Showing posts with label Barbarians. Show all posts
Showing posts with label Barbarians. Show all posts

Friday, 14 October 2022

On Glot


“My soul is full of longing
for the secret of the sea,
and the heart of the great ocean
sends a thrilling pulse through me.”
― Henry Wadsworth Longfellow


Glot
Perched high upon the foot of the Corusks, Glot, the seat of the Cruski throne, sits astride the Halsjaken as it rushes unto Spitzfjord and the sea. Despite its lofty height, a cloak of confluence shrouds its tiers of thatched roofs each spring as the breath of the sea that nurtures the People mingles with the chill of the glaciers that crackle and growl above.
Before long, though, the thick fogs retreat before the Solnor’s insistence, and Glot’s prominence is apparent. It oversees much of Cruski, from the Ustula Highlands to the Sables. Indeed, no fleet might approach the Cruski coast when not guarded by its fleets of rolling bergs without Glot having spied them long before they might land. Nor could they, for Glot is vigilant. They have need to be. For they have many enemies.
The Ice Barbarians inhabit the bleak shores of the Thillonrian Peninsula's north and east coasts. They will raid their cousins to the south, the Snow and Frost barbarians, or raid with them into Ratik or the more tempting Great Kingdom. In high summer they often find fighting by rounding the coasts of the Hold of Stonefist, and the Cruskii have both hatred and respect for the dour inhabitants of that land. Their most despised enemy, however, is the Sea Barons, whose ships they attack on sight, and whose isles they often attack and plunder – usually at a price. Of late these raiders have joined with Frost and Snow barbarians in order to counter the growing strength of the coastal defenders of the Great Kingdom and the Sea Barons. [WoGA – 26]
Their recent alliance with their Rhizian brethren, the Suelii, and the Archbaroncy of Ratik is practical, presently; advantageous to all in sooth, for the time being. Mayhap a necessity, given recent history. But tenuous, at best.
Lolgoff Bearhear
The Ice Barbarians are unsteady allies of the other barbarians, raiding where and when they please.
[WGS2 – 6]
Unsteady, because Lolgoff Bearhear is wise beyond his years. He does not trust the recent benevolence of the Schnai. Nor should he. And he has seen the duplicity of the Order of the Scarlet Sign, and tales tell that the southerners are still to be found in the Halls of the Fruztii and Schnai.
But Lolgoff also knows that keeping these perfidious allies close is wiser than allowing them to prepare their eventual betrayal unobserved.
Until then, he will reap what benefit he might.
The Suelii called themselves by names in the Cold Tongue, too: Cruski, the Ice Clans, who are the most noble and brave; Schnai, the Snow Clans, who are the most numerous and strong; and Fruztii, the Frost Clans, who are the bulwark and first in battle. They battled with each other over the long years since Vatun lay down in the cold, but they would always join their hosts together when an outsider threatened. The Schnai perfected the art of building longships, and the Fruztii found adversaries for the barbarian nations to fight and plunder. The Cruski joined with their cousins on many of these raids, taking special joy in fighting their particular rivals, the Sea Barons of Aerdy. [LGG – 55]

Their raids notwithstanding, Glot has, and always had, prospered, regardless its harsh climate.
Despite the dangers that have hardened its inhabitants. It is this reason Glot has always been vigilant. There has always been peril lurking high above it.
The Corusks
CORUSK MOUNTAINS
The Corusks form a bow. the backbone of the Thillonrian Peninsula which runs from the Solnor Ocean in the east, north and west and then southwest where the range terminates (Hraak Pass). [WoGA – 52]
Corusk Mountains: The ice-capped Corusk Mountains are the backbone of the Thillonrian Peninsula. While the lower reaches are farmed with difficulty by humans, giants, ogres, trolls, and other monsters dwell in the central fastness. Monsters are less numerous farther east, but freezing fogs sweep down from the heights to threaten travelers. It is thought that this range possesses little in the way of valuable ores and gems. [LGG – 142]
It is not devoid of either, actually; but few have ventured into its valleys to test the theory.
Glot (Pop 5,100)
Population: 60,000
Demi-humans: Few
Humanoids: Likely in mountains
Resources: furs, copper, gems (I) [I = base value 10 gp]
[WoGA – 35]
Copper is indeed mined north of Glot, if not by the Suelii themselves.

If the Corusks are considered poor in ores and gems, its base and slopes are not in lustrous woods and fur.
Sable Wood
Sable Wood: This evergreen forest is within the realm of the Ice Barbarians. It is a hazardous region, for winter wolves prowl its western half. Sable firs are short but have thick trunks for their size. Their branches make excellent arrow-shafts, and the wood lumbered in mid-winter turns a deep, lustrous black when rubbed with hot oils. The barbarians prize this material greatly and will not export it.
[LGG – 141]
Nor are their coasts poor in fisheries and ivory. Salmon abounds.
Halsjaken: This river drops swiftly from the western Corusks, bending north past Glot to flow into the Spitzfjord. [LGG – 152]
Solnor Ocean: Kraken, Walruses [FtAR#11]
Works of art are realised from the tusks, a wonder to behold. So too their expression from soapstone.
Solnor Ocean: The Solnor ("birthplace of the sun" in Old Oeridian) is believed to be the mightiest of Oerth's four oceans. [LGG – 149]
Solnor Ocean: It is said the Solnor reaches for a thousand leagues and more eastward. The Sea Barons have reportedly sailed eastward for some distance and returned, but these rumors have never been confirmed. Great monsters dwell in the Solnor and sport in Grendep Bay when the sun warms the waters there.
[WoGA – 42,43]
A huge clockwise current sweeps up the coast of the eastern Flanaess, carrying ships from the Thillonrian Peninsula out to sea, and bringing curious debris (doubtless from whatever land is on the Solnor's far side) to the shores, of Hepmonaland and the Lordship of the Isles. [LGG – 149, 150]
If only the Cruski were to carry their curiosities of ivory and stone with them to the ports they “call upon,” and not just their steel. If they did, they would be more welcome. Few have seen their works, though. Indeed, few truly know the reclusive Cruski; fewer still have visited Glot, their capital, and fewer still their innumerable coastal villages, of which there are far more than the “civilised” think. And they have been there for far longer than they imagine.
Though they have always been the least numerous of the Suel barbarians, their royal lineage is the oldest. The king of Cruski holds the title "Fasstal of all the Suelii," indicating his preeminence among the nobles of the Suel race and giving him the right to pronounce judgment on any of them. Politically, this has little real importance, for he has no power to enforce his judgments. However, it is said by some that the god Vatun granted this authority to the fasstal of the Suelii; if Vatun awoke, the full authority of the office would return to the fasstal, and a new barbarian empire would emerge under his leadership. [LGG – 54]
Royal lineage? Fasstal of all the Suelii?
From whence did this come?
Tales tell that the Suelii were once scions of the long-dead Imperium of old.
Or so it is said.

-422 CY
Long ago, Zellifar, the son of the emperor fled his father’s Imperium, and that the father sent his Houses of Pursuit to collect his recalcitrant son and return him to face judgement of treason. It is said that the Houses pursued the prince far into the east, and that they did indeed confront the him.
Zellifar parleys with the Houses of Pursuit. His Archmage, Slerotin, unleashes a mass enfeeblement on the mages of the three Houses, and a mass suggestion upon, the other members of the Houses. Slerotin is blasted by magical energies upon the casting of these mighty spells, leaving the Rift Canyon as the only physical remains of this energy. The remnants of the Three Pursuing Houses flee northeastward. [OJ#11] (5094 SD)
 The three houses that eventually settle in the Barbarian States lose almost all contact with the more ‘civilized’ and good gods of their people. As they begin to multiply and prosper Kord and Llerg become major gods to them but Fortubo, Lendor, Lydia and Jascar are forgotten. [OJ#11]
Farther south in Ratik a slightly different mix of peoples assembles. Gods like Phaulkon, Norebo and Phyton are still remembered. [OJ#11]
So it is said.

-417 CY
Into the Thillonrian Peninsula
It is also said that the Suelii wandered north.
The Three Houses of Pursuit move into the Thillonrian Peninsula. They remember and turn to powers which were basic and strong, Kord and Llerg, forgetting others in the face of the strong magics of Slerotin. Wizardly magic is almost entirely forgotten, all magic is feared and only priests, and skalds used it without fear. Witches are not uncommon, but are forced away from "normal" men. The skalds and priests develop a runic alphabet that carry mystic powers. [OJ#1] (5099 SD)
And coming upon the Corusks, they trekked east, until they could trek no more.
They do not know where they have come from. Their skalds do not know of the Suel Empire. They have retained memory of their more primitive gods such as Kord and Llerg. Some others like Phaulkon are still remembered but the more civilized gods (Lydia, for example), are forgotten! [OJ#11]
So say the seers of Shar.

Did the Houses pursue? En mass? Or were they but a few. The seers do not say. Only that they did. Indeed, the Rhizians might have preceded these pursuers. Mayhap the scions of Fruztii and Schnai and Cruski came upon them already there? The sagas of the skalds, sung as long as memory, presume the ancient mariners sailed out of the trackless western sea, birthed from Vatun’s icy breath. However the Rhizians came to the Thillonrian peninsula, they were not the first to settle it. The Flan had preceded them.
Fruz (The Cold Tongue): This is the language of the frost, snow, and ice barbarians; it is predominantly Suloise with some Flan influences. It has no relation to Common, and even speakers of Suloise find it hard to comprehend. [FtAA -14]
And it was from them the Rhizians learned to survive on this harsh shore.

316 CY
Emissaries from Shar
Long centuries later, supposed kin from the distant south landed upon Rhizian shores with tales of the ancient nobility of the Suelii.
By 5831 CY SD, relations were established with the Suel tribes of Schnai, Fruztii and Cruskii in the northern lands. [SB – 4]
Travelers from the south came to call at the courts of the barbarian Suel. Calling themselves the Brothers of the Scarlet Sign, they claimed to be kin of the Fruztii, Schnai, and Cruski. By blood, perhaps they were kin, though distantly—but, in spirit, they were the same devious manipulators who claimed to rule the ancestors of the northern Suel. They came with tales of the lost glory of the Suel race and its ruined empire. They told how the Cruski were descended from an Imperial House, the noble and loyal servant of the last Suel emperor. [LGG – 55]
They were seen with distrust at first.
The people of the Thillonrian peninsula had adapted their original culture for their cold new homes, and the representatives of the Kingdom of Shar (actually Brotherhood members) took some getting used to.  [SB – 4]

320 CY – 570’s CY
But the emissaries of the Kingdom of Shar are persistent.
Culturally primitive by Brotherhood standards, the northern barbarians were beautiful examples of unpolluted Suel bloodlines, and many specimens were lured to Shar as “emissaries,” with the intent of improving the southern Suel stock. [SB – 4]

500 CY
Old King Cralstag is born. [Conjecture: Cralstag must have lived long enough to gain such a distinction.]

530 CY
Old King Cralstag takes the throne in Glot. [Conjecture.]

540 CY
Suelii Unity
One must never believe the myth of the Suelii. The Suelii are the Rhizians, and the Rhizians are independent peoples. They trust in kin, their jarls, and their thanes; but not distant kin. They raid one another; and sometimes, when the longships are asea, those distant kin are perfidious, at best. The Schnai invaded the Ursula Highlands at just such a time, forever sowing distrust between these close “kin.”
The Schnai also made war on the Ice Barbarians, wresting the Ustula region from them and holding it for several decades. They never conquered the Ice Barbarians as they did the Frost Barbarians, however, for the Cruski are nearly as able seafarers as the Schnai. [LGG – 105]

Old King Cralstag’s nephew Lolgoff is born. [Conjecture.]
[H]is birth city [is] Jotsplat. [Dungeon #133 – 39]
Old King Cralstag is without an heir. [Conjecture. If he did, his nephew would not have been crowned, assuming the throne is hereditary. Norse cultures were, so I assume the Rhizians were.]

c. 562 CY
Assuming [SABRALA STARBREAKER] is 20 at the time of WGS1 (see 582 CY), she would have been born in 562 CY.

c. 570s CY
The Cruski joined with their cousins on many of these raids, taking special joy in fighting their particular rivals, the Sea Barons of Aerdy.
This was the life of the barbarian Suel for hundreds of years, through victories and losses. Their freedom was undiminished, but it was subtly threatened several decades ago. [LGG – 55]
The emissaries of the Kingdom of Shar had returned. They called themselves the Order of the Scarlet Sign.
Old King Cralstag viewed them with distrust, as his father did before him.

573 CY
Old King Cralstag
Old King Cralstag is 73.
The emissaries of the Scarlet Brotherhood, as always, offered many gifts and whispered many promises. They offered passage to any of their brethren who wished to accompany them south. All their whispers sounded like orders to Cralstag’s ears.
Old King Cralstag knew well that his ancestors, be they slaves or scoundrels, were never the lapdogs of an emperor who stank of magic. So he told the Scarlet Brothers, and before all in his court, as his judgment on their words. For this, the Brothers murdered him soon thereafter—not with clean blade or strength of arms, but with hidden venom in his cup. [LGG – 55]
The Brotherhood were cunning and stealthy. But Lolgoff had heeded his uncle’s concerns. And though he was not attentive enough to prevent Cralstag’s death, he was quick to call those responsible to task.
The king's nephew, Lolgoff, knew the old king's judgment and the manner of his death. When the Brothers were brought before him, they spoke words of praise and honor for the dead king, and they smiled. Lolgoff smiled too, as he cut them apart with the old king's sword, for he honored Cralstag in deeds, not words. As king and fasstal, Lolgoff pronounced his judgment: The Brothers of the Scarlet Sign should receive only death in the kingdom of Cruski. [LGG – 55]
Lolgoff is 33.

576 CY
Orvung
The Cruski have turned their back on us, their southern kin
, the Brotherhood whispered into Orvung’s ear. They blame us for Cralstag’s passing, they said.
Are you, Orvung asked himself? No matter, he decided, thinking such queries might lead to his own passing. We ought not to set our Cruski kin adrift, he agreed, and thus he considered a way that might keep them close.
The Snow Barbarians are the strongest and most numerous of the northern peoples. Several decades ago they captured the west coast below Glot and have managed to hold it since. [WoGA – 35]
He considered their desire to regain the Ustula Highlands. Lolgoff was young and inexperienced; Orvung knew he could wrest the Highlands back from him if he should desire to.

Orvung was not the only one concerned with how the Cruski’s longships might be engaged. Talks began; and one wonders what might have actually been on the table….
It is rumored that the Baron of Ratik has sent messages to the King of the Schnai proposing four-way cooperation to take the Hold of Stonefist and the Bone March. Supposedly this proposal offers Glot and Krakenheim as possible gains for the Schnai, while the Fruztii and Cruski would divide the Hold, part of Timberway would be returned to the Frost Barbarians, and Ratik would rule Bone March. The reaction to these proposals can not be guessed, but the Schnai are undoubtedly keeping an eye on the joint Fruztii-Ratik ventures of late. [WoGA – 35]
Whatever was agreed upon, Glot remained Lolgoff’s seat of power. The Ustula Highlands were soon to be returned to Cruski control.

577 CY
Perhaps it was agreed that Lolgoff’s longships were to join Orvung’s sailing south. Because they did.
Their raiding served them well. A great many slaves were taken from southern shores. And much silver and gold were gathered from southern ports.
The attention of the Cruski was directed wholly to the south, where choice plunder could be gained during the summer raiding season. [Dragon #57 – 14]
Events amongst the Schnai were quite similar to those of their cousins to the north, in that they generally raided southwards and carried heaps of goods back to towns of their realm. [Dragon #57 – 14]
During the season of 577, much minor activity took place along the coast of North Province and off the northern end of the Island of Asperdi. Some raiders were met and actions were fought; some slipped through, some turned elsewhere. [Dragon #63 – 16]
The Schnai were not as lucky as the Cruski, though.
Suelii Asea
Reportedly a squadron of seven Schnai longships were set upon whilst sinking the hulks of two provincial merchants, the vessels Marntig and Solos. Guided by the smoke and flames, a flotilla of Baronial warships surprised the barbarians. Three of the Schnai were rammed and sunk. In hand-to-hand action, the flagship of the barbarians’ fleet was captured, but the three remaining longships escaped after jettisoning all of their captured cargo.
[Dragon #63 – 16]
The Schnai limped home. And though they put on a brave face, their fleet had taken more damage than they saw fit to reveal. Be that as it may, Lolgoff saw much, and new better.
After a particularly successful venture in 577, the Cruski and Schnai sat down together to bargain on a division of the spoils. In the end, the Schnai agreed to give up the land south of Glot along the east coast. The Snow Barbarians gained more gold and silver, while the Cruski regained their southern harbors. [Dragon #57 – 14]
Unsettled conditions in the Great Kingdom made for rich loot; coupled with the payment made by the Cruski for the return of Ustula, the men of the region were pleased indeed with their wealth in currency, goods, and slaves (thralls). [Dragon #57 – 14]
Mutual cooperation between the Schnai and Fruztii, and the Schnai and Cruskii as well, was at a high level, and the raids from the Hold of Stonefist at a very low level. [Dragon #57 – 14]

578 CY
Not only did the Cruski sail south with the Schnai, they harassed the Stonehold coast as they had not done in many a season.
This made the raids into North Province and the Isles of the Sea Barons all the easier next year, and most of the able-bodied men were away on those journeys when the warbands of Stonefist (now Stonehold) rode into the tundra which the King of Cruski claimed. The few wandering tribes of Coltens there welcomed the invaders, while surviving Cruskii headed east as quickly as possible. The returning warriors were enraged at the boldness of the invasion [.] [Dragon #57 – 14]

579 CY
And continued to the next year, as well.
CY 579 is likely to be particularly good for the Snow Barbarians, for with their northern neighbors looking elsewhere, and the Frost Barbarians busy with Ratik, the choicest areas for raiding will be left to the Schnai. [Dragon #57 – 14]
 [I]t is likely that the attention of the Cruskii will be trained on a war with the Stoneholders in 579. Some 50 ship captains are already pledged to sail, and more are expected. [Dragon #57 – 14]

582 CY
Indeed, Lolgoff exercised his strength upon the Icy and Solnor seas as never before.
The Snow Barbarians, or Schnai, are the most powerful and populous group, dominating Grendep Bay and the northern Solnor Ocean with their longships. Their marauding armies, with those of the Ice Barbarians, have also made themselves into a major force in the land. [WGS1 – 4]
The Ice Barbarians have supported the Fruztii to some extent by making naval raids along the northern coast of Stonefist. [WGS1 – 4]
One wonders what Lolgoff and his jarls agreed to, for their warriors were seen further inland than they had ever ventured, surprisingly so. Who would expect a native of Glot in the Bandit Kingdoms? Moreso, who would ever have expected that a shield maiden from the furthest corner of the Flanaess might overflow with sylvan ancestry?

SABRALA STARBREAKER
Sabrala Starbreaker
No one can remember when Sabrala came from the lands of the Ice Barbarians, or how a slip of a girl with an elven father ever got born there. But the wild-eyed young bard with the heartbreaking voice brought her stories and visions to the Frost barbarians and they took her to their hearts. Her pipe rendering of the forlorn Flowers of the Forests has brought tears to the eyes of barbarians long hardened by battle and death, and she has played and sung several times for the King himself.
Sabrala becomes almost possessed when she sings, recites, or plays the music dearest to her. She almost seems to become figures in the legends, to assume their mantles and sorrows, and her performance is breathtaking. The more powerful the legend, the deeper Sabrala becomes immersed in it and the more inspired she becomes.
Sabrala’s taken name, Starbreaker, comes from an old Fruztii expression relating to the exhalation of breath in bitterly cold air. The breath frosts at once and tiny snowflakes fall to the ground appearing like the breaking of stars. The King once compared Sabrala’s ballad voice to the gentleness of breath falling to the ground, and in honor of his compliment she adopted the name she now carries.
Sabrala travels as she will through the world, freespirited and dreaming, wishing only to learn more of legend, song, magic, and timelessness. Other-worldly and strange, she is nonetheless not gullible or foolish. When it is necessary, a bard must sing for her supper and Sabrala knows how to use her charms and wit. [WGS1 – 33]
Elves has never been known to inhabit Cruski’s cold shores, so one wonders where this girl’s parentage might have come from. Then again, little is known about the Corusks, is there?

584 CY
Population 60,000 [FtAR#3]
Capital: Glot (pop. 5,000) [FtAA – 28]
Has this unexpected increase in their Flanaess presence taken its toll on Glot’s population? On Cruski’s?  One can only expect this would be so; but the Cruski have never been forthcoming on how many of their kin dwell upon their coasts.

591 CY
Lolgoff is 51.
Population: 158,800—Human 96% (S), Dwarf 2% (mountain 65%, hill 35%), Halfling 1% (stout), Other 1% [LGG – 54]
Glot and Cruski have prospered of late. They have ventured out into the world as never before. And yet, no one seems to know much about these tight-lipped people.
Except one thing:
Royal hatred of the Scarlet Brotherhood grows, as does distrust of the Frost Barbarians. [LGG – 55]
There are rumours of Brotherhood in Djekul, after all.
Nobles from Ratik have great influence at court but are not always trusted. Scarlet Brotherhood agents are well received but bring strange news and promises. Merchants from the Lordship of the Isles have a growing presence, offering unusually generous trade deals that make some jarls suspicious. Hundgred's court is growing isolated from other northern barbarian nations. [LGG – 45]





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

The Art:
World of Greyhawk map detail, by Darlene, from the Folio, 1980

Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
9025 World of Greyhawk Folio, 1980
9317 WGS1 Five Shall Be One, 1991
9337 WGS2 Howl from the North, 1991
11374 The Scarlet Brotherhood, 1999
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
Oerth Journal #1, #11
Living Greyhawk Journal, #1
Dragon Magazine #57,63
Dungeon Magazine #133 
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

Saturday, 10 September 2022

On Jotsplat


Winter is a time for culling the weak so that the strong may survive. Snow shall cover cowards and they shall be forgotten by all. The people of the north are the true survivors and will inherit the world when the Great Winter comes to cover the land. [LGG – 185]
—The Wisdom of Vatun


Josplat
Is there a more remote settlement on Oerth than Jotsplat? Perhaps. Kanak upon the plains of the Paynims is certainly as remote as any other, but the way to and from there is trod by countless caravans. Surely the Temple of the Prophet deep with the Vast Swamp is as difficult to trek to as any other. And what settlements that might thrive within the Sea of Dust—any that might survive, that is—are without a doubt as isolated and as hostile as one can imagine.
But all of these might be approached in a number of ways, if you’ve a mind to.
The same might be said of Jotsplat, I suppose. One might land upon its shores and sail up its river from either east or west. One might even come upon it from the north, if one knew what might be beyond the northern polar ice, if anything. Or one could scale the Corusks from far Knudje in Schnai, too. All these are possible; but success would be dubious at best; to say nothing of the venturer’s survival.
Indeed, if Josplat is not the most remote settlement upon the oerth it is very nearly so. Bound by ice nine months of the year, its icy seas are adrift with fleets of bergs for another two. Indeed, few ships of any depth attempt the Icy Sea in the single month remaining; those that do are of the shallowest draft, and those vessels likely spied will be akin to those the Zeai ply their sea with, the qajak, gliding singly, its oars wheeling to either side. So too upon the tundra, where similar craft, the qamitik, skate upon the undulating drifts of snow under sail or drawn by tethered dogs.
Where the World Waxes White
[O]n the Icy Sea side are the Zeai, related to the Ice Barbarians.
[LGG – 154]
Few venture far when the long night descends, nor when the wind howls and the world waxes white. To do so is death. It is no wonder that only the heartiest of folk should choose to live here.
Up in these northern latitudes, the sun comes up for only a short time each day. At most, three hours of sunlight illuminates the frozen landscape. There are about two hours of twilight, and the rest of the day is spent in darkness. However, the stars are unusually bright, allowing some limited sight. [WGS2 – 16]
How then do the Cruski survive in such a place? By sheer tenacity and grit. To say nothing of obstinacy. Were it not for the dog and reindeer, life here would be impossible; and were it not for the caribou and seal and walrus, if not for char and whale, and the abundance of lowbush cranberries, cloudberry, and fireweed when the sun does not set, it is doubtful that the Cruski could.
Icy Sea: Killer Wales, Walruses
Solnor Ocean: Kraken, Walruses
[FtAR#11]

It is a wonder that they should even try.
Why do they, then? Because Vatun and Wee Jas bid them so.
Jotsplat (pop. 3,200)
Provinces: Seventeen jarldoms (five around Jotsplat […])
[LGG – 54]
All the barbarian peoples of eastern Oerik are pure Suloise. [WGS2 – 5]

Rurszek: Flowing from a frigid cave at the base of the northern Corusks, this slow-running river empties into the Aldefjord north of Jotsplat. [LGG – 152]

To the north lies the great ice.
The Icy Coast
Icy Sea:
The Solnor sweeps northward around the Thillonrian Peninsula and ends in the Icy Sea. [WoGA – 47]
These northern waters, likely a part of the circumpolar Dramidj Ocean, remain frozen except in high summer. [LGG – 148]
Even in summer the Icy Sea can be dangerous due to thick fogs and floating mountains of ice. [WoGA – 47]
Whales of all sorts frequent these waters, said to be the domain of a mighty leviathan lord. Ice Barbarians take their ships into these waters to hunt whales and collect walrus ivory and seal furs on the surrounding coasts. [LGG – 148,149]

To the south the dark and inhospitable Corusks.
CORUSK MOUNTAINS
The Corusks form a bow. the backbone of the Thillonrian Peninsula which runs from the Solnor Ocean in the east, north and west and then southwest where the range terminates (Hraak Pass). [WoGA – 52]
The ice-capped Corusk Mountains are the backbone of the Thillonrian Peninsula. While the lower reaches are farmed with difficulty by humans, giants, ogres, trolls, and other monsters dwell in the central fastness. Monsters are less numerous farther east, but freezing fogs sweep down from the heights to threaten travelers. It is thought that this range possesses little in the way of valuable ores and gems. [LGG – 142]

Indeed, the stark north is sacred to them.
Dokkhulder, The Dark Tower
Vatun made his home here, once. And the Cruski believe that this hostile coast is favoured by Wee Jas.
A single stark tower of volcanic stone overlooks the Solnor Ocean, 90 leagues north of the Sablewood, at the very tip of the Thillronian Peninsula. Called the Dokkhulder, or Dark Hall. Studiously avoided by the local Cruskii barbarians, this fell structure is somehow tied to the Dark-Eyed Goddess [Wee Jas], for mages in service to her are sometimes seen making their way there, usually in the company of a bardic Keeper. [OJ#7]
It behooves them, then, to defend these shores from any who would desecrate it.
The Ice Barbarians are unsteady allies of the other barbarians, raiding where and when they please. [WGS2 – 6]
They raid Stonehold when the opportunity presents itself. [LGG – 149]
The Ice Barbarians have supported the Fruztii to some extent by making naval raids along the northern coast of Stonefist. [WGS2 – 6]
The other joint operation of [Fruztii, Cruski, Schnai, and Ratik] has been against the Hold of Stonefist. Fruztii forces have now secured the pass south of the Hraak Forest and control the lands for 20 miles around. [WGS2 – 6]
Territorial disputes with Stonehold that predated the wars were finally brought to a head three years ago, when a combined host of Cruski and Schnai entered the eastern hold. They were unable to capture the town of Kelten, but the Cruski reinforced their control of the Taival Tundra. [LGG – 55]

They are not without allies. They’ve the Zeai. And the Fruztii, so long as the Kelten Pass remains open to them. They also have villeins, vassals, and slaves.
The Coltens folk had no place in [the Stonefist] hierarchy, and many fled to the Hraak Forest, or beyond the Big Seal Bay and the northern thrust of the Corusks to dwell in the Taival Tundra, in the land of the Ice Barbarians). [LGG – 109]
Cavalry is not unknown on the western tundra, but few tundra-dwellers are Ice Barbarians, most having Flan ancestry and being related to the Coltens of Stonehold. They do not serve as warriors for the Cruski, instead paying tribute to their Suel overlords to be left alone. [LGG – 154]

Arctic Druid
Who came first to this far and isolated tundra, the Coltens or the Cruski?
WORLD OF GREYHAWK® campaign (Flanaess only): Beory and Obad-Hai, the latter also known as “The Shalm,” are the major gods of the druids here. [Dragon #209 – 11]
Arctic druid: WG: Thillonrian Peninsula (on which lies the Corusk Mountains).
Forest druid (cold): WG: forests along Thillonrian Peninsula (Hraak). [Dragon #209 – 13]
Mountain druid: WG: Corusk-Griff-Rakers chain [Dragon #209 – 14]

Accepting the Challenge
But the Cruski know it was them, no matter what the Flan clans say. Vatun drew them there. He bid them, challenged them, to thrive there. And they have. But Vatun’s blessing is not certain; it never has been: for does not Wee Jas’ most holy pinnacle hold vigil at the confluence of the Solnor and Icy Seas to remind them so?
The Cruski accepted their challenge all those centuries ago. They, Josplat, and their northern jarldoms will endure, come what may.

Respect those who came before you, left their knowledge, and died to make room for you; there will come a time when your life is over and those who come after will honor your learning and your memory. [LGG – 187]
—Wee Jas proverb






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


The Art:
World of Greyhawk map detail, by Darlene, from the Folio, 1980
 
Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
9025 World of Greyhawk Folio, 1980
9317 WGS1 Five Shall Be One, 1991
9337 WGS2 Howl from the North, 1991
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
Living Greyhawk Journal, #1
Oerth Journal #7
Dragon Magazine, #209
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

Friday, 22 July 2022

On Knudje


“For the listener, who listens in the snow,
And, nothing himself, beholds
Nothing that is not there and the nothing that is.”
― Wallace Stevens, "The Snow Man"


The Spirit of Schnai
If Soull is soul of Schnai, Knudje is its spirit. Nestled in the wooded foothills of the Corusks, its much-celebrated heroes guard its approach. But to what? From what? Nothing, they say. Mountains, they say. They defend Schnai and Soull from what may descend, they say. From orcs and ogres and trolls, from wolves and dragons and come what may.
That may be so, but the trained eye will note that their eyes sweep south far more than north. This raises the questions: What need they walls so far north that face south? What are they watching for? And what do they truly guard?
Indeed, a great many guard the way so far from the often trod path.
Knudje (Pop 4,500)
[LGG – 105]
North Latitude (degrees) 50
Knudje; Kelten; Cold Marshes
[Dragon #68 – 43]

The Schnai have always been a proud people, an independent people.
The Frost, Ice and Snow Barbarians are perfect specimens of unmixed Suloise blood; the nearly albinoid Snow Barbarians are the best example. [WoGA – 13]
They are also considered the best example of the unmixed Suloise race, many being as pale as their namesake northern snows. [LGG – 105]
The Snow Barbarians are the strongest and most numerous of the northern peoples. [Folio – 15]
As a people, [the Rhizians] were always distinct from the high culture of the civilized Suel. They were thought of as a mere rabble, with a primitive dialect and no magic. In the north, they became the strong masters of their own land, from which they would never be cast out. Thus, they called it Rhizia, which means immovable. [LGG – 54]

Dedicated to Vatun
Rabble? Uncivilised? Untrue. Independent, they would say. They would also say that the king is only king by consensus, the First Jarl.
Government: Independent feudal monarchy with hereditary rulership, loosely governing powerful jarls; jarls meet yearly at the Assembly of Knudje (without king present), then send representatives to Soull to negotiate with king or have him resolve judicial disputes; king and jarls each have a retinue of advisers (clerics and skalds). [LGG – 105]
This may be true, mostly; but one imagines that the king would not remain First Jarl for long, were he not to send a message every so often.
The warriors of the Schnai are typical of the Suel barbarians. They usually ply axe or sword in battle, and wear sturdy chainmail coats. All use round shields, including the berserkers, who otherwise go unarmored except for skins. Those berserkers dedicated to Vatun wield shortspears or battleaxes, while the followers of Kord favor the broadsword. The king himself favors Kord and has a company of berserkers among his household. They are usually kept at Knudje, rather than at the king's court in Soull, though the king sometimes sends them to guest at the halls of particularly troublesome jarls. [LGG – 105]

Knudje is perched high upon Schnai, and its walls see far, unto the sea on clear days. Those days are few in spring, though, as the warm winds of the south roll up the mountain slopes, mingling with the glaciers they flow down the Corusks’ steep slopes.
The ice-capped Corusk Mountains are the backbone of the Thillonrian Peninsula. [LGG – 142]
The Corusks form a bow. the backbone of the Thillonrian Peninsula which runs from the Solnor Ocean in the east, north and west and then southwest where the range terminates (Hraak Pass). [WoGA – 52]
It might be said that ice is not the only thing to descend from their heights.
While the lower reaches are farmed with difficulty by humans, giants, ogres, trolls, and other monsters dwell in the central fastness. Monsters are less numerous farther east, but freezing fogs sweep down from the heights to threaten travelers. It is thought that this range possesses little in the way of valuable ores and gems. [LGG – 142]

Come Patchwall, the iciest of gales rush down from the peaks. And just like in the freshness of spring, few see far; but for snow and not the gathering of haze.
The season between is short. Not long for crops to grow. And winters coming is so fast those pines that cling to the coast and the Corusks learned suppleness, lest they snap from the cold, or the weight of the snows that pile higher than the tallest roofs.
The Spikey Forest
Spikey Forest: This smallish woodland divides the lands of the Frost and Snow Barbarians. Its tall pines are used by both peoples for ship masts and spars.
[WoGA – 59]
The western edge of the Spikey Forest marks the border with the Snow Barbarians, and the southern and eastern shores of the kingdom of Fruztii end at the waters of Grendep Bay. The climate here is much more temperate than in the northern parts of Rhizia (as the Thillonrian Peninsula is named in the Cold Tongue), and farming is an important part of the economy of the kingdom (though the growing season is short). [LGG – 44]
The Spikey Forest separates the territories of the Snow and Frost Barbarians, though the lands on both sides are very similar. The climate of both kingdoms is nearly identical as well, with a relatively temperate southern zone. The landscape of the kingdom of Schnai is more rugged than the Fruztii region, however, though not so rough as that of the Cruskii. The same could be said of the people, who are more factious than the Fruztii, but more united than the Cruskii. [LGG – 105,106]
It's a dangerous place, those woods. Thick, the boughs tangle and weave. One must take heed within it, and guard by sound as much as sight, for those that prowl there are as silent as the very mists.
Mist wolves are said to roam here, rumored to lead travelers away from dangerous, ancient Suel ruins. [FtAA – 56]

Were wolves the only worry. Dragons dwell in the high reaches, where the pines thin, and the ice thickens.
One wonders how anyone could live here. But the Schnai do, and have for long centuries. Others proceeded them, though the Schnai, indeed the whole of the Rhizians, are loath to admit it.
[A] band of Frost Barbarians recently returned from dangerous explorations in the great Corusk Mountains. […]
While searching for the lair of a white dragon, the barbarians chanced upon an illusion-cloaked dungeon entrance and ventured inside. There they fought evil, cold-dwelling creatures and passed through strange areas of chilling, life-sapping vapor. Finally, they reached a great ice-encrusted chamber. While the intruders were busy digging out a chest from the ice, their activity awakened the dungeon’s most dangerous guardian: a massive automaton fashioned—so swear the barbarians—of steel-hard ice. Although the golem slew two of their number, the barbarians were ultimately triumphant and claimed the icy dungeon’s treasures as their own. Among the hoard was the book that was to become known as the Ice-Shard Tome. Of the book’s owner there was no sign. [Dragon #243 – 89]
Who wrote that ancient tome? Certainly not the Schnai. Whomever did knew of the Hanging Glacier, and judging by the age of the caverns the book was discovered in, its writer may have been as ancient as that mysterious ice. One wonders if the writer may have created them?
The Ice-Shard Tome
Finally, the book contains an accurate map to the Hanging Glacier of Alisedran, with notation in no language known in the Flanaess, either current or ancient. [Dragon #243 – 90]

Without doubt, the Ice-Shard Tome is far older than Alisedran’s On Sledge and Horseback to the Barbarians of the North. Centuries older, mayhap.
Might it have been Keraptis, or one of his minions?
[In] a time when the Flan tribes still dominated eastern Oerik, the archwizard Keraptis rose to power in the lands abutting the southern Rakers, and while most historians agree that the mage’s kingdom encompassed what is now known as the Bone March, a few scholars believe the territories that later became Ratik and the Pale were part of this empire as well. [Dragon #241 – 77]

Whoever might have, what is sure is that the Schnai knew about the Hanging Ice long before they were aware of either scholarly work, if they even are, now. And they did not take kindly to Alisedran’s having discovered its location.
Alisedran, Hanging Glacier of
Into the Corusks
In CY 113, the scholar and explorer Alisedran returned from the Barbarian lands with a tale so bizarre that no one believed any of it. His ramblings were put down to the feverish after-effects of being run through with a scimitar by a Suel pirate on the Solnor Ocean (it is true that his behavior was marked by weird eccentricities until his death the following year). But all of what he recorded (in his On Sledge and Horseback to the Barbarians of the North, still available in the libraries of Greyhawk City) is true.
Alisedran described a glacier in the very depths of the Corusks (suggested location: hex J-16) that traveled at great speed to a massive precipice— and there stopped abruptly. It appeared that the ice floe broke up into many splinters and fragments that simply hung in the air, entirely static, all the way down the two-thousand-foot drop to a river valley below. The ice shards that hung there contained absolutely pure water; Alisedran bottled the water they formed, and alchemists found that potions made with this water never failed in their preparation.
The Glacier
Alisedran also found that certain ice shards were light blue in color. Each of these shards contained a single tiny bubble with a miniature monster inside. All these creatures were of the cold-using or cold-dwelling type: yetis, remorhaz, white puddings, ice toads, winter wolves, and the like.
Of the trapped creatures, only monsters (no natural animals) could be seen. Alisedran tested one of these blue shards and found that during its melting, a fully-formed, adult-sized monster sprang from the ice. At least three of his traveling companions were unable to share his surprise at this, since the enraged yeti killed them.
Alisedran found a third aberration among the ice shards: rare, one-inch blue cubes of "solid air" (as he termed them). When he was cast overboard during a fight with pirates, he found that these blue cubes of airy matter could be crushed in the hand to duplicate the effects of an airy water spell.
Local barbarian legend provided Alisedran with some important information relating to the ice shards. First, cycles of unusual monster activity in the Corusks occurred every 20 years or so; Alisedran hypothesized that, at those times, the strange suspension of gravity collapsed, at least momentarily, and as the ice fell into the river below and melted, the monsters came to life (he was correct).
Periodically Able to Emerge and Cause Havoc
Second, the glacier itself was regarded as cursed—an area where a powerful evil spirit dwelled. Here, the barbarians were incorrect, for below the glacier lies a portal to another world of the Prime Material. The portal has been enchanted to prevent the servants of an evil Power of cold and suffering (suggested: Loviatar of the Finnish mythos) from entering Oerth. The enchantment is not complete, however, and it allows the goddess and her priests to dispatch summoned monsters to Oerth, which are periodically able to emerge and cause havoc.
Third, cold-dwelling creatures of above-animal intelligence (but not frost giants) are attracted to the area of the hanging glacier (double normal encounter frequencies) and are strangely compelled to leave gifts there—ivory, treasure taken from slain barbarians and explorers, and the like. There are thus considerable caches of treasure in the area, as well as unknown secondary effects of the magic of the portal (perhaps akin to the solid air above the glacier). Exactly what form the portal takes, and how it can be reached and finally sealed, is unknown. [FtAA – 67]

It the Schnai were so displeased with Alisedran for having found the Glacier that a “Suel pirate” –that seems a little convenient, considering how tight-lipped the Schnai are concerning the Hanging Glacier—ran him through with a scimitar, they are altogether hostile to Oeridian Telchurites.
Another sight to be a holy place to Telchur and for which his priests have been searching for over 450 years, is the Hanging Glacier of Alisedran. This structure, found in 113 C.Y. by the explorer after whom it is named, supposedly lies somewhere in the Corusk Mountains. Though the priest of Telchur still search for it, the barbarians of the Thillonrian Peninsula bear them no great love and have made the search a fruitless one to date. [Dragon #265 – 58]
It goes without saying that clerics of Telchur would find their heads upon a pole should they be discovered in the vicinity of Knudje. Or anywhere else, for that matter.
Vatun was imprisoned by clerics of Telchur about the time of the Battle of a Fortnight's Length. [LGG – 185]
Those clerics of Telchur are willing to take the risk, regardless. Alisedran’s book has put them on the scent, and they will not be dissuaded from their quest.

Kurast
Alisedran’s memoir peaked more than Telchurian interest. Hints of mysterious magic have nudged wizards to discover the truth beneath long-lost secrets and lore for centuries, haven’t they?
Characters of Nyrond
Kurast:
Kurast is obsessed with lore concerning magical fluids and waters. He has actually visited the hanging glacier of Alisedran (see From the Ashes), knows of many other such wonders [.] [WGR4 – 93]
Some of his ideas are crazy, some of the lore he knows is deluded nonsense, but some is genuine. He has a bizarre attitude to the Nyrondese around his home, thinking of them almost as pets and patronizing them. […] Nearing 70 years of age, the black haired mage has a disconcerting habit of sucking in his lips when speaking, making his speech hard to understand at times, a problem exacerbated by his occasional lapses into Old Oeridian. [WGR4 – 93,94]

The Flan
Who else might know what mysteries reside north and east of Knudje?
The Flan, for if there were those who knew the mysteries of this far-flung region, it would be they. They were surely here long before the Rhizians. Indeed, they preceded Keraptis, having set roots here even before the first cornerstones of Tostencha were set. And they have never left.
Nor do they mingle much with those who came after them, content in their high towns, their hidden coves, their dark woods.
WORLD OF GREYHAWK® campaign (Flanaess only): Beory and Obad-Hai, the latter also known as “The Shalm,” are the major gods of the druids here. [Dragon #209 – 11]
Arctic druid: WG: Thillonrian Peninsula (on which lies the Corusk Mountains).
Forest druid (cold): WG: forests along Thillonrian Peninsula (Spikey,Timberway). [Dragon #209 – 13]
Mountain druid: WG: Corusk-Griff-Rakers chain [Dragon #209 – 14]
So, if these was one who knew whence the Ice-Shard Tome came, or who levitated the Hanging Glacier, it would be one of them.
And the Flan surely guard those secrets still.


“Every man I meet wants to protect me. I can't figure out what from.”
― Mae West





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


The Art:
World of Greyhawk map detail, by Darlene, from the Folio, 1980

 
Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
9025 World of Greyhawk Folio, 1980
9317 WGS1, The Five Shall be One, 1991
9337 WGS2, Howl from the North, 1991
9398 The Marklands, 1993
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine #68, #209, #241, #243, #265
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer