Showing posts with label History of Oerth. Show all posts
Showing posts with label History of Oerth. Show all posts

Friday, 10 January 2020

History of the Oerth, Part 11: The Winds of War (579 to 589 CY)



The Hold of Stonefist
War can come from the most unexpected places. Who would have thought that the first blow to fall in a war that would engulf the known world would land in the Hold of Stonefist? No one.
But such was the case.

579 CY  
The mage sits down in front of the five Blades of Corusk and meditates for a minute. His hands move over the blades as he reads the magical writings. A frigid wind comes from the west, blowing the powdery snow in swirling whirlwinds. The words coming from his mouth sound like gibberish to you. As he reads the spell, a loud thunderclap sounds above you. As the echoes of the thunder die down, the swords shake and hum. Suddenly the swords disappear with an abrupt popping noise, and the snow turns to steam beneath them. You all hear a sharp “crack” behind you, and a sudden blast of wind pushes you forward. Surprised, the mage stops reading and spins around to see what happened.
As you turn about, you see a barbarian giant standing before you. Appearing perfectly human, except for his 12-foot height, the man smiles down at you with a kind face. Two huge wolves stand on each side of him: these four beasts eye you with amber eyes. Meanwhile, the troops from the north and the south-west continue approaching.
“Thank you, my children. You have awakened me from centuries of cursed sleep. In gratitude, I shall grant you your most intimate desires as long as they do not alter the path events are destined to follow. Speak to me.” [WGS2 - 41]

‘The deity looks over your heads toward the northeast. A smile breaks across his leathery face, showing pearly white, perfect teeth. “Look, the great armies of the Ice Barbarians come to fight at our side. Behind them, the Snow and Frost Barbarians prepare to join the fray. Our peoples are finally as one. This is the way it was meant to be since the dawn of Oerth.” As you turn to look behind you, the faint sound of seal skin drums and mammoth tusk horns reaches your ears. Riding on beasts ranging from horses to musk oxen, the barbarians approach just as the Great God said. The god turns and looks at the ap- proaching enemy armies. A glint of pleasure gleams from his night-black pupils. He heaves a sigh and turns to look at you. “It has begun.” [WGS2 - 42]

Vatun, Great God of the North had returned, and he had a plan for his people. They would conquer the North, as they had always been destined to do. And not just the North, they were destined to conquer the world.
Vatun
Vatun's appearance surprised even those most convinced by the rumors of the Five Blades, including the barbarian kings who had used the rumors to further their power. Vatun must have somehow proved his power to these doubtful rulers, for the kings of Fruztii, Schnai, and Cruski each surrendered their ancestral sovereignty to "all-powerful" Vatun. [Wars - 7]

All the barbarians were inflamed by a rumor that swept their lands: that four of five legendary magical swords, the Swords of Corusk, had been found, and that when the fifth was obtained, a "Great God of the North" would rise and lead them to conquest and greatness. The fifth sword never was found, but one calling himself Vatun and claiming to be the Great God of the North appeared before the barbarians of Fruztii, Schnai, and Cruskii, and they swept west into Stonefist under his leadership. [FtAA - 6]

It wasn’t Vatun. It was Iuz. And he set them upon the Holds of Stonefist.
The first strike was a stroke of unusual cunning and ingenuity. Constructing an elaborate fiction about a "Great God Vatun," Iuz managed to ally the barbarian nations together. Deluded by dreams of greatness, the barbarians subjugated the Hold of Stonefist. [WGR4 Iuz the Evil - 3]
The Barbarians swept across the Stonehold with fierce resolve. They would not be defeated. Vatun had returned and said as much. Sevvord Redbeard, Master of the Hold, desperately tried to fend off their assault, but he could not muster his forces fast enough.
Even as Vatun appeared before his dread-filled followers, the Fists converged upon them to stop the ceremony. In the brief battle that ensued, Vatun easily routed the Fists and thereby won the prostrate praise of the barbarians. [Wars - 7]
Redbeard was run down, and brought before Vatun for judgement. No one can say what the Great God of the North said to the Redbeard, Vatun cleared the hall of all but him and the vanquished leader, but when the audience was concluded, the Redbeard had committed not only his atamans, but his life to that northern god.
The Fists were overwhelmed and their leader, Seword Redbeard, underwent a dramatic, if not to say magical, change of allegiance. [FtAA - 6]

“I have seen the light of a Great Northern God, my brothers,” the Redbeard said to his atamans, “and he showed me the error of our ways! We have spent our strength against the barbarians and the horsemen of the Barrens for too long. We have dribbled it away in small raids, when we should have crushed them under our Fists! Let us not waste it any longer when there is greater loot to be had in the south! The riches of Tenh is ours for the taking! Who’s with me?”
And although they did not entirely trust the barbarians and their northern god, they trusted in the Redbeard’s strength.
The Hold of Stonefist remained a threat to Tenh for more than a century, and ultimately brought about its destruction. The first action of the Greyhawk Wars was an invasion of war bands from Stonehold, though this was unlike any previous attack. The Fists had new tactics, and demonic assistance, that overwhelmed the defenses of the city of Calbut, and soon thereafter, Nevond Nevnend. Had the duke been in the city at the time, perhaps he could have rallied his troops to stand; as it was, both citizens and soldiers gave way to panic—though in hindsight, many have suggested that this was demonically inspired fear. The duke and his family fled to the County of Urnst, leaving their nation to the Stoneholders, and the clerics and demons of Iuz.  [LGG - 113]

The men of Stonefist never conquered [the] castles [of Dour Prentress] and they have no living occupants now. The Fists have no desire to meet the ferocious fen trolls and the eastern lands are virtually unpatrolled by them. All that is known for certain is that madness and plague broke out among the thousands of defenders of these castles as the Fists stormed into Atherstone. Of course, Iuz had a hand in this. Some of the survivors say that fiends stalked the battlements and that black stinking fogs drifted across the walls for a week of unremitting horror. The defenders fled, some insane enough to flee even into the fens, and others from Dour Pentress went across the border to the Brilliant Castles where a few score now serve the Theocracy. The defenders left much behind such as wands, scrolls, magical weapons, magical arrows, and other valuables. Whether the minds and bodies of those entering could survive the ordeal they would face is most uncertain. To be sure, the Fists are wiser than to try. [WGR5 - 70,71]

The Subjection of Tenh
The Duke and Duchess of Tenh were as surprised by the fury of the assault as the Redbeard had been. Though their forces fought valiantly to defend their lands, they were stretched thin, having recently fought to clear the Troll Fens. Their army was entrenched upon the Theocracy, and by the time they had marched to face the Fists, their cause was already lost. The Duke and Duchess fled to the County of Urnst, and their people to the borders of Nyrond.
Within less than two weeks the capital of Tenh had fallen as well, and its duke fled to the County of Urnst. The rhelt of Stonehold was now overlord of Tenh, though under the supernatural control of Iuz, for a powerful and nearly undetectable charm had been placed on [Redbeard]. [LGG - 109]

All good things must come to an end. Iuz dared too much. He commanded the Barbarians to attack Ratik, and they began to doubt their newly returned northern god. Raiding the Sea Barons and the North Kingdom was one thing, so too striking Tenh, but they had kin in Ratik. And, for the Fruztii, a friend.
The Vatun ruse did not last long. Commanding the barbarians to strike into Ratik, a long-time ally of the barbarians, was a mistake by Iuz, some think. Others say that he wished to abandon this part of the Flanaess to confusion, since its role as a ruse and feint was played to the full. In any event, the barbarians began to slink quietly home, though the Fists remained in Tenh and occupy it still. Now Iuz could concentrate fully on the war. [WGR5 - 4]

581 CY
Not all things go as planned. Sometimes, the most unexpected things can happen, things that even the Old One could never have planned for.
Gradually, Vecna’s cult grew and he assumed the powers of a demigod. The process took a long time—gathering his power, responding to his worshipers, and settling himself among the greater powers. Vecna persevered and eventually reached the point where he was accepted as a minor demigod in the legions of evil.
Guaranteed immortality, Vecna was still not satisfied. With his scheming mind, he has devised a plan to ascend to greater godhood and humble his rival deities. With his usual long patience, Vecna has been working on this plan for centuries. Working through his avatar or others, the Whispered One has carefully found seven magical items. Each item has been placed in a secret location, the position strategic to his plans.
These items, when fully powered, will cast a mystical web of energy over all of Oerth, cutting off all other gods from their followers. Already they are creating interference on a local scale. Only Vecna will receive the adulation of his worshipers: the other gods will weaken and leave the path open for Vecna to rise to the fore. Then the Whispered One will open the gates of time and bring forth his faithful followers from the past. Feeding on their devotions, Vecna will become the greatest of gods.
There is only one difficulty that remains for Vecna—finding his Eye and Hand. They are the final keys to fully empower the web, the final keys that open the gate of time. He knows not where these are. In the final confrontation with Kas, when they were sundered from his body, the gods (perhaps foreseeing his powers) hid them from his senses. Vecna cannot detect their energies; he can only find them by seeing their effects on others, much like finding a boat by the wake it creates. Too many times he has come close, only to have them escape his grasp. This time, he is determined not to fail. [WGA4 Vecna Lives! - 7]

Tovag Baragu
The Circle of Eight sensed a great danger, but somehow their divinations were blocked. Mordenkainen sent some of his most trusted mages to investigate. And they died. Every last one of them: Bigby, Drawmij, Jallarzi Sallavarian, Nystul, Otiluke, Otto, Rary, and Tenser. Of course, death was not the end of all of them, but that is another tale. Mordenkainen sent others; their path led ever west and the name Vecna was raised time and again. And Kas. And Iuz.
Their investigations led them to Tovag Baragu, where they came upon an avatar of Vecna, who had opened a portal to Vecna’s past, the ruins of the palace of the Spidered Throne.

Through the gateway can be clearly seen a great mass of people. They are all surging and milling forward, their attention focused on the window as if they can see through into the present. They, too, seem drawn by Turim’s chant. The first are just preparing to step through the opening. [WGA4 - 66]

Against such odds, the Circle’s heros couldn’t hope to win, so they did the unthinkable, they summoned Iuz, for only a demigod could hope to defeat a demigod.
Iuz came, and Iuz battled Vecna, and very nearly perished. He didn’t perish, though, but had had he, the world might have been in very dire straights. Had Vecna won, he would have severed Oerth from the celestial and outer planes, and it would certainly have plunged into an age darker than it had ever known, an age from which it would never be freed. But, he hadn’t; and it hadn’t. But Iuz didn’t win either. He and Vecna plunged into the portals of Tovag Baragu. What became of them? The heroes couldn’t say.
And so, strangely, to our most beleaguered incredulity, we owe a debt of gratitude to Iuz, for if it were not for him, the universe would have been plunged into darkness. But let’s not get carried away, his confrontation with Vecna gave Iuz ideas. He imagined a world which bowed to him, and him alone.

584-585 CY
The Loftwood burned. The orcs had attacked Ratik and been thrust aside. Little Ratik! In their rage, the orcs set their wood ablaze. And when the men of Ratik rushed to save their precious trees, the orcs meant to set them ablaze, too.
The site of a great Ratikkan victory over Bone March orcs (578 CY), the wood was partly despoiled by nonhumans setting fires (584—585 CY). It is once again a battleground between Ratik in the north and orcs and gnolls in the south. [LGG - 141]

584 CY
The Bone March skirmishes with Ratik and Nyrond.
Grennel
Bone March is now steeped in discord, ruled by a coalition of invading nonhuman tribes, particularly orcs, gnolls, and ogres. Humanity, which once thrived here, is generally enslaved and subject to the capricious whims of petty bandit chiefs and nonhuman warlords who raid Ratik and even North Kingdom at will, going as far as Nyrond and the Flinty Hills to pillage. [LGG - 35]
Despite the fact that those tribes abut the North Kingdom still raided those towns with impunity, the Bone March still expected the debt of their having helped the North Kingdom by attacking Nyrond to be paid: "We helped you fight Nyrond, now you help us storm Ratik." They and the North Kingdom shared a border, and common interests, were mentioned. Grennell could not help but notice the implied threat.
For himself, Grenell doesn't give a fig about Ratik. Unfortunately, no few of his most powerful local rulers care a great deal about Ratik—as do many ordinary folk. Many of them share the same Oeridian-Flan racial mix as the men of Ratik, and they admire the rugged bravery of Ratik's warriors in having kept the humanoids at bay for so long. They are opposed to any plan to conquer Ratik, and some of them are ready to go and fight for Ratik should Grenell dare act against that nation.
There is another twist to this. The barbarian nations are strongly allied with Ratik. At the present time, their raids are focused on the Sea Barons and they do not often raid most points along the eastern North Province seaboard, save for Bellport. This is because many of the rulers and armies of that eastern seaboard have managed to make a peace of sorts with the fierce [Suel] barbarians, Prince Elkerst of Atirr being a notable example. Indeed, the barbarians increasingly trade with some North Province coastal towns and villages, and that trade brings much needed wood, furs, and other commodities in short supply in North Province. [Ivid - 44]

Kaport Bay
Kaport Bay is the most rugged of North Province's towns, a whaling station and fishing town of 5,200 souls. Together with its twin satellite villages of Low and High Scarport, this town has a characteristic atmosphere. The people here are hardy men and women with little time for frivolity—or outsiders. They term themselves "Kaportlanders" and are proud of this. Flan blood is strong, and the Kaportlanders are no friends of Grenell and his court. Kaport Bay maintains three stout war galleys used to protect its whaling fleet, not least against the attacks of deep-sea kraken in the Solnor Ocean. Barbarians rarely raided here in the past, given their blood ties with the fair-haired Kaportlanders, and they do not do so now. [Ivid - 56]
Grennel thought on what might happen if he honoured his debt to the orcs. If he attacked Ratik, the Barbarian raids would surely recommence. His was a precarious balance. And besides, he’d already aided the orcs when he sent agents to liberate the Seal of Marner from the Baronial Vault. And they did, and they passed the Seal on the orcs waiting in the Kelmar Pass. It wasn’t his fault the orcs had lost the Seal to the Ratikkans pursuing them.
Besides, hadn’t he already helped them enough?
The influence of North Province (now North Kingdom) has led to greater organization and military effectiveness among these barbaric tribes. [LGG - 35]

Trade shrank as the Tilva Strait closed, and piracy had plagued the seas north of it since, if the reduction of trade could actually be conceived as its cause, for indeed, the Solnor Coast had always been beleaguered by pirates and privateers.
In truth, the Scarlet Brotherhood controled the sea lanes between the Aerdi Sean and the Densac Gulf, and the Azure Sea.
Spindrift Sound itself is navigable, but shipping is menaced by the Scarlet Brotherhood and the activities of a few pirates based on the eastern Medegian coast. [LGG - 68]

Frolmar Ingerskatti
The Lordship of the Isles quickly became a hotbed of intrigue. The new prince, a little-known Suel lord named Frolmar Ingerskatti of Ganode, immediately withdrew the Lordship from the Iron League and set about lending his naval forces to the maneuvers of the Scarlet Brotherhood, including the blockade of the Tilva Strait that continues to the present day.
[LGG - 72]

The Brotherhood commands the southern seaways, with naval blockades in the shark-infested waters of the Tilva Strait, and in the so-called "Southern Gates" of the Azure Sea, between the Amedio Jungle and the Tilvanot Peninsula neat the Olman Isles. [LGG - 98]

Ratik understood its peril, and it began an ambitious project, one that taxed its resources, but was deemed essential by Luxnol. What good would minding the nations finances do were they slaughtered by the orcs and gnolls to the south, and the Fists to the north. Castles and fortresses and redoubts sprang up along the Kelmar Pass and the Flinty Hills, and in the northern Timberway. More rose up within the Kelten Pass, for surely the Fists would come again.
Ratik is developing an ambitious castlebuilding program, constructing strong keeps along its southern margins not far from the foothills of the eastern spur of the Rakers. They are digging in for a long struggle against the humanoids of the Bone March. Ratik is seeking mercenaries to defend the builders during the coming spring and summer. [FtAA - 73]

c. 586-591 CY
Grennell wondered about the tactics of the orcs, for in truth, they had developed a cunning and patience hitherto unknown to those savage tribes, and strategies he had not taught them. Rumours abounded that the hierarchs of the Horned Society were not dead after all, that a few, if not all, had escaped Iuz’s wrath, and were now headquartered along the coast of the Pomarj, or even in the Bright Desert or Rift Canyon. Rumours persisted that they had found their way into the Bone March.
The Hierarchs of the Horned Society
The Hierarchs and the rest of the leadership of the Horned Society were presumed destroyed in Coldeven 583 CY, during the night of the Blood-Moon Festival. Demonic forces sent by Iuz slew the Hierarchs there and allowed Iuz to quietly take command of their nation. It is possible that one or more Hierarchs survived the incident and is attempting to rebuild the organization, but most assume that the group is no longer a threat. Still, Arkalan Sammal, the renowned sage of Greyhawk, made an interesting appraisal based on reports gathered by the old sage in recent years. The society, he claims, survives in the present day and has metamorphosed from a group centralized within a single nation to one with its secret tendrils buried across the Flanaess. "The Horned Society must surely have known that the return of Iuz would spell its ultimate downfall," he reasons. "It would have planned for this eventuality, most likely by moving its operations out of Molag before the Old One's axe fell." Rumors during the last five years have placed the group's headquarters along the coast of the Pomarj, in Bone March, or even in the Bright Desert or Rift Canyon. Most people no longer care, for Iuz is now perceived as the true threat. However, suggests Arkalan, the Horned Society has become even more dangerous since its dispersal. As the Archmage Mordenkainen was heard to comment last year during a conclave in Greyhawk, "Are their members now dozens, hundreds, thousands? Where are they headquartered? What do they plot? Can we rest assured of the death of the Unnamable Hierarch? To the one who could answer these questions would go the thanks of a free people." [LGG - 156,157]

Fellreev Forest: This entire expanse of birch and scrub oak is claimed by Iuz, though the Old One enjoys little power here. Most of the forest is ruled by clans of sylvan elves allied with Reyhu refugees since the Greyhawk Wars. A significant force of undead is also here, rumored to be led by an escaped Horned Society Hierarch. Iuz gains little by sending traditional soldiers here, so he uses the Fellreev as a hunting ground for trained monsters. [LGG]

586 CY
The Flight of Fiends
In Coldeven 586, Canon Hazen of Veluna employed the Crook of Rao, a powerful artifact, in a special ceremony that purged the Flanaess of nearly all fiends inhabiting it. Outsiders summoned by Iuz, Ivid, or independent evils fell victim to this magical assault, which became known as the Flight of Fiends. [LGG - 16]
No one knows how many demons survived the Flight of Fiends in 586 CY; few have surfaced. [LGG - 61]

Alain IV, Archbaron Lexnol’s son, was never a patient man. He had a vision the Bone March and Ratik as one, just as his father and the Marquis Clement had intended, and had discussed. He vowed to make it so. And thus, he launched a raid to repatriate Bone March.
It failed.
Disastrously.
Bone March is now steeped in discord, ruled by a coalition of invading nonhuman tribes, particularly orcs, gnolls, and ogres. Humanity, which once thrived here, is generally enslaved and subject to the capricious whims of petty bandit chiefs and nonhuman warlords who raid Ratik and even North Kingdom at will, going as far as Nyrond and the Flinty Hills to pillage. Nomadic bandit gangs, survivors and descendants of the onceproud human culture, prey on one and all. Only the small, autonomous county of Knurl is secure at present, aside from a handful of nearly forgotten gnome strongholds in the Blemu Hills. [LGG - 35]

Infighting soon broke out between several of the nonhuman tribes, and the sides remained stalemated until 586 CY, when Alain IV, Archbaron Lexnol's son and heir, launched a raid into the fallen realm that was composed in large part of expatriates of the march, it was a doomed mission. The unusually organized nonhumans laid a trap for the force in the hills north of Spinecastle. Horrified survivors who escaped back to Ratikhill reported that the trapped raiders were dragged from their horses, torn apart, and eaten alive before their eyes. Raids into the archbarony from Bone March have resumed. [LGG - 37]
Baron Lexnol collapsed from the news and was rendered unfit to rule. Lady Evaleigh, Alain’s wife, understood that were he to fail, Ratik would be lost, so she hid his infirmity at first, ruling in his proxy. But the state of his health could not be hidden forever. And soon, she dropped the pretence of her speaking on his behest and became Her Valorous Prominence, Evaleigh, the Lady Baroness of Ratik. Not all were pleased. The Fruztii had loved the old Baron, and the Schnai were less inclined to treat with a woman, especially one as young as she.
Upon hearing of his son's demise, old Baron Lexnol collapsed. He awakened the next morning with a shock of white hair and a palsy that confined him to bed. Lady Evaleigh, now widowed, assumed the throne and has guided Ratik through the trouble that has befallen it. Raids from Bone March have become progressively stronger and more organized the last few years. Her father's realm, the county of Knurl, was attacked a few months ago and was only saved by the snows of winter. [LGG - 91]

Across the Solnor Sea
Trade need be found if the markets to the west were closed to the East. Maybe there were markets to the east? There was the rumoured Fireland. And there had to be other lands east of there. There was only one way to find out. Small Fleet from Asperdi (Sea Barons) sets sail across the Solnor Ocean.
Ships from resource-hungry lands of the eastern Flanaess are striking out in search of trading partners, hoping to rebuild from the wars. The Sea Barons and the east coast city-states of Rel Astra, Ountsy, and Roland are now exploring the mini-continent of Hepmonaland, returning with fantastic tales and riches. (Many fall prey to disease, pirates, monsters, and privateers from the Scarlet Brotherhood and Lordship of the Isles, however.) Several major kingdoms full of new peoples are said to lie in this tropical land, some rumored to be at war with the slave-taking Brotherhood. [TAB - 38]

Several ships captained by half-elven smugglers joined a flotilla of the Sea Barons in their journey over the Solnor. They had an ulterior motive. The half-elves were reportedly searching for the last members of the dispossessed Council of Five of Lendore.
In the years since the Greyhawk Wars, some of the surviving exiles have joined together with half-elven captains on the Medegian coast. It is an open secret that they are smugglers, willing to transport any cargo for a price. Several of these ships secretly accompanied the flotilla of the Sea Barons in their voyage over the Solnor in 586-589 CY. The Spindrift exiles were thought to be searching for the last members of the Council of Five, who had fled across the waves when the clerics of Sehanine usurped their authority. It is not clear what benefit they seek by contacting their deposed leaders, but the half-elves clearly wish to return to their birthplace and free it of the magical affliction of Sehanine. [LGG - 69,70]

588 CY
What became of Vecna and Iuz? Who can say? But where Vecna could not be scyed, Iuz somehow remained upon Oerth. Iuz’s empire remained intact. And his tyranny marched on, unabated.
But, all good things must come to an end. The fiends had fled and Iuz was stretched thin, tasked not only with administering his newly acquired empire, but beset with rebels and banditry and the persistent attacks of those who didn’t appreciate his desire to remake the whole of Flanaess in his own image.
The use of the Crook of Rao by Canon Hazen of Veluna, in 586 CY, had dire repercussions for Iuz's armies. Bereft of their powerful masters, many lesser nonhumans and ambitious human generals attempted to stage coups throughout the occupied lands, even as rebel bandits and indigenous populations took advantage of the Flight of Fiends to strike back at their oppressors. [LGG - 62]

It was inevitable that he would lose control of Sevvord Redbeard of Hold of Stonefist. He cared not for that cold and distant land. It had little of value, except grist for the mill. And he knew that it would continue to slip into the state of chaos it has always courted. So, he turned his back on the Stonehold, so as to focus on the conflict that really mattered, Furyondy.
Sevvord flew into a rage when he awoke and realised that he’d been played a puppet to another’s schemes. He fumed! He raged! And all those within his gaze cowered from his anger. He gathered Fists from across Tenh, and killed every cleric of Iuz he could find, impaling them on posts and leaving them to rot in the wind. He and his slaughtered hundreds, if not thousands, of Tenha slaves when he could not find enough Iuzian clerics to sate his need. He wished to kill more, to line every road with the spiked corpses of an entire nation as a warning to any who might ever try to subjugate him again. However, he had not the time. He need return home. When he ran out of slaves, he left a rearguard to occupy Calbut and marched to drive the hated barbarians from his homeland. He would paint the Kelten Pass with their blood, he promised, and its flowing would thaw the Frozen River for all time.
For six years after the invasion, the Stoneholders held the Tenha enslaved. The evil of Iuz was present throughout the land as well, though never in plain sight. Perhaps this state of affairs would have persisted indefinitely had not an unnatural rage come upon the rhelt of Stonehold, during a meeting in the ruins of the duke's palace at Nevond Nevnend. [LGG - 113,114]
By means not yet known, Iuz's charm-like control of Sevvord Redbeard was broken in mid-588 CY. Enraged at the abuse he suffered, Redbeard vowed revenge. [TAB - 22]
In an astonishing turn of loyalty, he gave the command to put the clerics and agents of Iuz to the sword, also letting his warriors murder Tenha slaves out of hand. [LGG - 114]
Iuz priests, soldiers, and advisors in the area were slaughtered on sight, and Tenh was plunged into bloodshed once again. The Master then ordered a looting of Tenh and a retreat to Nevond Nevnend and Calbut. Stonefist warriors meant to keep this area so as to guard Thunder Pass (called Rockegg Pass by the Tenha), the route through the Griff Mountains back to Stonefist. Reports were already filtering back to the Stonefist troops that a force of Ice and Snow Barbarians was raiding and burning its way across the Hold, and all wished to go home and do battle. [TAB - 22]
The Fists then withdrew from all but the northernmost part of Tenh, which they still hold. Armies from the Pale and forces loyal to the exiled duke quickly crossed the borders, battling each other for possession of the southern and eastern regions of the duchy, including the Phostwood. [LGG - 114]
There are 20,000 Stonefist men in Tenh, with conflicting desires. On the one hand, rulership of this fertile land is good, but on the other, their instincts are to pillage, maraud, decimate, and then go home with all the loot they can carry. Instead, they stay here as slave drivers. Spending days overseeing slave farmers is not exactly what Fist men find exciting. The Stonefist nation is young, born in adversity and constant marauding. Constant movement on attack and retreating to defensive fortifications after that attack, not occupying their conquests, is what makes the Stonefist men feel comfortable. There is another problem weighing on the minds of the Fists. Since the sham of the "Great God Vatun” was exposed and barbarian shamans and priests have begun to see that Iuz was behind it all, the Fists face more hostility and raids from their traditional foes, the eastern barbarians. No longer are these two uneasy allies. Having occupied Calbut and secured Thunder Pass is useful to the Fists, but keeping men in Tenh when they are needed to defend Stonefist against the barbarians is irksome. Many seek to go home, putting Tenh through one last ordeal of slaughter and pillage before they go. In the interim, many are restless and bored, prone to drunkenness and mindless violence against the Tenhas. [WGR4 - 67]
[A] many-sided war began in Tenh, involving the mutually hostile forces of Iuz, Stonehold, the Pale, and Tenha expatriates. The war goes on today. [LGG - 16]


From Distant Fireland
The fleet from the Sea Barons had set sail three long years earlier and had not yet returned. Had they found Fireland? If they had, that is a tale for another day. But in truth, whether they had found Fireland or not, Fireland found Ratik. One day, much to Marner’s surprise, a longship from Fireland sailed into its port, its flanks scorched, its sails torn and tattered.
In Marner, capital of Ratik, a lone long ship sailed into port in late 590 CY. The pale barbarians aboard the ship spoke a dialect of the Cold Tongue and claimed to be from a distant northeastern island called Fireland. They came with four other ships in search of help for an undisclosed problem facing their people; their other long ships were sunk by sea monsters or Ice Barbarian raiders. The aged explorer Korund of Ratik can supply maps and some information to anyone wishing to return to Fireland with these barbarians, but he is too infirm to travel and is growing senile as well. Frost Barbarians believe “Firelanders” are descended from sailers from the Thillonrian Peninsula who settled there centuries ago; the barbarians wish to establish contact with them. The glaciated land is called Fireland for its volcanoes, visible for many miles at night as red fountains in the sea. [TAB - 38]

Ratik:
Alain was not the only one to desire the freedom of the Bone March. Lady Evaleigh wishes the same, for her father’s city of Knurl is hard pressed and in need of succour. And in truth, war will continue between the Bone March and Ratik, as it must, for each cannot rest while the other exists. The Bone March shall never forgive Ratik or the Frost Barbarians for their incursions into its territory.
In 590 CY, a full-scale assault over the Blemu Hills into Knurl was also attempted, but failed. Thus far, the defenses of the count have held firm, but he expects another wave of attacks this year. [LGG]

Humanoid tribes and bandit gangs appear to be cooperating of late. Masked advisors were seen by spies in the councils of the orcs and gnolls at Spinecastle. Treasure seekers have entered the abandoned keep at Spinecastle, but few have returned alive. Without aid from Ratik, Count Dunstan of Knurl might ally with Ahlissa or North Kingdom to save his realm. [LGG - 37]

Ambassadors from the Scarlet Brotherhood were spied in Djekul. Ratik wants to expand the alliance against Bone March and North Kingdom to include the Snow Barbarians, but the Schnai will negotiate only with Lexnol. Agents of the Sea Barons have approached Evaleigh to gain access to Marner. A half-orc spy working for North Kingdom was discovered in Ratikhill but escaped. [LGG - 91]

Frost Barbarians:
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]

Snow Barbarians:
An intermittent war smolders with Stonehold. King Ingemar generously feasts and rewards his chaotic jarls to insure their loyalty. Frost Barbarian jarls also being feted to gain their friendship and influence; this is viewed as blatant bribery, but it works. The king receives Scarlet Brotherhood agents at court, but privately says he does not trust them. [LGG - 106]

Ice Barbarians:
Royal hatred of the Scarlet Brotherhood grows, as does distrust of the Frost Barbarians. Stonehold accuses the Ice Barbarians of attacking Vlekstaad. There are secret parlays between the Snow and Ice Barbarians for raids against the Sea Barons and possibly the Lordship of the Isles. [LGG - 55]

Stonefist:
Rhelt Sevvord is the absolute master of these people, and his troops are expected to obey him without question. The punishment for disobedience is slow death, though the rhelt always rewards his loyal troops with plunder and captives. So far, Reword Redbeard has maintained his personal authority and become the most important figure in his nation's history since Stonefist himself. Still, many feel that his time has passed, and wait for a leader who will be strong enough to challenge him. [LGG - 109]
Revenge is widely sought against the northern barbarians for the burning of Vlekstaad, but Iuz's forces are hated even more. Conspiracies are suspected between Iuz and several war band leaders to gain control of Stonehold. Murders of war band leaders (by their fellows) are on the rise. [LGG - 110]

The Sea Baron Fleet returned from expedition across the Solnor.
Ships from resource-hungry lands of the eastern Flanaess are striking out in search of trading partners, hoping to rebuild from the wars. The Sea Barons and the east coast city-states of Rel Astra, Ountsy, and Roland are now exploring the mini-continent of Hepmonaland, returning with fantastic tales and riches. (Many fall prey to disease, pirates, monsters, and privateers from the Scarlet Brotherhood and Lordship of the Isles, however.) Several major kingdoms full of new peoples are said to lie in this tropical land, some rumored to be at war with the slave-taking Brotherhood. [TAB - 38]
The Sea Barons do not desire a permanent alliance with the Cities of the Solnor Compact, distrusting Drax's motives, but they feign friendship. The Sea Barons fear assassination or worse by the Scarlet Brotherhood, and treat with strangers in their lands harshly. Expeditions launched to the mysterious south in the last few years have returned with tales of fantastic wonders and riches. [LGG - 100]

Rovers of the Barrens:
The Rovers are a feeble folk now, but they still mount small raids into neighbouring lands. They spend most of their time hunting bear, wolf and northern deer. They fish the Icy Sea. They harvest pine and fur from the Forlorn Forest. They hunt deer and bison. They lay low. As they must. For they must rebuild their strength, as they did after the Battle of Opicm River.
A secret alliance with the Wolf Nomads is being negotiated. Scouts are searching for survivors from the scattered war bands, including allied centaurs and elves. Horses are supplied to tribes loyal to new war sachem, Nakanwa. All forces of Iuz that hunt Rovers (including Grossfort) are closely watched, to be either avoided or destroyed. [LGG - 95]

Iuz:
Iuz retains a precarious hold on the East. The Bandit Kingdoms chaff under his rule. The remains of the Rovers of the Barrens and the remnents of Tenh strain against his rule. Stonehold has no love for Iuz, and he must resort to influence and stratagems to retain control when that does not appeal to his paranoid and visious self, who’d rather rule by bane magics and brute force.
Though some remain, the loss of the bulk of Iuz's fiends has resulted in low morale, revolts, and disorganization within an already chaotic regime. [LGG - 63]

Now embroiled in what Furyondy has termed a "permanent and unalterable state of. war," Iuz's attention has been drawn to his southwestern border, perhaps at the expense of holding in Tenh, the Barrens, and the old Bandit Kingdoms. Though bereft of the bulk of his demonic aid, Iuz's armies are far more numerous than those of his enemies. They not only follow the Old One, but worship him, believing that to fail their infernal master is not only to fail their liege, but their god, as well. [LGG - 62,63]


Vecna
Did I not mention Vecna? How thoughtless of me. Last we saw of him, he was imprisoned in the Shadowfell after an epic battle with Iuz back in 581 CY. But, ever the paranoid soul, Vecna would never have lived as long as he had were he not a cagy one. He knew that one day he might be defeated. He knew that one day he might need a means of return. And he prepared for such a day. And that day had come.
He’d been plotting. He’d been scheming.
And he wanted revenge. Against Iuz.

"No matter how powerful a being is, there exists a secret that can destroy him. In every heart is a seed of darkness hidden from all others; find that evil seed, and your enemies are undone. Strength and power come if you know and control what others dare not show. Never reveal all that you know, or your enemies will lake your seed, too." [LGG - 186]

Despite Vecna’s entrapment in the Demiplane of Dread, long-laid plans have come to fruition. In Vecna’s quest to achieve full and permanent godhood, he instigated several alternative strategies in the millennia of his existence. Many of these designs have played out with little to recommend them, but elements of more sinister schemes continue to move unnoticed.
One such plan has promise at this point. Sometime during the span of years before his imprisonment, Vecna went to a lot of trouble secretly fabricating two tablets inscribed with a true dweomer in the Language Primeval. Then he buried them in a plausible archeological site. […]
Though any of a handful of demipowers would have served Vecna’s purpose, the corpse king Iuz took the bait. Having stolen the tablets from their original discoverers several years ago, Iuz has slowly brought his considerable resources to bear on the tablets. The more Iuz learned, the more the ancient formula seemed, to him and all his divinatory means, an ancient dweomer of stupendous strength, whereby a demipower might bootstrap itself to full ascension! […]
The tablets lie. [Die Vecna Die - 2,3]


Iuz enacted the formula, and the formula drew the power from him, a conduit to Vecna, who then had the means to break free from the Shadowfell and emerge with the power of a greater god. Vecna then entered the city of Sigil, where he came perilously close to rearranging all existence to his whims. When Vecna was ejected from Sigil by a party of adventurers, Iuz was freed and Vecna returned to Oerth greatly reduced in power, though still a lesser god.






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, 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. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his “Chronological History of Eastern Oerik.”
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.



The Art:
Vatun, by Ken Frank, from WGS2 Howl from the North, 1991
Tovag Baragu, by Ken Frank, WGA4 Vecna Lives!, 1990
The Death of Alain IV, by Joel Biske, from Living Greyhawk Gazatteer, 2000
Ocean-Wind by nele-diel


Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
2138 Book of Artifacts, 1993
9025 World of Greyhawk Folio, 1980
9317 WGS1, The Five Shall be One, 1991
9337 WGS2, Howl from the North, 1991
9399 WGR 5, Iuz the Evil, 1993
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
Ivid the Undying, 1998
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda 

Thursday, 26 December 2019

History of Oerth, Part 10: The Fog of War (574 to 580 CY)



Fruztii Barbarian
Iuz was loose upon the land. But he was not alone. The Horned Society had risen in his absence. Banditry had sprung up as prolific as spring flowers across the breadth of the north. The sun that had once shone across the Great Kingdom had set, and in its twilight, that once celestial nation lay in disarray, riven by schemes and betrayal. Orcs had sundered the Bone March. The high seas of the Solnor Coast were beset with conflict and piracy.
And those east of the Rakers found themselves ever more isolated.

574 CY
The Fruztii consulted with Ratik concerning what wonders may be hidden within their mountains, eager to see whether the lore of their skalds was to be found in the dusty tomes the southerners worshiped so. So, Ratik consulted the Library in Marner, and those sages and wizards employed there, and within those dusty tomes they exhumed references to lost cities of the Flan, to ancient relics of the dwerfolk, and to sunken cities of the Solnor Sea. And of course, they dug up references to dragons and the hordes they amassed. All these they brought to the attention of the Fruztii, and the Fruztii listened with great interest. And armed with this knowledge, the Fruztii and those of Ratik brave enough to accompany them, they climbed into the Griffs and the Corusks in search of such things.

The History of The Ice-Shard Tome
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, by Anthony Nixon and David Head.]
The Frost Barbarians were distrustful of wizardly magic and eager to sell what came to be known as the “Ice-Shard Tome” upon returning from their expedition into the Corusk Mountains to Crylandren, a wizard of Marner.
He copied what he wished from the book before selling it, and over the next few years, the Ice-Shard Tome was sighted variously in Rel Astra, Rauxes, and Rel Mord, moving ever deeper into central Flanaess. On its journey the tome acquired both its popular title and a sinister reputation.

575 CY
The Kelten Pass
Where the Schnai sent promises and warriors to support the Fruztii front lines as a rear guard within the Bluefang-Kelton Pass, Ratik did one better. Although already hard pressed in the south with the orcs and gnolls, they understood that they must also secure their north, so, they sent battle hardened troops to stand shoulder to shoulder with their northern kin. The Fists came, as they knew they must, and they came with ogres and orcs and gnolls, and the alliance held the pass against them. But holding the pass was not enough. Securing it was essential, as was securing the lands north of it.
The Battle of Kelten Pass, as the Fist called it, only severed to divide the Atamans of Stonefist. Were it not for Vlek’s iron rule, the Hold might have fallen into strife.
The Coltens, despite generations of servitude to the invaders, have slowly emerged as a competing form of leadership, offering their method of election of the most popular warrior as an alternative to the Rite of Battle Fitness. So many aspiring leaders were slain in the often useless raids of the latter method that its proponents have grown scarce. When Ratik and the Fruztii made peace, the subsequent battles for the Kelten Pass brought several telling defeats to “fists” led by the descendant warband leaders. The Hold was then divided between those who followed the laws laid down by Vlek Col Vlekzed, and those who claimed that Stonefist’s methods are no longer appropriate and the Coltens Feodality should be restored. The nomads and settlers west and around the Frozen River championed the ways of Stonefist. The population around Kelten and the Hraak Forest wished to establish new forms of leadership. [Dragon #57 - 13]
The successful alliance of the Barony of Ratik and the Frost Barbarians has caused much consternation in Bone March. A joint Ratik-Fruztii army wreaked havoc within the March after the signing. Leaders of the humanoids have determined that the northern alliance must be dissolved. [WoGG - 29]

576-582 CY
Knight of Ratik
The alliance between Ratik and the Frost Barbarians was mutually beneficial. Not only had they begun to secure the Fruztii’s northern pass, they had begun to make gains against the Bone March to the south, too. But at a cost. They were small nations, their resources were limited, and were the orcs not soundly defeated, and soon, they knew all might be lost.
The humanoids so soundly defeated in the campaign of 575 were again raiding over the border, and the gnomes of the Lofthills (west of Loftwood) were being continually besieged. Losses from the campaigns in Bone March and with the Frost Barbarians could be replaced by mercenaries and volunteers from foreign lands only. [Dragon #57 - 14]

Zeai upon the Icy Sea
The Frost Barbarians had not turned their backs on their cousins, the Schnai and Cruski, for they had common cause. They each hated the Hold of Stonefist, as did their distant cousins, the Zeai, the whaling Sea Barbarians who dwelt upon the far Brink Isles and Tusking Strand, east of the Black Ice. And the Snow and Ice Barbarians shared common cause against the North Province and Sea Barons, for life was harsh upon the Thillonrian Peninsula, and thought their seas were plentiful, their slim growing season could not support them.
The Schnai noticed their Fruztii cousin’s absence from the seas. And they saw their cousin’s increased reliance upon Luxnor of Ratik. But they were not worried. Let them break themselves upon the Fists and the Bone March, the Schnai said. They will weaken beyond recovery, and will be forever under our suzerainty when Ratik finally fell, for fall it must, in the end. 
And in the Fruztii’s absence, the Schnai increased their raids on the Great Kingdom, knowing that they needn’t share the spoils with them.
The Schnai weren’t the only ones to note the Fruztii’s increased presence in the northeastern theatre. Tenh had heard of the Frost Barbarian’s alliance with Ratik, and they’d heard of their joint strike into the Bluefang-Kelten Pass, and they sent emissaries to treat with them, for, as they explained to them, we have common cause against the Fists of Stonehold, and the Fruztii listened.

576 CY
Bonded by blood, and having shed blood to protect one another, the Fruztii and Ratik ratified their bond in the eyes of both their gods, for they knew that their only hope of their standing against their enemies, they would need to stand as one.
This symbolic parchment was endorsed and blessed by the gods of both Ratik and Fruztii, and the superstitious Frost Barbarians place great store in its safety. [WoGG - 29]

577 CY
Bellport grew tired of the repeated raids by the Schnai, and demanded the protection due them as a city of the North Province and the Great Kingdom. Lord Captain Aldusc was dispatched from Asperdi of the Sea Barons with a squadron of warships and troops to do just that.
The warships are now reported to be operating along the coast. Included are no fewer than six large galleys and perhaps a score of other war ships. The troops were divided after landing into main [joining Herzog Grenell] and reserve [defending Bellport's landward approaches] groups. [Dragon #63 - 15]

Although the Schnai had not raided as far and as often as the Fruztii had in their days of glory, they were no strangers to such things; indeed, they were the most accomplished of seafarers, and they were truly as fierce as their cousins, as were the Cruski. They increased their raids, and their longships swept down the coast, striking the North Province and the Baronial Isles both, luring those who chased them or sought to stop them far out to sea where they could lose them with ease.
But not all were so lucky.
Some raiders were met and actions were fought; some slipped through, some turned elsewhere. 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.
In hand-to-hand action, the flagship of the barbarians' fleet was captured. Jarl Froztilth, leader of the Schnai, many of his men, and the captured ship were all taken to Asperdi. News of this success was said to have greatly heartened the Herzog. [Dragon #63 - 16]

The Schnai recalled how once they and the Fruztii were the terror of the seas, and they wished the southerners to fear them so again. So, the Schnai treated with their cousins, the Cruski. And the Cruski were glad to treat with them, for the Schnai held what was theirs. The Schnai gave up the lands south of Glot along the east coast [and] the Cruski regained their southern harbors. 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]

The History of the Ice-Shard Tome
Crylandren’s corpse was found shortly after selling the Ice-Shard Tome, his corpse frozen, his veins reputedly filled with ice. The windows to his study were thrown open, despite that winter being the bitterest in living memory. Rumors persist that the tome is under some kind of curse, that a powerful, extraplanar mage has been tracking the book, slaying those who have handled it, but always failing to possess it himself. A list of similar deaths follow in its wake, always grisly, if never substantiated. [Dragon #243 - 89]

578 CY
Despite his youth, King Ralff II of the Fruztii understood subjugation. His people had turned to their cousins to the east in their hour of need and found the duplicitous hand of the perfidious Schnai. The Schnai had lent their support. Yes, they had. But that help came at a cost: suzerainty. The Fruztii had lost their governance. Indeed, they’d lost their pride. Once, they were the terror of the Solnor Sea. Now, they were a subjugated people. The Shnai commanded them, calling their commands guidance. They had learned their lessons well from the diplomats of Shar, long ago.
No more, he thought. He extended his hand to Ratik and they’d taken it, and they’d been true to their words. They’d stood side by side with his people when the tribes of Schnai had not. And so, he turned to Ratik again: Train my people, he said, and when he sent the pride of their youth to Marner, the Archbaron not only trained them in the modern art of War, he equipped them for such. And so, when Ralff looked again to the East, he understood that he had kin there, he had obligations there, but he also understood that he had no friend there.
The Fruztii sent raiding bands to sea with the Schnai, but due to careful urgings, numbers of mercenary troops also moved southward into Ratik and joined the Baron’s troops there. These Fruztii returned with knowledge of organized warfare and good-quality arms and armor and formed the core of a new standing army organized by King Ralff II in 578. The four companies of foot and one troop of horse actively patrolled and brought most of the realm under order. Chief men and nobles not raiding were prevailed upon to contribute men to patrol their own territories, so that by the end of the year, the frequency of banditry and humanoid raiding bands had been reduced to an all-time low. Even the high country around the head of the Jenelrad River was peaceful, and its Jarl swore an oath of fealty to Ralff. Without actually declaring independence from Schnai overlordship, the King of Fruzti showed that he was again capable of fielding an army capable of either defending his territory or taking another’s. The Schnai conveniently ignored the resurgence, probably hoping that the involvement in Ratik would again reduce the Frost Barbarians to vassal status. [Dragon #57 - 14]

Battle of the Loftwood
Battle of the Loftwood
Their expedition into Bluefang-Kelten Pass thus far successful, the Ratik-Frutzii alliance turned their attention south, their aim to destroy the humanoid forces under the Vile Rune orcs of the Bone March.
The manpower pool of the Archbarony was totally dry in 577. Because of the relatively good relations between the Fruztii and Ratik, the woodsmen and elven warders of the Timberway were moved south to the Loftwood, and new recruits were formed into units of light troops called the Volunteer Borderers. [...]
The usefulness of the new Volunteer Borderers was proved in the summer of 578 when one of this formation’s patrols discovered that the orc tribe of the Vile Rune was indeed moving northward. In addition to 5,000 tribe members, the force had 2,000 goblins, 1,000 norkers and xvarts, and 1,000 hobgoblins, orgrilIons, gnolls, and ogres. With this detestable agglomeration were nearly 2,000 bandits and brigands serving as mercenaries. Its forerunners were worgmounted goblins, a handful of whom were slain to obtain the intelligence.
Thus alerted, the Marshal of the Archbarony laid a trap which the unsuspecting invaders blundered into. The humanoid horde moved north along the fringe of the Loftwood where it butts against the hills. At the northern terminus of the trees there awaited the full army of Ratik, its numbers made to appear three times greater by magical means. The gnomes held the western (hillside) flank, while the light forester troops and elves formed the other arm of the “U,” well concealed in the dense timber.
The Battle of the Loftwood saw considerable magical competitions in addition to the standard hand-to-hand combat between the strongest fighters on the opposing forces. The real fighting was between the masses of troops, however, and this was fierce in the extreme. At one point, a score of foreign volunteers saved the day because their leader, Queg, a Fruztii, had prepared an extensive ambush with rocks, tree trunks, pits, and trees to set fire to. This action turned back 250 or more hobgoblins, killing or wounding half of them, so that the flank of the Archbaron’s army couldn’t be turned. Simultaneously, the gnomes on the left flank were nearly broken by a rush of gnolls, bandits, and goblins, and were saved only by the superb slinging of a flanking group of the Hillrunners and the innate tenacity of the gnomes themselves.
Finally, the scale was tipped by an attack on the right (of the orc horde) by the elves and foresters. The humanoid invading force broke and fled, and in the rout there was a great slaughter. [Dragon #57 - 14,15]

Seuvord Redbeard saw dissention among his Atamans, and knew he had to suppress it. He knew that he could not afford to be embroiled in a civil war. His “nation” was surrounded by enemies: The Rovers were once again increasing in strength to the west, and raids into those Barrens were far more perilous than they had been short years before. And except by all but the strongest of efforts, the passes to Tenh and Fruztii were closed to him. Were civil war to divide his lands, those enemies were sure to fall upon them and destroy them. He needed to unite his people. He also wished his own line to retain the Mastership of the Hold as a hereditary right, so he called a great council at Purmill, with promise safe conduct for all who attended. The Atamans were dubious. And they had right to be. Vlek had promised the very same, and look what happened to the Coltens? They came, but they came with a show of strength. With spears extended, and hands upon the pommels of their swords.
In CY 578, shortly after Tenh had coronated its new Duke, the Master of the Hold became Rhelt Seuvord I of Stonehold. Several of his cousins took ill from a mysterious flux shortly after the coronation, and about a dozen others were reported fleeing into the Griff Mountains with a small band of loyal followers. [Dragon #57 - 14]

Magic is not the only force that can wreak havoc. Those of the Old Faith can tell you that those who dismiss the forces the natural world do so at their peril. Nature can and will do more damage than mere wizards, indeed, most wizards, arcane or divine. Those who live in the shadow of smoking volcanoes can attest to such, as can those who live on the banks of rivers, and the sea…. Hurricane "Ivid" is one such reminder. It ravaged the Solnor Coast, crippling the Sea Barons’ majesty over the sea lanes of the north. Trade ground to a halt. So did piracy, for that matter. But that was the least of the coastal settlement’s concerns, as they fled before “Ivid’s” landing.
[Most] people [of the Sea Barons] recall this three-day storm, which some laughingly called "Hurricane Ivid." [Ivid - 90]

579 CY
Baron Lexnol’s heir, Alain IV, marries Lady Evaleigh, the daughter of the count of Knurl.
In 579 CY, Lexnol's only son, Alain IV, the heir to the throne of the archbarony, married Lady Evaleigh, the daughter of the count of Knurl. The county was the only surviving province of Bone March, and the union was arranged to improve the lot of both realms. [LGG - 91]
Alain acquired the dream of uniting Ratik and Bone March, but failed to convince the king of the Frost Barbarians of his plan to drive out the nonhuman tribes. Many whispered that Alain was encouraged in these ambitions by his step-family, particularly the count of Knurl, whose position between Bone March, North Province, and Nyrond was grossly precarious. In certain agreement were the immigrants from Bone March, who were driven from their lands by the invaders. [LGG - 91]
The Ratik-Fraztii alliance cleared the Kelten Pass to the Hold of Stonefist, pressing the Fists back, but not taking the town of Kelten. Rhelt Seuvord rallied his forces, pushing the Fruztii back into the Griff Mountains.

580 CY
The Bone March was displeased. Had the Fruztii not allied with Ratik, they’d have surely overwhelmed the little nation. Ratik could only fortify and man so many passes and still secure the wide expanse of the Loftwoods. If only the pact could be broken.  To break the alliance between Ratik and the Fruztii, the Bone March conspired with the North Province, for they could not enter Marner undetected. Thus, the Seal of Alliance stolen from Ratik's Baronial Vault.
In 580 CY, intruders from Bone March attempted an audacious act of treachery by stealing the Seal of Marner, an object blessed by the gods of the Suel barbarians that was the symbol of the new Northern Alliance. The plot was foiled when the raiding party was captured in Kalmar Pass before making it back to Spinecastle with their prize. [LGG  - 36,37]
[But] not before news of the theft drove a small wedge between the Fruztii and Ratikans. [LGG - 91]





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, 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. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his “Chronological History of Eastern Oerik.”
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art:
Viking Repose by sebmckinnon
Snow by all-my-life-i-dream
Medieval-Knight by lijinbo78
Vikings by kristmiha
North-war by castaguer93


Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
1068 Greyhawk Wars Boxed Set, 1991
2011A Dungeon Masters Guide, 1st Ed., 1979
9025 World of Greyhawk Folio, 1980
11743 Living Greyhawk Gazetteer, 2000
Dragon 57, 63, 243
LGJ et. al.
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

Friday, 20 December 2019

History of Oerth, Part 9: A Rumour of War (505 to 570 CY)



Chaos Has Risen
The Great Kingdom has all but collapsed under the weight of its own wickedness. New powers have taken to the field in the wake of its collapse, each eager to snap up what is unclaimed. But in the absence of law and order, chaos has risen. Evil is sweeping the land.
Two names will enter the fray: Iuz and Ivid, and the Flanaess will fall into such tyanny as it had not known since the name Vecna was whispered by those under the weal of his Occluded Empire.

505 CY
King Avras of Furyondy took note of the doings of Iuz, for what king wouldn’t be concerned about the rise of Evil on his border. The Vesve was already hard pressed by this Iuz, as orcs and hobgoblins bearing Iuz’s mark had penetrated their canopy and were laying waste to all they encountered. Avras mustered his troops and sent them north. But even as they engaged his vile forces, the armies of Iuz had already begun to break apart. For Iuz was not to be found. And it was his tyranny that had held them together.
But neither Furyondy nor Vesve was directly involved in the banishment of Iuz, generally dated to 505 CY. [WGR5 Iuz the Evil - 3]

St. Cuthbert of the Cudgel has been allowed to strike against Iuz, when his avatar assisted those imprisoning Iuz in 505 CY. That St. Cuthbert would wish to fight Iuz is not unexpected. Of the "martial" [...] Powers, Heironeous has his great struggle with his hated brother Hextor [....] But St. Cuthbert is a doughty, tough fighter, and he hates Iuz's [...] nature. That he was allowed to strike against the Old One is surprising. He could only have done so if [the other] Powers agreed to this, for all Powers must agree to such an action. Istus could tell us that Incabulus cared not, but Nerull's croaking voice was decisive in giving permission. [WGR5 - 6] 

Other blows beset [Iuz]. His mother offended Graz'zt, who drew her to the Abyss and imprisoned her there; Iuz's growing alliance with Zuggtmoy, tanar'ri Lady of Fungi, never had the chance to grow to fruition. Within Iuz's own lands, many factions struggled for power when their master left. Tanar'ri and gehreleth came to odds with each other and decided to leave the barren lands to their own fate. Orcs and evil humans began to squabble and fight. Chaos reigned, and the good folk of Furyondy and the Vesve breathed a sigh of relief. [WGR5 - 3]

511 CY
Evil was on the rise across the lands. It rose from the marshes and fens just as it had flowed out of the mountains, unexpected, and en masse. What stirred the trolls so, none can say, though the name Iuz was whispered more than once. It’s the Old One, they said, nodding knowingly. But Iuz was imprisoned, as those privy to such information knew, so it couldn’t have been him. Other names were whispered alongside his: Keraptis, for one, for all the Tenha know it, and all expect him to return.

Battle of Dour Prentess
Dour Pentress was so named because of a spectacular siege-battle there in 511 CY when over two thousand trolls surrounded the castle, cutting it off from supplies in a Troll Winter, for a period of over three months before it was relieved. [WGR5 - 70]

513 CY
Despite Iuz’s absence, Evil flourished everywhere in the North. A new force rose up and took the name of The Horned Society, a foul haven of deviltry. And like Iuz before them, they had designs on the North. But first, they must gather their forces were there plans to come to fruition.
Deprived of their lord [Iuz], the euroz and jebli armies massing on Furyondy's borders rapidly dissolved. The barbarous creatures fought the regents of Iuz and won for themselves the east and west shores of Whyestil Lake. East of the lake, savage chieftains and unscrupulous humans founded the Horned Society. [Chronological History of Eastern Oerik, by Keith Horsfield]

515 CY
The Horned Society
The Horned Society sought to make great gains in Iuz’s absence, and indeed, so did the petty despotic fiefs that were once under Iuz’s heel. They each and all sought to expand south, for that was where the riches lay, and that was where the yet untapped sources of slaves lay. But they could not march south, not whilst the Nomads and the Rovers were ever a nuisance to them, raiding across the Cold Marches and Howling Hills. So, they put aside their differences and gathered as one and marched north to put an end to that nuisance, once and for all.
The Nomads and Rovers darted in and out of their armies’ reach, and revelled in their early successes, but as those armies marched ever north and as the Barrens open to their maneuvers were ever squeezed smaller, they had no choice but to turn and fight. The inevitable battle did not go well for the Rovers. They were all but massacred at the Battle of Opicm River.
The Nomads were more fortunate. They did not have the Icy Sea and the Corusks blocking their flight. They did not have the Fists of the Stonehold at their back, either. They broke into smaller bands and slipped away into the vast expanse of the northern plains and the tangles of the Boreal Forests and vanished as though they were one with the wind and trees.
At the great battle of Opicm River, the might or the Rovers of the Barrens gathered to war upon a combined host from the land of luz and the newly formed Homed Society. The wardog soldiers and light cavalry of the Rovers were decimated and scattered, and many of their chieftains were slain. Perhaps three or four clans of but a few tribes each are all that now remain of the force which once sent the tumans of the Wolf Nomads flying back across the Dulsi without their gray-tailed banners. [WoGA - 33]
There were those who remained loyal to Iuz, though, for they knew the Old One could return, would return. They knew they must survive were they to be of use to their absent master when he did, so, they feigned allegiance, and added their strength to that gathering, their aim to placate those who would otherwise take His lands, and as they seemed lend aide, they held back, all the while watching their foes weaken their selves. They bided their time, and waited.

520 CY
To the east, those upon the Thillonian Peninsula had little concern for the doings of those across the Griff Mountains, excepting those few Fists who managed to cross those imposing peaks. Their relative security aside, they understood that one day those Evils to the West might come; so, they searched for what uncharted passes might be hidden from them. And they searched for fabled Skrellingshald, for the elder wives wove tales of the wonders that one might find there. But where was it? None could say, but the fancy tales told of a becalmed climate and rich soils and steeply walled, easily defended, paths to it. That in itself made it worth seeking out. But did it ever actually exist? Or was it just the grist of fancy tales?
Most scoffed. It was just the stuff of fancy, they said. But there were those who thought differently. There’s a kernel of truth in even the wildest of fables, they believed, and so, they shouldered packs and girded themselves for the great dangers that lurked within those peaks. And of those who did, few returned.
Skrellingshald
Hradji Beartooth was one who had. He returned with wonders and curiosities and what they hoped was a tale to tell. They expected him to gather the clan around the hearth and regale them with the tale of his exploits and heroism. But he didn’t speak on it. Not to a single soul. And neither did those who’d staggered out of those lofty mountains with him.
What, you’ve never heard of Skrellingshald? Maybe you have, for Skellingshald is what the northern barbarians called that long forgotten city of Tostenhca.
Hradji returned later that year with a diminished following and with a greatly increased wealth which consisted largely of […] golden spheres. He quite naturally refused to disclose the location of the mountain, as he planned to gather a stronger force for the next season and return with still greater booty. Unfortunately, Hradji and the majority of his men died within the year, some of them as soon as they arrived home. What is more, all those who had any prolonged contact with the gold similarly sickened and died. Hradji’s heir disposed of the hoard by trading it to merchant interests in the Great Kingdom, and reputedly the curse still circulates as the coin of that land, although this last may be a tale fabricated to weaken the Emperor’s currency. [GA - 93]

c. 550 CY
In truth, Hradji Beartooth, although as ever distrustful of magic as all Fruztii, had braved the dangers of the Griff Mountains because he knew his people might need a haven, and that they sorely needed what wonders Skrellingshald might have wielded to keep them safe those eons past, for the Fruztii had been greatly weakened by the Battle of Shamblefield, and were a shadow of their former selves.
Not so the Schnai. They had not spent themselves against the shields of the south. They had taken to the seas instead. And so, when the Fists of the Stonehold had swept out from the Griff Mountains, the Frutzii had little choice but to treat with their cousins to the East. Help us fortify the passes, they pled. And the Schnai were only too willing to help. They sent warriors to strengthen the Bluefang-Kelten Pass. But not so many as did the Fruztii, for they sent longships to Krakenheim to protect their poor cousins from what retaliation might come from the Great Kingdom’s North Province and the fleets of the Sea Barons. And the Fruztii found themselves under the suzerainty of the Schnai. Their king was but a puppet. And they chaffed under their cousin’s rule.
While the Fruztii were historically the most persistent in their raids upon the Aerdy, the Schnai explored the seas and the northern isles. Their discovery of Fireland during the early years of Fruztii raids southward was a great distraction. Rather than seek conquest in the Flanaess, they chose to explore the Lesser and Greater Isles of Fire, while they built settlements on the more habitable islands of Sfirta and Berhodt. They would inevitably return home with tales of monsters and giants, and of treasures almost obtained. [LGG - 16]

555 CY
The turmoil in the Great Kingdom settled once Ivid V was crowned Overking. But much to the displeasure of the Scarlet Brotherhood, the new Overking banished all foreign advisors from the courts of his nation. The Brotherhood had lost its foothold in Suundi, so they took measures that they hoped would distract the Overking. Indeed, they hoped for far more than that. (6071 SD)

558 CY
The Scarlet Brotherhood set out to stir up trouble for the Great Kingdom. They sent agents into the Rakers and whispered into the ears of the Euroz, the Kell, the Eiger, and others, to encourage the orcs and the gnolls there to raid the Bone March, for if Ivid’s attention was in the north, they might once again gain influence in the south. (6074 SD)

559 CY
Humanoids began raids into Bone March. These were limited in scope at first, for the orcs and gnolls did not fully trust the red-robed agents that whispered in their ears. They are not prepared, the whispers said. They look to the barbarians to the north and have not guarded against you, they said. But the orcs were cautious. For they knew not what these red-robed whisperers hoped to gain. And because they had heard the whispers of Men before, and knew that Men had always used their people to blunt the swords of their enemies with orcish blood. The gnolls were less cautious, for the whispers promised them blood, and they do so love the smell of it.

560 CY
Finding resistance limited, the orcs and gnolls made more forays into Bone March, striking widely so as to keep the Marquis’ forces rushing to and froe across the breadth of his lands to defend against them, never once conceiving that the orcs were acting far more strategic than they ever had before. They were a savage species, after all.

561 CY
The forces of Marquis Clement tired. And still the orcs came. And when the orcs found no resistance, the whisperers said, “The time is ripe. He has not the strength to defeat you!” The orcs still did not trust the whisperers from Shar, but they saw the truth in their words. And so the tribes flowed from their mountains into the Bone March and laid waste to all that stood against them.
They flowed out into the Theocracy of the Pale, and into neighbouring Nyrond. They flowed out into Ratik. Because that was what the agents of Shar instructed them to do. But the greatest of their hosts spilled out onto the Bone March, for the agents of the Brotherhood knew that turmoil within the Great Kingdom was so great that it could not muster effective opposition. And because they had parleyed with Herzog Grace Grennell of The North Province, and he had promised to delay his defense. But also because they’d parlayed with others, far darker in purpose than Grennell.
Thus, the orcs and the gnolls made great gains into the March in so little time. But not so in the Theocracy of the Pale, Nyrond, or Ratik, for there resistance was stiff, swift and sure.

563 CY
Spinecastle
The Bone March fell to the humanoids and all humans in that area were either enslaved or killed, Lord Clement among them, as he was held up within the walls of Spinecastle, waiting for succor from Ratik and the North Province, when it fell after a prolonged siege, virtually overnight. Survivors say that the orcs and gnolls had nothing to do with its fall, that it fell from within, that dark forces rose up from its very foundations, causing those within to throw open the gates in their haste to flee, and only then did the humanoids gain entry. It was the castles’ curse, they said, making some gesture they thought would ward off the Evil they said they saw that day.
The hordes did not hold the castle for long; for they too were struck by such horrors that drove them from its halls. While within, they were driven mad; and those that survived said that blood flowed from its walls, that rooms rippled and disappeared, and that they were induced to strike one another down. Retreating from Spinecastle’s horrors, they never again entered it.
The Knight Protectors of the Bone March were overwhelmed by the hordes, and those who could fled to Ratik, bolstering the defenses of Ratikhill.
This land fell to the horde of invaders [Euroz, Kell, Eiger and others], its lord slain, and its army slain or enslaved. Humans in the area were likewise enslaved or killed, and the whole territory is now ruled by one or more of the humanoid chiefs. [Chronological History of Eastern Oerik]
The Euroz orcs and the gnolls continued to flow out of the Rakers, betraying and attacking the North Province in their blood frenzy, even as Spinecastle held out against them.
Grennell expected as much and was prepared. He met them within the March, and drawing them into defensive redoubts, he slowed their advance, and then halted it altogether; and having done so, he parleyed with them and allied with them against Nyrond and Almor, for he believed that such a force could not be defeated until it had blunted itself against hard resolve, and he much rather it do so against that of other lands and not his. Then he would turn on the humanoids, and take their spoils as his own.

What did the Scarlet Brotherhood think about their success? They were elated. They were infuriated. The orcs slaughtered their agents along with all the other humans, for the orcs understood that those red-robed whisperers were not their friends. They understood that they were pawns in a greater game that was not their own. And they recognized the scent of slavery when they smelled it.

The Death Knight Lord Monduiz Dephaar made good use of the chaos that ensued, craving a kingdom for himself out of the lands surrounding his stronghold somewhere in the Blemu Hills in the wake of the collapse of the Bone March, and even now commands legions of humanoids and bandits, who call him Dreadlord of the Hills.
Both Prince Grenell of the North Kingdom and the humanoids of Spinecastle gave the Dreadlord wide berth.

565 CY
Ratik was in need of allies. Their most stalwart ally, Marquis Clement of the Bone March had fallen and his lands were in the thrall of orcs and ogres and Death Knights. Tenh was beset by Stonefist and the Theocracy of the Pale, and indeed, the Fists had raided Ratik’s very north. Their only “ally” was the Theocracy of the Pale, if having a common enemy could necessitate their being allies, for the Theocracy was, if anything, hostile to all who weren’t blind adherents to the Faith of their Blinding Light, and the people of Ratik were not.
But they were not entirely without hope. They had kin. Of a sort. The Fruztii had passed them by in their raiding. Why? They’d been enemies once, after all. Because the Fruztii had kin within their domain, and their kin had become a people of Ratik.
Marner gathered those elders of Fruztii descent and asked them, “Will your brothers to the north treat with us?” After much talk and deliberation, the elders agreed that the Frutzii would. The Fruztii wished to be free of the Schnai. They were beset upon by the Fists. And their strength had been broken upon the shield of the Great Kingdom.

Korund of Ratik
But who? They chose Korund of Ulthek, for his mother was of Fruztii decent and his father was the Ward of the North. And Korund sailed north to visit his kin north of the Timberway. And with their aid, he secured a meeting in Djekul. And then in Krakenheim, where His Most Warlike Majesty, King Ralff listened carefully and was intrigued.
Soon, Marner came to Krakenheim, and Krakenheim came to Marner.
“Where else might we find allies,” His Valorous Prominence, Lexnol, the Lord Baron of Ratik asked.
The Fruztii pondered this question. Fireland, they said.
Fireland
In 565 CY, the explorer Korund of Ratik sailed with a number of barbarian friends to Fire-land, returning with a crude map made with respectable instruments and a bit of magic. From this, the Savant-Sage and I have concluded that Fire-land is a collection of islands. No single island is great enough to be a continent, though the largest might be the largest island on Oerth. The whole surface area of Fire-land would likely cover less than one million square miles. We would so like to have a more accurate and recent assessment! 
[TAB - 11]

566 CY 
The Rovers may have been defeated by the Horned Society at the Battle of Opicm River, but they could still be a thorn in its side. Pride dictated that they spit in the face of defeat. Pride dictated that they regain their lost lands. They allied with the Weigweir and together, they began raiding northeastern edge of Fellreev. 
The young tribesmen who matured into warriors during the last two generations avoided their old battling and hunting grounds along the Fellreev Forest and the plains of the Dulsi, for they feared the might of luz’s hordes. Instead, these nomads and woodland hunters withdrew to the steppes and other sites to the north and east. Their numbers increased, and they practiced their fighting skills against the men of the Hold of Stonefist and the savages and humanoids they met on raids into the Cold Marshes. Despite the difficulties of communication, the western tribes of the Rovers of the Barrens actually made alliances with the Wegwiur.
In 566 CY there were a few light raids into the northeastern edge of the Fellreev. In a few years, wardog parties were reported in the forest west of Cold Run. [Dragon # 56 - 28]

570 CY
Though few knew of it, Iuz had been freed from his imprisonment beneath Castle Greyhawk.
Whether this was by error or perhaps design on the part of Robilar, who secretly carried a pair of highly unusual dispelling magics about himself on that fateful day, sages cannot say. What is known is that at the moment of Iuz's being freed, Archmage Tenser arrived on the scene together with Bigby the mage and a powerful fighter going by the unlikely name of Neb Retnar. Tenser had learned of Robilar's plan, feared that Riggby was being duped, and came post haste to prevent their action. Tenser and his cohort began battling the freed, enraged demigod. Riggby at once aided the assault. Robilar and Quij considered flight and felt their chances would be best if they made odds of four against one into six against one. Iuz was very nearly destroyed in that conflict, escaping to the Abyss just before Bigby would have destroyed him with his infamous crushing hand spell. He left behind him a backwash of chaotic evil magic which altered the alignment of Retnar, left Riggby catatonic for days, and caved in a large part of Castle Greyhawk's deepest dungeon complexes. Since that time, Iuz has always protected himself with a carefully secreted soul gem hidden on an unknown, unbelievably well-guarded Abyssal plane. [WGR5 - 5]

Iuz
He seethed. He raged. He could think of nothing but revenge. Against those who’d imprisoned him, against that overblown pup Robilar who’d tried to kill him, against Bigby who almost had. Indeed, against all of the Flanaess. And he was far more powerful than when Cuthbert had locked him away.
He returned to Dorakaa, and finding his fiefs disloyal, he exterminated most of the “independent” lords of the lands he still claimed as his own.  Their bones, along with those other “unfaithful” he murdered, lengthened his Road of Skulls.
After his release, Iuz was filled with a desire for vengeance and conquest. Sixty-five years of banishment had concentrated his mind wonderfully. With a savagery and cruelty allied to plans formed over many long years of thought, Iuz acted to gather together the warring bandits and humanoids of his land with an iron grip. He drew together his Boneheart, a Greater and Lesser circle of spellcasters, six in each echelon. His agents began to scour the Flanaess, seeking arcane evils and relics. Iuz readied his forces for a great war. [WGR5 - 3]



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, 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. Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his “Chronological History of Eastern Oerik.”
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art:
It's Medieval Time by kozivara
knight-full-plate-armor Wallpaper
Elsest Fortress by aikurisu
Spinecastle, by Kalman Andrasofszky, Dragon 293
Viking by matejko77
Viking Metropolis by ourlak
Iuz, Age of Conan


Sources:
1015 World of Greyhawk Boxed Set, 1983
1043 The City of Greyhawk Boxed Set, 1989
1064 From the Ashes Boxed Set, 1992
1068 Greyhawk Wars Boxed Set, 1991
2011A Dungeon Masters Guide, 1st Ed., 1979
2023 Greyhawk Adventures Hardback, 1988
9025 World of Greyhawk Folio, 1980
9386 WGR3, Rary the Traitor, 1992
9398 WGR4, The Marklands, 1993
9399 WGR 5, Iuz the Evil, 1993
11374 The Scarlet Brotherhood, 1999
11742 Gazetteer, 2000
11743 Living Greyhawk Gazetteer, 2000
WGR Ivid the Undying, 1998
Dragon 56, 293
OJ Oerth Journal, produced by the Council of Greyhawk, and appearing on their website
LGJ et. al.
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer