steal its treasures. If it were not for a stout few, many
in the Realm would indeed fall prey to the evil which surrounds them. [B2 Keep
on the Borderlands – 6]
The two bear striking similarities. They ought to because
Carlos Lising has said as much. The 9 is his homage to that very adventure, to that lone keep on a hill, beset by Chaos and Banditry; and those who stand against
it.
[T]here are always certain exceptional and brave
members of humanity, as well as similar individuals among its allies — dwarves,
elves, and halflings — who rise above the common level and join battle to stave
off the darkness which would otherwise overwhelm the land. [B2 – 6]
The Keep on the Borderlands |
The place is known as Bulwark.
It is said that the edifice has gazed down upon the
countryside within the region for hundreds of years. [LF – 10]
This whole place is well-organized for security and
for defense. In time of need, many civilians will arm and help man the walls,
while non-combatants bring ammunition, food, and water to the walls and help
the wounded. Sentries are alert. A party of guards patrols the walls
irregularly, and a commander checks every half hour to hour. [B2 – 6]
So it is that Bulwark still gazes down upon the lands
of Vanthrace from the heights of the stones from which it was raised. But any
joy or merriment that might be found there has long fled the fortification.
Instead, it has been replaced by a grim, fatalistic reality. Vanthrace is yet
overrun by bandit gangs, rapacious humanoids, fiends hailing from the deepest
bowels of Hell itself, and unknowable creatures that seem to rebuke reality for
their very existence. [LF – 10]
There are differences, obviously. The Keep on the
Borderlands did not guard against such horrors as Bulwark does, but the intent is very much the
same. Bulwark is the vanguard. Should it fall, the entire countryside would
fall with it.
That said, The Keep… and The 9 are very
much alike in that they are written for low level play. How might that
be so?! Medegia… Vanthrace is overrun by devils and demons! How might low level
characters survive against such foes? Because they shouldn't have to, not at first; because once upon a time there was a
little thing referred to as the Flight of Fiends.
Fiends Stalk the Lands |
In a stirring private ceremony attended by the entire
College of Bishops, Canon Hazen (along, it is said, with help from the archmage
Bigby of Mitrik) employed the fabulous artifact to trigger the Flight of
Fiends, a wholesale purge of demons throughout the Flanaess. [LGG – 130]
There are still fiends in Vanthrace, however. Not many,
but some lesser fiends still stalk the land.
Although few fiends stalk the lands here, bloodthirsty
humanoids, amoral deserters from the Emperor’s armies, and cutthroat bandit
gangs are plentiful across the See’s landscape, pillaging what they can from
this land in order to survive. [LF – 6]
It is against these that Bulwark stands: orcs, hobgoblins, bandits, mercenaries, slavers, and imperial soldiers. All low level encounters. And in that The 9 most
resembles The Keep on the Borderlands.
The Keep on the Borderlands, INTRODUCTORY MODULE FOR
CHARACTER LEVELS 1-3
The 9 has been designed to allow four to seven 1st
level PCs to play out many adventures, gradually working up to second or third
level of experience in the process. [LF1 – 8]
So yes, even the fiends and are low level encounters.
Both B2 and LF1 are mini gazetteers, both are sandbox adventures,
and both are designed for low level play.
Both have a keep on a hill, both have a number of overland
encounters, and both have a dungeon to be explored. Carlos Lising’s The 9,
to my mind, is a little more focussed than Gary Gygax’s Keep on the
Borderlands, insofar as it appears that the residents of Bulwark are far
more desperate and thus all are pulling together in the same direction (kind of); but
that said, any sandbox gazetteer can be what you make it to be.
What The 9 has
that Keep lacks is pregens. There are 7 all told, each with a backstory that
helps fill in local lore. I love that; it reminds me of those in Tamoachan and Isle of the Ape.
Bulwark takes up a sizable chunk of the early pages. NPCs
are named and detailed. They are given a backstory and motivation – something buried
in subtext in Gygax’s Keep.
Beyond Bulwark... |
Carlos does detail wandering monsters admirably, most of
which are of the “Use Standard Encounter Table” variety, or Human in nature.
Fiends are few and far between, as they should be – they will likely probably never even be
encountered, in fact.
Most of this weighty tome features Caldera’s Burrow, the dungeon.
It is there that this module heats up. And it is there that only the truly
cautious should venture.
A word to the wise: This can be a very lethal module. Can be? It is. But it
is a very satisfying one, too.
There are rumours to entice, new spells, new monsters,
those aforementioned Lesser and Proto Fiends. Some are created for the DM, but
there are tables on how to create new ones, too.
So, how can there be fiends in Vanthrace when they were
put to flight? That is explained within. To mention how, here, would be to spoil
Carlo’s adventure – and we can’t, and shouldn’t have that, should we.
The 9 was written with the OSRIC game system in mind, most
easily adapted to AD&D 1e.
The 9 has been designed in such a way that it can be
placed in any published or homebrewed Campaign Setting with little difficulty.
It has been written so as to be usable with the OSRIC™ Role-Playing System and
is thus easily adapted to many of the most popular fantasy RPG rulesets. It can
easily be adapted for use as either a one-shot adventure or worked into an
ongoing Campaign with little in the way of alteration on the part of the Game
Master (GM). [LF – 1]
Hell-on-Oerth |
Well… do you adventure in Greyhawk? Have you though about
adventuring on the east side of the map? If the answer to either of those questions is yes, I would say
the answer is yes. The 9 is more than just an adventure module. It’s a
gazetteer. And it’s a teaching tool, too. It takes the terror out of the supposed fiend-infested
province of Medegia and makes it manageable. Realistically. Imagine, if you will, if there
truly still were fiends ravaging Medegia (or Vanthrace, if you will); how long then
would it be before those fiends overwhelmed the whole of the Flanaess? Who could stop them? Most men-at-arms are only 0-level, and even most adventurers less than 5th
(realistically); so, how long then could they stand against that unrestrained Hell-on-Oerth? Carlos levels the field, so to speak, but he does not make Medegia a cakewalk. Far be it. Doom looms over Vanthrace. You'll understand why when you read The 9.
I must say that you get a lot of bang for your buck in this publication! At the time of
this posting LF1 is $20-26, depending on your choice of purchase. That’s cheap for over 100 pages of content. It does
lack interior art, but which would you rather, a page or two of illustrations
or text? It does have excellent regional and local
maps, and exhaustive maps of both Bulwark and Caldera’s Burrow.
Perhaps the most important reason to purchase this
publication is that Carlos Lising is creating new content that can be slipped
into Greyhawk. Few others are.
So, what say you? Will you answer the call? Will you rise
up and face the evil that has laid Medegia so low?
“Never in the field of human conflict was so much owed
by so many to so few.”
―
Or is Medegia to be lost for
all time?
“There are no heroes...in life, the monsters win.”
―
One must always give credit where credit is due. This
piece is made possible primarily by the Imaginings of Gary Gygax and his Old
Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James
Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick
Weining. The list is interminable.
Very special thanks to Carlos Lising, without whose
efforts, this piece could never have existed.
The Art:
The 9, by Daniel Govar, from LF1 The 9, 2021
Fiends!, by Daniel Govar, from LF1 The 9, 2021
The Caves of Chaos, by Jim Roslof, from B2 The Keep on the Borderlands, 1980,1981
The Keep on the Hill, by Erol Otus, from B2 The Keep on the Borderlands, 1980,1981
Lord Morrow Lyrwick, by Cayde Anderson, from LF1 The 9, 2021
The Hermit, by Erol Otus, from B2 The Keep on the Borderlands, 1980,1981
Source:
1015
World of Greyhawk Boxed Set, 1983
1064
From the Ashes Boxed Set, 1992
2011A
Dungeon Masters Guide, 1st Ed., 1979
2010,
Players Handbook, 1st Ed, 1978
9025
World of Greyhawk Folio, 1980
9032 C1 The Hidden Shrine of Tamoachan, 1980,1981
9034
B2 The Keep on the Borderlands, 1980,1981
9153 WG6 Isle of the Ape, 1985
9577
The Adventure Begins, 1998
WGR7
Ivid the Undying, 1995
11743
Living Greyhawk Gazetteer, 2000
OSRIC,
2006
Sometimes I feel like I should comment more often. But I do subscribe and read your blog regularly, except for those periods where I don't keep up with the news feed and have to "mark as read" to a digestible number to get back in it.
ReplyDeleteThis is my favourite greyhawk blog though!