Showing posts with label Character. Show all posts
Showing posts with label Character. Show all posts

Friday, 20 May 2022

On Duchess and Candella


“To be yourself in a world that is constantly trying to make you something else is the greatest accomplishment.”
― Ralph Waldo Emerson

Candella and Duchess
Anyone who has followed this blog may already realise that Duchess and Candella are my favourite NPCs. One or two of you may ask, why? They are low level, hardly heroic. They’re thieves, for goodness sakes.
That would be unkind. NPCs are ours to define and develop; they are what we make them.
Shekespeare said it best in Twelfth Night, I believe, even if its inference was less than kind when spoken: “Be not afraid of greatness. Some are born great, some achieve greatness, and others have greatness thrust upon them.”
That may be the very reason why I love them so. Room to grow, so to speak. And what room, indeed!

Where’d this dynamic duo spring from? The imagination of Jean Wells.
Consider this comment from this Dragonsfoot Forum thread:
Candella and Duchess
“Those are indeed Jean [Well]'s favorite duo in both pictures. They come from her and/or Skip's campaign in the late 1970s, iirc, tho she played other characters in my Lake Geneva campaign c1981-85.”
This leads me to believe that Duchess and Candella were 2 of her PCs, her favourite, it would seem, judging by the above quote. She loved them enough that she wished to immortalise them in her one and only adventure module, that only briefly saw print, before office politics decreed that her effort be recalled and destroyed. Why was it destroyed? Not by her doing, rumour has it; it had everything to do with presumably suggestive and immoral artwork, none of which she was happy with. Much has been said about this “lost” classic (which is not lost at all: the PDF is readily available for download; and a number of copies were “rescued” from destruction and those that were demand a pretty penny these day), so I won’t dwell on it. Use a little Google-fu if you’d like to learn more. The art may not have been her fault, but that did not save her from the fallout. Alas, she produced no other products for TSR.
Sadly, we cannot ask her, personally, what happened. She is forever mum on the subject.
(Oeva Jean Wells Koebernick, July 25, 1955 – January 25, 2012, 56 years old)

She will be forever mum on the subject of Duchess and Candela, as well. There might be a few who are privy to the story. The aforementioned Skip [Williams?] might have insights, perhaps a few others from those early hallowed halls of TSR who are still alive and well might, as well. I have not reached out to any of them on the subject, and likely never will, preferring to dream what dreams I may, instead. That way D & C will be forever mine.

All we do know is the little she wrote about them.
As the party searches the room, roll for a wandering monsters. If on the first roll none was indicated roll again. On the last roll if one was indicated the wandering monster will be two female thieves: Candella (20) F (AC 7, T2, hp 8, #AT 1, D 1-6. Save T2, M 7, AL N, S 12, I 15, W 13, D 17, C 15, CH 14) Duchess (18) F (AC 7, T2, hp 6, #AT 1, D 1-6, Save T2, M 7, AL N, S 11, I 12, W 15, D 16, C 18, CH 15). Both women will have an above average appearance (CH 14, 15) and will attempt to use it to their benefit. They will pretend to be young inexperienced fighters in search of adventure, fame and fortune, but mostly fortune. Candella is the spokesman of the two women.
These two thieves will be friendly towards the party, not acting hostile if they win the initiative. They will politely ask to join the party, saying that they are not quite as tough or prepared for adventuring as they had originally thought themselves to be. Dutchess [sic] (hp 6, CH 15) will stress her desire to accompany them, saying she fears that she and her companion have made a grave error in attempting to venture into the palace ruins by themselves, especially after seeing the strange 3 headed monsters they have managed to flee from so far. Both thieves will have the following on them including normal dungeon supplies, weapons and thieves tools:
15 gp.
7 sp.
21 cp.
Wolfsbane (Duchess)
poisoned daggers (poison effective for one attack)
Strand of pearls (Candella) (value 600gp)
These two thieves may be used by the DM as NPCs (nonplayer characters) or as a normal dungeon encounter.
[B3_Original – 10, 11]

What have we learned from this short passage? That they are pretty, and that they use their beauty to their advantage. They misrepresent themselves—perhaps not unexpected, as they are thieves and of dubious moral fortitude (they are packing poison, after all), and one might expect (they certainly do) that thieves would be less welcome in Lawful parties than fighters—although there is no mention that they will not be true to the party. That may be implied, citing the poison, but they are not Chaotic, are they?
We also learn that although it is Duchess who wishes (stresses her desire) to join the party, it is Candella who their spokesperson. That suggests that Candella (I 15, W 13, CH 14), the smarter of the 2, is the leader, but that Duchess (I 12, W 15, CH 15), the wiser and more charismatic of the 2, is not without influence.

That’s not much to go on; but it is also enough to inspire the imagination.
I’m not the only person to be inspired by Duchess and Candella, either. Those who are do pop up from time to time, in art, mainly (most notably Domenico Neziti, as seen below); but I also expect that quite a few DMs have seen fit to include them in adventures they’ve devised. ArtoftheGenre certainly used their image on the cover of his bonus module A Secret Respite, if only there and not in the adventure, itself.
Candella and Duchess
First, that is a great 'catch', as yes, the entire scene is a homage to the Red Box, as the shop is the one used by the fighter character in the introduction mini-adventure, and the cleric is the one from the book, although it isn't Aleena (who sadly died in the mini-adventure intro), as in the book she's called Clarion if you read the description under the Cleric class. I've used her extensively in my Roslof Keep adventure series because I fell in love with her when I was 12 and haven't stopped yet, obviously. AND the two other female characters are Duchess and Candella from The Palace of the Silver Princess (originally drawn by Roslof). This image is done by artist Domenico Neziti, who has done some great work for Art of the Genre in the past. And sadly no, none of the characters appear in the mini-adventure, unless you are using the playable characters from the Roslof Keep Campaign, in which Clarion has been stat-blocked at high level. I just enjoy putting Duchess and Candella in various situations, because I think they are fun.

More importantly, Tom Moldvay saw fit to salvage D & C and include them in his refit of Jean’s disgraced adventure. One wonders whether he was inspired by these exceptional NPCs, or maybe perhaps he wished to exonerated Jean by ensuring her favourite characters survived the axe that felled her. We will never know how so about this, either, as Tom shall be as forever mum on the subject as Jean is, for the same reason.
B3 Candella and Duchess
(Tom Moldvey, November 5, 1948 – March 9, 2007, 58 years old)
But salvage, and immortalise them, he did.
A statue of a young girl playing with a dove is in the south-eastern corner of this oddly shaped room. A large handcarved bookcase stands next to the northeastern wall. Two wooden benches, one in front of each of the two southwestern windows, have scrolls lying upon them. Two women stand next to one of the benches. Both women wear leather armor and carry swords. One of the women has just unrolled a scroll and is reading it. [B3 – 24]

Tom did not deviate much from Jean’s original intent, although his room we encounter them in differs from the one she introduced them.
This room contains the remains of bunks, bedrolls, round oaken tables, stools, benches and dead soldiers which have been beheaded. Along the north wall is a line of 6 heads. [B3_Original – 10]
Jean’s is far more grim.

Other than that, Tom’s D & C are as equally deceitful in their profession.
The two women appear to be fighters, but are really thieves. [B3 – 24]
Otherwise, they are very much identical to Jean’s “heroines.”
The two women are named Candella (AC 5; T/2; hp 8; MV40'; #AT 1; D 1-8; Save T2;  ML7 ;AL N; S 12,  I 15 ,W 13,D  17, C 15, Ch 14), and Duchess (AC 5; T/2; hp 11; MV 40'; #AT 1; D1-8; Save T2; ML 7; AL N; S 11, I 12, W 15, D 16, C 18, Ch 15). Because of their wisdom ability scores, both women gain a bonus of +1 on magic-based saving throws. The two thieves are both very attractive and will attempt to use this to their benefit. [B3 – 24]
The thieves will have the following on them: dungeon pack C; 21 cp, 7 sp, 15 gp, wolfsbane (Duchess only), and a string of pearls worth 600 gp (Candella only). [B3 – 24]
Take note of the picture included in the module. I would hazard the guess that Candella is the blonde, since it is she depicted wearing a necklace.

Tom expounded on why they were there, in his castle, though, weaving them into his backstory, which differed from hers.
Candella and Duchess
They were trying to loot the rooms of Mirabilis before the disaster struck. Mirabilis caught them and put them to sleep with a sleep spell. He was going to clean up and then report them to the guards, but disaster struck first. The women thieves were not affected by the disaster. They have only recently awoken and are setting out to loot the palace. The scroll they are looking at is just a sketch of a black cat.
[B3 – 24]
But he did not deviate from their choice of deception.
These two thieves will act friendly toward the party. They will pretend to be young inexperienced fighters in search of adventure. They will politely ask to join the party, saying that they are not quite as tough or as prepared for adventuring as they had originally thought.  [B3 – 24]

He then elaborated on how they might be played.
If they join the party the two thieves will wait for a good chance to steal whatever they can (either by trying to pick pockets or just grabbing any loot in sight), and then run away. [B3 – 24]
This shows patience on their part, in keeping with their above average wisdom.
If the thieves are not allowed to join the party, but are not attacked, they will try to get close enough to a character to try to pick that person's pockets. If discovered, they will claim that the person made a mistake, that they merely bumped into the person by accident. If successful they will leave with their loot. [B3 – 24]
Demon Bait _ Candella and Duchess
Either way, the girls are going to steal from the PCs, at the first opportunity, it would seem. I would suggest that both will not make the attempt, only one will, most likely Candella, while Duchess distracts the PCs. To me, this seems out of character, and that the girls would not place themselves in such quick jeopardy, unless the PCs were so foolish as to display, or brag about, rather valuable, or more importantly, “useful” magical items that would ensure their survival and escape from this obviously dangerous situation they’ve found themselves in. Desperate measures, and all that….
Remember, these are wise and intelligent ladies, and not rash, nor foolish, in their pursuit of their ill-gotten gains.
When playing the roles of NPCs the DM should keep in mind that NPCs are reasonably normal persons. They seldom act suicidal, usually fighting only if there is a chance to win. While they will take risks, they will seldom take unreasonable risks. In this particular encounter, the two thieves want loot. They are likely to try what- ever method offers the best possibilities for gaining the most loot at the least risk. [B3 – 24]

Tom goes on to declare our heroines expendable, in relation to the PCs, in his adventure. Which they would be, I suppose. The PCs are always front and centre, as they should be.
If Duchess and Candella are with the party, the doppleganger [sic] may choose one of them as a victim or one of the party members. Of course, if the doppleganger [sic] succeeds in killing its victim, and hides the corpse, it will pretend to be the new character. […] The doppleganger [sic] will continue to kill characters secretly until caught. [B3 – 24]
I declare their being expendable as short-sighted. Few NPCs are as evocative, in my opinion. Actually, there are a lot of “indispensable” NPCs stowed away in a lot of modules; you just have to keep an eye out for them.

Take this NPC, “found” in G3 The Hall of the Fire Giant King, for instance:
Duchess in Distress
12c. Human female (11th level thief: […] Strength 15, Intelligence 15, Wisdom 8, Dexterity 18, Constitution 16, Charisma 17) chained to the wall. She will gladly admit to being a thief caught trying to find the King's treasure room, and volunteer to aid the party faithfully for a chance to escape. If opportunity presents itself, she will heist as much in gems and magic as she can and then slip away, but until then she will actually help the party. Of course, during this time she will be casing each character to learn what he or she carries…
[G3 – 9]
I’m reminded of Duchess and Candella. Duchess, in this case, owing to her dark locks.
Her stats don’t match our heroine…
Duchess: AL N; S 11, I 12, W 15, D 16, C 18 Ch 15
…but that’s of no never mind. Stats are as stats used. What’s important is her capricious thanks, reminiscent of our “point in case.”
These two thieves will act friendly toward the party. They will pretend to be young inexperienced fighters in search of adventure. They will politely ask to join the party, saying that they are not quite as tough or as prepared for adventuring as they had originally thought.
If they join the party the two thieves will wait for a good chance to steal whatever they can (either by trying to pick pockets or just grabbing any loot in sight), and then run away. [B3 – 24]
I suggest that we swap out this NPC with our Duchess. Why? Because I wish it; and because D & C are my favourite foils. When I say foils, I’m suggesting how useful our girls can be. They can be love interests. Lovely, lovable, loyal to a fault… Or not… Depending on their whim.
As to their capricious nature, they could be instrumental in absconding with what items you’ve mistakenly lavished upon your PCs. That said, this should not be an overused plot device. This might be a one-shot-deal occurrence.
I would ensure their inexpendability before attempting such a thing: they’re a font of expositionary lore, they’ve rescued the PCs when all seemed lost, delivered them from sure defeat more than once, pawned a thing or two, or delivered some much-needed graft when the PCs could not. Whatever.

Candella and Duchess
Consider the case above. The PCs were engaged to deal with recent giant raids; one thing leads to another, and as the PCs are readying to reconnoiter the Snurre’s fortress, they come across Candella. She tells them that Duchess has gone missing. She’d heard about Snurre’s wealth and took it upon herself to relieve him of some of it. But she bit off more than she could chew. And Candella is intent on a desperate rescue mission, willing to spin any yarn she might imagine to get the PCs to aid her in that regard. She need not have to. They must. They owe the two of them too much to not help. To say nothing about whether Bill’s character Aragorn is in love with her….





“We don't see things as they are, we see them as we are.”
― Anaïs Nin







One must always give credit where credit is due. This post 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.



The Art:
Duchess and Candella original art (unpublished)
A Secret respite cover, by Domenico Neziti (nezart), from CRK B3 A Secret Respite, The Folio
Candella and Duchess, by Harry Quinn, from B3 Palace of the Silver Princess, 1981
Demon Bait, by Domenico Neziti (nezart)
Captured Thief, by David Trampier, from G3 Hall of the Fire Giant King, 1978

Sources:
9025 World of Greyhawk Folio, 1980
1015 World of Greyhawk Boxed Set, 1983
2009 Monster Manual 1e, 1977, 1978
2011A Dungeon Masters Guide, 1st Ed., 1979
9018 G3 Hall of the Fire Mountain King, 1978
9044 B3 Palace of the Silver Princess, 1981
9058 G123 Against the Giants, 1978, 1981

Friday, 10 September 2021

Cinniúint Mc'ill'Oig

“The world is full of magic things, patiently waiting for our senses to grow sharper.”
― W.B. Yeats


Cinniúint Mc'ill'Oig
A farmer's son, Cinniúint desired more than what appeared his due. Life in the foothills of the Rakers was tedious, at best; truth be told, he thought it a prison of drudgery and toil. He gazed out upon the flats below from his high, windswept perch, imagining he saw the distant coast, and dreamed of far-off lands, and deeds of daring-do and maidens fair, like those in the sagas Isin sang, and Riichi preserved on his parchments, tales of evil wizards and dragons that ruled frozen landscapes.

Why do you listen to such foolishness, Gurrda Mc’ill'Oig argued? They are nothing but lies, his father claimed. We Flan have always been as we are, he said. And: Be content with what bounty Beory hath bestowed on us.

But Cinniúint was anything but content. He was destined for better than a life of tilling soil and dirty fingernails, he believed. He had a quick and nimble mind. And he knew that his father was wrong about their people’s lot. Isin and Riichi had said those tales of ancient Flan heroes and villains were true, and Cinniúint believed them. He had seen Riichi’s parchments with his own eyes, even if he could not read them. They were old, near crumbling. Ancient, Riichi said; and Riichi should know; hadn’t the hedge wizard travelled to Marner and read the Aerdian histories that told those very same tales of Vecna and the Ur-Flan, and of the hero, Gethrun Shoiraine, who had delivered the Flan of fabled Tostencha from Keraptis’ tyranny?

He hounded the hedge wizard to teach him letters. But Riichi rebuffed him, knowing Gurrda’s mind. Cinniúint would not be dissuaded. The boy snuck into Riichi’s hut and found his books of alchemy, and somehow taught himself to read. And then recited what he had learned to the astonished Riichi. Riichi relented, reluctantly. He quickly discovered the boy's abilities surpassed his own, and sent word to the only true wizard he knew, who promptly arrived and took the boy away to Marner.

Young Cinniúint
Cinniúint was inducted into the Scholars of the Arcane, under whose rigorous tutelage he learned discipline. And there he remained until word arrived that the northern borderlands were being raided by the euroz, and that adventurers were being gathered to put an end to them. He asked the deans if he might be given leave to answer the call. They advised him against the enterprise. You are not ready, they said. He persisted. They relented.

Cinniúint travelled north, finding companions in need of a wizard once he arrived in the small town of Riverport: an elven and human rogue, two fledgling fighters, and an acolyte, each as bent on adventure as he. They set out into the Rakers, but instead of daring-do and maidens fair, they found danger and death in the ancient temple that had pressed a menagerie of evils to their design. Only three survived their adventure into those caves of chaos. Three Fools, they named themselves for their folly. And it was that name that they came to be known.

Never Again...

Cinniúint vowed he would never venture into the wilds so ill-prepared again. Who had built the red temple in the depths of the caverns where his companions fell, he wondered? They had kept silent about their aims and beliefs, fanatical they surely were, as they neither asked for, not gave, quarter or mercy. He returned to Marner and studied those ancient texts available there. Half-remembered names from his childhood flew off the pages: Tostencha, Skrellingshald. Vecna, Keraptis, and Acererak. Slerotin. Zellifar. Roghan and Zelligar. Merely mentioned in those tomes, he discovered more perusing weighty, dusty, tomes in Red Mord and Rel Astra and Rauxes. Clues led he and the other Fools, Jondhan Amar and Scáthú Urithi, into the Timberway and Loftwood forests, the Rakers and Griffs, and up and down the Grendep and Solnor coasts, raising ever more questions. He dove deeper, and learned the names of supposedly long-lost gods, The Elder Eye, and the Elemental God. They were far from dead, he discovered. And far from forgotten.

Cinniúint
And then, one day, the deans called him into chamber. A son of a Fruztiian jarl, one Hradji Beartooth, had arrived with questions about fabled Skrellingshald.

They asked if Cinniúint might meet with him.

Skrellingshald, he asked? Did he say Skrellingshald?






"Apparently wizards poke their noses in everywhere!"
― J.K. Rowling, Harry Potter and the Deathly Hallows






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. 

The Art:
Umber Hulk Ambush, by Dean Kotz (?), from Into the Borderlands, pg. 334, Goodman Games, 2018



Saturday, 1 May 2021

Balazar Getts

“Beware the fury of a patient man.”
― John Dryden

Balazar Getts
Balazar enlisted in the infantry, just like his father Ezekiel, and father's father, Aelfric, etc. He expected to remain there. He did not. The infantry was less about finding glory than marching hither and thither, and standing footsore for hours on end, guarding gates and doors and passages that nary a soul ever showed the least interest in. It was different in da's and grandda's times, when the Lortmils were tamed, and the Hateful Wars waged. Balazar's stint was little more than prolonged drudgery.

Trade caravans were more to his liking. He woke each day in a new town up and down the Low Road, haggling here, rubbernecking there.

Others might think such a life would be dull, plying the same subterranean rivers and lakes, and carting where the waterways did not course, but those who thought that were wrong. There were dangers, to be sure: rapids, nuisance goblins and the like here and there; and on occasion, frightful beasts that lurked in the shadows of the less trafficked routes. But he was blessed with friends along the length of the Road, in each of the Ulek states, in the Gran March, in Bissel and Keoland, even in Celene. He thought he would ply that Road till his dying days.

Until his father's unit was dispatched to help the humans in some border skirmish. They were late returning from patrol, so another unit was dispatched to find them, Aelfric among them. They found Ezekiel and his unit butchered to the last man. Horribly butchered.

... a hideous figurine
They found two curiosities on Ezekiel's body, the last seven pages had been ripped from his diary, those days just before he and his unit departed for the border, and even more curious still, a hideous figurine clutched in Ezekiel's fist.

Aelfric summoned Balazar. And handed him those curiosities. And commanded him to find out what happened, and why Ezekiel and his unit had ventured so far from where they had been posted. "I'm too old for this sort of thing," Aelfric said. "This is a task for the young. This is duty of a son."

He pressed the figurine into Balazar's palm, and closed Balazar's fist around it. "Find out who killed my son, and why." A tear rolled down the old man's cheek, soon lost in his silvered beard. "And then kill the fuckers responsible."

Balazar unfurled his fist, and gazed upon that hideous figurine. Its eyes seemed to glow.

That night Balazar began to have nightmares.


“Revenge may be wicked, but it’s natural.”
― William Makepeace Thackeray, Vanity Fair



Backstories.
They are fun to imagine, fun to write. Aren't they?
Yes they are. They are the stuff that dreams are made of.

My rules?
Relatively short. A few names, a few moments that will define his origins. And how he came to shrug off a normal, meaningful, and likely fulfilling life, to take up a dangerous road, one fraught with peril, and horrors beyond reckoning.
There needs to be a driving force that the DM can use to lure the character into even further danger. Call it a quest, a vengeance, whatever.
Most importantly, there needs to be a mystery, one that can be woven into the campaign, and separates him from sociopathic reavers.


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. 


The Art:


Sources:
9025 World of Greyhawk Folio, 1981
1015 World of Greyhawk Boxed Set, 1983
11743 Living Greyhawk Gazetteer, 2000

Saturday, 27 February 2021

Aloysius Foyle

"I wear the chain I forged in life," replied the Ghost. "I made it link by link, and yard by yard; I girded it on of my own free will, and of my own free will I wore it.”
― Charles Dickens, A Christmas Carol

Aloysius Foyle
Aloysius' mother claims she was taken forcibly. Rumours abound, but the hamlet on the borderlands had periodically suffered the attentions of the Clan of the Red Hand. Women had been left for dead before, and lived; but there was nary a mark on her when they found her. Those who had survived such encounters always bore the scars of such treatment. Not she. The babe arrived early. And she was evermore watched. Distrusted. Banished to the edge of the village, her presence tolerated only because she had a way with unguents and salves and tinctures.

The boy grew up shunned by the village, as one ought to be, born of such a foul union, and largely unloved by a mother that treated him with a rough hand and a sharp tongue. She loved none but herself, the gossips claimed; was vain, vainglorious, and haughty before her fall; and contrary to her fair face, had always been petulant, prone to fits of spite and rage, which she hitherto, inevitably, took out on the boy.

She never named the boy, not to his or anyone else's knowledge, and eventually sold him to a gypsy troupe, where he was whipping boy, gopher and scullion. He scavenged his food and took what he could when no one was looking, until Ariistuun Foyle, headman of the troupe took note of it and began to teach him more "tricks." Ariistuun's wife, Dika, adopted him, named him and taught him how to play the chalumeaux and lyre, to sing, to act, and to deceive.

Aloysius had found a home; and a friend in Nunamnir, his twin in spirit, if not in aspect, so alike that one was never far from the other. And he fell in love with Nayda Hobbs, a minstrel girl. Her father Djordji did not approve of the match.

The troupe came to a bad end when a local lord caught one of them flirting with his daughter, and another picking the pocket of a courtesan. He killed the flirter, arrested the pick-pocket, and ordered the rest of them rounded up.

They fled. Most were slain. But not Aloysius, who, fleet of foot and kin to shadow, slipped away, but not before he spent more time than was wise in search of Ariistuun and Dika and Nayda, and indeed Djodji; not to mention Nunamnir.

Aloysius waited for them at the rendezvous, but none arrived.

Aloysius seethes with rage, for the orcs, for his hamlet, for the lord who "killed" his family.



Character backstory.
It's a tricky thing, and it should never be too long, or too short, for that matter. Why should it not be long? Because you are 1st level. You do not have elaborate history; if you did, you'd be 5th level.
What should be in it?
An origin. Even if that origin is "I woke up six months ago, and had no recollection of who I was, or where I came from." This is a very open background, and should only be used with a DM you trust to fill.
A mystery. Something to investigate. Something the DM need imagine and develop.
An enemy. Something to hate. 
A path forward. Hooks. If every adventure began with I'll give you 250 gp to do whatever, you as a player will not be invested in it; but if there were clues to your love's survival, you will dash into danger with nary a thought to the consequences.

In short, keep it vague, yet interesting. It's the DM's job to develop your family, and your unknown, unsuspected history and destiny. If it were yours, there is no need to play the game.

Who is Aloysius?
He's a half-orc. More like quarter-orc. Or in 5e terms, leaning towards a variant human, but still a half-orc. In any event, as a half-orc, he's a whelp; he would never survive in orc culture, and he's lucky he didn't have to. 
He's an angry young man. He's a survivor. And at the beginning, he is most certainly self serving and, dare I say it, evil. But he does have his qualities. He is loyal. He most assuredly lives by his wits, his skills, and his troupe's code of ethic. Lawful Evil.
In 1st Edition, I would negotiate with an inspired DM to see if he would allow that Aloysius be treated as a half-elf, and if so, I might send him down the path to be a bard. If not, I would lean towards assassin. That suits the rage he lives, and he's spent his life trying to fit in, so he's good at playing roles. The troupe has taught him make-up and disguise. Assassin makes sense.
2e disallowed his existence as a playable race for a while, but allowed for it in supplements.
I'm not terribly familiar with 3e, but possibilities abound in that edition.
4e? Not a clue. I suppose the options are similar to 5e, in which the rogue is more akin to a martial class than the 1e thief.
In 5e, I would begin him as a rogue (assassin's path at 3rd level), and dive into bard, and see how that plays out.
What are my hopes and desires for Aloysius? Revenge. Redemption.


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. 


The Art:
Orc, smoking, with cat by Brenoch Adams.
The art is solely owed by the artist

Friday, 8 May 2020

On Leomund


“I long to hear the story of your life, which must captivate the ear strangely.”
― William Shakespeare, The Tempest


Leomund

 A sleeping town under a cover of new-fallen snow. The silver glow of the moon casts a dim light down upon the darkness, but does nothing to disturb the silence. On the lattices of a frost-coated window, a bright island of golden light dances, shimmering and flickering as the candle flame inside the room is tossed about by the wind that forces its way through the cracks around the window. In the flickering light, an old man traces his finger across the archaic writing of a tattered grimoire, pausing every few moments to gaze out the window and lose himself in dreams of forgotten lore . . . knowledge . . . and power. [Dragon #82 – 55]


 Who was Leomund? The easiest way to answer this would be to put the question to Len Lakofka, himself, since the old sage was his character, and let him tell the tale in his own words. And he did just that in the Oerth Journal #10.
Much has been written about Leomund over the years, not all of it by Len, so there might be some confusion as to who he was and what he did, and whether or not he was a member of this group or that. Such is the way of things. Others take the reins, they extrapolate, they interpolate, they expound, and the character becomes something else, a work of fiction that is not what was.
 His was a humble beginning.I was born on Fireseek the 3rd 479 CY (5994 S.D. – for those of you who are civilized) “…. in a forest somewhere”, or so my mother told me. She was not very clear on exactly where and I never did press the issue. My guess is the Celadon Forest since she once said that she lived in Beetu in the Kingdom of Nyrond for a dozen or more years. When I visited Beetu I found it populated by a number of full-blooded elves as well as a number of people who are a mixture to human and elf. [OJ#10 – 78]

 We know more about his mother than we do his father.
In the Beginning...
I never met my father but as the years passed I discovered that he was part elf, likely a quarter elf as best as I can determine. His heritage manifested itself as a very slight resistance to [sleep] and [charm] but more importantly by giving me a limited form of [infravision]. Being able to see a source of heat in complete darkness, when that source is about ten feet away, has saved my sorry rear end on more than one occasion! A least I did not get pointed ears out of the deal. Thanks dad. His heritage has also helped when it comes to my life span. I’m 111 now and I only feel like I’m 50 or so, not too bad for an old duffer like me. [OJ#10 – 78]
Was his father an adventuresome sort? Maybe. Most likely. His mother most certainly was. Mother was a thief, I mean rogue, just in case you were unclear. [OJ#10 – 79]
Final Kiss
That may be why she was attracted to him. She and he were very likely first thrown together for just that reason. I would suggest she enjoyed a fast life, one fraught with risk. Why? Mother was a devout worshipper of Norebo [….] [OJ#10 – 79]
What happened to him? Leomund does not say. And neither did his mother. Maybe he died. Maybe he didn’t; maybe she absconded with the party’s loot.
 That’s speculation. We must keep with what Leomund said, in regards to her.
My mother, Elsieadar, was a pure blooded Suel. She was born in the Duchy of Urnst but found that her profession “…. was not always welcomed with open arms”, and, therefore, she decided to move to a more receptive locale. She had a typical Suel pale complexion, purple eyes and light curly red hair. She usually dressed in clothing that was bright red and orange splashed with yellow. My earliest memories of my mother were that she seemed to be aflame when she often wore her bright red town cloak. The cloak was red at the hem and gradually changed into reddish orange, orange and became yellow by the time it got to the neck and shoulders. The garment, at a distance, made the wearer look as though they were bathed in fire. I liked the look a great deal and copied it later in my career when I dabbled with “pyrology” and founded the Red Star League. [OJ#10 78,79] 

Mother travelled, with him in tow. That much is obvious, regardless why she left the Celedon Forest. First to Irongate, shortly after his birth, then on to the Spindrift Islands in 482 CY, where they lived for a time in Kroton, then on a small farm on the outskirts of Lo Reltarma.
Why did she travel so much? Maybe by necessity.
Elsieadar in Irongate
I remember nothing of the city and she told me very little. The exception was a sign of one of the thief’s guilds that existed in the Iron League. These rogues were of a lawful nature and politically inclined as well. Years later I came to know a number of them personally and they helped me with the organization of my own ‘guild’. [OJ#10 – 78]

I think it obvious that she was a member of the guild. How else would a boy of such tender years learn such a thing? 
That said, I mentioned earlier that she was a devout woman, even if her devotions were self-serving. A risktaker, she naturally wished to stack the deck, so to speak; who better then to worship than the god of luck? Such devotion rubbed off on Leomund; if not her path.
Mother was a devout worshipper of Norebo and because of her I took up the profession of cleric at the age of ten. […] However, I did not become a cleric of Norebo. When I attended a Church of the Big Gamble I was torn between laughter and protecting my purse. Even at ten years of age I discovered Norebo’s house of worship to be a ludicrous place. Instead I found that Lendore was a bit more to my liking. His temples were clean and orderly and somehow that produced a feeling of tranquility that I found refreshing. [OJ#10 – 79]

Young Leomund
Even so, his future path was all too clear, even if he did not pursue it then. The clerics taught him to read, and he was soon reading everything he could get his hands on, even if that meant neglecting his devotions. His mentor, Rallyman, was both frustrated and pleased with his student. He might have censured the boy, but instead of getting angry, he encouraged him, and soon, Leomund was elevated to librarian.
Then, just after his 16th birthday, Rallyman sent him upon a task. Go collect a tome, he said, to which Leomund set upon the road to Kroton to retrieve a book from Elesar ‘a Bendar, a sage of some repute. He took along a couple of the sons of Rallyman’s old adventuring party, a fighter named Sormat and a roguish fellow named Tegger, for the road can be a dangerous place.
We got the book all right and were on the way back when the little band of thieves hit us. Tegger was surprised by the first volley, surprised to see three arrows protruding out of his belly. Sormat and I were lucky to be missed by arrows as we watched Tegger go down to his knees and then kiss the ground. I pulled out my trusty hammer and dropped it. Sigh. I guess I should not tell every agonizing blow in this melee but when it was done there were five dead thieves (including Tegger) and Sormat was cut up badly enough to be unconscious. I was fortunate that the thieves took Sormat as the threat and not me. Thank you Lendor. I did have a cure and after some work I got him bandaged enough to get back on the trail.
I did learn my first lesson in being a scavenger from this melee. I got a reasonably good fitting set of leather armor out of the deal and a few coins as well. More importantly I found the scrap of parchment with the map to the place where the thieves were to drop the book off. Sorehead, I mean Sormat, wanted to avenge poor Tegger and since I absolutely needed a guard I had little choice. It also taught me not to tell everything that I discovered to a fighter in the party while we were still on the adventure. “What an idiot!” I thought to myself – I called him an idiot actually but then he punched me in the nose and this reinforced the lesson of not speaking to fighters. [OJ#10 – 79]

I would be remiss if I did not describe Leomund, at this point.
I had the look of a Suel male. I was thin and pale with dark blue eyes and reddish blond hair, which, alas, began to fall out when I was the tender age of 29. I topped out at 5’11 and have stayed below 150 pounds my entire life. I, like my mother, like to dress in red and orange but while adventuring I learned that a dark green or dark gray cloak is far more practical. [OJ#10 – 79]
So, Leomund was Suel. Yes and no. He most certainly was, but more. We would call him a Variant human, now. He would refer to himself as Quarf (¾ human, ¼ elf), his father Hulf (Human-elf).

Further adventures followed, but Leomund found that his interest in the arcane drew him from his devotions, and he began to wonder if a life in the service of Lendor was indeed his calling. He had an active and inquisitive mind, and a cloistered life did not lend itself to study and research, in much the same way as his life in the library had.
In Tutelage to Elesar 'a Bendar
He decided to leave the monestary and apprentice himself to the Sage Elesar ‘a Bendar, who had subsequently moved to Loreltarma, where Leomund spent the next four years studying and copying text from one tome to another. And for the next thirty years, Bendar sent him on missions to the Spindrifts, Medegia, the Lordship of the Isles, and as far away as the Iron League nations, and beyond. 
A notable adventure when I was 37 years old and [by then, of considerable talent,] occurred in the Hold of the Sea Princes. As you know the Sea Princes had mostly ‘retired’ by this year (516CY). A few, who did not live along the coast, had taken to keeping and selling slaves. It is a popular misconception that all the ‘princes’ held slaves. That is not the case. Many of the coastal nobles abhorred slavery but they were not powerful enough in the central plain and western mountain valleys to stop the practice. Also the Island Fleet Commodores still favored slavery as well.
Elesar sent the three of us to meet with Prince Jeon (the 1st). He was to direct us to the probable location of a book of great potency that was carried from the Suel Empire and had somehow made its way into the possession of the Plar of Hool. The Plar, then Yestiman ‘ad Grep, was a fat, totally detestable fellow with blotchy skin who constantly scratched at himself in many uncomely ways. Yestiman was in Monmurg at the time for an annual festival celebrating the Hold’s former seafaring prowess. We tried to negotiate with Yestiman and offered the splendid diamond our master had given us (fully worth 20,000GP) to buy the book. He was intractable. He did, however, send an assassin to kill us in our sleep at the palace of the Prince. The assassin was truly amazed that a little halfling coming up behind him could do that much damage but his amazement was short lived. He died in the next few minutes. The Plar had already left for Hool. A place I did not want to visit! Accompanied by a few select mercenaries provided for us by Jeon we took off after the Plar. Poor Yestiman was last seen floating in his beloved Hool Marsh and we did get the book Elesar sent us for. [OJ#10 – 80]

He gained a Cloak of Displacement from the corpulent Yestiman, and used it in conjunction with a Cloak of Blending, the results of which both surprised him, and opened his eyes to ethereal states of being, the research into which unlocked many mysteries and led to his developing his Tiny Hut, the spell that holds his name to this day. Then his Secret Chest. Then others. Leomund discovered that he had a flare for creating spells, most of which were dedicated to the preservation of his person, survival being the most important and fundamental goal of adventuring, in his experience. Mine too, come to think on it. Leomund was a pretty wise and cagey cat, in that regard.

Point in case:
Leomund’s Lamentable Belabourment                   (Enchantment/Evocation)
Level: 5                                                                                 Components: V Range: 1”
Casting Time: 5 segments                                             Duration: Special
Saving Throw: Special                                                     Area of Effect: 1 or more creatures in a 1” radius

Explanation/Description:
By means of this spell, the magic-user causes a combination of fascination, confusion, and rage upon 1 or more creatures able to understand the language in which the spell caster speaks. Upon casting the spell, the magic-user begins discussion of some topic germane to the creature or creatures to be affected. Those not saving versus magic will immediately begin to converse with the spell caster, agreeing or disagreeing, all most politely. As long as the spell caster chooses, he or she can maintain the spell by conversing with the subject(s). As long as there is no attack made upon them, they will ignore all else going on around them, instead “choosing” to spend their time exclusively talking and arguing.

If the spell is maintained for more than 3 rounds, each subject creature must attempt another save versus spell. Those failing to save this time will wander off in confusion for 3-12 rounds, avoiding proximity of the spell caster in any event. Those who make the confusion save are still kept in fascination and must also save in the 4th, 5th, and 6th rounds (or for as long as the caster continues the dweomer) to avoid the confusion effect. If the spell is maintained for more than 6 rounds, each subject must save versus spell to avoid going into a rage — either at oneself, if one is the sole object of the spell, or at all other subjects of the spell — and attack suicidally (regular “to hit” probability) against one’s own person, or fall upon the nearest other subject of the dweomer with intent to kill. This rage will last for 2-5 rounds. Those subjects who save versus spell on the rage check will realize that they have fallen prey to the Belabourment, and will collapse onto the ground, lamenting their foolishness, for 1-4 rounds unless attacked or otherwise disturbed.
If during the course of the maintenance of the spell the caster is attacked and/or otherwise distracted, he or she is still protected, for the subject or subjects will not notice. The magic-user can leave at any time after the casting and the subject(s) will continue on for 1 full round as if he or she were still there to converse with. In these cases, however, saving throws versus spell for continuance of the spell are not applicable, even if, for instance, the subject(s) would otherwise have had to save to avoid confusion or rage. Note that the spell is entirely verbal.
[Dragon #68  25]

He wrote many spells, and most of them can be found in the books he wrote. More than a few others must have shared my opinion, because his spells with copied into many arcane tomes, too many to mention, actually, which might explain Leomund’s widespread fame. Here is a list of the most famous, the tomes you would be most likely to find in libraries that exhibit an interest in the arcane:

Architecture By Leomund & Mordenkainen
(Leomunds Secure Shelter, Leomunds Tiny Hut, Forcecage, Mordenkainens Magnificent Mansion)

Forgotten Arts of Oratory Magnetism By Leomund
 (Fascinate, Taunt, Irritation, Truename, Leomunds  Lamentable Belabourment)

Thesis on the Planes of Anti-Matter By Leomund
Leomund's Secret Chest
(Rope Trick, Distance Distortion, Astral Spell, Disintegrate, Leomunds Secret Chest, Duo-dimension, Deep Pockets)

Transcendental Impenetrabilities By Leomund
(Leomunds Tiny Hut, Minor Globe of Invulnerability, Globe of Invulnerability, Prismatic Sphere)

Libram of the Great Paravisual Emanations by Nystul
(Nystuls Magic Aura, Shadow Magic, Demi-shadow Magic, shades, Leomunds Trap)

[Dragon #82 (56,57,58), by Bruce Heard]


Leomund/Guy Gas
Leomund could not have done this all on his own. He took an apprentice in the year 539 CY. I had turned 60 but looked 39, or so my more polite friends told me. An earnest young mage named Guy Gas came to me for what turned out to be two years of additional training. As coincidence would have it, if you believe in coincidence, Guy Gas looked very much like me at the time. Not identical by any stretch, he was a little taller and heavier and his hair was a brighter shade of red than mine. However, people not knowing both of us, often thought he was I and would call him Leomund. I had somewhat of a reputation at that time (no, not that reputation – the good one), and Guy Gas seemed to like the recognition. [OJ#10 – 81]
Guy Gas […] traveled to Greyhawk where he set up shop and began to mingle with fellow mages there. That would have been fine but he took on my persona and identity! The faux Leomund even went so far as to join the Circle of Eight! He retired there, as me, in the year 576 CY! [OJ#10 – 81]

Rumour has it that Leomund was one of the Circle of Eight. He refutes that, explaining that is was Guy Gas, and not him, and that his once apprentice had even cloned himself, and that each of those believed themselves to be their eponymous self. It does make for complexing what is truly his doings and what is theirs.
Point in case:
In the mid-500s, a Wild Coast wizard named Mordenkainen quietly began to confer with several sorcerers in the Greyhawk area about the possibility of forming a group dedicated to the preservation of the Flanaess from external threats. This group became known as the Circle of Eight, an outgrowth of an earlier group of eight powerful individuals formed by Mordenkainen known as the Citadel of Eight, said to be headquartered in the Yatil Mountains at Mordenkainen’s retreat. A few of the members of the Circle of Eight have been publicly named, such as Bigby and Tenser. The latter was already a semiresident of the Domain of Greyhawk, as he had taken control of an ancient castle on the southern shore of the Nyr Dyv near the city. Two other mages known to have joined the Circle were Bucknard (who vanished in 579 CY and was later replaced by Jallan) and the ancient mage Leomund, an immigrant from the east who retired from the Circle in 576 CY and has been little seen since. [TAB  60]
And:
It has been said that Zagig, The Black One of the Vale of the Mage, Leomund, Melf, and Serten, all powerful archmages and rivals to the circle of eight, watch the comings and goings of the Power Tower. They call themselves the “Ring of Five”. [WGR1 Greyhawk Ruins – 3]
And:
Leomund was a clever and practical individual who invented numerous spells of containment used by adventurers the Flanaess over, He kept his whereabouts a secret, though he is generally thought to have once lived in Medegia. He has not been heard from in some years. [PGtG  23]

Leomund was busy during this period, too busy in fact to have been involved in much of the shenanigans ascribed to him, if any. He was researching new spells, and that led to maybe the most epic adventure of his life:
I started work on a special hourglass that I had thought about creating for a few years. My studies were going well and I was about to cast enchant an item on the hourglass when I got a visitor. She was a female elf mage named Delorn, as she introduced herself. She said she had “heard of my research” and that she was here to help and warn me. Well, I have always been an idiot when someone praises me and I did not realize that I had not talked of my research on the hourglass to anyone. We worked together for six months. Her knowledge of temporal mechanics, as she called them, was breathtaking! On the 1st day of Brewfest 580 (6095 SD) I turned the hourglass, which I had named Lendor’s Matrix, over for the first time. [OJ#10 – 81]
Delorn transformed into an aged, yet spritely gentleman: Lendor. “You will be just in time to save some of my people [,” he said, before fading from sight.] “Fare well!”
Lendore found himself atop a palatial tower, surrounded by an array of windows that looked upon the most fantastical sight.
I paused to look out of the windows. The city that I as in was huge and stretched as far as I could see in every direction. Many of the multi-colored stone buildings had four or more stories. There were a number of temples to the gods of the Suel. Lendor’s temple, about 250 feet away from me, could not be mistaken. The city had the ancient Suel Empire look about it. “Good grief! I realized that I was in one of those ancient cities, probably the capital. I went to the one chair in the room and sat down. Before me was a large book with a silver and red cover. Written upon it an ancient Suloise was the title Tome of the Scarlet Sign. [OJ#10 –  81]
The Matrix had accompanied him. Or had it? Was this some other, created by another mage of that bygone age?
The trap door opened and an amazed man paused on the ladder he was climbing and stared at me.
“Who are you? What are you doing here?” he said in Suloise. The pronunciation was not quite what I expected but I understood him.
“I am here because of Lendor’s labor. That is the item that brought me here.” I pointed at the hourglass. “It is called Lendor’s Matrix. It teleported me and took me out of my time.” [OJ#10 – 82]

Leomund said that just then the last grain of sand ran out.
Did it? Is he being coy? Did he spend far more time there than a few seconds? If he had, why did Lendor bother sending him there in the first place and not to his final destination.
And who might that bygone mage have been? Who else might Lendor have aided in creating such a device as Leomund’s Matrix? Slerotin?
Was Leomund Slerotin? That’s wild speculation; but wouldn’t that be a wonder, and it would tie in with Leomund’s comment that Lendor said, “You will be just in time to save some of my people [….]”
Who Will Stop the Rain?
I imagine Leomund desperately trying to divert the Suel from their course, the weight of time and destiny thrawting him at every turn until the end; then his deperate bid to save those same people who might have heeded him, but didn't.
Either way, that is idle musing on my part. An epic twist, in fact, even if the thought might be inspired by Raistlin and Fistandantolus.
I'm sure Len would not approve, though.

In any event, Leomund said that he was transported from that bygone Suloise city. Did he expect to return to his study? He does not say, but he was transported again, this time to the deck of a ship, a black bank of fog rolling across the water towards it.
“What is that fog,” he asked, only to discover that not only did they not understand him, they advanced on him with the likely intent of putting an end to him. It was then that Leomund realized that he he was woefully unprepared for whatever task Lendor had in mind for him. He did not have his books, his staff, or any of his adventuring gear upon him. He was in his study, after all, not prepping for adventure!
He tried elvish, and one stepped forward. He was indeed an elf, but of no type Leomund had ever encountered.
“Do you know what that black fog is?” he said in elfish.
“Well no”, I didn’t. “Where on Oerth are we?”
“Oerth? What is Oerth? This world is, as all know, Dyrth”. Oh boy, I was on another world. Charming. All of this wonder was put on hold as the black fog boiled and flashed up closer and closer and began to overtake the ship farthest from us. In another two or three minutes it would be upon our ship.
“Have you tried to dispel it?”
“Yes we have, to no avail.” I stepped down from the bow and moved to the stern. No one hindered me. I conjured a dispel magic just before the fog caught us. To my great joy the fog that was about to overtake us evaporated into a white mist. The black fog, as it turned out, just a wall of fog and it was only a few dozen feet thick. We were on the other side of the wall of darkness and it was rolling away at the same speed. The hole I had created in the Fog was ‘healing’ itself as the wall moved on and in another minute the gap was gone. I had ‘saved’ our ship from the consequences of the fog and my popularity suddenly changed. I was hoisted aloft and, thank Lendor, NOT cast into the ocean. [OJ#10 – 82]
He had saved the ship, but not those less hearty upon the ships that accompanied them. But for what?
They made landfall upon an unknown land. The surveyed the land around them, and set about building shelter for the coming months as they attempted to repair their ships and sails. The task proved daunting. And lengthy. Leomund spent the next nine years living with, teaching them, protecting them, until Lendor appeared, a wizened, crippled old man.
Lendor confided that [he had taken me] away from Oerth because otherwise I would surely have died in the Greyhawk Wars. My own Red Star League was compromised on many levels by the Scarlet Brotherhood and I would have had great difficulty sorting out who was true friend and who was a spy. But my Master was good to me and gave me a Red Eye Cusp that I now wear in my left eye. It allows me full infravision out to 90 feet, how nice, no more of this having to get within ten feet. More importantly it allows me to see an aura of yellow around Lawful Mages who are NOT part of the Scarlet Brotherhood. [OJ#10 – 83]

Where am I now? Well, in the Spindrifts, of course. I am a friend to the High Elves and Lendor put in a word with Corellon that gets me into most places where the High Elves still exist. I did rescue my library without losing a book and I’ve been known to do a good Sage job from time to time. I’ll be more visible in the next few years if the damn assassins from the Scarlet Brotherhood don’t catch up with me. The last time I saw the Master of Obedience we agreed not to agree. I am a Suel but I’m not a Suel who believes in any supreme race, thank you. [OJ#10 – 83]

Leomund
Human male
AL LN(g)
Class: Magic-user/Cleric
Level: 19/5
Str 14, Int 18, Wis 17, Dex 16, Con 17, Cha 13, Com 14
Magic Items Numerous; bracers of defense AC 4, ring of protection +3, cape of blending, cloak of displacement, staff of power, dagger +2
[OJ#10 – 84]

Take this work as you will. Most of the content is from the Oerth Journal #10, written by Lenard Lakofka, himself. I have just woven in what other sources available to me to add to the text, and to include “all” (unlikely) the canon material available.
It's art heavy. The reason? Because as I began to look into his history, I discovered that I love Leomund. He is that tenacious soul who rose from meagre beginnings to unostentatious heights. He is humble. Yet truly powerful.



One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, especially Lenard Lakofka, without whom we would not have Leomund at all.
The primary source for this piece was Greyhawk Online's Oerth Journal #10, Leomund's Life, by Lenard Lakofka.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.

The Art:
Leomund's Secret Chest, by D.C. Sutherland III (?), Players Handbook, 1978
Unearthed Arcana Cover, by Jeff Easley, 1985
The Rain of Colorless Fire, by Vince Locke, 2000


Copyright:
The art is solely owned by the artists.
All source material presented within this blog is owned and copyrighted by WotC.
The use of this material is not intended to challenge the rights of WotC.
This document is fan content and presented solely for the personal use of those individuals who game within the Greyhawk Setting.

Sources:
9577 The Adventure Begins, 1998 
9578 Player’s Guide to Greyhawk, 1998
Dragon Magazine 68, 82
OJ Oerth Journal #10, appearing on Greyhawk Online
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer