Showing posts with label Primer. Show all posts
Showing posts with label Primer. Show all posts

Friday, 17 November 2023

The See of Medegia Primer

 

“Civilization is a hopeless race to discover remedies for the evils it produces.”
― Rousseau


Medegia
Medegia was once the envy of the whole of the Great Kingdom. The sun rose upon gentle shores. Soothing showers dappled its fields. Crops swayed and seas of grass flowed to blissful breezes. Such a climate made Medegia rich, in the bounty of the sea, in foodstuffs; even its hills striated with glowing marbles. Medegia was truly blessed. It was also the heart and soul of the realm, its Holy Censor the conscience of the Overking. To be born in the See was, without doubt, a boon. One could go far if one hailed from there. How couldn’t one? The light radiating from Medegia, it could be said, charted the course of the realm.
Indeed, for long centuries, the Blinding Light of Pholtus guided the See, his gaze raising cornucopias of plenty, his vision the One true Way. Then, for long centuries afterwards, with Zichus’ thumb on the scales of commerce, its cities and ports could only be enriched as all trade found its way to its accommodating shores. Were that the tyranny of Hextor had not come to Medegia; were that its people hadn’t been instructed that the world was a dark and bloody place, where the strong ruled the weak, and power was the only reward.
Medegia played its power games, lest it be oppressed and destroyed, ironically only to be shattered, having done so, its cities razed, its fields set ablaze, and its once prosperous and cultured people scattered or driven mad.
Now, the gentle winds howl, dust and ash furrow in fallow fields, and orcs and bandits and armies of deserters gnash over what remains of the once opulent and envied carcass of war-torn Medegia.
If you stop and listen, you can still hear madness carried on the wind, the echo of the laughter of those fiends that gamboled across the greens, and the sullen, oppressive anguish left in its wake. And perhaps, if you listen very hard, you just might catch the stealthy footfall of what once was sneaking up on you, desperate for the few coins you carry in your purse, or the heel of loaf you’re saving for later.
One wonders: Who envies Medegia now?

Those who wish to set their campaign in a varied geography could not hope to find a more suitable place than the See of Medegia. In a relatively modest distance, it boasts access to the sea, tropical to semi-tropical coasts, rugged highlands, and dense forests. And depending on when you place your game, the See is either cultured or catastrophic, civilised or a haven of banditry.

Inspiration for Medegia’s earlier period can be found in all works Roman, especially Gibbon’s “Decline and Fall of the Roman Empire”; in Ken Follett’s novel, “The Pillars of the Earth” and the miniseries adapted from it; and in Ellis Peters’ “Cadfael Chronicles” and the TV series adapted from it.
Further inspiration for Medegia’s latter banditry can be found in Daphne Du Maurier’s novel “Jamaica Inn”; in “Golden Age of Piracy”: “A General History of Pyrates,” by Daniel Defoe; “Pirates: A complete History From 1300 BC to the Present day,” by Angus Konstrum; and “Pirates: A New History, from Vikings to Somali Raiders,” by Peter Lehr.
I imagine any work on any genocide might inspire the torment of the fiend infestation following Ivid’s decimation.

Country Specific Resources:
There are none specific to See of Medegia, but most pertinent information can be found in:
The Greyhawk Folio, The Greyhawk setting boxed set, Greyhawk Wars, From the Ashes Boxed Set, Living Greyhawk Gazetteer, and Dragon magazine #55,57,63,65
For the History of the Great Kingdom, I cannot recommend enough the free online supplement in the unpublished Ivid the Undying by Carl Sargent, available here. There is a chapter within specifying Medegia’s “troubles” following the Greyhawk Wars.
Carlos Lising's The 9, will be an invaluable resource if you wish to place your campaign in or about the Living Greyhawk era.

Adventures in this country include:
LF1 The 9, from casl Entertainment, 2021, Medegia (Vanthrace)
Dragon #78 – Citadel by the Sea, Generic
Dungeon #1 – Grakhirt’s Lair, The Elven Home, and Guardians of the Tomb, Generic
Dungeon #3 – A Desperate Rescue, Generic
Dungeon #4 – Escape from the Tower of Midnight, Generic
Dungeon #5 – The Stolen Power, and The Eyes of Evil, Generic
Dungeon #6 – After the Storm, Generic
Dungeon #9 – The Ghostship Gambit, and The Lurkers in the Library, Generic
Dungeon #10 – They Also Serve, Generic (Thieves)
Dungeon #11 –The Deadly Sea, and Wards of Witching Ways, Generic
Dungeon #12 – Light of Lost Souls, and Intrigue in the Deeps, Generic
Dungeon #13 – The Treasure Vault of Kasil, Generic
Dungeon #14 – Master of Puppets, and Stranded on the Baron’s Island, Generic
Dungeon #15 – The Wreck of the Shining Star, Generic
Dungeon #16 – Vesicant, and The Dwarves of Warka, Generic
Dungeon #20 – Tomb It May Concern, Generic
Dungeon #26 – Nine-Tenths of the Law, Generic
Dungeon #28 – Night of Fear, Generic
Dungeon #34 – The Lady Rose, Generic
Dungeon #35 – Twilight’s Last Gleaming, Generic
Dungeon #39 – Last of the Iron House, Generic
Dungeon #41 – Hopeful Dawn, Generic
Dungeon #47 – Shades of Darkness, Generic
Dungeon #49 – The Dark Place, Generic
Dungeon #50 – The Vaka’s Curse, Generic
Dungeon #66 – The Sunken Shadow, Generic
Dungeon #67 – Witches Brew, Generic
Dungeon #74 – The Scourge of Scalabar, Generic
Dungeon #88 – The Seventh Arm, Generic
Dungeon #95 – Lust, Generic
Dungeon #97 – Demonblade, and Heart of the Iron God (Greyhawk), and Blind Man’s Bluff, Generic
Dungeon #99 – Fish Story, Generic
Dungeon #105 – The Stink, Generic
Dungeon #107 – Dead Man’s Quest, Generic
Dungeon #111 – Srike on the Rabid Dawn, Generic
Dungeon #116 – Death in Lashmire, Generic
Dungeon #125 – Seekers of the Forge, Generic
Dungeon #130 – Within the Circle, Generic
Dungeon #132 – Wingclipper’s revenge, Generic
Dungeon #156 – The Last Breath, Generic
Dungeon #127 – Trust No One, Making a Conspiracy
Dungeon #130 – Behind Bars, List of Prisoners
Dungeon #132 – Down at the Docks, Encounters
Dungeon #138 – Urban Decay, Generic
Dungeon #144 – Unusual Burials, Generic (Campaign Workbook)

- Ancient crypts of the Flan
- Sea adventures on or under the Aerdi Sea and Spindrift Sound, pirates, sahuagin
- Aquatic Elves have begun interfering with fishermen
- Smuggling arms into and aiding rebels in the Hestmark Highlands and Grandwood Forest
- Fighting banditry
- Clearing cities of fiends
- Scarlet Brotherhood/The Lordship of the Isles and the Sea Barons, spies in the city
- Sedition of Lendore Isles refugees
- Northern Barbarians raiding south

Adventures in nearby areas include:
Greyhawk Adventures, Diver Down
I12 Egg of the Phoenix, Dullstrand (noted on Canonfire! It’s a bit of a stretch, but it you flip the map…)
World of Greyhawk Gazetteer (Gold Box) Werewolves of the Menowood, Idee
World of Greyhawk Gazetteer (Gold Box), Jungle of Lost Ships, Oljatt Sea
I1 Dwellers of the Forbidden City, Hepmonaland
S1 Tomb of Horrors, The Vast Swamp
Return to the Tomb of Horrors, The Vast Swamp
L1 The Secret of Bone Hill, Spindrift Isles
L2 The Assassins Knot, Spindrift Isles
L4 Devilspawn, Spindrift Isles (available on Dragonsfoot)
L5 The Kroton Adventures, Spindrift Isles (available on Dragonsfoot)
Dungeon #4 – Kingdom of the Swamp, Generic
Dungeon #56 – The Land of Men with Tails, Generic
Dungeon #69 – Slave Vats of the Yuan-Ti, (Part 1), Hepmonaland, Generic
Dungeon #70 – Sscaly Thingss, (Part 2), Hepmonaland, Generic
Dungeon #71 – Dreadful Vestiges, (Part 3), Hepmonaland, Generic
Dungeon #56 – The Land of Men with Tails
Dungeon #71 – Priestly Secrets, Spindrift Isles
Dungeon #86 – Rana Mor, Generic
Dungeon #89 – Wedding Bells, South Province/Ahlissa
Dungeon #91 – Kambranex’s Machinations, South Province/Ahlissa
Dungeon #93 – Swamp Stomp, Generic
Dungeon #121/Ghosts of Saltmarsh – The Styes, South Province/Ahlissa
Dungeon #123 – The Salvage Operation, Tivenot Peninsula
The Scarlet Brotherhood
  • Thunder in the Earth, Hepmonaland
  • Fire of the Worlds Heart, Hepmonaland
  • Death on Black Wings, Hepmonaland
  • Sky of Mourning, Hepmonaland
  • Pray to a Different God, Hepmonaland
  • Shaman, Hepmonaland

- Oeridian Ruins and the Betching Vortex of Leuk-O (see: Kambranex’s Machinations)
- Trade caravans into Sunndi/South Province


Medegia, See of:
The Great Kingdom (Kingdom of Aerdy): chaotic evil, lawful evil;
Languages: Oeridian, [Aerdi], Suloise
[Dragon #52 – 20]
Alignments: N, NE, LE*, LN, CE, CN [adapted from Ahlissa – LGG – 21]

576 CY
MEDEGIA, SEE OF
His Equitable Nemesis, the Holy Censor of Medegia (Cleric, 15th level)
Medegia, See of: Spidasa, C 15 [WoGG – 17]
Capital: [Mentrey; the WORLD OF GREYHAWK™ Gazetteer erroneously labels Rel Astra, a semi-independent city, as the capital) [Dragon #63 – 16]
Population: 250,000
Demi-humans: Sylvan Elves (see GRANDWOOD FOREST)
Humanoids: Some
Resources: foodstuffs, cloth
[WoGA – 28]

585 CY
See of Medegia
Pop.: 60,000
Capital: None (previously Mentrey)
Major Towns: Barrish (700), Dornelan ( 850), Mentrey (3200), Montesser (600 orcs), Pontylver (aprox. 3000) [Ivid 104 – 106]
Population: Unknown – Humans (OSf), Sylvan Elves (Grandwood), Humanoids (many), Fiends (too many) [Inferred]
Ruler: None
Rulership: Absent
[Ivid – 104]
Medegia, See of: Just as Almor is no more, so has Medegia passed into history. […] [T]he Holy Censor made the desperate mistake of heading for Rauxes in exile. Ivid's judgment was swift; the Censor received the delights of the Endless Death (being perpetually tortured while wearing a ring of regeneration), which he still endures. […] the Overking ordered an orgy of brutality and destruction inflicted on it and its inhabitants. Rape, pillage, torture, and the suffering of every man and woman in Medegia were what Ivid ordered, and his army was pleased to obey. 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]

591 CY
Ahlissa Proper Name: United Kingdom of Ahlissa
Ruler: His Transcendent Imperial Majesty, Overking Xavener I, Grand Prince of Kalstrand, Crowned Head of House Darmen (NE male human Rog15)
Government: Feudal empire with hereditary rulership; principalities are loosely governed by monarch whose powers are limited by written agreements with major nobles
Capital: Kalstrand
Major Towns: Kalstrand (pop. 24,000), Naerie (pop. 6,300), Pardue (pop. 4,100), Torrich (pop. 27,500)
Population: 3,836,100—Human 79% (OSf), Halfling 9%, Elf 5% (sylvan 90%), Dwarf 2%, Gnome 2%, Half-elf 1%, Half-orc 1%, Orc 1%
Languages: Common, Old Oeridian, Orc, Halfling, Elven
[LGG – 21]

The major political subdivisions of the United Kingdom of Ahlissa follow, with their capitals, rulers, and ruling Houses.
[…]
Medegia, Marchland of
Nulbish (to be moved to Pontylver once it is cleared of undead and rebuilt)
Prince Gartrel (LE male human Ftr10), House Darmen
[LGG – 22]
Alignments: N, NE, LE*, LN, CE, CN [adapted from Ahlissa – LGG – 22]
Grandwood Forest, Marchland of the
Torrich
Princess Bersheba (CE female human Rog9), House Darmen [LGG – 22]


 “Societies in decline have no use for visionaries.”
― Anais Nin





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


The Art:
Cover art detail, by Jeff Easley, from "From the Ashes" Boxed set, 1992
LF1 The 9 cover, art by Daviel Govar, 2021
Dungeon #144 Unusual Burials, by Kyle Hunter, 2007
S1 Tomb of Horrors cover, art by Jeff Dee, 1981
Dungeon Magazine #56 cover, by Stephen A Daniele, 1995
Medegia heraldry, by Anna B. Mayer
Ahlissa heraldry, by Anna B. Mayer, adapted from World of Greyhawk Folio, 1980


Sources:
9025 World of Greyhawk Folio, 1981
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine
Greyhawkania, Jason Zavoda
Anna B. Meyer’s Greyhawk Map

Friday, 21 July 2023

The Lordship of the Isles Primer


“I hear much of people's calling out to punish the guilty, but very few are concerned to clear the innocent.”
― Daniel Defoe

Sulward
Paradise. Anyone, everyone, who sails the southern turquoise seas would describe the Duxchan archipelago so. The sea all but glows. White-tipped breakers lap ivory shores, their gentle caress so rhythmic as to lull the idle into deepest slumber. Palms sway to a languid breeze. A lush wall climbs cliffs into crowding, towering clouds.
Has there ever been a more beguiling jewel than the Duxchan Isles? Dangers lurk beneath its bucolic facade. Its atolls sting with jellies and man-o’-war. Sharks and schools of barracuda prowl reefs that narrow the narrowest of sounds. Currents rush, tides rip. And if those weren’t enough, a ragtag menagerie of buccaneers and freebooters infest its ports, ever watchful of what might be harvested upon the high seas. Indeed, there are as many devil-may-care swashbucklers in port as asea.
There’s truth in that. For if there ever was a plot upon Oerik where villainy has flourished more than most it would be in this supposed paradise. Pirates and privateers prowl the shallows and shoals and betwixt the isthmuses rise and fall with the tides. Hidden coves and high and rocky cliffs drape inlet caves in secreting shadow, keeping what may from prying eyes, safe from taxes, secure from censure.
It’s always been this way, the State claimed. Villains, every one of them, crying tyranny and suppression when they were little more that murderers, smugglers, and anarchists.
Villains, every one of them...
Murderers, smugglers, and anarchists? They were skilled sailors, traders, and explorers long before the Oerid arrived in their galleys and biremes. Olman outriggers had long since fanned out from shore to shore and shoal to shoal here, until there was nothing left to discover but an endless, trackless sea that gave birth to the sun; Flan fisherfolk had flourished here, lured by bountiful banks; and seaborne Suel had found harbour here, fleeing imperial dominion. Before the Aerdi Celestial Houses imposed order and the rule of law. Before the Order of the Scarlet Sign arrived to guide the Duxchans towards purity and salvation. Each in turn professed divine right. And, in time, each in turn would prove their worth: The Isles would be free to bow and obey, free to follow orders and toil asea, free in the knowledge that their liberators kept watch over their hearth and home, and their families safe and secure.

A Tropical Island Milieu
Those who wish to run a campaign in a tropical island milieu closest to a Caribbean setting during the Golden Age of Piracy will be well suited to placing their game in the Lordship of the Isles. Danger is everywhere, and there is no end to the possibility for adventure.
The Lordship of the Isles has always been besieged or occupied: first by the Kingdom of Aerdy, then by the Great Kingdom, and now by the Scarlet Brotherhood. They watch and wait, and calmly, silently, rebel. And go about their business as they always have. Quietly. Covertly. Their families depend on their caution, and their cunning. And patience. They know that the Red Robes will all too soon have to retreat back into their rocky, inhospitable peninsula. In time. They’ve overextended themselves. They had not the fleet to retain their gains. In fact, it’s all too apparent that the Fathers and Uncles are already losing their grip on these innumerable islands and cays, too many for any nation to truly control. It taxed them. It weakened them. It was only a matter of time before the Islanders were rid of yet another overlord. Until then, the fleets of the Lordship enjoy free passage over all the southern seas they had once had to too often “share” with lesser mariners than their selves. They’ve been at war with the Sea Barons to the north, and with the Sea Princes to the far west, for as long as any salt can remember. Indeed, the Duxchaners would have it no other way. The Barons and Princes are as piratical as they themselves are professed by others to be.

Inspiration can be found in the Pirates of the Caribbean films. Nautical adventure might be inspired by the “Master and Commander” series by Patrick O’Brian; as well as “Treasure Island” and “Kidnapped” by Robert Lewis Stevenson; and Herman Melville’s novels. Joseph Conrad’s “Heart of Darkness,” and the film “Apocalypse Now” evoke tropical possibilities.
Further inspiration can be found in the “Golden Age of Piracy: A General History of Pyrates,” by Daniel Defoe; “Pirates: A Complete History from 1300 BC to the Present Day,” by Angus Konstrum; and “Pirates: A New History, from Vikings to Somali Raiders,” by Peter Lehr.

Country specific resources:
"Jungle of Lost Ships", World of Greyhawk Glossography, 1983
"Dwellers of the Forbidden City", Hepmonaland
"Freeport", 3rd party supplement by Green Ronin

Other pertinent resources include:
Dragon #204 – A Strange Alliance
Dragon #206 – The Sea Barons
Both are excerpts from Ivid the Undying by Carl Sargent, available here.

Further details can be found in:
The Greyhawk Folio, The Greyhawk setting boxed set, Greyhawk Adventures, Greyhawk Wars, From the Ashes Boxed Set, Living Greyhawk Gazetteer, and Dragon magazine #52,55,57,63
Dragon #116 – High Seas

To some extent you can adapt information on the Lendore Isles to the Lordship of the Isles.
L1 – Secret of Bone Hill
L2 – Assassin’s Knot
L4 & 5 The Lendore Companion, and Kroton Guide and Companion

Adventures in this country include:
World of Greyhawk Gazetteer (Gold Box), Jungle of Lost Ships
Greyhawk Adventures, Diver Down
Dragon #78 – Citadel by the Sea, Generic
Dungeon #3 – The Deadly Sea and A Desperate Rescue, Generic
Dungeon #4 – Kingdom in the Swamp, Generic, and Escape from the Tower of Midnight, Generic (Thieves)
Dungeon #6 – After the Storm, Generic
Dungeon #8 – For a Lady’s Honor, and Flowers of Flame, Generic (Thieves)
Dungeon #9 – The Ghostship Gambit, Generic
Dungeon #10 – They Also Serve, Generic (Thieves)
Dungeon #11 – Wards of Witching Ways, Generic
Dungeon #12 – Light of Lost Souls, and Intrigue in the Deeps, Generic
Dungeon #49 – The Dark Place, and North of Norabel
Dungeon #14 – Stranded on the Baron’s Island, Generic
Dungeon #15 – The Wreck of the Shining Star, Generic
Dungeon #16 – Vesicant, Generic
Dungeon #34 – The Lady Rose, Generic
Dungeon #39 – Last of the Iron House, Generic
Dungeon #49 – The Dark Place, and North of Norabel, Generic
Dungeon #50 – The Vaka’s Curse, Generic
Dungeon #62 – Rat Trap, Generic (Thieves)
Dungeon #66 – The Sunken Shadow, Generic
Dungeon #74 – The Scourge of Scalabar, Generic
Dungeon #87 – Glacier Seas
Dungeon #97 – Blind Man’s Bluff, Generic
Dungeon #107 – Dead Man’s Quest, Generic
Dungeon #116 – Death in Lashmire, Generic
Dungeon #125 – Seekers of the Forge, Generic
Dungeon #136 – Company of Thieves, Generic (Thieves)
Dungeon #156 – The Last Breath, Generic
Dungeon #107 – Dead Man’s Quest, Generic

- Sea adventures
- Serving aboard naval, merchant, and privateer vessels
- Fending off pirates and raiders
- Scarlet Brotherhood agents
- The Sinking Isles
- Sahuagin, Sea Elves, and Tritons
- Expeditions into the Solnor Ocean

- Faction wars. The three main cultures and many factions of the isles are constantly engaged against each other in both overt and subtle ways. Currently, the Suel Duxchaners have the upper hand as the Scarlet Brotherhood assisted in a campaign to depose the Oeridian lord in favor of their own puppet Prince. The Oeridians, often in alliance with the Olman, are engaged in a campaign against these new overlords.
- Safe transport. Ships seeking to make port both inside and outside the archipelago are always looking for skilled crew to defend their vessel against the many dangers that confront them, including pirates, sea monsters, and other factions.
- Exploring ruins. Numerous ruins dot the jungles of these lands, especially on Ganode and Ansabo. These places are often dedicated to dark and inscrutable gods and hide many treasures and magic unique to this realm.
- Monster hunt. The many creatures who inhabit these isles pose both a danger to the natives and are highly prized in the north. Parties of adventurers can make a good living going after these monsters, especially if they can take some of the specimens alive.

Adventures in nearby areas include:
World of Greyhawk Gazetteer (Gold Box) Werewolves of the Menowood
The Stolen Seal, World of Greyhawk Boxed Set, Ratik
The Dancing Hut of Baba Yaga
Forge of Fury, Bone March
I1 Dwellers of the Forbidden City, Hepmonaland
Tomb of Annihilation 5e, Hepmonaland, Vast Swamp
I12 Egg of the Phoenix, Dullstrand (noted on Canonfire! It’s a bit of a stretch, but it you flip the map…)
S1 Tomb of Horrors, The Vast Swamp
L1 The Secret of Bone Hill, Spindrift Isles
L2 The Assassins Knot, Spindrift Isles
L4 Devilspawn, Spindrift Isles (available on Dragonsfoot)
L5 The Kroton Adventures, Spindrift Isles (available on Dragonsfoot)
Dungeon #4, Kingdom of the Swamp, Generic
Dungeon #37, The Mud Sorcerer's Tomb, Bone March
Dungeon #71, Priestly Secrets, Spindrift Isles
Dungeon #84, Armistice, Griff Mountains
Dungeon #87, The Sharm’s Dark Song
Dungeon #89, Wedding Bells, South Province/Ahlissa
Dungeon #91, Kambranex’s Mechinations, South Province/Ahlissa
Dungeon #95, The Witch of Serpent's Bridge, Schnai
Dungeon #121/Ghosts of Saltmarsh – The Styes, South Province/Ahlissa
Dungeon #123, The Salvage Operation, Tivenot Peninsula
Dungeon #148, In the Shadows of Spinecastle, Bone March
Although later retconned into the Yeomanry, B1 Into the Unknown (in the monochrome edition) was originally suggested as located in Ratik. That would make north Ratik an ideal location for B1 Keep on the Borderlands, as well.

The Scarlet Brotherhood
Thunder in the Earth, Hepmonaland
Fire of the Worlds Heart, Hepmonaland
Death on Black Wings, Hepmonaland
Sky of Mourning, Hepmonaland
Pray to a Different God, Hepmonaland
Shaman, Hepmonaland

CH2 The Tears that Forever Stain, casl Entertainment. 2021, Hepmonaland
FB1 While on the Road to Cavrik's Cove, casl Entertainment, 2021, Ratik
LF1 The 9, from casl Entertainment, 2021, Medegia

- Oeridian Ruins and the Betching Vortex of Leuk-O (see: Kambranex’s Machinations)
- Spy on the Dullstrand/Scarlet Brotherhood/Sea Barons/South Province
- Trade expeditions to Ratik, Sunndi, North Province, South Province
- Sea adventures upon the Solnor and the Aerdy Seas
- Adventuring in the Lendore/Spindrift Isles

- South of the isles, lies the great subcontinent known as Hepmonaland, which is dominated by tropical forests and innumerable ruins and adventuring opportunities.
- East of the isles lie two unique features, the reef known as Turucambi and the so-called Jungle of Lost Ships, a great sargasso where numerous vessels have gone lost over the centuries.

Lordship of the Isles
Lordship of the Isles: So [Dragon # 55 – 18]
[One must add a touch of Olman and Flan, considering later lore addition]
Lordship of the Isles: neutral, chaotic neutral; Oeridian, [Aerdian], Suloise, (Ferral). [Dragon # 52 – 20]
[Note that Duxchaners are not prone to evil]
Most of these geographically isolated areas were settled centuries ago by Suloise peoples fleeing the Oeridians [.] [TAB – 18]

(Principality) Member of the Iron League
His Exalted Highness Latmac Ranold, the Prince of Duxchan; Lord of the Isles; Scourge of the Waves (Fighter, 16th level)
Capital: Sulward (pop. 5,500)
Population: 80,000 +
Demi-humans: Few
Humanoids: Doubtful
Resources: rare woods, spices
[LGG – 71/WoGA – 28]



584 CY
Ruler: (in name) His Exalted Highness, Prince Frolmar Ingerskatti (Scarlet Brotherhood)
Capital: Sulward (pop. 5,000)
[FtAA – 30]

591 CY
Prince Frolmar Ingerskatti
Proper Name: The Lordship of the Isles
Ruler: His Exalted Highness, Prince Frolmar Ingerskatti of Duxchan, Lord of the Isles, Scourge of the Waves (N male human Ftr12)
Government: "Independent monarchy" (principality) that is actually a puppet state of the Scarlet Brotherhood, which manages most military, judicial, religious, and economic affairs; prince has real but limited powers, affecting the Brotherhood's rule only through force of his own charisma and cleverness.
Capital: Sulward
Major Towns: Duxchan (pop. 8,900), Sulward (pop. 7,200), Mahan (pop. 4,100)
Provinces: Seven islands, each its own noble province: duchy of Diren (capital: Sulward); duchy of Ansabo (capital: Duxchan); duchy of Ganode (capital: Mahan); county of Jehlum; county of Mirim; county of Luda; and barony of Temil
Resources: Rare woods, spices, shipbuilding supplies
Population: 266,000—Human 79% (Soz) [also Flan, see LGG pg. 70], Elf 9% (high), Halfling 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%
Languages: Common, Ancient Suloise, Elven, Halfling
Alignments: N, CN, NE*, LE, CE [The Isles have become increasingly evil since 576, likely due to Brotherhood colonisation.
Religions: Osprem, Xerbo, Norebo, Syrul, Wee Jas, other Suloise gods
[LGG – 70]


“There was a sound in their voices which suggested rum.”
― Robert Louis Stevenson, Treasure Island

Fifteen men on the dead man's chest—
...Yo-ho-ho, and a bottle of rum!
Drink and the devil had done for the rest—
...Yo-ho-ho, and a bottle of rum!
― Robert Louis Stevenson, Treasure Island





One must always give credit where credit is due. This Primer is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.
It has been expanded from the original postcard found in Canonfire’s “Touring the Flanaess” index, its author left undeclared, and some passages from that scholarly work reside with this piece.


The Art:
Lordship of the Isles detail, by Darlene, from World of Greyhawk Folio, 1980
Dungeon #49 cover, by Paul Jaquays, 1994
I1 Dwellers of the Forbidden City cover, by Erol Otus, 1981
L4 Devilspawn cover, by Brian Thomas, 2008
Lordship of the Isles heraldry, adapted from World of Greyhawk Folio, 1980

Sources:
9025 World of Greyhawk Folio, 1981
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine #52, 55
Anna B. Meyer’s Greyhawk Map

Friday, 2 December 2022

The Sea Barons Primer


“What is the universe
but a lot of waves
And a craving desire
is a wave…”
― Jack Kerouac, Scattered Poems

“I looked upon the sea, it was to be my grave”
― Mary Shelley, Frankenstein


Basking in Sun
A casual observer to the Asperdi's ragged coasts might wonder, why in gods’ name would anyone want to live here?
Lashed by winds that never cease, these high cliffs and rocky shores are beat upon by an endless parade of rolling waves and spray that thunder and roar as though besieged by the wrath of those sea monsters the charts and maps invariably declare dwell east of here. Here be dragons, they say.
These Asperdis, they've gazed out on this, that long lonely frightening expanse of sea since before time reckoned. Since before the Aerdi came. Before the Suel. Indeed, even before those first Flan stitched their seagoing rafts together and ventured out into that unknown the elves had always warned them against. Here they landed, and here they stayed, perched above the cliffs, never knowing, but always wondering how vast that rolling sea stretched. Wondering if it might reach out into eternity. Where monsters really do dwell.
The Asperdi Isles are a hard, if plentiful, land. It's pleasant, even bucolic, once you scale the walls, and mount the grassy hills of the interior, where the sun basks the heights, and the crests and troughs undulate with grain and pastoral fields aplenty. Indeed, the coasts are not all rocky, not all beaten upon by the sea. Where the iguanas give way to gentle coves and inlets, tall palms are weighed down with bananas and figs, with galda and plantains. Wild goats clamber over cliffs, and gulls wheel in numbers beyond belief. The seas here are as rich as any. It's no wonder those that crossed the Bay of Gates have clung as tenaciously to these islands as they have. And it's no wonder why they have each in turn fought as fiercely as they did against those who'd weighed anchor in their sheltered bays.
One would be mistaken in believing these lush lands to be paradise, though. They may look it, but its coastal cities are a dangerous place, where the "sharks" are as voracious above as those beneath the sea.
Dangers Below

There are as many raiders and pirates ashore as asea, both foreign and domestic; slavers plying their trade – don't judge 'em, everyone has a right to earn an honest living, don't you know –; and spies from every port the old salts can recall spying. And o'er the horizon? There are whispers of nagas and sea serpents beneath the waves. Talk of kraken and sahuagin and ancient civilisations that lurk in the dark depths, that rise up when the moons are new, tentacles wavin', tridents thirsty for blood, towers twinklin' in the pitch, depending on which you're alluding to. They beach ships, they do; and drag them down to the bottom of Dahsy Johs' Locker when they dive back down, the lot of them. Or so the old sharks say.
One might think it safer to sea, where all a shark has to worry over is keeping the coasts and trade routes safe from those pirates to the north and south, as we always have. Not that those lubbers inland give credit where its due. But that's always been the way, hasn't it?
Have I put the fear in you?
All I can tell you is to keep your mouth shut while you're here. You never know which side a listener is on. Or what he's listening for. Keep an ear tuned for a creak of a plank when you bunk down, whether in tavern or inn or still on your ship. And keep a hand on your dagger just in case there's someone skulking in the shadows, or some foul fishy thing has come out of the brine, drippin', slaverin', lickin' its lips. Do them things down there have lips? Or just teeth? Thoughts like that can keep you up at night, can't they?



Those who wish to campaign where the oerth is awash with swashbuckling swords and international intrigue will be well-suited by placing their game in the isles of the Sea Barons. Danger is everywhere, and no end to the possibility of adventure:
The Barons are caught between the south Province – the United Kingdom of Ahlissa, as it came to be known – and the North – the self-described Great Kingdom of Northern Aerdy – each demanding loyalty; between the Twin Cities and Ratik, each professing good will; and betwixt wars waged upon the Flanaess and the machinations of the Scarlet Brotherhood. Barbarians raid the coasts from their icy north; and those swaggering pirates of the Lordship of the Isles are lurking to the south, poised to pounce from the narrows to the south. It's a good thing, then, that the Sea Barons don't trust any of them, because they are literally caught between a rock and the mysteries of the deep blue sea.


Inspiration can be found in the Pirates of the Caribbean films. Nautical adventure might be inspired by the “Master and Commander” series, by Patrick O’Brian; “Treasure Island” and “Kidnapped,” by Robert Lewis Stevenson; and Herman Melville’s “Moby Dick.” Joseph Conrad’s “Heart of Darkness,” and the film “Apocalypse Now” evoke tropical possibilities. Something somewhat contemporary that may be of interest are Daphne Du Maurier's "Jamaica Inn" and "Fisherman's Creek."
Further inspiration can be found in the “Golden Age of Piracy”: “A General History of Pyrates,” by Daniel Defoe; “Pirates: A complete History From 1300 BC to the Present day,” by Angus Konstrum; and “Pirates: A New History, from Vikings to Somali Raiders,” by Peter Lehr.
Might I also recommend: “Borderland Smuggling” Patriots, Loyalists, and Illicit Trade in the Northeast, 1783-1820,” by Joshua M. Smith.


Country specific resources:
The most pertinent include:
Dragon #204 – The Twin Cities: A Strange Alliance
Dragon #206 – The Sea Barons
(Both of these are excerpts from Ivid the Undying by Carl Sargent, available here.)

Further details can be found in:
The Greyhawk Folio, The Greyhawk setting boxed set, Greyhawk Adventures, Greyhawk Wars, From the Ashes Boxed Set, Living Greyhawk Gazetteer, and Dragon magazine #52,55,57,63,67
Dragon #116 – High Seas

To some extent you can adapt information on the Lendore Isles to the Sea Baron's Asperdi Isles.
L1 – The Secret of Bone Hill
L2 – The Assassin's Knot


Adventures in this country include:
Greyhawk Adventures, Diver Down
Dragon #78 – Citadel by the Sea, Generic
Dungeon #3 – The Deadly Sea and A Desperate Rescue, Generic
Dungeon #4 – Kingdom in the Swamp and Escape from the Tower of Midnight, Generic (Thieves)
Dungeon #6 – After the Storm, Generic
Dungeon #8 – For a Lady’s Honor, and Flowers of Flame, Generic (Thieves)
Dungeon #9 – The Ghostship Gambit, Generic
Dungeon #10 – They Also Serve, Generic (Thieves)
Dungeon #11 – Wards of Witching Ways, Generic
Dungeon #12 – Light of Lost Souls, and Intrigue in the Deeps, Generic
Dungeon #66 The Sunken Shadow
Dungeon #14 – Stranded on the Baron’s Island, Generic
Dungeon #15 – The Wreck of the Shining Star, Generic
Dungeon #16 – Vesicant, Generic
Dungeon #34 – The Lady Rose, Generic
Dungeon #39 – Last of the Iron House, Generic
Dungeon #49 – The Dark Place, and North of Norabel, Generic
Dungeon #50 – The Vaka’s Curse, Generic
Dungeon #62 – Rat Trap, Generic (Thieves)
Dungeon #66 – The Sunken Shadow, Generic
Dungeon #74 – The Scourge of Scalabar, Generic
Dungeon #97 – Blind Man’s Bluff, Generic
Dungeon #107 – Dead Man’s Quest, Generic
Dungeon #116 – Death in Lashmire, Generic
Dungeon #125 – Seekers of the Forge, Generic
Dungeon #136 – Company of Thieves, Generic (Thieves)
Dungeon #156 – The Last Breath, Generic
Dungeon #107 – Dead Man’s Quest, Generic

- Sea adventures
- Serving abord naval, merchant, and privateer vessels
- Fending off pirates and raiders
- Reclaiming Leastile
- Scarlet Brotherhood agents, perfidious North and South Provinces!
- The Sinking Isles
- Sahuagin, Sea Elves, and Tritons
- Delving into the undeoerth beneath Tar Hill
- The Cauldron of Night
- Ancient ruins of Serpent Isle
- Expeditions into the eastern sea


Adventures in nearby areas include:
World of Greyhawk Gazetteer (Gold Box), Jungle of Lost Ships
World of Greyhawk Gazetteer (Gold Box) Werewolves of the Menowood
The Stolen Seal, World of Greyhawk Boxed Set, Ratik
The Dancing Hut of Baba Yaga
Forge of Fury, Bone March
I1 Dwellers of the Forbidden City, Hepmonaland
I12 Egg of the Phoenix, Dullstrand (noted on Canonfire! It’s a bit of a stretch, but it you flip the map…)
S1 Tomb of Horrors, The Vast Swamp
Return to the Tomb of Horrors, The Vast Swamp
L1 The Secret of Bone Hill, Spindrift Isles
L2 The Assassins Knot, Spindrift Isles
L4 Devilspawn, Spindrift Isles (available on Dragonsfoot)
L5 The Kroton Adventures, Spindrift Isles (available on Dragonsfoot)
Dungeon #4 – Kingdom of the Swamp, Generic
Dungeon #37, The Mud Sorcerer's Tomb, Bone March
Dungeon #71 – Priestly Secrets, Spindrift Isles
Dungeon #84, Armistice, Griff Mountains
Dungeon #87, The Sharm’s Dark Song
Dungeon #87 – Glacier Seas
Dungeon #89 – Wedding Bells, South Province/Ahlissa
Dungeon #91 – Kambranex’s Mechinations, South Province/Ahlissa
Dungeon #95, The Witch of Serpent's Bridge, Schnai
Dungeon #121/Ghosts of Saltmarsh – The Styes, South Province/Ahlissa
Dungeon #123 – The Salvage Operation, Tivenot Peninsula
Dungeon #148, In the Shadows of Spinecastle, Bone March
Although later retconned into the Yeomanry, B1 Into the Unknown (in the monochrome edition) was originally suggested as located in Ratik. That would make north Ratik an ideal location for B1 Keep on the Borderlands, as well.

The Scarlet Brotherhood
Thunder in the Earth, Hepmonaland
Fire of the Worlds Heart, Hepmonaland
Death on Black Wings, Hepmonaland
Sky of Mourning, Hepmonaland
Pray to a Different God, Hepmonaland
Shaman, Hepmonaland

CH2 The Tears that Forever Stain, casl Entertainment, 2021, Hepmonaland
FB1 While on the Road to Cavrik's Cove, casl Entertainment, 2021, Ratik
LF1 The 9, from casl Entertainment, 2021, Medegia

- Oeridian Ruins and the Betching Vortex of Leuk-O (see: Kambranex’s Mechinations)
- Spy on the Lordship of the Isles/Scarlet Brotherhood
- Trade expeditions to Ratik, Sunndi, North Province, South Province
- Sea adventures upon the Solnor and the Aerdy Seas.
- Adventuring in the Lendore/Spindrift Isles.



SEA BARONS
The Great Kingdom (Kingdom of Aerdy): chaotic evil, lawful evil
Oeridian, [Aerdian], Common, Suloise
[Dragon #52 – 20]

Sea Barons: So [Dragon #55 – 18]
The Sea Barons CN [Dragon #52 – 18]
Sea Barons: chaotic evil, chaotic neutral; [Aerdian], Oeridian [Dragon #52 – 19]
Most of these geographically isolated areas were settled centuries ago by Suloise peoples fleeing the Oeridians; the Sea Barons have Oeridian and Flan influence as well. [TAB – 18]

576 CY
His Noble Prominence Sencho Foy, the Lord High Admiral of Asperdi; Commander of the Sea Barons (Fighter, 13th level)
Capital: Asperdi (pop. 7,100)
Population: 40,000+ [Folio – 15]
Population: 55,000 [WoGA – 33]
Demi-humans: Few
Humanoids: Few
Resources: None outstanding
[WoGA – 33/WoGA –17]

584 CY
Ruler: His Noble Prominence Basmajian Arras, Lord High Admiral of Asperdi, Commander of the Sea Barons
Capital: Asperdi
[FtAA – 36]

591 CY
Basmajian Arras
Proper Name: Dominion of the Sea Barons
Ruler: His Noble Prominence Basmajian Arras, Lord High Admiral of Asperdi, Commander of the Sea Barons (LE male human Ftr13)
Government: Independent feudal monarchy with hereditary leadership; a different noble family governs each island, but all owe fealty to Asperdi
Capital: Asperdi
Major Towns: Asperdi (pop. 8,100), Oakenheart (pop. 5,000)
Provinces: Three islands under government control, two islands not controlled
Resources: Seafaring technology and knowledge, shipbuilding supplies
Population: 154,000—Human 79% (So) [Sof, as per all text references], Halfling 9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%
Languages: [Aerdian]
Alignments: CN*, CE, NE, N
Religions: Procan, Xerbo, Osprem, Norebo, Syrul, Kurell, Nerull, Ralishaz, Celestian
[LGG – 98,99]



“Water, water, everywhere,
And all the boards did shrink;
Water, water, everywhere,
Nor any drop to drink.”
― Samuel Taylor Coleridge, The Rime of the Ancient Mariner





One must always give credit where credit is due. This Primer is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is exhaustive.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.
It has been expanded from the original postcard found in Canonfire’s “Touring the Flanaess” index, written by Sean “Ket Onwall” W. and some passages from that scholarly work reside with this piece.


The Art:
Sea Barons map, by Dave Sutherland, from Dragon #206, 1994
Dungeon #66 cover art, by Stephen Daniele, 1998
Bullywugs, by Erol Otus, from I6 Dwellers of the Forbidden City, 1981
The 9 cover art, by Daniel Govar, from LF1 The 9, casl Entertainment, 2021
Sea Barons Heraldry, from the World of Greyhawk Boxed Set, 1983

Sources:
2011A Dungeon Masters Guide, 1st Ed., 1979
9025 World of Greyhawk Folio, 1981
1015 World of Greyhawk Boxed Set, 1983
2023 Greyhawk Adventures, 1989
1064 From the Ashes Boxed Set, 1992
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine
OJ Oerth Journal, appearing on Greyhawk Online
Living Greyhawk Journal
Greychrondex, Steven B. Wilson
Greyhawkania, Jason Zavoda
Anna B. Meyer’s Greyhawk Map