Showing posts with label Lordship of the Isles. Show all posts
Showing posts with label Lordship of the Isles. Show all posts

Friday, 4 August 2023

The Lordship of the Isles, Part 2

  

“To know your Enemy, you must become your Enemy.”
― Sun Tzu


Were that its wish….
One might think the Duxchan Isles peripheral to the history of the Flanaess. That notion is easy to conceive: it appears insignificant, an archipelago of merely 7 noteworthy islands amid innumerable atolls and islets, with hardly much in the way of population to speak of – compared with other, greater nations inland that have charted the course of the continent for decades, if not centuries, for instance – but that seemingly insignificant string of islands could not be better placed to influence the course of history as a whole. It guards the Tilva Strait, the narrowest sea lane in the world, the lifeblood of trade. Indeed, it lords over its confines. And could strangle all passage through it, were that its wish….

578 CY
Indeed, the Lordship truly does lord over the southern seas, at present. And had for centuries.
[The Lordship of the Isles] gained authority from the overking over the southern seas and the rich trade proceeding from Hepmonaland. [LGG – 100]
They exercised that authority exacting tribute from trade vessels passing through the Tilva Strait [.] [FtAA – 30]
Tilva Strait: The Lordship of the Isles long collected tribute from states wishing to use this long, tropical, shark-infested passage between the Tilvanot Peninsula and northwestern Hepmonaland. Such tribute was negotiated through diplomats and paid in advance, and Lordship vessels patrolled the straits, hunting for vessels whose home states had not paid the fee while also ensuring that those who had paid made the journey safely (i.e., were not attacked by pirates, rumored to actually be Duxchaner privateers). [LGG – 150]
Since the Lordship of the Isles guards the ways between the mainland of the Flanaess and the Tilva Strait as well as the shores of mysterious Hepmonaland, much income is derived from exacting levies from trading vessels passing through local waters. [LGG – 70]
Even more so since their dominion was otherwise uncontested, of late.
Asperdi has recently dispatched a sizable contingent of ships and men to the North Province. [Dragon #63 – 15]

Until recently, the Sea Barons of the Asperdi Isles were truly the only force to contest that dominion; but that was changing. Others had taken to the seas.
A Minor Naval Action
A minor naval action was fought [in Spindrift Sound] during late summer as the merchants are abundant upon the sea lanes. A warship of undisclosed origin is said to have shadowed a group of three Duxchan merchant ships, the Meles, Gloful, and Tigress, which were bound from Ountsy enroute to Sulward with a load of grain and spices. Fortunately, these three vessels carried, divided between them, a company of mercenary foot and an envoy of his Lordship, one Lieutenant Skould, their acting commander.
Before nightfall on that day the pirate ship fell upon the Meles, which had lagged behind, being laden with the majority of the grain. A terrific boarding action took place; the captain of the Meles, Sir Rawthers, was killed in the fighting. Before the ship could be claimed by the aggressors, the Gloful came alongside, and with Skould and many handpicked mercenaries retook the Meles while driving the pirates before them. The Tigress, which had been positioning herself for ramming, did so. The pirates, hammered and trapped, surrendered.
It was later found that this ship was a hired buccaneer, paid for by certain unnameable noblemen of Rel Astra, and that these nobles had been contributing heavily to the piratical raids which were frequent and so well planned that never previously had information concerning their nature been discovered.
It is known that Rel Astra has had many dealings with the Great Kingdom and its new Constable, the Lord of Mentrey, Spidasa. To have this information concerning Rel Astra makes the plot thicker than the Duxchans would like. A naval and land expedition will possibly be launched later next year, with the express purpose of putting down the raids along the Aerdi Sea and in Spindrift Sound. Until then, political pressure and threats are expected to keep buzzing between Sulward and Rel Astra. The Duxchans are demanding recompense, while Rel Astra turns a deaf ear to concentrate on its commitment to the See of Medegia. [Dragon #65 – 11]
Aerdi Sea:
The Aerdi Sea is a stretch of water between the east coast of the Flanaess and the Asperdi-Duxchan isles. This region has long been heavily used by merchants and warships alike, with battles fought between the Sea Barons and the Lordship of the Isles, with occasional raids by Frost, Ice, and Snow Barbarians. The destruction of Medegia, the fall of the Lordship of the Isles to the Scarlet Brotherhood, the isolation of the elven Lendore Isles, and the turmoil in North Kingdom depressed sea travel for a time. Trade is rebounding, thanks to Ratik's treaty with the Frost Barbarians, the exploration of Hepmonaland, aggressive trading by Rel Astra and its allies, and the Lordship's attempts to maintain its status as a major seafaring power. The Aerdi Sea is infamous for its variety of sharks, some of which are man-eaters. Piracy is common here, as the Sea Barons no longer patrol the southern waters. [LGG – 147]
Spindrift Sound: These waters connect the Solnor Ocean to the Aerdi Sea. Spindrift Sound is notable as the traditional battle-zone between the Lordship of the Isles and the Sea Barons, with pirates and sharks making it livelier still. [LGG – 150]
Rel Astra, it would seem, had joined the fray in the southern seas.

Were piracy the only menace Duxchan mariners had to face. The Lordship could shoulder that threat with ease; they had written the book on piracy, after all. But Istus be damned, there were spells when Phaulkon appeared to be pitted against Xerbo, with their fleets caught in the middle of the maelstrom that ensued, with Norebo gleefully laying bets, whether for or against their ships even Istus would be hard pressed to divine. With Wee Jas looking on, as intent on the outcome as Norebo. And as capriciously as Istus, for that matter.
The waters and coastlines of the isles are not without their dangers. Strong cross-currents can send a small vessel with an inexperienced captain or fishing crew many miles out to sea, with generally northern currents flowing up from the warmer southern waters. Whirlpools or tsunami are, however, very rare events, and gale or storm force winds and massive downpours are not too common. However, most people recall the three-day storm of 578 CY, which some laughingly called "Hurricane Ivid." [Ivid – 89,90]
Derelict Ships
Even they, as seasoned upon the seas as any afloat, could be tossed about and find themselves so off course as to wonder where they might be.
[A Lordship merchant ship] on a regular trade run to Hepmonaland was caught by a sudden storm, and blown hundreds of leagues off course to the east. Then the wind died, and the ship was drawn by a strange current to a place where there was a great mass of incredibly dense and tangled seaweed. Some of this seaweed had seemingly formed into great floating mounds. As they drifted closer, the captain realized that the floating mounds were actually derelict ships, trapped and overgrown by the weed. The captain saw ships of all nations, even ships of types that had been out of use for decades or that he had never seen before. Most importantly, he recognized two as being from the legendary Lost Treasure Fleet of the Sea Princes. Fortunately, another storm blew up and the ship was able to escape before becoming permanently mired. The captain reported all this to the merchant and then retired, since the Hepmonaland run was to have been his last voyage anyway. [WoGG – 28]

579 CY
While The Lordship held the Tilva Strait against the Great Kingdom’s Sea Barons, their allies were at odds with the Kingdom’s South Province.
[I]n 579 CY, reacting to increased militarism on behalf of Ivid and Herzog Chelor of South Province, Nyrond, Almor, and the Iron League banded together to form the Golden League, a military union that presented a declaration of war against the Great Kingdom in late Needfest. [LGG – 78]
In 579 CY, the Iron Alliance expanded to formally include Almor, and together with its supporters in Nyrond was dubbed the Golden League. [LGG – 58]
Semiregular skirmishes between Aerdy's South Province and Nyrond erupted into open hostilities in early 579, when Overking Ivid V made war against the so-called "Golden League" (Nyrond, Almor, and the Iron League). [LGG – 15]
A series of naval battles in Relmor Bay soon followed [.] [LGG – 58]
Relmor Bay: The eastward branch of the Sea of Gearnat is Relmor Bay, long the battleground for the fleets of Almor, Nyrond, and Onnwal, against the naval squadrons of old South Province. [LGG – 149]

580 CY
For all the bravado, only two years indecisive battles and skirmishes came of the affair. [LGG – 78]
[B]y the end of 580 Ivid V gained a minor victory against the insurgents by preventing their further expansion and stalemating their armies. [LGG – 58]
Though this dreary war lasted through to the end of 580, it resolved nothing except to drain the coffers and manpower of both Aerdy and Nyrond, leaving them weakened [.] [LGG – 15]

582 CY
One imagines the Lordship of the Isles was secure. Truly, they were the terror of the southern seas, setting sail as they pleased upon the Oljatt Sea and the Sea of Sharks and up and down the Dark Continent’s coasts.
Oljatt Sea:
The blue-green tropical waters east of the Duxchans, south of the Lendores, and north of Hepmonaland are known as the Oljatt Sea. This region of the Solnor is believed to be extremely deep and is known to be inhabited by sea monsters able to drag down solitary merchantmen with ease. Ships voyaging into the Oljatt are known to chain themselves together, with men-at-arms ready with pikes and bows to drive off giant octopi and sea serpents. Sharks of unbelievable size trail convoys in hopes of stealing scraps from a fight; giant crocodiles from the saltwater Pelisso Swamp do likewise near that area. Ships from the Lordship of the Isles and Scarlet Brotherhood sail here freely, hunting down vessels from other realms that dare invade "their" territory. Hobgoblin pirates are noted near Hepmonaland. [LGG – 149]
Sea of Sharks: The eastern shore of Hepmonaland abuts the Sea of Sharks, so named because of the normal and giant sharks that live there. Technically a southern portion of the Solnor Ocean, the Sea of Sharks is home to colonies of sahuagin, which periodically raid the coastal towns. [SB – 55]
Their pendants flew from the Densac Gulf to all ports of call across the Azure Sea. Who might have thought that such mastery might lead to their eventual downfall?
But war had come to the Flanaess, war as it had never seen in living memory, or even in myth for that matter.
The barbarians invaded the Hold of Stonefist [.] [LGG – 15]
Sevvord Redbeard, the Master of the Hold […] smashed through the Griffs and into the duchy of Tenh, which was swiftly overwhelmed. [LGG – 15]
Iuz then conquered the Horned Society, Bandit Kingdoms, and Shield Lands in quick succession. Furyondy was invaded, and much of its northern territory was captured and laid waste. [LGG – 15]
All this would not have mattered a whit to the Lordship had the war remained north of the Nyr Dyv. But it had not.
Taking advantage of the chaos, Ivid V ordered the Great Kingdom's armies to muster, with the intention of paying back his foes for centuries of impudence. The war that followed was staggering in scope and consequence. Almor was utterly destroyed; Nyrond was invaded; Sunndi was conquered. The nobles of the Great Kingdom fell upon one another, terrified of their insane overking and eager to steal the lands of their neighbors. In the chaos, Medegia was despoiled and Rel Astra attacked by the Great Kingdom's own military. [LGG – 15]
The madness of war bred more war. [LGG – 15]
Secure in their island fortress, the Lordship had little to worry about. So they thought, but it was in the midst of this madness and their supposed invulnerability that the Lordship was at its most vulnerable.
One other part of the Iron League held particular interest for the Scarlet Brotherhood: the Lordship of the Isles. The Father of Obedience’s plans necessitated that he gain control of the southern waters, and this was best done by capturing an existing fleet. True to form, the Brotherhood did not attempt to conquer the islands from without. Instead, agents of the Scarlet Sign corrupted a distant cousin to the throne and then, through their secret connections, engineered the overthrow of Prince Latmac Ranold. [Wars – 22,23]

583 CY
What prompted the elves to do what they did while the world waged its war?
In 583 CY, the elves moved swiftly to subjugate Lendore Isle, offering the humans safe passage to the Sea Barons, the Lordship of the Isles, Medegia, or elsewhere along the east coast of Aerdy as it then was. [FtAA – 30]
Was this their reaction to the world at war? Or was there a deeper concern that prompted their removing themselves from the affairs of Man? Ivid’s empire, and the whole of the Flanaess, was in disarray.
North Province rebelled against his uncle and established his fief as a sovereign state. So too, the chief prelate of Ivid’s empire-the Holy Censor of Medegia-defied the Overking and established an independent see. The Sea Barons were not as successful: though they gained control over the Aerdi fleet, the Overking closed all mainland ports to them. [Wars – 4]
It was then that the Barbarians began raiding down the Solnor coast.
Iuz had successfully turned the barbarians’ attention away from the west: instead of pouring though the mountain passes, the barbarians launched daring longship raids along the coast of the Great Kingdom. [Wars – 9]
What might the elves have thought? Had Man gone mad? Or did they always believe Man to be so?

584 CY
That madness soon ebbed, in the course of time. For a time.
Winter
The coming of winter brought respite to all the warring states. [Wars – 14]
But not for all.
Mired in mud and hamstrung by the Overking’s pettiness, the Great Kingdom’s armies massed on the borders of Medegia, Almor, and Nyrond. Osson’s raid and the coming of the rains bought the Almorians time to fortify their borders and gather new reserves. Nyrond also raised new armies to meet the threat from the Great Kingdom. [Wars – 14]
If reports held true that the Lordship of the Isles and the Iron League were planning to ally, surely the Lordship’s fleet could provide an escape to [Osson’s] Almorian cavalry. [Wars – 14]
Sadly, this was not to be.
There were those who would just then enter the fray, even as the madness began to ebb.

Fireseek
The sudden fall of the Lordship of the Isles into the hands of the Scarlet Brotherhood, in Fireseek 584 C.Y. stunned all in this region. [DUL4-01 The Gift]
Too late, [the] machinations [of the Scarlet Brotherhood] began to dawn on the beleaguered forces of good. [FtAA – 7]
By 584 CY, decade-old paranoia regarding the Scarlet Brotherhood came true, as advisors in courts throughout the Flanaess were revealed as Brotherhood agents. [WoGG 3e – 4]
Outfoxed by a far more effective and insidious spy network, the [Jade Mask] and their agents were among the first to fall beneath assassins’ knives when the Scarlet Brotherhood struck during the Greyhawk Wars. The Chapters in Onnwal, Idee, and the Isles were all but eliminated in a single night – in some cases by double agents striking from within. [Dragon #302 – 99]
Latmac Ranold
The Kingdom of Shar had entered the war.
The Lordship of the Isles, Idee, Onnwal, and the Sea Princes fell under the influence of the Scarlet Sign, from treachery or invasion. [LGG – 16]
[T]he worst setback for the alliance came when a sudden coup replaced Prince Latmac Ranold of the Lordship of the Isles with his distant cousin, Prince Frolmar Ingerskatti. The new ruler surprisingly proclaimed his support of the Great and Hidden Empire of the Scarlet Brotherhood. This proclamation not only pulled the Lordship from the alliance, but effectively trapped Commandant Osson of Almor in Medegia. [Wars – 14,15]
The Lordship was not the only nation to fall.
The Lordship of the Isles, Onnwal, [Idee,] and the Hold of the Sea Princes fell under the influence of the Scarlet Brotherhood thanks to treachery or invasion. Barbarians from the Amedio Jungle were used to secure captured lands. The Brotherhood was revealed as an order dedicated to preserving the culture and racial purity of the ancient Suloise Empire. [WoGG 3e – 4]

Readying
It is clear to most that Ingerskatti is a puppet of the Scarlet Brotherhood, but little can be done about it, as these cultists are very successful at putting their operatives in key positions within the realm, deposing Oeridians whenever possible in favor of loyal Suel. Most of Ansabo, the port of Sulward, and the whole isle of Ganode are now completely under their control. [LGG – 72]

A handful of the original Lords of the Isles managed to escape with their vessels to Dullstrand when they saw how the Brotherhood would subjugate them, but they have found little welcome there. Those who sailed northward met gleeful Sea Baron warships only too happy to sink them. The Lordship of the Isles is now wholly controlled by the Scarlet Brotherhood. [FtAA – 31]
The following month a half-dozen tall ships of the Lords entered Dullstrand Bay, commanded by four of the Lords themselves. The Lords had brought along their noble families, many of their closest allies, and some of their wealth; the Lords and their followers totaled about 400. The Masters were not pleased to see the Lords' arrival, as the latter clearly anticipated taking control of the City and using it as their own domain (if not a base from which to regain their lost islands). After considerable argument and some bloody skirmishing, the Lords agreed to settle on the opposite side of the small inlet, where they quickly began building their own manors, plantations, and other buildings. The inhabitants who held farms or dwellings on that side of the inlet were moved out but given compensation, which they took with many a bitter curse. [DUL4-01 The Gift]

Brotherhood "Advisors"
Coldeven
Scarlet Brotherhood agents are now in almost all positions of power within the lands. [FtAA – 31]
The Office of Sovereignty is responsible for governing territories and subsidiary states. Kesh of Sovereignty are sent to newly acquired cities and towns to dictate and enforce the laws of the Brotherhood, while other “advisors” guide vassal governments such as the Lordship of the Isles onto Brotherhood-approved paths. Assassins and thieves infiltrate any remaining criminal organizations in a conquered land and gain control of them for the Brotherhood. Warriors of Sovereignty work with local and imported law enforcement to maintain control over the conquered people; military forces are assigned by the Office of Arms to the Office of Sovereignty to keep order. [SB – 19]

Spring
Osson was doomed.
Commandant Osson, still encamped in Medegia, could little deny the fate dealt him and his men. The hope he had posted on the Lordship of the Isles proved misplaced. [Wars – 19]
With no avenue of escape, it was only a matter of time before he and his cavalry would be chased down and put to the sword.
The Puppet Prince Frolmar Ingerskatti 
Members of the Iron league blamed
Ingerskatti for Osson’s betrayal. And they were not wrong.
Once the puppet Prince Frolmar Ingerskatti was securely on the throne, the Brotherhood signed him to a favorable treaty and then took over. By the Father of Obedience’s demand, Ingerskatti installed Brotherhood agents in powerful offices. Priests of the Scarlet Sign opened temples and preached to the disaffected. New laws suppressed the old nobility. In short, the Scarlet Brotherhood swiftly remade the isles in its own image. [Wars – 23]
The Lordship of the Isles quickly became a hotbed of intrigue. [LGG – 72]

The south seas appeared calm. The Sea Barons were all but confined to port.
Militarily, the Sea Barons simply stayed out of the Greyhawk Wars. With war far to the west, and Rauxes many hundreds of miles away, the old Lord High Admiral Sencho Foy decided that the threats of the northern barbarians were too dangerous to risk the isles’ fleets in battles far from home. Dispatching navies to Relmor Bay to fight Nyrond would be suicidal, especially since the overthrow of the Lordship of the Isles left the southern waters of the Aerdi Sea more dangerous than ever. [Dragon #206 – 35/Ivid - 88]
[T]he Barons all fear that a naval invasion might be mounted against them from the Lordship of the Isles. [Dragon #206 – 35/Ivid - 88]
But all too soon the Barons were putting to sea to fend off raids from the north.
Pirates, barbarians, the Duxchan fleets, and sahuagin are offshore menaces to the Sea Barons. [Dragon #206 – 40/Ivid - 93]
Indeed, the Lordship fleet were all too soon deploying their fleet north as Barbarian longships were spotted as far south as the See of Medegia and Dullstrand.
[S]hips from the Sea Barons and the Lordship of the Isles raced to Grendep Bay to end the barbarians’ longship raids. [Wars – 15]
One would think they had not declared for the Kingdom of Shar, given their common cause with the Sea Barons, and their common pursuit.
The Lordship of the Isles declared for the Scarlet Brotherhood in 584 CY but appears to be acting as a neutral state; few believe this. [TAB – 18]
But every nation upon the southern seas understood all too well that Lordship vessels were anything but neutral.
The Lordship of the Isles [began] raids on ports of the Iron League and assisting in the subsequent isolation of Irongate by blockading the city. […] [Irongate’s] fleet suffered greatly at their hands, and now has standing orders to attack the ships of the Lordship of the Isles upon sight. [LGG – 58]
In 584 CY, Ingerskatti used his fleet to terrorize ports on the Azure, first by attempting a failed raid on Gradsul, then by harrying the vessels of Irongate, whom they view as their most important rival. [LGG – 72]
[Keoland’s] fleet […] suffered a terrible defeat to the Lordship of the Isles [in 584 CY] in the harbor of Gradsul [.] [LGJ#1 – 13]
A naval force from the Lordship of the Isles, under the control of the Scarlet Brotherhood, attempted an invasion of Gradsul in 584 CY. The invasion had to be forcibly repelled by Duke Luschan, who lost a quarter of his ships in the effort [.] [LGG – 66]
One would think that given the resources at the Brotherhood’s disposal the ports of the Azure would fall one after another.

Harvester
Prudence prevailed, however. The Land of Purity was a small nation, and despite its people’s dedication to duty, its resources were stretched to the very limit.
Sensing that his reach was nearing its limit, the Father of Obedience halted the troop advances and instructed his agents to solidify their holds in the Brotherhood-controlled governments, where new laws suppressed previous officials, and temples to Brotherhood faiths rose. [SB – 6]

But the war that gripped the Flanaess had need to come to an end for him to do so.
The Father [of Obedience’s] agents, acting as representatives of the nations in his grip, called for a Flanaess-wide truce. Some nations welcomed the chance for a rest; others were convinced via diplomacy and assassination. [SB – 6]
Regardless how the nations came to the table, they did. They were exhausted. They were broke. And their people could fight no more.
Proposals for a great peace treaty gained rapid acceptance in many quarters, aided by the persuasive whisperings of the agents of the Scarlet Brotherhood. [FtAA – 9] (6099 SD)

For three years, the whole of the Flanaess flew banners of war. Nations fell as new empires were born. Demons and devils from the Outer Planes were summoned en masse by Iuz and Ivid V, and hundreds of thousands of mortals died. Finally, the battle-weary combatants gathered in Greyhawk to declare peace. Harvester 584 CY was to see the signing of the Pact of Greyhawk, fixing borders and mandating an end to hostilities. [LGG – 16]
Why the Free City? Because it was neutral ground.

585 CY
Lordship of the Isles
Lordship of the Isles
Capital: Sulward
Pop. 72,000
[FtAR#2]

The subjects of the Lordship of the Isles are a varied quilt of colour. Predominately pale-skinned Suel, they are also dusky Oerids, sometimes hennaed dark-featured Flan, and scattered with the darkest hued Hepmonaland Olman.
Olman and darker-skinned natives of Hepmonaland live in abundant numbers here, but these people are treated as baseborn and often enslaved, working the plantations of the unscrupulously rich gentry. [LGG – 70,71]
There are more Olman every day, these days, though.
Slavery is becoming increasingly important to the economy of the isles, particularly with the emergence of the Scarlet Brotherhood in its centers of power. [LGG – 71]
And it is they who do the lion share of the work, tilling fields, building walls and towers, and loading and unloading those ships embarking to any port still allowing Lordship ships to drop anchor.
There are fleets of those, sailing hither and thither, regardless the anger of others for their perceived betrayal.
How so had they betrayed their allies, the Lordship decried? They had tired of war, they said. And they had taken steps to rid themselves of their involvement that was most assuredly a foreign affair. Though some said they had allied with a deceitful and treacherous Kingdom of Shar that had had annexed besieged Onnwal and Idee, and the piratical Sea Princes; and that they too had been occupied, just as those others were, Ingerskotti cried foul! He declared, he reasoned, that he had only declared for the only party that had sough peace, and end to war, and had ultimately brought all other parties to the peace conference. If that was betrayal, so be it, he said. The Lordship of the Isles would henceforth be “neutral,” he declared.
How the Brotherhood-allied Lordship came to act as a “neutral” sea power is a controversial topic in any port city. Merchant ships flying the blue crown-and-anchor flags of the Lordship (minus the Iron league symbol once displayed at the bottom) traveled across the Azure Sea in 586 CY, carrying diplomatic personnel, merchants, sailors, and a few marines. No obvious members of the Scarlet Brotherhood could be found aboard the ships by scrying wizards, nor did other divination spells determine that the crews were under charm or duress. The diplomats requested an opening of relations with other major seafaring states, with the goal of restarting the considerable maritime trade that the Lordship enjoyed prior to the Greyhawk Wars. All appeared sincere in their stated desire. Defection attempts were expected on the part of these ships’ crews, but no such event ever occurred (as far as anyone knows). [TAB – 33]

Rel Asta was the first to open their port to the reputedly perfidious Duxchan islanders.
REL ASTRA, FREE CITY OF
Free City of REL ASTRA
[Rel Astra] is now the major trading center on the eastern coast of old Aerdy, ready to conduct trade with anyone—the Sea Barons, Barbarians (rarely), Ratik vessels, the Scarlet Brotherhood's proxies from the Lordship of the Isles, Sunndi, and other Aerdy lands. As long as money comes in, Rel Astrans don't care who provides the coin. [FtAA – 47]
Rel Astra trades with virtually anyone. It has a fleet of six coasters and two heavy cogs for protection, and several small pilot vessels which guide foreign ships into the harbor. Ships come here from the Sea Barons, from Dullstrand (rarely), from northern Aerdy ports, and even from the barbarian lands. […] Even pirate vessels and a few ships which have looted, or traded with, the free Hepmonaland peoples have been known to bring their cargoes to Rel Astra.  [Ivid – 97]
They had little choice, given the levies extracted by the Lordship in the Tilva Strait. But Rel Astra was also one of the first to close their quays to trade with the islanders, as well.
Initially, Drax allowed Duxchan vessels to trade, but now that he has taken stock of the Scarlet Brotherhood he no longer permits this. [Ivid – 97]
Rel Astra began to weigh their options.
As did the Sea Barons.
The Solnor Beckons
The Sea Barons now raid parts of the eastern coast of Aerdy (though they trade with Rel Astra), skirmish with Lendore and the Lordship of the Isles, and prefer to avoid needless combats with the barbarians.
[FtAA – 36]
The vast Solnor beckons adventurous souls across the Flanaess. [LGG – 150]
Solnor Ocean: The Solnor ("birthplace of the sun" in Old Oeridian) is believed to be the mightiest of Oerth's four oceans. It has long been estimated to stretch over a thousand leagues to the east, A huge clockwise current sweeps up the coast of the eastern Flanaess, carrying ships from the Thillonrian Peninsula out to sea, and bringing curious debris (doubtless from whatever land is on the Solnor's far side) to the shores, of Hepmonaland and the Lordship of the Isles. The wind direction is primarily from east to west, but a mild counterclockwise trade wind seems to exist in the northern Solnor, against the current. The vast Solnor beckons adventurous souls across the Flanaess. Fantastic islands, undersea kingdoms, terrifying aquatic and aerial monsters, and a "jungle of lost ships" fill most fables told by old sailors of this sea. Bronze dragons are known to fly east over the Solnor and not return, so an unseen "dragons' graveyard" figures in many stories. [LGG – 149,150]

Elven ships were also sighted farther east on the Solnor by Sea Barons' ships in the late 580s, perhaps exploring or trading with distant elf colonies. [LGG – 68]
Solnor Ocean: The Sea Barons have reportedly sailed eastwards for some distance and returned, but these rumors have never been confirmed. [Folio – 20]
Several [half-elven] ships secretly accompanied the flotilla of the Sea Barons in their voyage over the Solnor in 586-589 CY. [LGG – 70]

As did all others. But those other less powerful ports had fewer options at their disposal, and little choice but to welcome all comers, regardless the risk. That said, they prepared for the worst.
[F]ollowing the fall of the Lordship of the Isles, offering new threats to the south, and the increased need of the Sea Barons for their own vessels to fend off barbarian raids, some seaboard cities have begun building military vessels and establishing their own squadrons. [Ivid – 46]

Port Elder is a free and open port, though anyone with Suel features is carefully watched by the naval militia, known as the Black and Golds on account of their uniforms. The Lordship of the Isles, and its Suel masters of the Scarlet Brotherhood, are too close for comfort here. [Dragon #206 – 38/Ivid – 92]

[T]he town of Dullstrand, once part of Aerdy, always looked to Sunndi in a friendly way. Perhaps half of its original population of 5,500 has fled into the Hestmarks, fearful of the Lords of the Isles and the tales of madness and slaughter within the anarchic Aerdy states to the north. [FtAA – 58]
Infiltration of Dullstrand by the Brotherhood is rumored but unproven; the town now trades with the Lordship of the Eles without incident. [TAB – 29]
A strong Sunndi is preferable to a powerful Overking at their northern border. Dullstrand’s trade can be easily restricted by Brotherhood-controlled vessels from the Lordship of the Isles—and by spies. [SB – 7]

586 CY
Blockade
Their ships barred at many pots-of-call, the Scarlet Brotherhood immediately tightened the Lordship’s grip on the Tilva Strait.
The new prince, a little-known Suel lord named Frolmar Ingerskatti of Ganode, immediately […] 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]
Tilva Strait: When the Lordship fell to the Scarlet Brotherhood […], the nature of the tribute changed. A complete blockade of the straits was applied, with only ships of the Scarlet Brotherhood or Lordship of the Isles being allowed free passage. Cargo from other states could be shipped by Lordship vessels through the straits for an exceptionally high fee. It is heard that piracy here has fallen dramatically as a consequence. The Brotherhood may have charmed sea monsters into aiding the blockade, but details are not available. [LGG – 150]
[The] blockade is likely conducted by Lordship vessels operating out of Ekul – a sprawling, ugly seaport of the Brotherhood on the peninsula’s east coast – and Duxchan, the southernmost major port of the Seven Islands. Lordship crews apparently act in concert with sea monsters that are charmed by spellcasters aboard those ships. [TAB – 33]

The seaports of Ekul and Duxchan are undoubtedly part of this blockade, though additional ports to support the effort may have been built along the Tilvenot Peninsula and even in northern Hepmonaland. [TAB – 29]
Shulof
Shulof is a highly fortified port on the island of the same name. Central to the town is a building called the Tower of the Eye, in which wizards use a crystal ball with clairaudience to scry Dullstrand, Rel Astra and Ountsy, reporting ship movements there to the captains of the Lordship and Brotherhood vessels via sending spells. Storm wizards on this island can also send disruptive weather into the path of enemy ships. Most of the civilian population of Shulof manufactures weapons, mainly arrows and ballista bolts, while others dredge the sea floor for catapult stones. Shulof is a way station for savages and slaves from Hepmonaland; a night spent on dry land prevents attrition due to seasickness. The kesh of Shulof is Uncle Ikkens […], a grey-haired man with a meticulous attention to detail and a long history of working on the sea. [SB – 28]

Their grip was so firm that no other ship could cross between the east and west.
All trade between the Solnor Ocean and the Azure Sea is now cut off except to ships of the Lordship, which claims that only its own ships “can withstand the horrors of the deep that infest the Strait,” and it offers to take merchant shipments from east and west for a great fee. [TAB – 33]
Merchant ships from Rel Astra ceased to appear in the Azure Sea after 586 CY. [TAB – 29]
This, of course, would not, could not, be tolerated. What could not go by sea would go by land, whatever the cost.
This situation has led to an increase in trade along an overland corridor from the town of Dullstrand uphill to the Kingdom of Sunndi, and from there into the Kingdom of Ahlissa to Nyrond and on to the west. This trade connection has served to moderate tempers in diplomatic relations between the Iron League and Ahlissa. [TAB – 29]

Shipping goods overland did not affect the Lordship much. Caravans were slow and costly; so, if anything, it brought more trade to their ports.
They braved the north seas, and kept trade alive there despite the best efforts of Rel Astra and the Sea Barons.
The Lordship's vessels still trade with the anarchic states of south and east Aerdy, and continue to fight the Sea Barons as they always have. [FtAA – 31]
They also kept trade alive between east and west, braving the dangers of the southern seas for all those who trusted their fleets to carry their goods between those markets on consignment, at great cost to their ships and crews, they might add.
However, the Brotherhood also uses the fleet to ferry people and cargoes to Onnwall, Idee, and across the Azure Sea to the Sea Princes. [FtAA – 31]
Many nations have met the impressive navy of the Brotherhood, which as often as not is supported by "independent" ships ostensibly from the Lordship of the Isles. [LGG – 96]

Despite their efforts to aid their ally in bringing security and freedom from oppression to the Suloise people at home and abroad, Oeridian malcontents were wont to spread sedition, yearning for a return to the glory days of their Great Kingdom.
In Idee and the Lordship of the Isles, agents [of the Jade Mask] form a hidden but essential part of the resistance movements, especially among the oppressed Oeridian nobility of the Isles. [Dragon #302 – 99]
Agents of Irongate remain in contact with lesser nobles of the Lordship of the Isles still loyal to the Iron League. [LGG – 58]
Even at home, the Oeridian threat persisted.
Many [Lordship] isle lords chafe at the rule of the Scarlet Brotherhood, despite the improved opportunity to take revenge on their longtime enemies, the Sea Barons. Certain Oeridian barons, as well as the counts of Jehlum and Luda, are covertly loyal to the Iron League and meet secretly on Temil. [LGG – 72]
Ingerskatti had no choice but to step up security. He invoked curfew, and regularly inspected all shipping and correspondence to discover the traitors.
Suspects are interned, and justice swift.
What little reliable news can be had from the Lordship of the Isles comes from the kind of sources that governments would never acknowledge using – namely, spies. [TAB – 33]
Indeed, his measurers were bearing fruit.
Red Sails in Port
Unnamed officials in several countries tell that conditions in the Lordship of the Isles (still calling itself a principality but owing fealty to Kro Terlep) are mildly oppressive but actually tolerable.
[TAB – 33]
Order was returning to the isles.
The Lordship of the Isles is a more or less willing partner of the Scarlet Brotherhood, and its citizens enjoy better treatment than most might. The Lordship attempts to maintain neutrality in all matters, appearing to be fair and even trustworthy, but the abundance of evidence indicates it is sending huge amounts of money and goods to the Scarlet Brotherhood in exchange for managing its own matters. [TAB – 34]
Prosperity was returning to the people.
Goods intended for export wait [in Kro Terlep] for Lordship of the Isles vessels; the Lordship captains take these goods and transport them to ports all over the Azure Sea. [SB – 27]
More and more Duxchaners credited Ingerskatti for their renewed good fortunes.
Prince Ingerskatti is very clever and skilled in his manipulations of public opinion about the Brotherhood, and many citizens have come to accept their “junior partnership” with those in the scarlet robes. [TAB – 34]
Indeed, tourism was on the rise, again!
While most agents of the Brotherhood occasionally travel the Flanaess on assignments, few have time to take in the sights. Thus, many choose to vacation in the more civilized areas under Brotherhood control […]; the braver ones travel elsewhere about the Flanaess in disguise or to the strange cities of Hepmonaland. [SB – 14]
Things were looking up for the Duxchaners!

587 – 589 CY
In the course of time, though, ports-of-call began to close to the supposedly neutral Duxchaners.
Idee was lost to Ahlissa in 587, and the Hold of the Sea Princes collapsed in a bloody civil war that began in 589 CY. Still, the Lordship of the Isles remains under the Scarlet Sign, and agents of the Brotherhood creep into courts across the Flanaess, sowing their evil plots. [LGG – 16]

Also in time, as the Scarlet Brotherhood’s iron grip on the seafaring nations of the south began to slip, so too did the “happy time” of uncontested maritime pursuits of the Duxchaners begin to wane.
The Sea Barons were again largely preeminent upon the norther seas.
The greatest threat to the Sea Barons remains the alliance between the Lordship of the Isles and the Scarlet Brotherhood. [LGG – 99]
The Sea Barons and northern barbarians raid the Lordship’s fleet. [TAB – 18]
Even the iron grip of Lordship upon the middle seas was slipping.
Rel Astra, Ountsy, and Roland […] expanded and improved their military forces. Sea trade has been much expanded with Ratik, the Sea Barons, the Lordship of the Isles (under great scrutiny), and any northern barbarians willing to lay aside their weapons to bargain for goods. [TAB – 29]
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. Elven vessels are sometimes seen to cross the Aerdi Sea in the direction of Lendore Isle, presumably shipping from secret ports cut beneath the Hestmark Cliffs. A number of elven warships also travel to or from the Lendore Isles as escorts for passenger craft. They will certainly intercept any seagoing craft that manages to bypass the barrier of magical mist that envelops these islands. Elven ships were also sighted farther east on the Solnor by Sea Barons' ships in the late 580s, perhaps exploring or trading with distant elf colonies. [LGG – 68]
Most worrying though, their mastery of the south is now in question.
Exploring Hepmonaland
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.) [TAB – 34]
As their uncontested sphere dwindled, the Brotherhood and their steadfast ally took measures to shore up what remained.
In that same year [589 CY], the Brotherhood fortified its closest Hepmonaland ports to help maintain the blockade of the Tilva Strait. A third was build farther south on the western Hepmonaland coast; this third port was largely created to move goods, slaves and recruits north. [SB – 7] (6104 SD)

590 CY
One wonders how worried Ingerskatti was.
As of 590 CY, naval warfare has broken out between the free ports of the Azure Sea and the Lordship of the Isles. Ships of the Iron League and Gradsul now attack Lordship vessels on sight, especially those carrying slaves or cargo to and from the Sea Princes or Pomarj. [LGG – 72]
His demesne appeared to be crumbling, even if trade remained steady, if not as brisk as it once was.
King Lynwerd […] approved trade with the Lordship of the Isles and the United Kingdom of Ahlissa [.] [TAB – 31]
Some goods could only be had from trade with them, however odious dealing with them might be.
The Lordship merchants offer raw woods, spices, fruits, and art objects gained from Hepmonaland in exchange for a variety of other goods. Not a soul doubts that the Scarlet Brotherhood gains a percentage of all moneys made from these trade missions, but trade has proceeded nonetheless in many ports. [TAB – 33]
Pilac
Pilac
This long, brown grain comes to us on vessels bearing the flag of the Lordship of the Isles. It bears a striking similarity to the uriza “noodle” of the northwestern Flanaess (a fact that has caused something of a stir in those lands).
Like noodles, pliac stores exceedingly well dries and is prepared by boiling or steaming. It adds well to fish stews, as a stuffing for fowl, or broiled in beef rolls. Pilac can also be boiled into a paste or hearty gruel and separated into portions as a trail or “iron” ration. Prices listed for a 5-pound sack that prepares roughly thrice that amount.
(15 gp)
[Dragon #271 – 75]

Indeed, there were some ports where only Lordship ships paid call to.
Bitter fighting continues to this day across the Hold [of the Sea Princes]. It is generally believed that the Brotherhood continues to rule Port Toli, Monmurg, and the islands, supported by their imported armies, tyrgs, and wizards. Only Scarlet Brotherhood ships (all disguised nowadays) or ships of the Lordship of the Isles dock at the ports. [TAB – 32]

591 CY
Lordship of the Isles
Proper Name: The Lordship of the Isles
His Exalted Highness, Prince Frolmar Ingerskatti
Ruler: His Exalted Highness, Prince Frolmar Ingerskatti of Duxchan, Lord of the Isles, Scourge of the Waves (N male human Ftr12)
Government: "Independent monarchy" (principality) that is actually a puppet state of the Scarlet Brotherhood, which manages most military, judicial, religious, and economic affairs; prince has real but limited powers, affecting the Brotherhood's rule only through force of his own charisma and cleverness
Capital: Sulward
Major Towns: Duxchan (pop. 8,900), Sulward (pop. 7,200), Mahan (pop. 4,100)
Provinces: Seven islands, each its own noble province: duchy of Diren (capital: Sulward); duchy of Ansabo (capital: Duxchan); duchy of Ganode (capital: Mahan); county of Jehlum; county of Mirim; county of Luda; and barony of Temil
Resources: Rare woods, spices, shipbuilding supplies
Population: 266,000—Human 79% (Soz), Elf 9% (high), Halfling 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%
Languages: [Aerdian], Ancient Suloise, Elven, Halfling
Alignments: N, CN, NE*, LE, CE
Religions: Osprem, Xerbo, Norebo, Syrul, Wee Jas, other Suloise gods
[LGG – 70]

Prince Ingerskatti, who still rules, is very possibly responsible for some of the changes that have been made in the Lordship’s fortunes, though not all observers believe he truly makes any policy in the Seven Islands these days. [TAB – 33]
The Lordship of the Isles remains a puppet of the Scarlet Brotherhood. [PGtG – 12]
In fact, the Scarlet Brotherhood appears to have succeeded in the Lordship of the Isles as they have not anywhere else.
The Lordship of the isles has proven valuable in acting as a “neutral” intermediary for Brotherhood goods. The people of the Lordship have been under Brotherhood rule for eight years and have adjusted well to the change, and Korenth Zan considers relaxing the restrictions there. In all likelihood, Prince Frolmar will continue to receive advice from a high-ranked kesh, but he will be allowed greater independence – which should enable him to convince more nations of his neutral status. [SB – 24]

Are they truly neutral? What neutral nation lands ships in Turrosh Mak’s orcish empire?
Ship[s] from the Scarlet Brotherhood occasionally stop [in Highport], although they fly other countries flags or no flag at all. Ships from the Lordship of the Isles can be found here, although they prefer to maintain a more legitimate appearance and usually stick to the ports north of the Orcish Empire. [Slavers – 90]
Ships from the Scarlet Brotherhood, the Lordship of the Isles, Brotherhood-controlled Hold of the Sea Princes, and many independent pirates make landings in Blue. [Slavers – 87]
The city of Blue is well fortified, and its docks are well kept – mainly by evil humans who survived the humanoid attacks or joined the Orcish Empire. [Slavers – 87]

How might the Lordship be neutral when their citizens aid and abet evil?
Nadanru
Nadanru, male human M14
AL N
[Nadanru] comes from the Lordship of the Ides (a subsidiary Scare to the Scarlet Brotherhood), and his manservant is also a native of that land. Nadanru is the master of communication for the Slavelords.
[Slavers – 107]

Why indeed?
If confronted by a hostile bunch of adventurers, he will surrender if given the choice, explaining that he was only hired to rend messages and could not disobey because his family is being held as insurance for his cooperation (mostly true – the Scarlet Brotherhood controls his homeland, and if he refused this assignment, they might threaten his family to get him to agree to work). If forced into a fight, he'll do his best to disable people without killing them and scape when he can. [Slavers – 107]

It would seem that Nadanru is not the only Duxchaner abroad on a short leash.
The islanders have a long history of animosity toward the Great Kingdom particularly the Kingdom’s former province of the Sea Barons, whom the Lordship islanders hate with a fury. The sailors, diplomats, and others who have come from the Lordship appear to share this attitude to an extreme, leading to speculation that these crews were carefully recruited for their absolute loyalty and with the promise that their success at such trade would move the Brotherhood to aid them in some way in their eternal war with the Sea Barons. On the other hand, one wag has stated that he would be on his best behavior, too, if his family were in the hands of the Brotherhood’s treacherous goons. That no red-robed overseen were found among the crews is usually credited to the faith that the Brotherhood has in them, though the same wag as before – a merchant of some standing – said it was just good marketing on the part of the Brotherhood to gain everyone’s sympathy and get others to let their guard down. [TAB – 34]

Regardless of why, the Lordship sails for the Brotherhood. They do their bidding and their trade, opening ports, keeping watch, reporting, and presumably landing spies.
The Principality of Ulek […] was desperate for new revenue to support its continuing state of war with the Orcish Empire of the Pomarj. Prince Corond finally reopened trade with the Lordship at Gryrax, though all Lordship crews are restricted in their movements through the city (and likely shadowed as well). [TAB – 33]
It is rumored that [Prince] Corond [of the Principality of Ulek] recently reached out to the Lordship of the Isles for assistance in the form of trade, which great consternation in Gradsul and Irongate. Ships flying the colors of the Lordship of the Isles visited Gryrax during most of 591 CY; such trade is expected to greatly increase this year. [LGG – 121]
Ingerskatti has won over the desperate prince of Ulek, gaining a port for himself at Gryrax. [LGG – 72]
But at what cost?
Relations between Keoland and the Prince of Ulek are strained from the latter's economic alliance with the Lordship of the Isles [.] [LGG – 66]
What remains of the Lordship’s goodwill abroad is failing.
Merchants from the Lordship of the Isles have a growing presence, offering unusually generous trade deals that make some jarls [of the Fruztii] suspicious. [LGG – 45]
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]
Indeed, the elves certainly have taken their measure.
Elf-crewed Lendorian ships have sunk three Lordship vessels in the last six months (a fact not widely publicized); their reasons for attacking are unknown. [LGG – 72]

592 CY
Ingerskatti has quietly declared war o the elves of the Spindrift for that.
Condemned 
Talk throughout Ansabo centers on the plight of twelve elves captured by the Lordship Navy during a battle on the rough seas east of Ganade. The crew of the warship known as Moon’s Vigil, the elves are led by Captain Jezerial Ipahi, who distinguished herself by sinking three Lordship vessels over the course of the last year. By order of prince Frolmar Ingerskatti, the twelve are to serve public trial in Duxchan, after which they are expected to be disemboweled in public ceremony, The surety of the verdict under the corrupt pressure of Brotherhood agents has many good islanders upset, and rumors circulate that no fewer than four factions in the underground currently plot the escape of Ipahi and her crew.
[LGJ#3 – 28]
Has that broken the confidence of its people? Are there rumbles of discontent? There might be: Ingerskatti had cracked down, once again. And all foreigners are once again suspect.
Travel through the Lordship of the Isles has dropped considerably in recent years, and while its not impossible, it remains dangerous for those known to be openly antagonistic toward the Scarlet Brotherhood, most particularly citizens of Sunndi and Irongate. [LGG – 71]

Has that broken the Lordship’s goodwill, once and for all?
Lately, an axis against the Lordship and its Scarlet Brotherhood allies is forming around the Azure Sea, and the sight in early 591 CY of a frigate flying the colors of the prince of Naerie (of Ahlissa), docked at Gradsul, should give them pause. [LGG – 72]
The Straits of Gearnat, between the Pomarj and Onnwal Peninsulas, are open to shipping despite pirates from the Orcish Empire and hostile Scarlet Brotherhood ships from Scant, which enforce the collection of a much-hated toll for safe passage (received by "neutral" Lordship representatives on anchored vessels). [LGG – 148]
If so, I can’t imagine why….


“The true paradises are the paradises that we have lost.”
― Marcel Proust






One must always give credit where credit is due. This Primer is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art:
Map detail, by Darlene, from World of Greyhawk Folio, 1980
Ghost Ship, from Ghosts of Saltmarsh, 2019
Hepmonaland map, by Sam Wood, from The Scarlet Brotherhood, 1999
Elven Ship, by Joel Biske, from Living Greyhawk Gazetteer, 2000
Brotherhood Assassin, by Sam Wood, from The Scarlet Brotherhood, 1999
Lordship of the Isles heraldry, adapted from World of Greyhawk Folio, 1980
Turtle Dragon, from Ghosts of Saltmarsh, 2019

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., 1977
2023 Greyhawk Adventures Hardback, 1988
9025 World of Greyhawk Folio, 1981
9253 WG8, Fate of Istus, 1989
9399 WGR 5, Iuz the Evil, 1993
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11374 The Scarlet Brotherhood, 1999
11621 Slavers, 2000
11742 Gazetteer, 2000
11743 Living Greyhawk Gazeteer, 2000
Ivid the Undying, 1998
Dragon Magazine #52, 55, 63, 65, 271, 302
OJ Oerth Journal, appearing on Greyhawk Online
LGJ #3
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The Map of Anna B Meyer

Friday, 28 July 2023

The Lordship of the Isles, Part 1

  

“It is better to have your head in the clouds, and know where you are... than to breathe the clearer atmosphere below them, and think that you are in paradise.”
― Henry David Thoreau


A string of pearls...
A string of pearls exists upon the Oerth. Its beauty is unparalleled. So say all who’ve ad the good fortune to lay eyes upon them. Turquoise seas glow. A languid breeze caresses its seas and keys, alike. Brakers roll upon ivory beaches. Palms sway. Cliffs leap out of the sea and tower over all who witness their majesty. Innumerable birds wheel over all, raising cacophony. And reigning over all this, a brilliant sun bathes these keys of the southern seas in brilliance and gold.
Paradise. And capricious beauty.
The climate of these islands is very tropical, and stifling warmth and humidity persists almost year round, save in the late summer months when the great tropical storms that sweep in from the Oljatt are not uncommon. Much of the terrain on the isles, except for the rocky volcanic peaks central to most of them, is covered in thick tropical forest. [LGG – 70]
The coasts usually receive more rainfall and remain cooler in the summer and warmer in winter than inland areas. Several areas have subtropical conditions, during which the summers are relatively dry but winters bring considerable rain. These areas include the Hold of the Sea Princes, the Pomarj, Onnwal, Idee, […] Dullstrand, the northern Lordship of the Isles and the Spindrift Isles. [PGtG – 8]
These pearls are commonly called the Lordship of the Isles. They were not always called such; once they were known as the the Duxchan Isles – and still are, depending who you talk to. Before that, who can say? The Flan surely had a name for them, if you’d care to ask. And before them? The Olman most certainly must have, but none would ask so lowly a savage as them. And who would care to? Before them, most profess that they were forever vacant, forever pristine, just pearls upon a turquoise sea.

c. -10,000 CY
The Dakon
They would be wrong. Long before man set foot upon the islands, other far more ancient civilisations did.
Beastman tribes tend to keep to themselves, communicating only with other beastman tribes. They use and produce few artifacts, and hence have little interest in trade. They speak their own language, but a few individuals can converse haltingly in the common tongue. The bulk of their population seems to be in the Amedio Jungle, although there are reputed to be beastmen tribes in the jungles of Hepmonaland as well. [GA – 21]
Did they actually? It’s not certain they did, but they might have. The did raise cities in both the Amedio and Hepmonaland; thus, it is very probable that they did across the length of the Duxchans, which are only a short hop from the Dark Continent. Should they have, and they surely could have, their presence has long since been erased by the ravages of time.

c. -8000 CY
The Torhoon
Had they once, the beastmen no longer rule the islands, and haven’t for millennia. They were brushed aside by a more advanced civilisation. Legends suggest the Torhoon, the Tall Walkers.
Their earliest mention is by Andy Miller in Ex Keraptis Cum Amore, in Dungeon #77 (December 1999):
[A]n ancient race called the Torhoon (whose empire, based on alchemy and magic, was centered in Hepmonaland over 8,000 years ago) [.] [Dungeon #77 – 33]
That passages says that their civilisation was centred in Hepmonaland, not that it was exclusive to it.
Who were these Torhoon? According to Andy Miller, they were human:
A [7’] tall man suddenly appears in front to you. He is human, although his body is hairless and his features are slightly elongated. He wears a loose, black toga and watches you with large, unblinking eyes. [Dungeon #77 – 48]
Little else is mentioned. There are references to Torhoon writings and pyramids and Torhoon wights and mummies and mists, of Torhoon magic and alchemy, although none of it differs much from contemporary versions, except that more modern wizards can not duplicate all of the spells known to the ancient Torhoon sorcerers. [Dungeon #77 – 53]
Legends of Hepmonaland natives suggest that they are not adverse to the belief that the Torhoon sailed the southern seas.
Reports surface from time to time of unusual ships on Byanbos shores piloted by beings the locals call “The Tall Walkers.” [SB – 48]
Are the Tall Walkers and the Torhoon one and the same? Maybe. They could very well be.
The Tall Walkers could, in contemporary times, presumably be the Suel, seeing that there are no other mentions of the Torhoon ever again, but they are most likely not. The Suel are referred to as the white-skinned northerners [SB – 50] and the ”white demons” [SB – 48] by the Tuov.
So, who then were they?
All canonical mention of the Torhoon is restricted to the southern half of Hepmonaland, but a civilisation as powerful as the Torhoon could, and would, have colonised the rest of their continent and beyond, to my thinking.

-6233 CY
What became of the Torhoon? Your guess is as good as mine; but, as is usually the case, Torhoon civilisation collapsed, whether by war, internal strife, by the maleficence of their most powerful and misguided. Left to their own devices, those who survived invariably rose again, if by a new name.
The Kersi
A group of beautiful dark skinned humans called Kersi from over the southern sea from a large island continent they called AnaKeri arrived on the southern portion of the Flanaess in large wooden platformed outriggers.
(-717 SD) [OJ#1 – 5]
Could the Kersi be the Olman?
The Olman of Hepmonaland have rich red-brown or dark-brown skin, straight hair and dark brown eyes. They have high sheekbones and high-bridged noses, although those of more common stock have less definition in these characteristics. [SB – 36]
They could be. It’s not like the Olman appeared out of thin air. Unless they did, that is, which is unlikely, but stranger things have happened: The Rhennee did, after all; so it’s not without precedence. But I imagine that the Olman did not, that the Olman had always been there, whether they might be called Kersi or Olman.

-6067 CY
Plentiful seas lured the Kersi out from their coasts. An open sky, a rocky coast, a strings of islands, banks and shoals lured them further and further out.
Oljatt Sea: The waters to the north of Hepmonaland east of the Duxchans Is known as the Oljatt sea. These warm, deep blue-green depths are dangerous in the extreme, for many creatures haunt this sea. [Folio – 20]

Did they remain? Surely they did.
Asperdi-Duxchan:
This chain of islands begins near the Tilva Strait, where Hepmonaland near touches the Tilvanot Peninsula, and ends just off the coast of North Kingdom. [LGG – 146]
The climate of these islands is very tropical, and stifling warmth and humidity persists almost year round, save in the late summer months when the great tropical storms that sweep in from the Oljatt are not uncommon. Much of the terrain on the isles, except for the rocky volcanic peaks central to most of them, is covered in thick tropical forest. These forests are a rich source of the exotic animal and plant life that sustain the economy of the islands [.] [LGG – 70]
Why would they leave?
Olman and darker-skinned natives of Hepmonaland live in abundant numbers here [.] [LGG – 70]

They then sailed further asea, from the Tilva to the Tilvenot, to the Duxchans, unto the Olmans and beyond. And upon those southern seas they were sure to meet others as eager to explore as they.
The Se-Ul began systematized trading with the tribes to the north and east. The Baklun in the northern plains, and the Flan who dwelt just west of the mountains were among these. Sea trade routes to AnaKeri are developed. [OJ#1 – 5] (-551 SD)

-5528 CY
These Suel, the Kersi would discover, sought to conquer all the peoples of the world.
Alianor sends a large naval force to invade AnaKeri.  The outriggers of the AnaKeri are no matches for the mighty warships of the Suel.  [OJ#11 – 56]
But the Kersi remembered their Torhoon past.
A Maelstrom of Wind and Wild Seas
As the massive armada approaches the clerics of the AnaKeri call upon the elemental princes for protection.  The princes encircle the island continent with a maelstrom of wind and wild seas and much of the invading fleet is destroyed.  Those that do land are met with upheavals in the land itself and, at last, by beings of elemental fire.  A few of the invaders return to tell the tale.  The wall of wind and water remains behind circling the continent of AnaKeri to this very day.
(-12 SD) [OJ#11 – 56]
Might they have called up a hurricane? Or might a hurricane have fortuitously blown in, saving the Keri from the Suel? As to whether a maelstrom might circle the continent to this very day, hurricanes are seasonal, coming every year.
The waters and coastlines of the isles are not without their dangers. Strong cross-currents can send a small vessel with an inexperienced captain or fishing crew […] many miles out to sea, with generally northern currents flowing up from the warmer southern waters. Whirlpools or tsunami are, however, very rare events, and gale or storm force winds and massive downpours are not too common. [Ivid – 89,90]

c. –2400’s
Did the Kersi continue to flourish? Or did they, in their turn, collapse, as the Torhoon did before them.
Did they forget who they were? Did they then become Olman, declared as such by the arrival of new, hitherto unknown, gods?
The Olman gods are not native to Oerth, having been worshipped first by beings on another prime material plane. At some point around 3000 years ago, these gods discovered Oerth and the Olman people, and revealed themselves as supernatural beings to the primitive Olman. [SB – 42]

Huhueteotl
Camazotz, god of bats
Huhueteotl, god of Fire and Motion of Time
Mictlantecuhtli, god of Death
Quetzalcoatl, god of the Air, Birds, and Snakes
Tezctlipoca, god of the Sun, Moon, Night, Scheming and Betrayals
Tlaloc, god of Rain
[SB – 42,43]

Who are the Olman People, anyway? They are an old people indeed, if they are the newly revived Kersi, as old as the Suel, in fact; as old as the Flan, as well, surely. Are they an off-shoot of the Flan? Or the Flan them?
The Flan were the first known humans to live in eastern Oerik, and it is from them that the Flanaess gets its name. Although evidence exists that they once had settled nations, those vanished long ago. The Flan had been a nomadic people for many centuries [.] [LGG – 5]
Have they the same ancestral root?
Some consider the Olman to be distantly related to the Flan, but there is of yet little evidence to corroborate this. [SB – 36]
But they might be.
The Olman
The Olman have skin of a rich red-brown or dark brown color. Their hair is always straight and black, and their eyes are dark, from medium brown to nearly black. Olman have high cheekbones and high-bridged noses, a trait less strong in those of common birth. Some nobles still flatten the foreheads of their young, for a high, sloping shape is considered beautiful.
[LGG – 6]
Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any shade between). The Flan have broad, strong faces and sturdy builds. [LGG – 5]
And the Flan may have sailed the coastal waters longer than we imagine.
Flan […] inhabitants […] plied the surrounding waters for centuries. [LGG – 71]
Who can say? The origins of man and elves, as are the origins of Oerth and Oerik, a mystery.
Thus, the Olman might have shared a common ancestor with the Flan. But they are not Flan.
The Olman originated on Hepmonaland, raising a number of city-states from the jungles of that land. Through centuries of warfare, they built an empire that spanned northern Hepmonaland and reached across the Densac Gulf to include the Amedio Jungle. [LGG – 6]

Were these Olman civilised? Did they erect ziggurats to their gods? Or did they only cling to those few clearings they hacked out of their jungle, or upon reed rafts in vast swamps and estuaries, eking out existence where beastmen and troglodytes might still have reigned?
Savages [the Olman] from the Amedio Jungle or Hepmonaland would have skills in long distance signaling, running, possibly paddled small craft, sound imitation, and trap building. Their required initial weapons would also include the blowgun or short bow, club, and dart or javelin in the Amedio. With respect to Hepmonaland, the atlatl and javelin, club, and short sword are typical weapons. [Dragon #63 – 11]

Jungle Druid
Tied to the land, they sought to tame it.
Jungle Druid
WG: Amedio Jungle, Hepmonaland [Dragon #209 – 14]
And in time master it.
Skull-Staff of Hepmonaland (C, M): This is a 7‘ long pole that is topped with a skull with a wild mane of white hair and sharp, demonic features. The shaman who uses the staff claims that it is the skull of an ancient demon, though many suspect that it belonged to an evil wizard who died in the hands of head-hunters in Hepmonaland. [GA – 74]

Cloak of the Couatl
This item is a short cloak made of couatl feathers. [It allows] the wearer to fly [, and] become invisible at will [.] This item is normally only found in Hepmonaland and the Amedio. [SB – 86]

-1932 CY
Before long, they discovered the waters that spanned the whole of the Oerth. Or perhaps they had always been there. It was upon the shores of these waters they would soon rediscovered that there were more peoples upon this Oerth than they had until now believed to be true.
The first reports of strange cities to the south worshipping strange gods are reported by the Flanae. These people (according to Flan sources) call themselves Almeks (Olmec in the Common tongue). (3584 SD/215 FT) [OJ#1 – 13]
These Almek were not native to the continental Flaneass, the Flan discovered. They had sailed from a far-off land, a hot, jungled land, one they gestured to lie many days journey to the east. Although great effort was made, neither could make themselves understood, except in the most rudimentary way, as neither spoke the tongue of the other.
Where were these shores? One imagines they were close to where the Flan had presumably first settled in the Flanaess: Keoland.

c –1900 to –1500 CY
But where the Suel and the Flan had discovered the secret of bronze, and the fashioning of weapons with it, the Olman of Hepmonaland had not. But they marvelled at the slim, shining stone that the Flan had carried; and they sought to divine the secret of it themselves. Its discovery changed them. Their weapons were no longer blunt wood and stone. They were sharp, and their keen edge allowed those tribes that wielded them to conquer the others.
Over the next 400 years, the Olman learned to work stone and bronze and built great cities in the heart of the jungle—clearing land around them for farming—and raising great temples to honor their deities. Four Olman city-states formed from the original tribes, and all delighted in warring on each other, claiming prisoners as live sacrifices. [SB – 36]

c. -1400 CY
The nomadic Flan had spread out over the continental Flanaess, building cities, claiming nations.
Two millennia ago, Flan civilization reached its zenith on the arid grasslands of Sulm. [Polyhedron #157 – 22]

c. -1125 CY
Claiming ever more of the continent.
The ancient kingdom of Ahlissa, ruled by the Flan […], is known today only for its founding wizard-queen, Ehlissa the Enchantress, and a magical nightingale she made. [LGG – 13]
They had settled the coasts, and sailed the southern seas.
[T]he Flan […] inhabitants […] had controlled these islands and plied the surrounding waters for centuries. [LGG – 70]
This is the first mention of the Flan far in the east.

-1100 to -1000 CY
The Olman, it would appear, had come under siege.
The capture and conversion of two of the Olman city-states into yuan-ti communities wounded the Olman morale, and eventually a large number of Olmani migrated to the north end of Hepmonaland and onto the Tilvanot peninsula and Olman Islands, with most settling in the Amedio jungle. [SB – 36]
Indeed, they were fighting on two fronts, from within and without.

c -1000 CY
Besieged by both the southern Tuov and the yuan-ti, the Olman retreated, until they had largely vacated their once glorious jungle empire.
The last Olmani to traverse the seas were the men and women who fled to the Amedio a thousand years ago. [SB – 37]
Not all Olman abandoned Hepmonaland, though. Some remained. Presumably those who could not escape.

-476 CY
In time, the Suel returned to the far eastern southern shores.
In the wake of the Rain of Colorless Fire, Suloise survivors fled in all directions, many crossing the Hellfurnaces into the Flanaess, where they met other Suel who had fled the long war much earlier. Some evil Suel were forced into the extreme corners of the Flanaess by invading Oeridians. […] The people of the Duchy of Urnst and places in the Lordship of the Isles are nearly so. [LGG – 8]
Indeed, they spread out into the entirety of the southern seas.
The majority of the Suelites were pushed to the extreme south, into the Amedio Jungle, the Tilvanot Peninsula, the Duxchan Islands, and even as far as across the narrow Tilva Straight into Hepmonaland. [Folio – 5]
Tilva Strait:
This narrow strip of water between the cockscomb of Tilva and Hepmonaland must be used by vessels sailing to or from the central waters or those of the east. [Folio – 20]

Lordship of the Isles: North Latitude 20 [Dragon #68 – 42]
This chain of islands has been occupied by the Suel for nearly one thousand years, and this race remains the most dominant population of the isles, most notably on Ansabo and Ganode. [LGG – 70]
The majority of the island inhabitants are of pure or nearly pure Suloise descent, their ancestry closely dated to those Suel who colonized the Tilvanot Peninsula and became the Scarlet Brotherhood of today. The islanders never had a voice in their government and were largely divorced from concerns other than farming and logging, sending their goods to Sulward or Duxchan for overseas trade. [TAB – 33]
Many Suel settled in the island realms off the southeast shores of the Flanaess, specifically in Lordship of the Isles. Like their brethren of the Thillonrian Peninsula, they may have bonus seamanship, fishing and swimming proficiencies. With their strong tradition of trading, they are better at negotiating than most Suel. [PGtG – 45]

This is not to say that the Suel held dominion over the southern seas. Far from it.
Originally of Hepmonaland blood, Shemnoata [former pirate chieftain] was widely known as a merciless pirate who was also a great witchdoctor. His name is still whispered with fear and awe in the Lordship of the Isles. What is not widely known is that Shemnoata was a necromancer whose dabblings were not limited to his enemies. [Dungeon #71 – 27]
[Shemnoata must be of Olman descent. He must have been active after the Duxchan Isles were settled.]

-216 CY
The Suel held dominion until the Aerdi came to the coast.
The Aerdi
When the Aerdi completed their drive to the eastern coast of the Flanaess nearly a millennium ago, it became clear to most of them that their journey had finally come to an end at the shore of the Solnor.
[LGG – 93]
Solnor Ocean: It is said the Solnor reaches for a thousand leagues and more eastwards. […] Great monsters dwell in the Solnor and sport in Grendep Bay when the sun warms the waters there.  [Folio – 20]
Their first permanent settlements were soon founded along the coast of the Aerdi Sea, between Pontylver at the mouth of the Flanmi and the Gull Cliffs in the north. After decades of battle with the native Flan and treacherous Suel, the Aerdi noble houses sought a place to call their own, and these places included settlements at Roland, Ountsy, and the largest of all at Rel Astra, the site of a small abandoned Suel settlement. In 428 OR (-216 CY), these small states finally united under a single banner, and the kingdom of Aerdy was born. [LGG – 93]
Aerdi Sea: The reach of water from the Tilva Strait to the northern tip of Asperdi Island, as far west as the islands beyond Spindrift Sound, and generally demarked by the islands which border the east coast of the Flanaess is referred to as the Aerdi Sea. Much seafaring takes place upon these waters, and many monsters are found upon and under its waves. [Folio – 20]

One might say they were a martial people. And ambitious. They wished to carve out a home for themselves after having trekked across the whole of the Flanaess. They were ruthless in doing so.
The Great Kingdom (Kingdom of Aerdy): chaotic evil, lawful evil; Oeridian, [Aerdian], Suloise. [Dragon #52 – 20]

In 428 OR (-216 CY), the scion of House Garasteth, Lord Mikar, became the first grand prince (equal to a king). He ruled a land now called the kingdom of Aerdy ("aer" meaning "sky" in Old Oeridian). [LGG – 23]

Old Aerdy East (former Great Kingdom)
The lands south and east of the Rakers and north of the Vast Swamp, off to the Solnor coast, were once the heartland of Aerdy, the Great Kingdom. These lands are rich and their climate pleasant, though long years of civil war and oppression have damaged the economy. Many orcs and goblinoid races live among the numerous, warlike Oeridians here. [LGG – 4]
[T]he most powerful of all Oeridian tribes, the Aerdi, reached the Flanmi River. From there they spread outward again, conquering indigenous peoples and fellow migrants alike. In time, the kingdom of Aerdy ruled the whole of the eastern Flanaess and moved its borders westward. [LGG – 14]

The Aerdi made their capital in Rel Astra, and spent the next few decades conquering the neighboring Flan and driving the Suel to the south. Due to the cooperative effort of the various Aerdi tribes settling in the Flanmi basin, they expanded quickly. First they conquered the Flan's crumbling kingdom of Ahlissa in the southwest, then swept north to contend with other Oeridian tribes who had settled the Flanaess behind them. [LGG – 23]

1 CY
In time, the Aerdi conquered the whole of the east. And the Kingdom of Aerdy became the Great Kingdom.
In the year 645 OR (1 CY), Grand Prince Nasran declared universal peace in the empire, taking the new title of overking. Nasran was by all accounts a wise and dutiful ruler, and few openly begrudged him his claim. However, it quickly became clear to all the noble houses of the Aerdi that power in the Great Kingdom was being centralized in the hands of the rulers of Rauxes, and that the fortunes of the Great Kingdom would now rest with them. [LGG – 23]
Settlers flocked to the plains, the coasts. And with them the faith of the Oeridan peoples.
The Holy Censor was originally the chief cleric of the Great Kingdom. Clerical holdings were granted from Rel Astra to Pontylver south of the Mikar and Flanmi Rivers, including a portion of the Imperial Preserve (Grandwood Forest). This fief became so strong as to be virtually independent when the Malachite Throne went into decline. [Folio – 12]

 1st Century CY
They had not yet conquered all, however. The islands beyond their farthest shores had yet to be gathered in. All too soon, they too were drawn into the fold.
Early in the history of Aerdy, when the Aerdi expanded west from their holdings in the Flanmi basin, little attention was paid to naval pursuits in the Solnor. Most of the islands off the eastern coast of the Flanaess were either inhabited by Flan natives in the north or Suel colonists in the south, and these peoples posed little threat to the expansion of the dominant Aerdi on the continent. It was only centuries later, after the founding of the Great Kingdom, that the overkings sought to extend their dominion to the seas. [LGG – 99]
First fell the Asperdis.
The overkings colonized the [Asperdi] islands off the eastern coast of the Flanaess, but standing in their way were the Flan and Suel inhabitants who had controlled these islands and plied the surrounding waters for centuries. For the most part they were no match for the Aerdi, and the isles of the Sea Barons were settled quickly. [LGG – 71]

102 CY
These northern Asperdis were tasked to safeguard the Kingdom’s coast. First from the raiding barbarians to the north…
The main duties of the Barons in serving Aerdy were to fight off the Frost and Ice Barbarians and the Lordship of the Isles, which they carried out without great enthusiasm. [FtAA – 36]
And then the piratical Duxchaners to the south.
None of these maritime powers and their natives were more powerful than the Duxchaners of the Oljatt Sea. These pirates and buccaneers were the terror of the south, holding a near stranglehold over traffic through the southern straits and raiding the southern coastal cities with ease. [LGG – 71]

166 CY
Though the Barbarians were troublesome and far more lethal, they were seasonal, and could wait. The Duxchaners, however, harassed the Kingdom’s coasts and shipping year-round.
An End to Marauding
Overking Erhart II was determined to put an end to the marauding. In 166 CY, he committed the combined navies of the Great Kingdom to breaking the power of the Duxchaners. Old Baron Asperdi's young but powerful naval force from the Sea Barons was brought to bear on them, led by Lord Admiral Aeodorich of House Atirr, then accorded the finest naval captain of the time. The town of Dullstrand was specifically founded to act as a base of operations for the invasion of these southern islands by the Aerdi fleet.
[LGG – 71]

168 CY
Within two years of hotly fought battles in the Aerdi Sea, Atirr and his armada, which was outfitted with mages and powerful clerics of Procan, finally defeated the Duxchaners and their allies at the Battle of Ganode Bay.  [LGG – 71]
With the naval power of the Sea Barons at the fore, the Aerdi captured the Lordship of the Isles in 168 CY by defeating the Suel of Duxchan. [LGG – 100]

The Duxchan threat put to rights, the Aerdi landed upon their tropical shores.
The Oeridians have emigrated to these islands in large numbers only over the last few centuries; they are most common in Diren and the smaller isles of Jehlum, Mirim, and Luda. [LGG – 70]
And tasked those Oeridian nobles to keep these southern Suel in check.
The Aerdi settled these islands in large numbers, founding Sulward as the capital, though the population remained largely Suel, particularly on Ansabo and Ganode, where local Suel lords were absorbed into the government of the realm. [LGG – 71]
Lordship of the Isles: So [Dragon #55 – 18/WoGA – 14]

Indeed, the Duxchan Suloise nobility soon discovered that Aerdian rule had its benefits.
This scattered principality stretches across seven islands lying between the Tilva Strait and southern Lendore, and was originally occupied by pirates. The pirates soon found that trade (especially from Hepmonaland up to the Great Kingdom) and exacting tribute from trade vessels passing through the Tilva Strait offered much easier living. [FtAA – 30]
Those who fell in line were soon rewarded.
Lordship of the Isles: Likely alignments: LN [Dragon #52 – 18]
[The Lordship of the Isles] gained authority from the overking over the southern seas and the rich trade proceeding from Hepmonaland. [LGG – 100]
Tilva Strait: This commerce is preyed upon by piratical vessels – sometimes whole fleets – so squadrons of warships will be seen patrolling at times when important commerce is at a peak. [Folio – 20]
Oljatt Sea: Some are [sea monsters] large enough to carry a ship to the bottom, and vessels going into the Oljatt are said to chain themselves together and have men with pikes and bows ready to fend off the monsters. [Folio – 20]

They were not, however, entirely their own masters.
The island lords became very rich over the next few centuries, profiting from the trade that flowed through their islands, a portion of which was due the herzog of South Province. [LGG – 71]
These forests are a rich source of the exotic animal and plant life that sustain the economy of the islands, primarily through their export to the mainland, where they are exchanged for hard coin. In the areas cleared by humanity near the coastal towns and seaports, sugarcane, pineapple, and coffee plantations are commonplace. These isles are also one of the few sources of rare woods such as mahogany, ebony, and teak, that are highly prized on the continent. [LGG – 70]

Tirucambi
The Oljatt Sea is largely unexplored owing to the hazard of the predatory sea creatures that dwell there, but nonetheless the intrepid Sea Lords have trade routes along the shallower portions well down the Hepmonaland coast. One of the primary reasons for taking such a difficult journey is the lacework of islands, reefs, lagoons, and lakes known as Turucambi. [GA – 102]
Tirucambi
The attraction of Turucambi to the aquatic races is two-fold: first, it is one of the richest in sealife of the Oljatt’s reefs, and second it attracts human trade. Precious corals can be harvested from the deeper parts of the reef: not only the familiar red and black corals, but the rarer golden coral. There are also certain ancient treasures such as small figurines of precious stone, or delicately colored bowls, apparently of terrestrial manufacture, in some of the darker and less well explored corners of Turucambi. These are highly prized. In return they gain goods not easily made in the water; glass, copper or bronze (they have little desire for iron, which rusts too readily), and silver or gold jewelry, as well as much more mundane items such as wood and stone (particularly obsidian). Most have treaties with merchants from civilized lands or with Hepmonaland natives allowing safe passage and free trade. Indeed it is possible that they trade yet more widely.
[GA – 102]
Axe of Sulward +2: Magically sharpened to aid woodsmen in cutting the rare woods to be exported from the Lordship of the Isles, this axe can also serve as a valuable weapon. Though it causes damage as a battle axe +1, its +2 bonus is gained only against wooden objects and plants. On a roll 4 higher than the required “to hit” roll, the axe destroys an opponent’s wooden shield. [GA – 88]

Sulward
Were the Duxchan ports tamed? They were, for the most part; but ports will be ports, wherever they may be. Ships come, ships go, riches land, riches put to sea. Departures are noted with interest. Moreover, many a sailor landed with silver in his pocket and months asea to escape from, and revelry might make a man imprudent. And vulnerable.
Thugs are most common in major trade cities, particularly seaports and river towns where thieves are common, protection rackets are well entrenched, and large shipments of valuable goods exist to be protected or hijacked. [T]hugs are frequently seen in the cities of […] the Lordship of the Isles [.] [PGtG – 59]
Indeed, these isles are a canvas of contradiction. Why so? Because they were good citizens, loyal to the Malachite Throne.
Lordship of the Isles: Likely alignments: LN [Dragon #52 – 18]
And free, independent souls who plied the sea lanes and answered to no one but themselves; and their captains, of course.
Lordship of the Isles: neutral, chaotic neutral; Oeridian, [Aerdian], Suloise, (Ferral). [Dragon #52 – 20]

200s CY
Old habit do die hard, don’t they?
The Duxchaners of the duchy of Ansabo, the second largest isle in this chain, were viewed as little more than pirates by most, but they were kept in check; they learned to prefer trade and fought only occasionally with the Sea Barons. [LGG – 71]

213 CY
All too soon the Duxchaners, Suloise and Oeridian alike, found themselves left to their own devices.
From 213 CY on, the Aerdi overkings grew lax, caring more for local prestige and wealth than for the affairs of their vassals in distant lands. This period was called the Age of Great Sorrow. [LGG – 14]
The yoke had been removed, as it were.

446 CY
Years, decades, centuries passed. The Crown grew ever more decadent. And ever more cruel and reputedly diabolical.
The situation changed during the Turmoil Between Crowns, when the whole of the South was in rebellion against the Malachite Throne. [LGG – 71]
The Throne plotted. So too did the Celestial Houses. And the Kingdom paid a heavy price for its neglect.
The last heir of the House of Rax fell to assassination during the Turmoil Between Crowns. When the demon-serving House of Naelax ascended to the Malachite Throne, the whole of the South Province refused to swear loyalty [.] [Folio – 6]
An Iron League against the Throne and its Celestial Houses began to form.
This pact [the South Province discussed] with the Free City of lrongate, the Szek of Onnwal, and the Lord of the Isles certainly gave the League a stronger bargaining position. It assured its status by enabling the confederation to negotiate a treaty of mutual protection between League states and the Kingdom of Nyrond. This treaty remains in force to this day. [Folio – 6]

447 CY
The whole of the Great Kingdom fell to rebellion.
Irongate, Onnwal, Idee, Sunndi, and the Lordship of the Isles declared independence from the Great Kingdom, witnessed by ambassadors from Nyrond and dwarf nobles from the Glorioles, Hestmark Highlands, and Iron Hills. [LGG – 57]

448 CY
The South Province proved no ally, in time.
Ivid I of House Naelax brought pressure on the southern princes to fall into line, but the outrages committed by the new herzog of South Province, which included seizing Lordship vessels anchored in Prymp Town, drove the Lords of the Isles to declare independence along with the other states. The prince of the Isles joined the Iron League in 448 CY, providing naval support and conveyance for traffic between Irongate, Onnwal, and their allies in Nyrond. [LGG – 71]

Pledged Their Oath
The Iron League was quickly joined by the Lordship of the Isles in 448 [.]
[LGG – 58]
In 448 CY, the Lords of the Isles pledged their oath to the [Iron] League. [Dragon #302 – 98]
The South was now free – but it faced a determined foe with powerful armies that far outnumbered the combined forces of the free states. Where might of arms could not prevail, stealth and guile would redress the balance. The rulers of the Iron League states created a shadowy organization they called the Jade Mask, populating the group with some of the most skillful saboteurs, burglars, and professional liars in all the southeast Flanaess Outwardly, the mask appeared to be no more than a diplomatic corps tasked to foster cooperation between the members of the League and to represent their interests abroad. In fact, it was one of the most extensive spy networks on the continent. [Dragon #302 – 98]

In 448 CY, the Sea Barons suddenly gained sole authority over naval pursuits in the eastern Great Kingdom, following the affiliation of the Lordship of the Isles with the Iron League. Overnight, the prince of Sulward and the baron of Asperdi became nemeses instead of rivals, with the Aerdi Sea as their field of battle. [LGG – 100]
Spindrift Sound: In these waters are fought some of the fiercest sea actions, for when Sea Barons and ships of the Lord of the Isles meet, no quarter is ever asked or given. Unknown pirates and buccaneers frequent these waters also, and it is a lively place indeed. [Folio – 20]

Before the Lordship knew it, it was under siege.
The overking in Rauxes quickly issued letters of marque to the Sea Barons, designating the ships of the Lordship of the Isles as targets for any Aerdi vessel. [LGG – 71]
The hostility between the Sea Barons and the Lordship of the Isles flared up again. If indeed it had ever truly gone out. The north coast was in all truth closed to them for the first time in centuries.

c. 500s CY
The bold mariners struck out west, instead. And ever further south. But however bold and brash these sailors of the southern seas might be, there are certain places even they proceeded into with the greatest of caution. And dread.
Tirucambi
Sahuagin
The waters teem with mermen, sahuagin, water nagas, sea elves, koalinth, saltwater trolls, ixitxachitl, and even a tribe of seagoing lizardmen. These fight constantly with one another to maintain their territories, and to exclude uninvited landsfolk. Nor are these the only hazard. Many of the corals and sea jellies carry poison stings that may raise painful or deadly welts, and a number of the molluscs and fishes are similarly armed. Plesiosaurs roam the shallows, sculling about in search of food both large and small.
[GA – 102]
It is hazardous to approach an unfamiliar part of Turucambi, not merely because of the natural hazards but because of the locals, who are more than willing to attempt piracy rather than trading, and who are resentful of possible coral poachers. [GA – 102]
A Duxchaner vessel blown out to sea and unsure of its bearings once approached from the east, and observed a huge hulk more than a hundred feet long, with many masts and a slender shallow body. She appeared to be really holed, and to have a cargo clearly visible in the six fathoms of water over her, but the practical and incurious Duxchaners turned away. [GA – 102]

And there were possible lucrative markets closed to them.
SPINDRIFT ISLES
The Spindrifts are really divided into two parts; the northern islands of the High Elves and the single southern Lendore Isle. The three northern islands are supposedly overseen by five elven wizards supported by numerous elven lords and half-elven clergy. Ships from the Lordship of the Isles as well as from the Sea Barons who have ventured there have yet to return! There are no reported towns or villages in the northern islands and seclusion is all these demi-humans seem to require. [Folio – 16]
Both the Sea Barons and the Lordship of the Isles kept well away from the six isles in this chain, save Lendore Isle itself. [FtAA – 30]

Luckily, not all of the Spindrifts were. If you played by the rules, that is.
Lendore Isle […] has much trade with the continent and pays. through the Council of Seven of Lo Reltarma, a liberal sum to both the Lordship of the Isles and the Sea Barons to pass without incident. This immunity has been ignored on occasion by an enterprising pirate who is then later exterminated; whether by an agent of the [Lendore’s] Council [of Seven of Lo Reltarma] or by someone else is unknown. [Folio – 16]

c. 515 CY
Lordships have lately ventured ever farther south down the coast of Hepmonaland than ever before – not that the doughty Duxchaners feared to venture north since hostilities flared up again with the Sea Barons, because they are not, and never have been – they did so because once they had gained authority from the overking over the southern seas and the rich trade proceeding from Hepmonaland [LGG – 100] from the Malachite Throne, they had sought out what trade could be had there. They had greater need to now, though.
Sharba has had friendly trade relationships with the Lordship of the Isles for nearly a hundred years [.] [SB – 52]
Not all ships returned from their missions.
40,000 gp worth of pearls and ingots of precious metal from the hulk of a Duxchan ship sunk in 515 CY [Dragon #206 – 40/Ivid – 92]

564 CY
Latmac Ranold 
No longer beholden to the Great Kingdom, the Suel nobility waxed as the Oeridians waned.
The Duxchaners and their Suel duke had grown increasingly powerful during the intervening years and finally, when an internal squabble among the Oeridian lords on Diren failed to produce a successor in 564 CY, Latmac Ranold of Duxchan became the new prince. He took an increasingly provocative stance among the lords of the Iron League, favoring open conflict against the Great Kingdom to negotiation and subterfuge. Ranold built up the navy of the Lordship and began harassing the shipping lanes of the Great Kingdom as his forebears had done centuries ago. [LGG – 71]
They held dominion in the tropical seas, for the most part.

572 CY
But they could not hope to win every battle.
More than a century and a half of conflict has ensued between the two powers, and while the names and faces have often changed, the contests are still hotly fought. The Sea Barons won the most recent encounter, the massive Battle of Medegia, fought in the Aerdi Sea in 572 CY. [LGG – 100]

The last century and a half have seen many battles between the two naval powers, culminating in […] the Battle of Medegia in 572 CY, in which the Duxchaners suffered their greatest defeat by the Sea Barons. This action failed to get the approval and support of the Iron League, and the debacle deflated Prince Ranold greatly. As the lord grew older, he appeared to lose his once-tight grip on the islands. [LGG – 71,72]

There is particular enmity between the Sea Barons and the Lord of the Isles for rather obvious reasons. The Duxchaners are still smarting from the Battle of Medegia (572 CY), wherein the Sea Barons sank four of their warships and made prizes of three loaded cogs before they could gain safety in Pontylver. [Folio – 12]

573 CY
The Lordship had always known about the Kingdom of Shar. How could they not? But Shar upon the rocky Tilvenot had closed its ports to all, and always had. It can as a surprise, then, when emissaries of the “Order of the Scarlet Sign” appeared in the courts of the Iron League. (6088 SD)
In 573 CY, however, red-robed ambassadors from the south appeared in the courts of the Iron League Speaking in whispers, they offered their services to the merchant lords, announcing themselves as peaceful envoys of the Scarlet Brotherhood, representatives of the kingdom of Shar, an Ancient Suloise word meaning "purity." […] The arrival of the Brothers of the Scarlet Sign did trigger curiosity, of course, and in short order spies were sent to the Tilvanot. [LGG – 96]

574 CY
Powerful Wizards
Few agents returned to their masters. Those who did told of an agrarian society along the coasts that farmed far more than it could consume, with huge shipments of crop sent to the plateau at the center of the peninsula. The farmers, it was said, were kept in line by orderly monks in red robes, men and women who had on occasion displayed unimaginable acts of unarmed martial prowess. These monks kept the populace in order, making examples of those few who would defy their orders.
The spies also spoke of bredthralls, bizarre slave races created through magic and arcane science, and of the powerful wizards of the Scarlet Sign who created and controlled them. Last, and perhaps worst all, the agents of the north reported that the Scarlet Brotherhood did not worship proper gods, but instead gave tribute to dread Tharizdun, the Great Destroyer.
Needless to say, such reports frightened the rulers of the Flanaess, who turned to their own trusted advisers and agents in conference to plan strategies to deal with the growing threat. Unfortunately, many such advisers were themselves Brotherhood agents, and advised caution and patience in the matter. In time, they reasoned, the Brotherhood would reveal themselves, and could be dealt with as the rabble they certainly were. [LGG – 96,98]

c. 575 CY
The Sea Barons had had little success against the Lordship since the Battle of Medegia. One wonders if they had expected that that battle was the beginning of the end of their eternal conflict with their most hated enemy. The continuing stalemate prompted them to consider other avenues in the pursuit of their ultimate goal: total defeat of the Duxchaners.
[T]he Sulward Assassins' Guild, whose leader was once a pirate himself [, had] just been paid a large sum by the Sea Barons for assassinating the Lordship's Grand Admiral. [WoGG – 28]
The gamble failed. And the Guild’s fortunes faltered.
For this deed the Prince of Duxchan is attempting in earnest to destroy the Guild. [WoGG – 28]
Latmac Ranold’s wrath is such a concern, in fact, that the Guild has decided that a quite departure from Sulward is their wizest course of action, at present.
[M]ost of the assassins (including the Guildmaster) are going on the voyage, hoping the heat will have cooled down by the time of their return. [WoGG – 28]

576 CY
LORDSHIP OF THE ISLES (Principality) Member of the Iron League
His Exalted Highness, Latmac Ranold [WoGG – 17], the Prince of Duxchan; Lord of the Isles; Scourge of the Waves (Fighter, 16th level)
Capital: Sulward (pop. 5,500)
Population: 80,000 +
Demi-humans: Few
Humanoids: Doubtful
Resources: rare woods, spices
[Folio – 12]

Trade resumed with the Great Kingdom, in time.
This scattered principality stretches over seven major islands, from the Spindrift Sound to the mouth of the Tilva Straight. These islands are rich and fertile, and enjoy the benefits of their strategic location. [Folio – 12]
They even allowed Great Kingdom vessels to pass through the Tilva Strait.
They profit hugely from cargoes of goods brought from Hepmonaland to the Great Kingdom and collect tribute from those states which wish to use the Tilva Straights in commerce. The rulers of Duxchan gave up piracy in favor of more lucrative methods of extracting money from merchants. [Folio – 12]
Not so to Sea Baron vessels, though, I imagine.
The Lordship’s conflict with the Barons continued, regardless how hostilities might have eased with the Great Kingdom and its Provinces and Sees.
There is particular enmity between the Sea Barons and the Lord of the Isles for rather obvious reasons. The Duxchaners are still smarting from the Battle of Medegia (572 CY), wherein the Sea Barons sank four of their warships and made prizes of three loaded cogs before they could gain safety in Pontylver. [Folio – 12]
One expects that that conflict was the Lordships’ greatest continuous threat.
And it is. Or was. if truth be told, it truly no longer was.
The Most Dangerous Threat
The most dangerous threat to the Iron League came not from within, nor even from Aerdy.
[Dragon #302 – 99]
The Lordship learned that the Iron League were not the only nation to receive Shar emissaries. The Great Kingdom did, as well. As did the Sea Barons. And Keoland….
In 576 CY, the [Jade] Mask’s agents reported the arrival of envoys from the Land of Purity in the courts of the south, Despite strenuous efforts, the Mask discovered little about either the newcomers or their homeland. [Dragon #302 – 99]
But their interest and increasing concern was deflected by other more pressing events.
While the number of agents that disappeared in the sweltering south troubled the Twelve [the Jade Mask’s overseers], the War of the Golden League, a conflict pitting Aerdy and South Province against Nyrond, Almor, and the Iron League, soon monopolized their attention. The enigmatic monks were forgotten. [Dragon #302 – 99]
With war again on the horizon, the Lordship could only wonder what the future held.
Truly, they had no idea…


“Do I not destroy my enemies when I make them my friends?”
― Abraham Lincoln






One must always give credit where credit is due. This Primer is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art:
The Dakon, by Alan Hunter, from Fiend Folio 1e, 1981
Sea Barons map, by, Dave Sutherland, from Dragon #206, 1994
Huhueteotl, from Deities & Demigods 1e, 1980
The Ancient Flannae, by Sam Wood, from The Adventure Begins, 1995
Map detail, by Darlene, from World of Greyhawk Folio, 1980
Crew, from Of Ships and the Sea, 1997
Shokal, by Sam Wood, from The Scarlet Brotherhood, 1999 
Lordship of the Isles, by Anna Meyer

Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
2023 Greyhawk Adventures Hardback, 1988
9025 World of Greyhawk Folio, 1981
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11374 The Scarlet Brotherhood, 1999
11743 Living Greyhawk Gazetteer, 2000
Ivid the Undying, 1998
Dragon Magazine #52, 55, 68, 206, 209, 302
Dungeon Magazine #77
Polyhedron Magazine #157
Oerth Journal #1, 11
Greychrondex, Wilson, Steven B.
Greyhawkania, Jason Zavoda
The Map of Anna B Meyer