Showing posts with label North Province. Show all posts
Showing posts with label North Province. Show all posts

Friday, 15 September 2023

North Province, Part 2

 

“When one with honeyed words but evil mind
Persuades the mob, great woes befall the state.”
― Euripides, Orestes


The world is a dark and bloody place...
The world is a dark and bloody place where the strong rule the weak, and power is the only reward. It is often necessary to be cruel and merciless in the pursuit of ones goals, and achieving those goals can have harsh consequences. Order must be forged out of chaos and law out of anarchy. The forces of tyranny must be obeyed and dissenters must be oppressed or destroyed.
[LGG – 172]
If there ever was a creed that described North Province it would be this.
It is Hextor’s Creed. And he is near and dear to North Province’s heart.

HEXTOR
Lesser god
Hextor
Hextor is a cruel and brutal tyrant. He brooks no challenges or dissent. He employs any means necessary to enforce his will. The Scourge of Battle revels in the mayhem of conflict, and firmly subscribes to the doctrine that might makes right.
[Bastion of Faith – 87]
Hextor is worshiped by evil warriors and assassins, mercenaries and murderers. His following has always been strongest within the lands of the Great Kingdom, where his priests hold sway in many residual fiefs and attend upon Ivid. [FtAA – 89]
Hextor's Priests
These priests are skilled combatants and assassins, cruel and violent, bereft of subtlety while still being cunning and wily. The priestly hierarchy is rigid, dominated by strength and cruelty. [FtAA – 89]
Priests of Hextor are trained in assassination, so that at the gaining of sixth level of clerical ability, one level of assassin ability is also gained. Thereafter, every two levels of advancement in clerical skill means one level of gain in assassin ability. The maximum. level attainable in assassin ability is sixth, which is reached by a cleric upon attaining 16th level in that class. [Dragon #67 – 25]

Hextor’s roots are burrowed deep in North Province.
Hextor is much honored in the Great Kingdom. [Dragon #67 – 25]
This religious tradition was recognized by the earliest monarchs of the Kingdom of Aerdy with the establishment of the See of Medegia under the rule of a Hextorian censor based in Rel Astra. Alone among the Oeridian faiths, the church of the Champion of Evil has grown in power as the Great Kingdom has declined. This rise was due in part to the departure of most of the church armies of rival faiths. [BF – 90]
Indeed, his worship is the heart and soul on the North Province, where it found, perhaps, its most fertile ground.
Hextor’s faithful strongly backed the House of Naelax during the Turmoil Between Crowns that began in 437 CY. This alliance led to the faith’s ascendancy over all other faiths in the Great Kingdom as of the coronation of Ivid I in 446 CY, but also resulted in the church of Hextor falling under the thumb of successive overkings. [BF – 90]
One need not wonder why: the House of Naelax is the mirror of its devoted patron.
Hextor appears as a normal, handsome man when in disguise, for he can cause four of his arms to meld with his torso whenever he so desires. His complexion is fair and his hair jet black, as are his eyes. He is well spoken and charming, a hale fellow and a man’s man, yet irresistible to women. He can converse with sages, reason with philosophers, argue with clergy, discuss arcane secrets with dweomercraefters. When in his true form, however, Hextor is gray of skin, lank-haired, with red-rimmed eyes bulging from a visage horrible to look upon. Then he cares only to fight and slay. [Dragon #67 – 25]

It comes as no surprise then that Grenell is the man he is: suave, learned, cultured, and cloaked in shadow.
Grenell Naelax
Grenell is […] a master politician [.]
PGtG – 24]
He is also unspeakably ruthless.
North Province, the: Grenell, A 15 [WoGG – 17]
His Radiant Grace, the Herzog of the North Province (Assassin, 15th level) [Folio – 26]
Then again, perhaps he is not an assassin at all, but Hextor’s high priest…
An evil high priest of Hextor with little value for human life [.] [PGtG – 24]
Whatever he is, he is not benevolent.
The Herzog of North Province is a cousin of the Overking, as evil as his kin, but certainly not as demented. [Folio – 26]
Grenell of House Naelax rules North Kingdom, and he is an utterly ruthless and cold-blooded monarch. Grenell's temporal authority is augmented by his dominance of the church of Hextor in the north, of which he is the titular head. [LGG – 73]
Every prince and lord in North Kingdom realizes that crossing Grenell may bring down his wrath in the form of a raid from his orc allies, who are organized as shock troops with no love of humanity and its culture (though they have benefited greatly from human arts of warfare and command). [LGG – 73]

577 CY
Grenell may be ruthless, but his North Province is within the Great Kingdom; and the Great Kingdom is perceived to be less powerful than it once was.
Once the most powerful force for order and good, the Aerdians have declined over the last century to an unspeakable state of decadency. After a millenium of leadership, its rulers and nobles turned to evil and irrationality. [Folio – 10]
Both the North and South Provinces are under the suzerainty of Aerdi royal houses and are ruled almost as independent states. The troubles in the Bone March have caused the Herzog of the North to fall into line [.] [Folio – 10]

One would think that this betrayal by the orcs would have come as a bit of a surprise to Grenell. He had aided the orcs in their bid to conquer Clement’s insufferable Bone March, after all.
The importation of orcs and goblinoids began in earnest after the fall of Bone March, when Herzog Grenell, cousin to Ivid V, made a pact with the orc and gnoll chieftains who deposed Marquis Clement. [LGG – 74]
And one might expect that he should expect some gratitude for that aid. Then again, Grenell being Grenell, he would have expected that the orcs would be fair-weather friends, orcs being orcs….
The action in the Mark has caused a great influx of both humanoids and evil humans, many traveling through the Gamboge Forest and the upper end of the Flinty Hills to reach Bone March. Humanoids and giants in the Rakers are also pressing eastward to aid in taking and looting more territory for this new “promised land.” Knurl, an independent town under the control of evil humans, is said to be recruiting hobgoblins and any other willing humanoid types for a campaign to capture all the land between the Kaye River (west fork of the Teesar), the Flinty Hills, and the Adri Forest. The Herzog’s patrols from North Province do not venture within 10 leagues of the Blemu Hills. [Dragon # 57 – 15]
Blemu Hills: These hills have been overrun by the humanoids of the Bone March. The few demihumans who lived here were forced to retreat to the Flinty Hills. Along their eastern flank, the Tessar Torrents are an effective boundary from the North Province. [FtAA – 58]
These incursions come at a time of continued raids from the humanoid bands near Bellport who have not thrown in their banners with the Herzog as of yet. [Dragon #59 – 24]

Grenell would have had no choice but to fortify his northern border. This would have left his eastern flank open to plunder. Which is exactly what happened.
The attention of the Cruski was directed wholly to the south, where choice plunder could be gained during the summer raiding season. [Dragon #57 – 14]
During the season of 577, much minor activity took place along the coast of North Province and off the northern end of the Island of Asperdi. [Dragon #63 – 16]
[M]any of the vessels from the cold north did manage to avoid patrolling warships and successfully raid North Province and the Baronial Isles. [Dragon #63 – 16]
After a particularly successful venture in 577, the Cruski and Schnai sat down together to bargain on a division of the spoils. [Dragon #57 – 14]

578 CY
Early success bred ever greater expectations of what might be had in the future.
This made the raids into North Province and the Isles of the Sea Barons all the easier next year [.] [Dragon #57 – 14]
Gathering in the Blemu Hills
This promoted a problem for Grenell. With so many ogres and orcs and gnolls gathering in the Blemu Hills, he had little choice but to rely on the Sea Barons to guard his coast against the Barbarians, to say nothing of their aid in patrolling his northern border.
[T]he Lord High Admiral reacted promptly to the summons of the Overking — this despite some severe raiding from the northern barbarians. Asperdi has recently dispatched a sizable contingent of ships and men to the North Province. In essence, this force represents a squadron of warships to control the sea, while a solid block of fighting men, most of them veterans of skirmishes with barbarian raiders, stiffens the forces of the Herzog. [Dragon #63 – 15]
A fleet from the recalcitrant Sea Barons has been dispatched to aid the cousin of the OverKing, who commands North Province. [Dragon #59 – 24]
The Herzog continues to muster his forces, awaiting the arrival of 2,000 seasoned veterans of battles with the sea-wolves of the north. [Dragon #59 – 24]

He did not have long to wait for the coming of the humanoid horde. The orcs advanced, they tested, they raided and they struck. And Grenell’s lines held. For now.
His forces battered, Herzog Grenell withdrew them to a position which masked both Edgefield and Eastfair — and no enemies pursued, they being bent on other matters. This left His Grace with the opportunity to rest his battle-worn array and seek reinforcements. Both Eastfair and Edgefield were stripped of all available men, adding a stiffening of cavalry and missile troops to the levied footmen. This exhausted all of the available manpower in the whole of the North Province, for the east had already been called upon to the full.
The time granted to Herzog Grenell was indeed fortunate for him, as it allowed the integration of the new units into his army and enabled them to be trained to some degree. […]
Meanwhile, patrols from Edgefield have been probing the Blemu Hills and otherwise keeping a constant watch on the enemy.  [Dragon #63 – 15,16]
Grenell must have been nervous, indeed. Best by Barbarian raids, orcs amassed to his north, he could only wonder when Almor and Nyrond would move against him.
It is rumored that this movement came down as an Imperial order from Rauxes to help alleviate the problems created by the incursions of Almor and Nyrond into the southern part of Bone March, as well as to answer the North Provinces’ call for aid against these attacks. These incursions come at a time of continued raids from the humanoid bands near Bellport who have not thrown in their banners with the Herzog as of yet. [Dragon #59 – 24]

This chess match would play out for years to come.
c. 580 CY
War has been a steady diet of the Overking’s realm for several years. Allies are few, but include the Herzog of South Province, the See of Medegia, certain tribes of humanoids to the north (those crushed in actions between North Province and Bone March, etc., and then reorganized) and certain factions of the Sea Barons, although the latter – as a whole – are quite untrustworthy. [WG8 Fate of Istus – 69]

581 CY
One wonders how a widespread war never sparked. Tensions were high. Raids common. Victims aplenty.
Allentar still has the characteristic plump shape of a halfling. Born in the Flinty Hills, Allentar was orphaned in his early teens when raiders from the North Province of the Great Kingdom passed through their lands. Fleeing their terror, he eventually drifted down to the City of Greyhawk. [WGA4 Vecna Lives! – 89]
It is no wonder that the countryside along the borders emptied into whatever walled city would take them.
Major invasion of the Bone March would drive humanoids in their tens of thousands into North Province [.] [WGS1 Five Shall Be One – 4]
But the expected conflicts never materialised.

582 CY
Until one day a distant spark caught fire, and the flames were fanned across the whole of the Flanaess.
Other factors convinced Ivid V that Nyrond and Almor were ripe for harvest. For some time, the Overking had courted the humanoids of the Bone March, but being blood-thirsty and primitive, they saw no gain in his offers. Now an ambassador flew north on one of the Overking’s personal carpets to make a new proposal. In exchange for alliance, the orcs of the Bone March would gain both land and loot – all from Nyrond.
A Distant Spark Caught Fire
While the emissary delivered this proposal, the Overking drummed up war fever in his own land to compel his independent-minded cousins to join the fray. The North Province, sensing a dangerous shift in the wind, stood by Ivid, reasoning that though he made an unreliable friend, he was a truly horrific enemy.
[Wars – 11]
The North and South Provinces have once again fallen into line behind the Overking’s banner and his emissaries have even brought the humanoids of the Bone March closer to the imperial fold. [Wars – 5]
Grenell foresaw the possibility of great gains, but he was cautious too. Mostly of his cousin, the Overking.
Though not too close, lest the Herzog of the North find a dagger in his side. [Wars – 28]
With North and South Provinces swelling his ranks, Ivid V never once thought he could not lose.
With his strength growing, the Overking looks for an excuse to again press his claims on the rebellious western lands. [Wars – 5]
The Sea Barons too expressed their steadfast resolve, while the North Province crowed about its ever faithful loyalty to the crown. [Wars – 14]

584 CY
The war did not go as planned, however.
Ivid personally assumed complete command of all the armies of the Great Kingdom, despite the counsel of his best advisors. [Wars – 20]
A Disaster
The military campaign that followed was, predictably, a disaster.
[Wars – 20]
Ivid did not just overrule or even sack his generals: he executed them, sparing only his favorites. [Wars – 20]
The crisis reached its climax during the Richfest celebrations of that year. An assassin emerged from the thronging crowds and struck Ivid a mortal blow with a poisoned dagger. When news spread of Ivid’s death, the gloom over the land lifted. The nobles stoked the fires of celebration, joyously preparing for the power struggle to come.
The Great Kingdom was spared that turmoil, however, by an even greater one. Just as the cunning of the mad Overking had saved Ivid from countless threats past, it saved him now from the grave. Secret arrangements, perhaps made with fiends summoned while on the Malachite Throne, resulted in the Overking’s revivification. Ivid V – who had seemed cold and soulless in life – seemed doubly so in death.
The vengeance visited by the animus Ivid was swift and terrible. The orgy of execution and revivification soared out of control. Ivid rewarded even the slightest suspicion with death. Nobles falsely implicated enemies, seeking to settle old scores, but Ivid cared little whether the accusations were false or true. The mad Overking, now styled the Undying One, revelled in the chaos and destruction in his lands. [Wars – 20]
Ivid’s kiss, it was called. A fate akin to death. Because it was.

Grenell Rebelled
Ever cautious of his cousin – for good reason – Grenell was the first to abandon Ivid’s lost cause, believing self-preservation the greater of the two.
Grace Grenell, Herzog of the North Province, rebelled against his cousin in a desperate attempt to hold his lands against the march of King Archbold. Freed of the mad king, the Herzog and the orcs of the Bone March halted the Nyrondese armies in the rugged Flinty Hills. The Herzog callously sacrificed both human and orcish troops to grind King Archbold’s advance to a halt. Though the Nyrondese could advance no further against the combined armies, Archbold, tantalized by the prospect of ultimate victory, refused to break off his assault.
The North Province’s defection from the Great Kingdom unleashed the pent-up fears and ambitions of all nobility in the Great Kingdom, both living and animus. The Herzog of the South, among the first nobles rewarded with death and revivification, reasserted his claim to the South Province. The wave spread outward from there: living nobles turned their fiefs into armed camps and animus lords sought to expand their realms. The Overking’s authority collapsed entirely, leaving Ivid with only his personal estates. Thus, the always-fragile Great Kingdom shattered into a hundred petty principalities, dukedoms, baronies, counties, and earldoms. The Aerdi Empire was no more. [Wars – 21,22]

North Province declared independence from the Great Kingdom in 584 CY, dragging itself out of the Greyhawk Wars, and the empire shattered within weeks into many pieces. [LGG – 24]
The North Province's secession did indeed trigger the complete disintegration of the Great Kingdom. [FtAA – 9]

Chaos reigned after its creation for a while and was what one might call life-changing for a great many people. Consider, if you will, what befell Greenkeep.
Greenkeep
This ruin marks the easternmost point of the highlander castles. In Suns' Ebb CY 584, the castle was decimated by an immensely powerful magical strike. A boiling black cloud settled in the sky above Greenkeep, and vast strokes of lightning and acid rain cascaded down on the building. The walls and towers were shattered and the keep ruined, with most of the garrison here slain and only a few managing to escape westward to safety.
It is still unknown who mounted this formidable attack. The most often-rumored theory connects the attack with the necromancer Raspalan, garrisoned with the troops here. Raspalan was a minor princeling of the House of Garasteth, and was known to have fled his birthplace west of Rinloru and no few other eastern and southern cities during his lifetime. He left behind a trail of murder, outrage, and bitter enemies. The destruction of Greenkeep is generally believed to be due to one of those enemies catching up with him. [Ivid – 55]
Or so it is said. But a great many things are said in the North Province. And elsewhere. Some of it even true.

585 CY
If there was a winner to come out of the shattering of the Great Kingdom it was Grenell. He prevailed as others fell.
Shattered into a score of petty fiefdoms, some larger domains (North Province, for example) still remain largely intact while elsewhere the Overking
’s bizarre treatment of his most powerful nobles has generated an entirely new type of ruler: the animus. [Dragon #191 – 67]
North Province: Governed by Herzog Grace Grenell (who is alive and not yet undead), this is the largest and most powerful land within the former Great Kingdom. Grenell is an unscrupulous, utterly evil man who has an alliance with the humanoids of the Bone March. This unlikely military cooperation allowed the North Province to fend off the incursions of Nyrond, but now Grenell is obliged to aid the humanoids in their persecution of Ratik. [FtAA – 27]
Grace Grenell is in a very difficult position politically. During the Greyhawk Wars he allied with the humanoids of the Bone March out of desperation. This alliance was successful in forcing a stalemate which created peace, but a very tense legacy has been left behind. [Ivid – 44]
So, this alliance has to be maintained, but the orcs and other humanoids want to get something in return. Specifically, they are now calling in the debt: "We helped you fight Nyrond, now you help us storm Ratik."
For himself, Grenell doesn't give a fig about Ratik. Unfortunately, no few of his most powerful local rulers care a great deal about Ratik—as do many ordinary folk. Many of them share the same Oeridian-Flan racial mix as the men of Ratik, and they admire the rugged bravery of Ratik's warriors in having kept the humanoids at bay for so long. They are opposed to any plan to conquer Ratik, and some of them are ready to go and fight for Ratik should Grenell dare act against that nation. [Ivid – 44]
He will almost certainly welch on this agreement. [FtAA – 27]

The orcs within Grenell’s North Province, on the other hand, had never had it so good. Clean barracks. Three steady meals. Coin in pocket.
Only in North Province, where Herzog Grace Grenell actively allied with the Bone March against Nyrond, are these troops still reliably under the control of the ruler. [Ivid – 10]
The influence of North Province (now North Kingdom) has led to greater organization and military effectiveness among [the] barbaric tribes [of the Bone March]. [LGG – 35]
Would it last, though?
So far, different warlords among the Euroz have not indulged in their traditional intertribal warfare within North Province, but that is probably just a matter of time. [Ivid – 44]
Orcs are orcs, after all. Far be it that a good thing could keep an orc in check. What good are clean sheets and three squares when there was no reaving to be had?

Grenell would worry about that later. What good was it to win a kingdom only to lose it? He had borders to secure and armies to maintain, and an army marched on its stomach. Thus, farms had to produce, supplies had to be delivered. Where would he get the money to do this? Slavery was a good option – the best, actually, to his way of thinking – but slavery could not produce goods he did not have. Trade was the only option.
Trade is crucial to North Province, for outside of the Flanmi River basin the land is often poor, stony, and offering low crop yields. Livestock farming dominates most areas, and theft of livestock is a capital offense. Fishing is another major resource North Province possesses, and the whalers of Kaport Bay know all too well that the barbarians of the north could decimate that industry all too easily if they chose. Fish are a vital part of the food supply now. After years of war, the poor farmlands of North Province have been inadequately sewn and harvested and resources of grain and vegetables are low. Without the fish brought in from the east coast, usually salted or pickled, many folk in North Province could starve. [Ivid – 45]
To trade, he had to mend a few fences.
Some covert trade was conducted with the barbarians through the Lords of the Isles and even the Sea Barons or Ratik (which was also a source of good woods). In return, Aerdy exported food, cloth, weapons, and a little in the way of gems, worked items from artisans, and rarer commodities such as Grandwood and Adri herbs and the infamous pickled eel saveloys of Winetha. Such external trade has now mostly collapsed, at least as far as the west is concerned. The eastern coastal cities and the Sea Barons, and North Province, conduct most of the surviving trade. [Ivid – 17]

Cockles in Laminari
While these small mussels come to us by way of the Gamboge Forest, their source of origin is the Solnor coast of the former North Province. Cockles are small mussels treasured for their delicate flavor. They are often served steamed with fire-finger broth but are just as tasty fresh-plucked from the sand and eaten raw.
The supply arrives packed in barrels of laminari and bone, which serve to protect the cockles for far travel. The laminari is itself a hearty and flavorful purple-brown kelp that takes well to sauces or simply steamed with butter, and it stores well enough once it's dried. [Dragon #271 – 74]

The orcs complicated Grenell’s need for trade, of course.
Indeed, the barbarians increasingly trade with some North Province coastal towns and villages, and that trade brings much needed wood, furs, and other commodities in short supply in North Province.
If Grenell helped the humanoids against Ratik, the barbarians would certainly begin their raids again, and trade would cease. Grenell can't really afford to have either of these things happen. [Ivid – 44]
With the orcs of the Bone March grating their teeth, and “his orcs” gnashing their jaws, Grenell needed a secure route to the coast as far from the orcs’ northern stomping ground as he could find: the Trask River.
Trask: The Trask must arise from subterranean water tables, with headwaters formed from springs and streams in North Province. It is navigable for some 150 miles west of the once-busy port of Atirr, where it flows into the Solnor Ocean. [FtAA – 64]
Atirr has become the most important supply port for goods from the far south, which has made that city more important politically, as Grenell is only too well aware. [Ivid – 45]

Who then, did he have to trade with?
Nyrond
The war against the Great Kingdom cost the Nyrondese armies dear, with almost 70,000 casualties, and it exhausted Nyrond's coffers, although its navy remains strong. [FtAA – 32]
Resources: foodstuffs, cloth, copper, silver, gems (I, ll) [Folio – 13]
Unlikely.

Almor
Almor has passed from the map of the Flanaess. Weakened and embarrassed by Osson's exploits, it was invaded by Ivid in 584 CY and its old capital, Chathold, utterly decimated by the Overking's mages and priests. The animus Duke Szeffrin now rules half of the old Almorian lands, and this creature, formerly a greatly favored general in Ivid's armies, is reputedly one of the cruellest of the animus nobles now holding sway over so much of Aerdy. [FtAA – 26]
Resources: foodstuffs, cloth, copper [Folio – 8]
Equally unlikely.

See of Medegia
Just as Almor is no more, so has Medegia passed into history. […] Medegia was utterly despoiled, and what remains of it is barren and underpopulated. Its few surviving inhabitants are bitter, twisted, and half-mad people tormented by fiends and petty despots. [FtAA – 27]
Resources: foodstuffs, cloth [Folio – 12]
Not at all promising.

Bone March
Resources: silver, gems (I, II) [Folio – 9]
The humanoids of the Bone March still seek to destroy Ratik, the beleaguered gnomes of the Flinty Hills, and any other territory they can advance into; their "alliance" with the North Province has already begun to disintegrate due to the ill-organized and undisciplined nature of these creatures. [FtAA – 24]
The Flinty Hills folk are divided between support for Nyrond and a desire to stay independent. Nyrondese armies fought the Bone March and North Province armies here and the demihumans don't forget that, but they also hear tales of the human king's weakness. [WGR4 The Marklands – 83]
There were resources there, but little trade to be had there. Because… well, orcs.

Lendore Isles
These islands have always been a mystery, due to their native aquatic and high elves who kidnapped intruders into their realm and did not release any to tell tales. 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]
Little help there, it would seem.

Sea Barons
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.
The seamen and barons here are very uncertain of their future, not knowing with whom to ally. [FtAA – 36]
They now sail widely, attacking any target that looks soft enough, from North Province to Hepmonaland. [Dragon #206 – 35]
Resources: None outstanding [Folio – 15]
Not promising. The Asperdis had fish. So did North Province.

Barbarians
[T]he Cruskii have been more reliable allies with the other barbarians and most of their marauding has been directed toward the North Province. [FtAA – 28]
Frost barbarians
Resources: foodstuffs, furs, silver, gold [Folio – 10]
Ice Barbarians
Resources: furs, copper, gems (I) [Folio – 11]
Snow Barbarians
Resources: copper, gems (I, II) [Folio – 15]
Desperate times called for desperate measure. Besides, many of the northfolk had kin among the Suel Barbarian clans.

Ratik
The Sea Barons and Frost Barbarians buy wood here still; however, trade with the Theocracy is slow, and trade with cities of the North Province is extremely low. Ratikers are now even more insular and self-reliant than before the war. [FtAA – 34]
Resources: shipbuilding supplies, furs, gold, gems (IV) [Folio – 14]
Ratik was promising.

Lordship of the Isles
During the wars, the former prince, Latmac Ranold, was suddenly deposed and replaced by [Prince Frolmar Ingerskatti], who at once removed the islands from the ranks of the Iron League and allied the lands with the mysterious […] Scarlet Brotherhood. [FtAA – 30,31]
Resources: rare woods, spices [Folio – 12]
These islands were not without promise, Grenell believed.

South Province
Reydrich is certainly not an animus, although it is said that he traffics with evil creatures from the outer planes. Reydrich is known to loathe the Scarlet Brotherhood, and to covet both Irongate and Onnwal. [FtAA – 27]
Resources: foodstuffs, silver [Folio – 15]
South Province was likely one of Grenell’s best hopes, despite their differences. It was stable, after all.

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]
Resources: foodstuffs, cloth, copper, silver, gold, gems (IV) [Folio – 10]
Most definitely. Rel Astra was one of the great markets of the Flanaess.

If Grenell knew one thing, he had to strengthen, rebuild, and find money. The sooner the better, if he hoped to retain his throne; and his precious skin.
[T]he political situation in North Province is very tense and dangerous. Some humanoid forces have already struck off on their and have begun to pillage the northwestern fringe lands [….] Mercenaries are increasingly attracted to trouble spots, finding no few rulers ready to protect their lands with armed resistance to any marauding humanoids or bandits. The level of North Province rulership in any local area is generally "medium" or better, but the conflicts between those rulers threaten to plunge North Province into a civil war every bit as bitter as the Turmoil Between Crowns. There is no organized resistance to Grenell, and most thank him for getting North Province out of the Great Kingdom just in time. But some new alliances are just beginning to emerge, and Shalaster and his excellent army are a possible focal point for a new style of rulership in these lands. [Ivid – 44,45]
Grenell certainly had his hands full.

586 CY
Ivid had lost control of his kingdom. Insurrection was everywhere, except where the strong prevailed. It was held at bay in North Province because Grenell was very strong indeed. He held his North Province together where others failed – with an iron fist, if truth be told. He was overking of the north, in all but name; so, it comes as no surprise that he declared himself exactly that:
Shattered Kingdom
Following the devastation of Rauxes in 586 CY, Grenell became the scion of House Naelax.
[LGG – 74]
In 586 CY, Herzog Grenell of North Province declared himself overking of the Great Kingdom of Northern Aerdy. [LGG – 16]
This “new” realm has not changed in character from the old, being cruel and tyrannical in the extreme. [TAB – 23]
[T]he lands that now constitute the notorious North Kingdom included both North Province and other northern possessions of the old Great Kingdom. After the sundering of the empire following the Greyhawk Wars (584 CY) and the subsequent devastation of Rauxes, these lands united as an independent realm, ruled from the old provincial capital at Eastfair. [LGG – 73]
The new imperial capital was proclaimed to be Eastfair, to no one’s surprise. [TAB – 23]
The capital of North Province is Eastfair (pop. 26,000), which is infamous for its debaucheries at court. FtAA – 27]

Many courts in the heart of the Flanaess were stunned at the news, for it indicated that Grenell, cousin of Overking Ivid V of House Naelax, was able to forge alliances with two potentially hostile noble houses of the north (Torquann and Garasteth), as well as with many humanoid tribal leaders in Bone March. [TAB – 23]
He did; but there might be no mystery why he could: give the stat of what was the great Kingdom, the Houses of Naelax, Torquann, and Garasteth could either stand together under Grenell or die apart.
Grenell's nobles support their Herzog simply because they consider the alternatives too unpredictable, but they have no spirit of loyalty toward him. [FtAA – 27]

Many thought Grenell’s rule as “Overking” would be short, as the mad but true Overking Ivid V would never tolerate such blatant presumption. However, a response from Rauxes seemed very slow in coming, and it appears to have never come at all. It is not certain what transpired in the capital of the fallen Great Kingdom the tales told by adventurers and deserting Aerdy soldiers conflict on many points. Most stories state that an announcement was made in Rauxes in early 586 CY by a high priest of Hextor, declaring that Ivid V was no longer Overking (not dead, just not the Overking). A reason for this was never given; possibly, the disappearance of fiends from nearly all the Flanaess, which occurred just before this, had some connection. [TAB – 24]

[Grenell] focused his energies entirely on defending and consolidating his new realm. [LGG – 24]
The "little" or "new" Great Kingdom has spent the time since strengthening its infrastructure and putting down a civil war. [PGtG – 12]

The tribes from the Rakers and Blemu Hills are likely to remain in firm control of most of the [Bone M]arch, failing an invasion by either North Kingdom (unlikely) or the concerted effort of Ratik and its allies among the Suel barbarians (who have had successes and failures here in the past). Grenell, the self-styled "overking" of North Kingdom, covets these lands and would gladly see them under his thumb, but past alliances with the nonhumans have brought many under his own banner, and he cannot risk losing their support. His own realm is not yet solid enough for the assault, as well. [LGG – 36]

There are rumors that adventurers are being secretly recruited as spies and scouts by states bordering Grenell‘s kingdom (especially Nyrond) to infiltrate his realm and report back on the conditions there, particularly in Edge Field on the Adri Forest. [TAB – 23]
Adri Forest
Some 25,000 people live within the forest, hunting its plentiful game and hewing the fine woods found there. This forest has historically been part of the North Province, with its western fringe beyond the Harp River part of Almor [.] [FtAA – 51]

Late 580s CY
The "little" or "new" Great Kingdom has spent the time since strengthening its infrastructure and putting down a civil war. [PGtG – 12]
One might ask, where was there not civil war? There were some far more concerning that others, however.
Grenell is concerned with only two Aerdy lands, save for Rauxes itself; the broad swathe of Naelax lands to the south and the Twin Cities. Grenell must keep peace with the rulers of Rinloru and Winetha. He cannot afford conflict in the east and south as well as the problems the humanoids pose him north and west. Grenell can hardly send any emissary to Rinloru's frightful ruler, but as yet there seems no threat from that quarter. [Ivid – 46]
Rinloru
Delglath's current policy is to gradually convert all ordinary folk into zombies. [Ivid – 64]
That would put Rinloru at the top of Grenell’s concerns list.
Rumors spill from a dozen sources about a dreadful civil war fought in the late 580s around the city of Rinloru, with men, orcs, and hobgoblins pitted against a vast army of undead; details are sketchy even now. Fighting is likely to continue there still. [TAB – 23]

591 CY
Did Grenell survive his ordeals? He did.
An evil high priest of Hextor with little value for human life, Grenell is nonetheless a master politician and survived the Greyhawk Wars and the Great Kingdom's collapse without being captured, slain or turned into an undead monster. [PGtG – 24]
Has his Great Kingdom of Northern Aerdy survived its ordeals. It did.
North Kingdom
Proper Name: Great Kingdom of Northern Aerdy
Ruler: His Righteous and Transcendent Majesty, the Overking of Northern Aerdy, Grenell I, Grand Prince of House Naelax (LE male human Clr19 of Hextor)
Government: Independent feudal monarchy with strong theocratic elements; current monarch is the highest-level cleric of Hextor in the realm, simultaneously commanding the forces of the church, the northern branch of the royal house (Naelax), and all feudal nobles and nonhuman leaders in his service
Capital: Eastfair
Major Towns: Atirr (pop. 19,700), Bellport (pop. 9,100), Darnagal (pop. 6,400), Delaric (pop. 22,000), Eastfair (pop. 35,000), Edgefield (pop. 15,800, plus 4,000 orcs), Kaport Bay (pop. 5,800), Luvern (pop. 3,100), Rinloru (thousands of undead; besieged), Stringen (pop. 4,700), Winetha (pop. 19,300)
Provinces: Eleven principalities, with a few tiny counties, baronies, etc.; nearly all are centered around cities, towns, castles, or strongholds
Resources: Foodstuffs, cloth, electrum, whale oil; resources are not exported
Population: 2,618,200—Human 83% (OFs), Orc 9%, Goblin 3%, Halfling 2%, Half-orc 1%, Other 2%
Languages: Common, Old Oeridian, Orc
Alignments: LE*, NE, N, CE, LN
Religions: Hextor*, Zilchus, Erythnul, orc pantheon, various goblin gods
[LGG – 72]

Fringe faiths persist, however.
Permanent temples to Telchur exist only in the North Province and Blackmoor. [Dragon #265 – 57]
(The magnificent Iceminster in Kaport Bay in the North Province was torn down by the people for firewood in the Winter of 246 C.Y.) [Dragon #265 – 58]
Few worship there, though. Few are so brave as to declare any faith other than to Hextor.

Has Grenell’s Great Kingdom of Northern Aerdy thrived? That’s open to interpretation.
Grenell rules by diplomacy and an iron fist, balancing human with humanoid and by playing one Celestial House off against another.
[N]early 10% of the population of North Province consists of evil humanoids, primarily orcs of the Death Moon tribe. These brutish forces cause much trouble in North Kingdom, and they often work at cross-purposes with Grenell's plans (as well as their own). [LGG – 74]
While the attention of Grenell is turned to the south, that of his evil humanoid allies remains, to the north, for the orcs and gnolls of the Rakers greatly desire the destruction of Ratik While the presence of the rapacious orcs threatens to send North Kingdom into chaos, they may also be one of the most important factors holding the nation together. Every prince and lord in North Kingdom realizes that crossing Grenell may bring down his wrath in the form of a raid from his orc allies, who are organized as shock troops with no love of humanity and its culture (though they have benefited greatly from human arts of warfare and command). [LGG – 73]

The Great Kingdom of Northern Aerdy
Principality         House
Atirr                      Torquann
Bellport               Naelax
Darnagal             Naelax
Delaric                 Naelax
Eastfair*              Naelax
Edgefield             Naelax
Highlander**     Garasteth
Kaport Bay          Torquann
Rinloru***          Torquann
Stringen               Naelax
Winetha              Garasteth

* The capital principality of the king
** Highlander's capital is Redfalls, a great castle and military fortification on the Teesar River.
*** Rinloru is currently a city of undead, besieged by Torquann armies attempting to destroy a mad undead cleric of Nerull (once a Torquann prince) and his ghastly armies that control the ruined city.
[LGG – 73]

Grenell’s balancing act is no easy thing. Orcs and humans do not get along, for the most part. Nor do the Celestial Houses, truth be told. Add to that Grenell’s “undead problem,” and Grenell’s persistent plotting appears more desperate with every minute.
Once thought contained, the undead horde infesting Rinloru has swelled in numbers, apparently the result of heretofore unknown magics employed by Delgath the Undying, the mad animus who holds the city. The Forces of Overking Grennel [sic] are hard pressed to contain the army, which now contains at least a dozen giant skeletal golems who secrete a potent acid that quickly eats through weapons used against them.
In the Principality of Bellport relations with savage humanoid mercenaries recruited from the Bone March are in tatters after Patriarch Halldrem of Hextor was heard publicly referred to his professed orcish allies as “soulless scum fit only to divert the blades of our enemies from the shining human knights of our legions.” A band of orcs, led by the charismatic but boorish Vurak Brokennose, then attempted to murder the priest in a public square, resulting in the deaths of four dozen market patrons whan Halldrem let loose a terrifying blade barrier. Both humans and orcs have been on edge ever since. [LGJ#3 – 28]

And there is the southern problem to consider. Both Grenell and Xavener of the Kingdom of Ahlissa claim successor to the Great Kingdom, it is widely believed that one day, perhaps one day soon, war will come to settle the matter.
[I]t is widely acknowledged that so long as they both exist, Grenell and Xavener threaten each other's claims to rule the true successor state of the Aerdi people. For the time being, the overking of Eastfair is too embroiled in his own affairs to make a concerted effort to settle the matter, and Xavener appears to have the upper hand. Everyone anticipates war. [LGG – 74]
Indeed, it would seem that Xavener is doing his utmost to destabilise Grenell’s kingdom every way he can.
Ahlissa (Innspa/Adri)
Scouts in the Adri
Prince Molil’s claim on the Adri Forest east of the Harp River (backed up by the considerable power of his cousin, Overking Xavener of Ahlissa) is causing rumours that North Kingdom forces operating out of Edgefield have designs upon the woodlands. Scouts speak of troops massing close to the Adri’s eastern border, and many fear invasion may be imminent. Whispers in Insnspa’s slumtown suggest that the prophet Medarkus, who rallied hundreds of the oppressed in Vedaris Square last month, is none other than the missing-and-thought-deceased Anarkin, a former prelate of the Prelacy of Almor. If these rumors are to be believed, many high-placed members of Innspa society would pay dearly to know what he's up to. 
[LGJ#1 – 28]
Innspa is a unique city in Aerdy. It has been part of Nyrond, Almor, and North Province in its history. For the past 35 years or so, it has become virtually the personal fief of Prince Corazell of the House of Garasteth. His house had bought Innspa from the Crandens centuries ago, when the city was but a small mining village, and turned it into a trade city, dealing in orcs from the Flinty Hills, food from Nyrond, timber from the Adri, and fish from the river. During changes of nation, Innspa has stayed much the same, a cosmopolitan city where all races and alignments intermingled. [Dragon #208 – 56]
Adri Forest
This forest has historically been part of the North Province, with its western fringe beyond the Harp River part of Almor, but particularly since the War, the folk here have owed little allegiance to their imperial masters. [FtAA – 51]
It’s in Xavener’s nature to do so. Grenell’s too, for that matter.
In Ahlissa and North Kingdom, the Oeridian people have developed subterfuge as an art form. [OJ#27 – 24]

His Grace Grenell I
Grenell realises this and is taking steps to level the playing field. He’s searching for weapons, relics, artifacts.
Grenell has sent priests of Hextor and mages to the Isle of Lost Souls, a place once denied to him by Ivid V. [LGG – 74]
The Causeway of Fiends lies just off of the north-easternmost point of North Kingdom, between the shore and the treacherous Isle of Lost Souls. [Dragon #294 – 93]
Maybe I should not have said “level.” He’s looking for anything and everything that will give him mastery over the field.


I would not give up on Grenell. He’s a survivor. And so is his North Kingdom. It always has been. It persists. And its soul remains the same. Whomever dwells here.
Perhaps one of the most troublesome of the lost Flan nations are the [T]yrants of Trask. Believed to have existed around the Trask River in modern day North Kingdom. The Tyrants of Trask were responsible for the attacks on the elven city of Summer Stars. Evil and bellicose beyond refute the invading oerids of house Naelax, had little choice but to wipe them from the face of Oerth. Destroying much of their magic and writings. [OJ#27 – 16]
Grim. Grey. Shadowed. Cloaked in shadow.
Grenell is in “good” company.


“All history is one continuous pestilence. There is no truth and there is no illusion. There is nowhere to appeal and nowhere to go.”
― Aleksandr Solzhenitsyn, The First Circle





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


The Art:
Hextor, by Jim Halloway (?), from Dragon #67, 1982
The Mighty are Fallen, by Eric Hotz, from The Marklands, 1993
Greyhawk map detail, by Darlene, from World of Greyhawk Folio, 1980
A Day in the Life, by Eric Hotz, from The Marklands, 1993
Sea Barons map, by Dave Sutherland, from Dragon #206, 1994/WGR7 Ivid the Undying, 1995
Greyhawk map detail, by Sam Wood, from Players Guide to Greyhawk, 1998
Composite map, by Kent Matthewson, from WGR7 Ivid the Undying, 1995
North Kingdom heraldry, adapted from World of Greyhawk Folio, 1980
Throne room, from Players Guide to Greyhawk, 1998

Sources:
1015 World of Greyhawk Boxed Set, 1983
2023 Greyhawk Adventures Hardback, 1988
1068 Greyhawk Wars Boxed Set, 1991
1064 From the Ashes Boxed Set, 1992
9025 World of Greyhawk Folio, 1980
9253 WG8 Fate of Istus, 1989
9317 WGS1 Five Shall Be One, 1991
9398 WGR4 The Marklands, 1993
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11412 Bastion of Faith, 1999
11743 Living Greyhawk Gazetteer, 2000
WGR7 Ivid the Undying, 1995
Dragon Magazine 57,59,63,191,204,206,208,265,271,294
Living Greyhawk Journal, #1,3
Oeth Journal #27
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

Friday, 8 September 2023

North Province, Part 1

  

“The soul becomes dyed with the colour of its thoughts.”
― Marcus Aurelius, Meditations

This Land is Cursed
This land is cursed. This land is evil. So it is said. So it would seem. Indeed, one can imagine why that belief found purchase, and why it persists. One need only survey its demesnes: Strong currents rip past its rocky shores, challenging those who seek refuge there; devastating storms batter its coasts; harsh winds howl; and roaring rivers scour the gaps between grim grey bluffs and boulders that roll as far as the eye can see.
Harsh. Strong. Grim. Grey. Fitting descriptions of both the land and its people. Each as unforgiving as the Ur-Flan that once reigned over it. Before the Oeridians came. Before the Oeridians were corrupted by it, in turn.
The druids of antiquity allied themselves with the sorcerous Ur-Flan, who once held whole tribes in bondage to their evil. The unspeakable rituals performed by the Ur-Flan went unchallenged by the druidic hierarchy of that era, so long as the former were not so prevalent in any region as to threaten the balance of nature. [LGG – 161]
Having seduced the druidical hierarchy, the Ur-Flan flourished.
Druids of Antiquity
[T]he Ur cults began to seize control of various Flan nations, expanding them into powerful and dangerous empires.
[OJ#22 – 43]
Eventually, they sought to challenge the dominion of the elves, themselves.
The tale of what is now called the Coldwood is a bitter one. The gray elves were once an introverted, studious and mystical society that lived harmoniously with nature; they sought no dominion within or without their homeland. They were very unlike the Ur-Flannae necromancers of Trask who repeatedly sent silver-tongued emissaries to the elven city, yearning for the magical power of the elves, until the day Fey Queen Sharafere banished them from her court. In a jealous rage, the Ur-Flannae brought to bear their magical might upon the city. Conjuring fiends, undead, and elemental forces from the outer planes, they laid siege to the city, night after night. Fire, acid and lighting erupted from the skies and the forest screamed in anguish, beckoning both forces to end the conflict. [OJ#22 – 46]
That Ur-Flan rage was match by another’s.
After watching his homeland become fouled by the Ur-Flannae siege for more than a fortnight, Darnakurian could take no more. […] Darnakurian slew thousands in a matter of hours. The great swathe of destruction his sword brought about ended in the horrific deaths of all he encountered, as he expunged the Ur-Flannae from the Coldwood forever. [OJ#22 – 46]
The Ur-Flan retreated from the Adri into the highlands that loomed over it, lands dominated by Suel barbarians.
Eventually, the Ur-Flan sorcerers waned in power and vanished. Some of their magical secrets are still preserved by the Old Faith. [LGG – 161]

Weakened and sparse in number, the Ur-Flan could not hope to withstand the coming of the Oeridians.
The fierce Oeridian tribes […] moved east, thrusting aside Flan and Suloise in their path. […]
For two centuries the Oerid and Suel battled each other and the fragmenting humanoid hordes for possession of the central area of the Flanaess, incidentally engaging the Flannish and demi-humans. […]
The success of the Oeridian domination of so much of the Flanaess was in part due to their friendliness towards the original demi-human peoples of the area – dwur, noniz, hobniz, olve – and their co-operation greatly strengthened the Oeridians. The willingness of the Flanae to join forces with the Oeridian armies also proved to be a considerable factor. Perhaps the biggest asset the Oeridians had, however, was the vileness of the Suloise – for the majority lied, stole, slew, and enslaved whenever they had inclination and opportunity. [Folio – 5]

The Fierce Oeridian Tribes

One would think that the Oeridians would tame the rocky highlands of the evil the Ur-Flan had presumably brought. But the Oeridians kept to the far more fertile southern plains.
The strongest tribe of the Oeridians, the Aerdi, settled the rich fields east of the Nyr Dyv and there founded the Kingdom of Aerdy, eventually to be renamed the Great Kingdom. [Folio – 5]
-217 CY
Kingdom of Aerdy
Founding of the Kingdom of Aerdy is a proclamation of the supremacy of the Oeridians.
[FTAR#1]
[S]ome 700-800 years ago, the strongest of the Oeridian tribes, the Aerdi, settled the rich lands to the east of the Nyr Dyv and founded the Kingdom of Aerdy. [Ivid – 3]
Oeridians: The Oeridians have skin tones ranging from tan to olive. They have hair which runs the gamut of color from honey-blonde to black, although brown and reddish brown are most common. Likewise, eye coloration is highly variable, although brown and gray are frequently seen in individuals [.] [Dragon #55 – 18]

c. -200 CY
Aerdy was too small to confine the Aerdi.
When the Aerdi moved north from their initial holdings between the lower Flanmi River and Aerdi Coast about eight hundred years ago, they were less interested in the vast lands of the Flan between the Adri forest and the Solnor Coast than they were in the south. [LGG – 73]
Adri Forest
The forest abounds with game, and it is carefully forested and maintained by those who dwell within its confines. The wood found here is generally employed for shipbuilding, spear shafts, bows, and arrows. Weapons common to the inhabitants include the longbow, battleaxe, and short spear. [Folio – 20]
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]

All too soon, even the less fertile northern highlands lured the Aerdi. Those Ur-Flan who remained resisted their coming.
Other Celestial Houses, such as Naelax and Torquann, desired their own homelands and looked to the northlands. By all accounts, the Flan of these lands were vile and decadent. Worshiping dark powers and draconian overlords, they preyed upon their neighbors for centuries. These gentler folk were quick to ally with the Aerdi when their armies marched up the Flanmi River and conquered those Flan kingdoms in the fifth century OR. Most of these lands were soon consolidated as North Province of the Aerdy, with the Naelax in the primacy. [LGG – 73]
Naelax: Ruling Royal House, major landholders, noted for their penchant for building large-scale, formidable castles and fortifications—and for their vanity. [Ivid – 10]
They had need to. The Suel barbarians crouched north of the Teesar Torrent.
Teesar Torrent: An exceedingly swift river which rises In the North Province of the Great Kingdom and feeds the Harp below the Blemu Hills. [Folio – 26]
Blemu Hills: This chain of hills runs from a point about level with Belport southwards to the town of Knurl, the Teesar Torrent cutting their eastern verge. These hills form the southeastern boundary of the Bone March. At one time they were home to certain demi-human folk, but tribes of Celbit, Jebli, and Euroz now infest the place. [Folio – 22]
Wooden palisades soon dotted the landscape. Towers loomed, watchful against the return of the hated necromancers, and keeping watch over the gentle folk while they were at it.
But try as they might, they could never completely rid the north of the Ur-Flan.

-171 CY
The Ur-Flan were not easily uprooted. A blight never is.
A century and more of growth saw the Great Kingdom expand, with the Flan driven north and the Suloise driven south to the margins of the Densac Gulf. [Ivid – 3]
Chokestone
Chokestone
The site is that of a great battle between Aerdi men and a small Flan tribe in -171 CY. The Oeridians were easily triumphant, and an excessively brutal general ordered the torture and sacrifice of all surrendering Flan folk in thanks to Erythnul. The following day, the Aerdi army woke from its camp to find that the land for several square miles around had been stripped of vegetation. Only slate-like stone remained. As they trod upon the stone, it cracked as if it were brittle paper, releasing clouds of oily, choking smoke. Less than a third of the army managed to march away from the accursed area, and those who survived suffered lung infections and disease which brought their lives to very premature ends. [Ivid – 53]

-142 CY
The Flan were not the Ur-Flan – but the Aerdi would not be convinced otherwise. Someone had to be taken to task for the necromancers’ resistance. Had the gentler folk known what was to be their eventual fate, one wonders if they would have decided to aid the Oerid against the Ur-Flan.
Hextor
After eradicating most of the vestiges of the previous Flan culture, they founded the court at Eastfair in 503 OR (-142 CY), and began setting up a state heavily steeped in the dogma of Hextor.
[LGG – 73]
Hextor
Alignment: Lawful Evil
Priests of Hextor are trained in assassination, so that at the gain of six levels of clerical ability, one of assassin's skill is gained. Thereafter, every two levels of clerical skill gains one of assassin 's ability [.] [WoGG – 42]
Which then was their better master, the Ur-Flan or Hextor? We might never know, as all history speak of the benevolence of the new overlords.
The high history of the Aerdi people is a tale very long in the telling. Hundreds of warriors, mages, seers, and others are much more than footnotes to that history. Aerdi history before the founding of the Great Kingdom is a rich, fabulous tapestry; and the lands the Aerdi came upon were hardly bereft of legends, wonders, and luminaries of their own. [Ivid – 3]

-107 CY
Despite Aerdi censure, the Flan held true to their legends and lore, all belief to the contrary.
So too the Ur-Flan. They believed that if only they could strike a blow the Flan would see reason and rise up under their true masters.
[T]he founding of the order was an auspicious occasion. It occurred in the year 537 OR (-107 CY), when an attack upon the traveling train of the king of Aerdy was foiled by a group of young men, primarily woodsmen and farmers from a nearby village. Ur-Flan insurgents released a winged horror upon the royal tent city in an effort to assassinate the leader of their conquerors. The young men of the village thwarted the attack, at the cost of most of their lives. The king was so impressed with the courage of the survivors that he raised them up as his "Knight Protectors." [LGG – 157]
The Ur-Flan failed, not only to kill the king, but also to inspire their once supressed brethren to recall their (the Ur-Flan’s) greatness.

 -10 CY
As the Ur-Flan faded into supposed obscurity, the Aerdi marched on unto their manifest destiny.
After several decades of increasing growth, power, and prestige, Aerdy embarked upon a series of conquests, the greatest of which was the defeat of the Nyrondal cavalry squadrons at the Battle of a Fortnight's Length. Thereafter, Aerdy was known as the Great Kingdom, whose monarch held sway from the Sunndi swamplands in the south, westward to the Nyr Dyv, and from thence northwards through the Shield Lands and beyond the Tenh. [Folio – 5]
It soon looked as though they would conquer the whole of the world, if not just the Flanaess.

1 CY
Indeed, they very nearly did.
The Aerdy calendar dates from the crowning of the first overking, Nasran of the House of Cranden, in Rauxes in CY 1. Proclaiming universal peace, Nasran saw defeated Suloise and Flan—rebellious humanoid rabbles of no consequence and no threat to the vast might of Aerdy. [Ivid – 3]
The whole of the world could not stand before Oeridian might.
But was that might wholly Aerdi? Or even wholly Oeridian?
Great Kingdom: OS [Dragon #55 – 18]
Unmixed Oeridians, despite claims of the Great Kingdom, are most common in Furyondy, Perrenland, the Shield Lands, and in the east and south in North Province, Medegia, and Onnwal and Sunndi. [Dragon #55 – 18]

80 CY
As the Great Kingdom waxed, so did Naelax. Their central stronghold became a walled town, the wooden palisade impenetrable stone. Before long, its tall walls could not contain its fortune.
The Old City was built circa 80 CY [.] [Ivid – 47]

100 CY
Indeed, the good fortunes of Celestial Naelax raised their House above all others in the north.
By 100 CY, there were four such viceroys. One in Zelradton administered South Province (awarded to House Cranden), and a counterpart in Eastfair controlled North Province (awarded to House Naelax). [LGG – 23]
But the north was vast and still unsettled by the civilised. Too few castles controlled the hinterlands, unable to press back those Suel they had displaced.
When the Great Kingdom was young and the successors to Nasran began the westward expansion of their empire, the northern frontier quickly came to demand their notice. Seasonal raids from the Suel barbarians, which had been a nuisance for decades, suddenly tripled in size and frequency. The northernmost outpost of Johnsport and the coastal towns of Bellport and Kaport Bay became frequent and favorite targets. When it became increasingly clear that the herzog of North Province was unable to deal with the problem, Overking Manshen turned to his experienced field generals, veterans of campaigns in the west, to fortify the northern border of the realm, bypassing his ineffectual kinsman in Eastfair. [LGG – 36]

102 CY
The lesser Houses chaffed under the Greater, and were soon clambering for their own demesnes.
In 102 CY, House Garasteth laid claim to the [Asperdi] isles, and open conflict threatened to break out between House Garasteth and House Atirr, from North Province. [LGG – 99]

108 CY
Before long, the Suel’s hitherto dominion of the northern seas, and their most southerly settlements were under siege.
By autumn, after having been met with relatively light resistance, the Aerdi succeeded in uprooting most Fruztii encampments, and the foundations of a great stronghold were laid at Spinecastle. The Aerdi freed Johnsport in a pitched battle with the barbarians before the onset of winter. Sensing that this would be only the first phase of a long struggle, Aerdi commanders summoned thousands of contingents from North Province over the objections of the herzog, a Hextorian who had wanted to lead the forces into battle himself. [LGG – 36]

134 CY
Houses rise and fall within the Great Kingdom, as stars invariably ascend and descend. Naelax, apparently incapable of dealing with the northern barbarian problem, had fallen out of favour.
In 134 CY, the early Rax overkings inaugurated a series of actions that would ultimately lead to the downfall of their house some three centuries later. In that year, the ill-tempered Overking Toran I deposed the scion of Naelax from rulership of North Province, appointing in his place the leader of the smaller but rapidly rising House Atirr. [LGG – 73,74]
House Atirr ruled the province from its capital on the coast, eschewing Eastfair. The land experienced a brief renaissance under this enlightened leadership. However, this demotion was a slight that the Naelax would never forget. [LGG – 73]

166 CY
Herzog Atirr Aeodorich
Atirr, at present, was in ascension.
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. […] This won greater fame and praise for the Aerdi admiral, who eventually rose to the throne of North Province some years later. [LGG – 71]
The Atirr ruled for nearly a century, reaching heights under the Herzog Atirr Aeodorich, a former head of the Aerdi admiralty and hero of the Duxchan Wars. [LGG – 73]

167 CY
Atirr, however favoured, was as unsuccessful in subduing the northern Barbarians as Naelax had been. Lesser houses, tasked with holding the line, paid the price.
Monduiz Dephaar was born in the North Province at Bellport in 167 CY, His family was one of many which fell victim to the seasonal raids of the Fruzlii on the Solnor Coast following the wresting of the Bone March and Ratik by the Aerdi as buffer states against these savage marauders a few decades earlier. [Dragon #291 – 93]

170s to 200 CY
Those displaced by the endless conflict had to make their way in the world, however high or low their origin.
Lord Dephaar survived to earn himself membership in the order of the Knight Protectors, which formed the primary vanguard against these raids. He fought beside such luminaries as Sir Forran Vir and Lord Kargoth. Dephaar soon became a veteran of these northern campaigns, a great and relentless warrior feared by the hardy Thillonrian invaders. As his victories against the Fruztii piled up, his reported atrocities were initially overlooked. Eventually, they could not be ignored and he was censured by the highest echelons of the Knight Protectors for violating their time-honored codes. Lord Dephaar went into self-imposed exile to the far north, vowing requital. He lived for a time among the Schnai, where he not only continued his campaign against the Fruztii but was also forced to learn the ways of the barbarians. [Dragon #291 – 93]

196 CY
Dephaar was not the only noble to find navigating the maze of Celestial politics challenging.
[I]n 196 CY, [Lady] Lorana [Kath of Naelax] was promised to Prince Movanich of House Attir, heir to the Herzogy of the North Province, in an effort by the Overking to heal the rift between the two then warring houses. But Movanich would not have her and spurned the marriage. Lady Kath was humiliated. She joined [Lord] Kargoth's mutinous retinue, indeed was one of its instigators [.] [Dragon #291 – 95]
Indeed, many families found it financially taxing. And perilous.
[T]he brothers Sir Maeril and Sir Farian of Lirtham […] were former Naelaxian nobleman whose family lost most of their possessions during the ascension of House Atirr to the Herzogy of the North Province in 134 CY. They overcame their meager circumstances to earn worthy places among the ranks of the Knight Protectors, ultimately siding with the ill-fated Lord Kargoth. [Dragon #291 – 97]

200s CY
Naelax, though, continued to thrive, regardless what woes might be borne by the lesser Houses.
Eastfair is divided into Old City and New City. [Ivid – 47]
[Eastfair was] greatly expanded in size during the third century when New City began to grow outside the original walls. Old City is now mostly the province of the poorer people, save for the complex of buildings known as "The Cyst," while New City contains the homes and workplaces of the well-off. [Ivid – 47]

203 CY
Whispered rumours passed from seditious lips to willing ears that the throne might be brought to task for its favouritism, for its insidious meddling in the affairs of the great families, for its playing one House against another. So too its nepotist institutions. It only stands to reason that the wronged, the dissatisfied, and the discontented would rally to whatever cause might arise.
[Lord Dephaar] returned south to Castle Fharlanst in 203 CY, when word spread around the kingdom that Lord Kargoth had decided to challenge the Council Gallant of the knighthood. Only then was the true horror of the traitorous paladin's plan visited upon Lord Dephaar, who had willingly joined his seditious circle. He has been a death knight ever since. [Dragon #291 – 93]
Dephaar was not the only one to fall from grace.
All told, thirteen of Kargoth’s cadre fell with him.
Saint Kargoth
The smoking bodies of thirteen Knight Protectors were strewn about the inner sanctum, which now resembled a charnel house. Their eyes had been cut from their faces, and Kargoth was nowhere to be found. Sir Benedor immediately suspected dark sorcery and moved quickly to examine the Orb in the center of the room. The young knight barely glanced at its rune-covered surface before the chamber began to stir.
A sudden coldness tore at his skin. One by one, the smoking, scorched bodies of the dead knights around him began to rise to their feet and fix their gaze upon him. Their armor and clothing were seared to their charred flesh. A preternatural glow emerged from their faces, where once had been eyes. Sir Benedor recognized instantly that these were no longer men, but fiends. These were the dreaded death knights, newly sired into the world. [Dragon #290 – 103]
[Lady Lorena] suffered the same fate as all the others [of Kargoth’s retinue] when the paladin unleashed a demonic horror on the Great Kingdom in 203 CY. The newly sired lady death knight returned to North Province following the upheaval. [Dragon #291 – 95]
All told, thirteen of Kargoth’s cadre fell with him.
The smoking bodies of thirteen Knight Protectors were strewn about the inner sanctum, which now resembled a charnel house. Their eyes had been cut from their faces, and Kargoth was nowhere to be found. Sir Benedor immediately suspected dark sorcery and moved quickly to examine the Orb in the center of the room. The young knight barely glanced at its rune-covered surface before the chamber began to stir.
A sudden coldness tore at his skin. One by one, the smoking, scorched bodies of the dead knights around him began to rise to their feet and fix their gaze upon him. Their armor and clothing were seared to their charred flesh. A preternatural glow emerged from their faces, where once had been eyes. Sir Benedor recognized instantly that these were no longer men, but fiends. These were the dreaded death knights, newly sired into the world. [Dragon #290 – 103]
The Great Kingdom would never be the same.

213 CY
One would never suspect that the Great Kingdom was capable of such evil. But it was.
Its days of shining splendor had come to an end.
The Great Kingdom reached its height over the next century under House Rax, with ambitious rulers such as the lines of Erhart and Toran. However, with the death in the spring of 213 CY of the Overking Jiranen, a sovereign who had reigned many years, succession became a matter of intrigue. His fatuous son Malev was uninterested in the office and proceeded to secretly auction it off to the highest bidder among his relatives. Malev did not care who took the throne, and it came as some surprise when his cousin Zelcor reportedly met his price. [LGG – 23]

223 CY
Indeed, before too long, not only had Naelax regained favour, but it also regained its seat of power. It did it the old-fashioned way: it bought its seat.
Herzog Movanich died mysteriously in 223 CY and House. Naelax once again ruled in Eastfair, while the Atirr were nearly persecuted out of existence over the next two centuries. [Dragon #291 – 95]
House Naelax finally regained the throne of North Province in 223 CY, after the untimely death of Herzog Atirr Movanich. Some say this was accomplished by paying off the heavily indebted Overking Zelcor I, who had no aversion to procuring his own berth over a decade earlier. [LGG – 74] 

Mid 250s CY
But even as Naelax rose, the Great Kingdom began its long, slow descent.
The Naelax grew powerful after the mid-250s CY, when their primary rival, the Heironean church, achieved independence in far-flung provinces such as Ferrond and the Shield Lands. Many of them withdrew from the increasingly decadent Great Kingdom, and no longer would these two rival orders contend equally for the attention of the Malachite Throne. [LGG – 73]

c. 300s CY
Despite the Great Kingdom’s descent, its legacy of evil would henceforth rise exponentially.
The Book of Darazell
This spellbook has a dark and evil history—a legacy that mirrors the land from where it came, the blighted Kingdom of Aerdy. Its spells were first put to paper sometime in the 4th Century by the assassin-wizard Darazell. Little is known of the history of this evil mage save the infamous and rare spells he perfected, especially his trademark Darazell’s noose. Darazell met an ironic fate when he himself was assassinated by unknown hands, his body found slumped over his beloved spellbook. […]
[T]he book was sold, bartered, stolen, lost and found from the See of Medegia to North Province and back over the next 200 or so years [.] [Dragon #243 – 92]

356 CY
The once Great Kingdom was by now only great in name. It was debauched, decadent, and rotten to the core. Those who could distanced themselves from its rot did so, and eventually would rid themselves of it, altogether.
The decisive phase in the break-up of this mighty empire can be dated precisely to 356 CY. In this year, the ruling Aerdi dynasty, the House of Rax, was sundered by an internal feud. The junior branch of the ruling house declared its lands free of the Overking's rule, and the kingdom of Nyrond was born.
The Overking reacted swiftly, amassing a great army to crush the seceders. But he had the misfortune of encountering a powerful Flan barbarian foray into the North Province of the Great Kingdom itself that same winter. [FtAA – 4]
[A] massive invasion by a unified host of Fruztii and Schnai threatened to overwhelm the nations and sweep into North Province in 356 CY. [LGG – 90]
[B]arbarians from the Thillonrian Peninsula raided the Great Kingdom's North Province, forcing the overking to divert troops from the western front. [LGG – 14]
The Overking's armies beat off the invasion, but were too weakened to assault Nyrond. [FtAA – 4]
The barony [Bone March] and the Great Kingdom averted disaster, but at the price of losing all of the province of Nyrond. [LGG – 90]

Was this invasion a happy happenstance? Or otherwise?
History does not speculate on whether the Suel barbarians who then surged south through Bone March and into North Province did so at the behest of Nyrond silver or by their own estimation of Aerdy's critical situation. Regardless, they presented the sitting overking with a difficult option: crush the rebellion in Nyrond or lose the whole of North Province. [LGG – 77]
What choice did the Overking have? He chose the North Province.

437 CY
Ivid I
Naelax was truly the mirror of the Kingdom in its spawning of Ivid I.
House Naelax reached its nadir in North Province with the rise of Herzog Ivid I of the North in the 430s CY. [LGG – 74]
The tale of the Great Kingdom of Aerdi begins almost 40 years prior to Iuz’s rise. In those days, the North Province was ruled by Prince Ivid, a charismatic and able-though thoroughly debauched-nobleman. Because decades of weak kingship under the House of Rax had eroded imperial power, nobles such as Prince Ivid grew bold in their claims, pressing demands upon the Malachite Throne. The kingship, weak as it was, folded beneath the pressure and the Great Kingdom plunged into the Turmoil Between Crowns. [Wars – 4]

Ivid was not content to sit upon his northern throne. Not when he could aspire to the Malachite Throne.
After the withdrawal of Nyrond from the Great Kingdom, the slide became precipitous. Buffoons and incompetents sat upon the Malachite Throne, and their mismanagement split apart the Celestial Houses. This period of degeneration culminated in the Turmoil Between Crowns, when the last Rax heir, Nalif, died in 437 CY at the hands of assassins from House Naelax. [LGG – 24]
When Nalif, the only remaining heir of Rax, was assassinated, a host of rival princes claimed right to the Malachite Throne. [Wars – 4]
Though commonly credited to Prince Ivid’s hand, no direct evidence links the future Overking to the assassination. [Wars – 25]

The herzog (great prince) of North Province, Ivid I, then laid claim to the throne. [LGG – 24]
Years of civil war ensued, and only the intercession of dispassionate houses such as Garasteth and Darmen brought about the final compromise. [LGG – 24]
Thus began the Turmoil Between Crowns [.] [Folio – 5]

446 CY
It would be no easy task for Ivid to claim the Malachite Throne. Nalif had many relatives. And the House of Rax was the house in ascension. For now. But that was no insurmountable obstacle.
No direct evidence links Ivid, ruler of the North Province at the time, with the assassination of the entire House of Rax in 446 CY. [FtAA – 4]
Prince Ivid solved the problem of succession by eliminating all contenders and leaving himself the sole surviving prince of blood. Thus, the House of Naelax achieved the throne and Prince Ivid became His Celestial Transcendency, Overking of Aerdy, Grand Prince hid. [Wars – 4]
The tyrannical Ivid I assumed the Malachite Throne at the price of granting greater autonomy to the provinces, notably Medegia, Rel Astra, and Almor. [LGG – 24]

Each would succumb in turn. Each had their price, after all. Money. Power. Influence. Autonomy.
REL ASTRA (City of)
They desperately seek close ties with Medegia and the Sea Barons to balance the weight of the Overking's kinsmen in North and South Province. It is reported that the Overking views these machinations with ill-concealed delight, for they are seen as check and balance, as the monarch fears his own at least as much as he distrusts others. [Folio – 14]

Be that as it may, Ivid’s North Province would forever be his most staunch ally.
When Ivid I finally assumed the Malachite Throne by 446 CY, North Province remained his closest ally and the chief possession of his cousins. [LGG – 73]
Blood is thicker than water, after all; especially when spilled.
The recalcitrant herzog of South Province was quickly deposed and replaced by a prince from House Naelax, who sought immediately to bring the southern insurgents back into line. In 446 CY, the herzog granted an audience to representatives of Irongate, who went to Zelradton to air their grievances. The offer turned out to be a ruse, and the ambassadors were imprisoned, tortured, and executed for Overking Ivid's enjoyment. The whole of the south arose again in violent rebellion, and one year later formed the Iron League and allied with Nyrond. [LGG – 24]

446 to 494 CY
One might expect that Ivid’s reign was wrought with tyranny. And terror. Probably because it was.
Ivid ruled for 48 years and, though he never regained control of his lost provinces, he bound the rest of Aerdi to him through fear and debauched reward. [Wars – 5]
One might expect then, that such terror would have brought on a certain Pax Naelaxia; but in that supposition one would be wrong.

449 CY
Momentous change beset the Great Kingdom. [FtAA – 5]
Civil war erupted in the Great Kingdom. The North Province, now ruled by Ivid's nephew, soon established independence, as did the wily Herzog of Ahlissa in the South Province. [FtAA – 5]
So much for “blood is thicker than water.” But we are talking about the Celestial Houses, after all. And spilled blood, as noted, is the thickest blood of all.
A nephew that Ivid left as steward of the North Province rebelled against his uncle and established his fief as a sovereign state. [Wars – 4]
The war would span the kingdom in its entirety, even unto the very door of the Malachite Throne.
The history of this second wave of civil war is even more confused and incomplete than that of the first. The sack of the University of Rauxes in 449 CY destroyed all imperial records of the war. [Wars – 4]

450 CY
How many died in that bloody civil war? We will never know. A great deal. So much so, in fact, that the conflict burned itself out quickly. All for naught. Ivid retained his throne, and the Celestial Houses, one after another, fell in line.
In Planting, CY 450, all houses agreed to accept Ivid as overking, and their leading princes paid homage along the Great Way in the Parade of Crowns. The House of Naelax was triumphant. [Ivid – 4]
And yet, however familiar the façade appeared, the Great Kingdom emerged a very different kingdom, indeed.
Ivid may have won a kingdom, but he paid a high price. The South and North Provinces, and Medegia, became in effect semi-autonomous provinces of the Great Kingdom. [Ivid – 4]
North Province was ruled by the House of Naelax [.] [Ivid – 4]
However, that still left Ivid in control of most of the Great Kingdom in theory, and since Naelax held much of the lands in North Province, it made little difference in practice there at least. [Ivid – 14]

453 CY
It comes as no surprise that the good people of the kingdom pined for a happy ending in the civil war’s aftermath; even if they had to find that happy ending in old tales.
Goodmonth
By Gironi Boccanegra in 453 CY
This is a well-known collection of 100 popular short stories, derived from oral tradition, which were collected by Boccanegra and set in a framing story. The framing story deals with ten members of tine idle rich of Eastfair, paired into five couples, who decide to go on a trip while the local clerics try to stamp out an outbreak of plaque in town. They adjourn to a villa outside the city, where they eat, drink and engage in storytelling to pass the time for an entire month (which happens to be Goodmonth, hence the title). All the stories they tell deal with love in some manner, and some are quite bawdy. All the stories are also generally agreed to be both witty and entertaining. [Dragon #253 – 41]

486 CY
If the civil war taught Ivid anything, it was that good roads moved troops more efficiently than bad ones. And that castles lording over the landscape deterred uprisings, depending on who resided within them.
[T]he Castle Tax [was] introduced by Ivid I in CY 486. [Ivid – 18]
The tax was justified as a way of paying for new castles in North Province, where it could be claimed that they were needed to protect the electrum mines of Bellport from humanoid attacks. Of course, such castles were built in lands mostly owned by Naelax nobles. [Ivid – 18]
Ivid came to the conclusion that these new castles, inhabited by his kith and kin, aught to be paid by other Celestial Houses. This had the added benefit of impoverishing those other Houses, making it difficult to raise armies that might revolt against him.

494 CY
Ivid II
All good things come to an end. Ivid I eventually passed away, his Pax Naelaxia passing away with him.
Not to worry, surely his son would carry on his legacy….

494 to 497 CY
Then again, perhaps not.
Ivid II, survived only three years on the fiend-seeing throne. Unstable before his coronation, Ivid II quickly lapsed into raving dementia upon assuming the full regalia of office. [Wars – 5]

497 CY
Perhaps Ivid’s grandson’s reign would be better.
Madness did not bring Ivid II’s fall, however: he was slain by a son who desired the crown. Ivid III immediately followed his grandfather’s example, exterminating his blood kin so none could challenge him for the crown. [Wars – 5]
At least that lends a certain continuity to expectations….

490s CY
As to the peoples’ expectations….
GRANDWOOD FOREST
The Grandwood is perhaps the only part of the old Great Kingdom with some claim to being an enclave of the fair and good. It has been for over a century the refuge for those fleeing the cruelties of the Overking or the Herzog of North Province. [FtAA – 53]
The people had had enough of Pax Naelaxia… those who could flee, that is; those who could not… well… they had to endure what they had to endure.

Ivid III
500s CY
What had to be endured was far more taxing in some areas than in others. Enduring cruelties was one thing, being conscripted into the army or militia to protect those cruelties was quite another.
There is continual border warfare along the Teesar Torrent and in the Blemu Hills of Aerdy' s North Province, although some say that the Overking would gladly make peace with the humanoids to the north and enlist them in his own armies. [Folio – 9]
To be sure, Ivid III and House Naelax began to think that humanoid mercenaries might be more malleable, and loyal, than conscripted serfs.

523 CY
Genell is born.
Grenell has been a survivor all his 62 years. [Ivid – 58]
[The current year is 585 CY (Common Year). {Ivid – 3}]

550s CY
Ivid IV
Ivid III was getting on. He began to wonder which of his progeny might be worthy of carrying on his legacy. He decided that a “Darwinian” approach was in order. It had worked for him, after all….
When he reached advanced age, however, Ivid III declared that his surviving child would succeed him. The announcement unleashed a bloodbath of fratricide in his children’s velvet prison. The sole survivor became Ivid IV. [Wars – 5]
His survivor could not have been more disappointing.
Ivid IV’s reign accomplished little. The Overking excelled in debauchery, not administration. [Wars – 5]
Granted, all that debauchery set the stage for what was to come.
Ivid IV had been a prolific sire. [Wars – 26]
Ivid V had to dispose of 123 brothers and sisters
His grandson, on the other hand, was a chip off the old block!
Before his ascension could be assured, Ivid V had to dispose of 123 brothers and sisters. Though suckling babes proved easy prey, Ivid V's older brother easily matched him. For many years the pair waged a war of assassination and intrigue in their prison-palace before Ivid V prevailed. [Wars – 26]
Ivid V, set to work. Second among the Overking’s sons, Ivid V thought to simplify the appointment of an heir by exterminating his siblings. [Wars – 5]
Though Ivid V completed this task with skill and dispatch, his father still refused to yield the throne to him. [Wars – 5]
Ivid V realised that odd numbered Ivids were better emperors than even numbered ones.

554 CY
Grenell Naelax
Thus, Ivid V hurried on his eventual succession.
[Ivid V] hired the Overking’s latest favorite[concubine] to pour acid in the emperor’s ear. [Wars – 5]
Ivid IV should have seen that coming. But he was an even numbered Ivid, after all, so we shouldn’t judge him too harshly. Besides, Ivid V was certainly an Ivid.
Ivid V's role in the affair is doubtless: the new ruler boasted of the ruthless deed. Recognizing the danger of keeping a treacherous concubine on hand, however, Ivid V sentenced his accomplice to the Wheel of Pain. [Wars – 26]

555 CY
Grenell become Herzog of North Province.
He is 32 years old.
[Conjecture. There is no canonical date for his ascension that I am aware of, but he is mentioned in regard to the fall of Spinecastle, so I assume he had some experience in the role by then. Also: 555 is one number down from 666 in each column. Read into that what you will….]

556 CY
Ivid V
Was Ivid V a successful Ivid? He was, to begin with.
The Great Kingdom saw a brief, violent resurgence during the reign of Ivid V, who assumed the Malachite Throne in 556 CY. [LGG – 24]
Ivid V ascended to the Malachite Throne in Rauxes in CY 556 by the traditional manner of murdering his father and others who got in his way. This was accepted practice in many royal houses in Aerdi. The moral degeneracy which the House of Naelax actively encouraged had taken a firm rooting in Aerdi aristocracy. [Ivid – 4]
Ivid V ascended the throne and has held it for 28 years. [Wars – 5]

560 CY
Not long after Ivid and House Naelax contemplated whether to import humanoids into their country en mass, those very same humanoids came to the conclusion that they very much would like to live there.
In 560 CY, the humanoids of the Rakers began major forays into [the Bone March]. Turmoil within the Great Kingdom was so great that opposition to them could not be effectively mustered. Within four years, the orcs, gnolls, and ogres of the hills and mountains had swept across the lands in an orgy of pillage and slaughter. Rapacious and merciless, the humanoids attacked the North Province, the Theocracy of the Pale, Ratik (especially), and even Nyrond. [FtAA – 24]

561 CY
Given their initial successes, a great many orcs and gnolls concluded the very same thing, that they very much wished to live in Bone March and North Province.
[O]rcs and gnolls who first emerged from the Rakers en masse in 561 CY. These humanoid invaders swept across the march over the next two years and put most of its leaders to the sword. [Dragon #291 – 88]

563 CY
Herzog Grenell surely rushed a great many troops up to the Teesar Torrent to counter the orc’s and gnoll’s advance.
Invasion!
In 560 CY, the Great Kingdom's northernmost province Bone March was invaded by humanoids from the Rakers: it fell three years later and has been in a barbaric state since.
[PGtG – 10]
[Spinecastle] was sacked by surprise in 563 CY by marauding tribes of orcs and gnolls [.] [Dragon #291 – 88]
Presumably, this included Clement and his family, who sheltered at the impregnable Spinecastle until the final assault by the ores. The marquis, along with many of the surviving nobles and richest merchants of the land, held out hope for succor from Ratik or the North Province, but it never came. The city of Spinecastle fell suddenly and surprisingly to the invaders after a prolonged siege. Most rumors at the time indicated that the castle’s defenses were pierced from within, that dark and hidden ways unknown even to the residents of the castle were suddenly laid open from the depths. Whispers spoke of a dark betrayal, and this tragedy only served to confirm for some the notion that Spinecastle was cursed. [Dragon #291 – 88]
Perhaps Grenell sent more than troops to the Teesar Torrent….
Grenell
[I]n what is sure to go down as black betrayal if proven true, it has been whispered that Clement's defenses were compromised by none other than His Grace Grenell, herzog of North Province. As motive, one need look no further than his ambition to annex Bone March, expanding his holdings all the way to the Rakers. Centuries of hatred between House Naelax and House Vir undoubtedly played a role as well.
[LGG – 36]
Because all too soon, those very same orcs that had sacked Spinecastle marched into North Province, as guests, not as an invading army.
The importation of orcs and goblinoids began in earnest after the fall of Bone March, when Herzog Grenell, cousin to Ivid V, made a pact with the orc and gnoll chieftains who deposed Marquis Clement. It has become the suspicion of many that Grenell plotted the downfall of Clement in some way, for he was quick to ally with the nonhumans who soon took over the nation. [LGG – 74]
One wonders if House Naelax regretted that invitation?
An increasing number of humanoid mercenaries have been employed within Aerdy. Originally, their use was confined to the Naelax lands, and especially in the North Province, where Bone March humanoids are used as troops. [Ivid – 10]

The border between Bone March and North Province very soon became a very chaotic affair.
Following the collapse of the Bone March in 563 CY, Lord Dephaar carved out a small realm for himself surrounding his stronghold. He now rules over a mass of humanoids and bandits, who refer to him as the Dreadlord of the Hills. [Dragon #291 – 93]
By treaty, neither side sends any troops into an area of six miles either side of this border. [Ivid – 63]
North Province maintains plenty of spying keeps on the borders of Delglath's lands, however. [Ivid – 46]

One would think that being “close allies” with this new Bone March relieved North Province from requiring a great many troops patrolling its northern reaches; but that did not turn out to be the case.
Note that High Nordan is actually across a border to the Naelax lands, and a large garrison has grown up there in response to Delglath's priestly and undead forces which maintain a strong presence in these villages, though they do not practice the mass executions and animations which occur in the capital. [Ivid – 64]
When the Bone March was overrun with humanoids, Ratik began to court the Frost Barbarians, and formed an unlikely alliance with them to jointly raid the Bone March and North Province. [FtAA – 34]

576 CY
GREAT KINGDOM, THE (Kingdom of Aerdy)
Population: 5,000,000 (includes N. and S. Province and Medegia)
Demi-humans: Some (scattered on fringes of kingdom)
Humanoids: Some (mixture)
Both the North and South Provinces are under the suzerainty of Aerdi royal houses and are ruled almost as independent states. The troubles in the Bone March have caused the Herzog of the North to fall into line, as the difficulties with the Iron League brought his southern counterpart into closer co-operation with the Malachite Throne. [Folio – 10]

NORTH PROVINCE (The)
His Radiant Grace, the Herzog of the North Province (Assassin, 15th level)
Capital: Eastfair (pop. 29,100)
Population: 750,000
Demi-humans: Few
Humanoids: Some
Resources: foodstuffs, cloth, electrum
[Folio – 12]
North Province, the: Grenell, A 15 [WoGG – 17]
[In this early incarnation, Grenell is still an assassin.]

The Herzog of North Province is a cousin of the Overking, as evil as his kin, but certainly not as demented. The boundaries of this princely fief extend from the Blemu Hills to the coast of the Solnor Ocean, extending as far south as the Adri Forest, and well below the Trask River. The court at Eastfair is infamous for its debaucheries. Movement of Nyrond-Almor forces into the lower Bone March, and the capture of Knurl by these forces, coupled with continuing incursions by humanoids from across the Teesar Torrent, have troubled North Province. A punitive force of mercenaries was defeated in the hills above Belport recently, and it is now reported that the Herzog is seeking Imperial funding of a huge army to recapture the southern portion of Bone March. This force would undoubtedly contain both mercenary men-at-arms and humanoids enlisted from the upper portion of the march. [Folio – 13]
Trask River: The Trask flows eastwards through the North Province of the Great Kingdom to empty into the Solnor Ocean. The Town of Atirr at Its mouth is a busy seaport. [Folio – 26]

Grenell of House Naelax rules North Kingdom, and he is an utterly ruthless and cold-blooded monarch. Grenell's temporal authority is augmented by his dominance of the church of Hextor in the north, of which he is the titular head. The line of succession in North Kingdom is unclear, with many potential claimants to the throne; Grenell has no children of his own. Fawning Naelax princes abound in the debauched court of Eastfair. [LGG – 73]

There is but one region within North Province where Grenell does not appear to reign: the Adri Forest.
ADRI FOREST
Population: 25,000-
Demi-humans: Few
Humanoids: Few
This great area of ancient forest lies principally within the borders of the Great Kingdom, although its north-western tip (that part west of the Harp River) belongs to the Prelacy of Almor. [Folio – 20]
The Adri Forest
Some 25,000 people live within the forest, hunting its plentiful game and hewing the fine woods found there. This forest has historically been part of the North Province, with its western fringe beyond the Harp River part of Almor [.]
[T]he folk here have owed little allegiance to their imperial masters. They are now most preoccupied with the dual threats of the Bone March humanoids, who occupy an increasing swath of the northwestern forest, and North Province axemen out for a quick killing from destruction of the Adri. Previously, those from Aerdy were concerned with trade for the woods used for shipbuilding, spear shafts, bows, and arrows. [FtAA – 51]

North Province was not what it once was, but it is also not what it would one day be.
Either way, one wonders: aside from what dwells under the Adri canopy, North Province has never been a bastion of Good. Hextor reigns here, not Heironious. It’s descent into Evil can only deepen, until Grenell’s Kingdom of Aerdy can only mirror the preceding Ur-Flan’s all the more.


“In the end, it is impossible not to become what others believe you are.”
― Julius Caesar






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


The Art:
Kingdom of Aerdy heraldry, by Rajrani, adapted from World of Greyhawk Folio, 1980
Hextor, by Adrian Smith, from Miniatures Handbook, 22003
Greyhawk map detail, by Darlene, from World of Greyhawk Folio, 1980
Saint Kargoth, by Adam Rexin, from Dragon 290, 2001
Great Kingdom heraldry, from World of Greyhawk Folio, 1980
North Province heraldry, from World of Greyhawk Folio, 1980

Sources:
1015 World of Greyhawk Boxed Set, 1983
2023 Greyhawk Adventures Hardback, 1988
1068 Greyhawk Wars Boxed Set, 1991
1064 From the Ashes Boxed Set, 1992
9025 World of Greyhawk Folio, 1980
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11742 Gazetteer, 2000
11743 Living Greyhawk Gazeteer, 2000
WGR7 Ivid the Undying, 1995
Dragon Magazine 55,243,253,290,291
Oeth Journal #22
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer