Showing posts with label Stonefist. Show all posts
Showing posts with label Stonefist. Show all posts

Friday, 21 October 2022

On Bastro and Armaran


“We have doomed the wolf not for what it is, but for what we deliberately and mistakenly perceive it to be –the mythologized epitome of a savage ruthless killer – which is, in reality, no more than a reflected image of ourself.”
― Farley Mowat, Never Cry Wolf: The Amazing True Story of Life Among Arctic Wolves


Bastra
Little is said about the far north of the Flanaess. In sooth, this is because little is known about it. And few care what goes on there. It’s a cold place, they shrug, and thus dismiss it of little concern.
A frigid climate and brutal regime combine to make Stonehold one of the harshest lands in all the Flanaess. […] [LGG – 108]
Do those who bask in the southern sun even know that there are people there? I suppose they might surmise as much, if they were to spare a moment to think on it. Should they, though, they would conjure thoughts of men wrapped in furs trudging through waist-deep, windblown snows. In that aspect they would be correct. They would be surprised to learn that there are settlements up there. Indeed, towns.
The majority of Stoneholders live a seminomadic existence, moving to the northern tundra in summer and migrating south in the autumn. The remaining third or so of the population dwell in permanent settlements, mostly west of the Frozen River. [LGG – 108, 109]

Who, then, lives there? The Flan.
Most are pure Flan. There is a scattering of Suel and Oeridian blood, but only a drop or two, here and there. Oeridian to the west, where the Great Kingdom pretended for a time that this northern land was part of their continental magnificence; and Suel to the east, where the Cruski have raided since before the annuls of this forgotten stretch of the Flanaess were thought to be penned to parchment.
The Duchy of Tenh are pure Flan [.] [Dragon #55]
The people of the Hold of Stone Fist […] are primarily hybrids, […] Flan/Suel [.] [Dragon #55]
Hold of Stonefist: chaotic evil; Flan, Suloise, [Aerdy], Cold Tongue [Dragon #52]
In high summer [the Cruski] often find fighting by rounding the coasts of the Hold of Stonefist, and the Cruskii have both hatred and respect for the dour inhabitants of that land. [Folio – 11]
Indeed, one wonders how much Oeridian or Suel blood there could possibly be in these people who dwell far further north than the wall of pureblood Flan that exists in the Duchy of Tenh and the Rovers of the Barrens. In this land further isolated by the icy seas that surround it.

White fanged Bay:
The Ice formations common to this body of water resemble the teeth of a predator, and thus the bay is named for the great ice-coated rocks and bergs that menace vessels attempting to land along Its shores. In the summer numbers of seals and walruses (and even odder creatures) bask along these rocky coasts, and there parties of hunters seek after ivory and furs. (Some say that the name of the place is based upon the long teeth taken from these creatures rather than the icicles and frozen spray. [Folio – 21]
White Fanged Bay: The ice formations common this body of water resemble the teeth of a predator, and the bay is named for the great ice-coated rocks and bergs that menace vessels attempting to land along its shores. In summer, vast numbers of walruses and seals bask along these rocky coasts, while killer whales hunt in the waters of the bay. Stonehold folk hunt and fish by the shores. [LGG – 150]

Icy Sea: The Solnor sweeps northward around the Thillonrian Peninsula and ends in the Icy Sea. [WoGA – 47]
These northern waters, likely a part of the circumpolar Dramidj Ocean, remain frozen except in high summer. [LGG – 148]
Even in summer the Icy Sea can be dangerous due to thick fogs and floating mountains of ice. [WoGA – 47]
Whales of all sorts frequent these waters, said to be the domain of a mighty leviathan lord. Ice Barbarians take their ships into these waters to hunt whales and collect walrus ivory and seal furs on the surrounding coasts. [LGG – 148,149]

Buffeted by an unforgiving climate, the Flan here have always been at the mercy of their environment in its most unforgiving. They’d have worshipped its wrath, pled to it for clemency. And they’d have sacrificed to it for leniency.
The Cruel North
WORLD OF GREYHAWK® campaign (Flanaess only): Beory and Obad-Hai, the latter also known as
“The Shalm,” are the major gods of the druids here. [Dragon #209 – 11]
Arctic druid: WG: Thillonrian Peninsula (on which lies the Griff, and Corusk Mountains).
Forest druid (cold): WG: forests along Thillonrian Peninsula (Hraak). [Dragon #209 – 13]
Mountain druid: WG: Corusk-Griff-Rakers chain [Dragon #209 – 14]
It comes to no surprise, then, that they understand cruelty. And worship it.
It also comes to no surprise that when they were introduced to the Oeridians and Suel they adopted those deities of theirs that best mirrored their understanding of the world, as they knew it.
Religions: Erythnul*, Syrul, Beltar, Beory, Obad-Hai [LGG – 108]
Erythnul, OC, Hate, Envy, Malice, Panic CE(N) [WoGA – 63]
Syrul, S, Deceit, False Promises, Lies NE [WoGA – 64]
Beltar, S, Malice, Pits, Deep Caves CE(N) [WoGA – 63]
Theirs was a cruel world. A heartless, unforgiving world. A world in which only the strong were let to live.
This explains Vlek Col Vlekzed, a scion of their fathers who not only understood this, but was also too cruel for even them to tolerate. He was banished.
But he was to return, with vengeance.

c. 430 CY
Vlek Col Vlekzed
Vlek roamed with the Rovers for years. Their raiding pleased him. But his joy in depravity only too soon necessitated that they too should banish him.
Stonefist, then Vlek Col Vlekzed, founded his chiefdom in approximately 430 CY. Vlek was cast out of the Rovers of the Barrens for banditry and lying, but a small number of warriors and their families followed him as leader. For several years he hung around the fringes of his homeland, raiding and stealing from everyone without prejudice. These minor successes attracted a growing following of fellow outcasts, bandits, criminals and like unsavory types. Yet with this strange mixture of fighters, he mounted a highly successful raid into Tenh, swung down into the Bandit Kingdoms and recruited more followers, and then defeated a punitive expedition sent from Tenh. When threatened by a bandit kinglet, Vlek replied by surprising his stronghold, sacking it, and carrying away most of its population. [Folio – 16]
His homeland? I think not.
Rovers of the Barrens: chaotic neutral, neutral [Dragon #52]
Hold of Stonefist: chaotic evil [Dragon #52]
Vlek might have settled in the Bandit Kingdoms. He had the kinglet’s stronghold to raid from into Tenh with impunity. And the Bandit’s method’s suited his own.
Bandit Kingdoms: chaotic neutral, chaotic evil [Dragon #52]
But he didn’t.
Riding unmolested through the lands of his former people, but not caring to test their fighting ability, Vlek moved beyond White Fanged Bay and established a fortified settlement as a permanent camp. [Folio – 16]
He rode north, instead. Why? Because he had revenge in mind. Against his true and actual homeland.
The inhabitants of the area, the Coltens Feodality, were tricked into negotiation with Vlek. These negotiators and their escorting force banish himwere slaughtered, the remainder of the Coltens host routed by surprise and ferocity, and Vlek settled down to rule over the whole territory. As Vlek's infamy spread, malcontents from many nations came to his standard, despite his new name of Stonefist (implying both a terrible foeman and an inflexible ruler). [Folio – 16]

The Coltens folk had no place in this hierarchy, and many fled to the Hraak Forest, or beyond the Big Seal Bay and the northern thrust of the Corusks to dwell in the Taival Tundra, in the land of the Ice Barbarians). [LGG – 109]

576 – 582 CY
Vlek took the “best” of all of his experience and remade his homeland in his own image. His people would raid like Bandits, with the speed of the Rovers. Where only the strong survived.
The descendants of Vlek (he had 219 wives and 351 male children who survived to maturity) compete in a bi-annual "Rite of Battle Fitness." The winner may challenge the Master, one of the Atamen of the three towns, or lead a warband and become a chief. The surviving losers join the standing warbands (the "Fists"), those who did best becoming chieftains, sub-chiefs, and leaders of raiding bands. These savage war and raiding bands commonly raid Fruztii, Tenh, and even the Rovers of the Barrens. [Folio – 16]

The Fists
The armies of Stonehold are comprised of "Fists", war bands of about 250 fighters, of either infantry or cavalry. The bulk of heavy infantry is drawn from the settlements, while the tundra and forest dwellers provide most of the light infantry and cavalry.
[LGG – 109]
Cavalry is not unknown on the western tundra, but few tundra-dwellers are Ice Barbarians, most having Flan ancestry and being related to the Coltens of Stonehold. [LGG – 54]

About 30% or so of the population of the Hold dwell in permanent settlements, and from these people are drawn the bulk of the footmen. Most of the balance of the population are semi-nomadic, moving into the northern tundra in the summer, and migrating south in the fall. From these people come the horsemen and light infantry of the "Fists." [WoGG – 37]

The Fists would become the terror of the North.
It was from settlements like Bastro and Araman, of the Atamanship of Bastro, that those footmen were drawn. These were not rank and file footmen like those of the south, these footmen were fast; fleet of foot, sled, and ski; and as nimble as the arctic fox upon the snows of the plains they scurried across.
The former Hold of Stonefist is now divided into four Atamanships: Vlekstaad, Purmill, Kelten, and Bastro. [Dragon #57 – 14]
Located at location Y2-32 on the poster map in The WORLD OF GREYHAWK@ boxed set, Armaran is a medium-sized, well-fortified city (see the map on page 43). The leader’s residence, in the center of town on the peak of a hill [.]
[WGS2 – 44]

Armaran is about as isolated a community as you’ll find. Not so far from the glacial ice to the north, it peers out from its hilltop perch upon the plains that stretch out on all sides, days journey from both the sight of man and the sea. The wind howls there. The snow and ice will strip the skin from your bones when it races to the sea. A man can lose himself here with ease, should he venture too far from sight and the pernicious winds rise out of the calm horizon and turn the world white.
The nearest cities […] are Kelten and Bastro. [WGS2 – 44]
[…] to the city of Armaran. The city is 270 miles away. [from Kelten] [WGS2 – 43]
[…] nine-day journey to Araman [from Kelten] [WGS2 – 43]

Armaran

523 CY
Long years pass. Little changes in Armaran, if anything. Trappers trap. Fishers fish. Those who scratch at the oerth still do so, and hope that what is tilled will bloom, and there will be a harvest to reap before the snows return after too short a reprieve.
Masters come and go.
Storrich col Vlek, of Bastro
In 523 one Storrich of the Hold of Stonefist failed in an attempt to advance himself by less than traditional methods. Poisoners are not highly regarded even in that grim country, and so Storrich and his followers were obliged to flee. Since the season was summer and the Ice Barbarians would not be likely to let his ship pass unmolested, Storrich and his pursuers turned westward. Unfortunately for Storrich and his men, the pilot of the ship ran it aground offshore the Wastes, and Storrich’s company was obliged to take to the land, the pursuit still hot on their heels. As a last desperate measure Storrich attempted entry into the Burning Cliffs region, risking a stone path that he and his men found leading into the smolder. Storrich’s pursuers turned back at this point well satisfied, and informed the Master of the Hold that they had driven Storrich to his death, having waited some days for him to attempt a return and having seen nothing. It proved to be untrue.
[GA – 97]
[There’s no mention where Storrich hails from. Armaran is its own Atatmanship on Anna Meyer's map, but not in any canonical text, where the whole of the north of Stonehold is part of Bastro's. Thus, the Atamanship of Bastro is as good a place as any. To consider fleeing east, he must come from a place where he might consider that route an option. To flee west by ship, he would have to have knowledge of the sea.]
Bastro and Armaran would have suffered from Storrich’s attempt at seizing the Hold, I would imagine.

578 CY
Masters come and go.
In CY 578, shortly after Tenh had coronated its new Duke, the Master of the Hold became Rhelt Seuvord I of Stonehold. [Dragon #57 – 14]
The Hold of Stonefist was also renamed. Now openly calling itself Stonehold, this quasi-kingdom is composed of four Atamanships: Vlekstaad (west), Pumull (south), Kelten (east), and Bastro (north). Four Great Chieftains were named, each equal to an Ataman (Reindeer, White Bear, Walrus, and Forest [Hraak] People). Stonehold has become a force that is greatly feared by all in this region. [TAB – 23]
Several of his cousins took ill from a mysterious flux shortly after the coronation, and about a dozen others were reported fleeing into the Griff Mountains with a small band of loyal followers. [Dragon #57 – 14]
Major Towns: Bastro (pop. 1,700), Kelten (pop. 2,800), Purmill (pop, 1,900), Vlekstaad (pop. 2,200 […]) LGG – 108]

582 CY
Artifacts are scattered across the Oerth. Some in unlikely places. Some more important than others.
It was into this far north that heroes ventured for just such artifacts.
“They are very, very ancient, the five Blades of Corusk. Barbarian magic, barbarian weapons, great heroes of your people in the past. […] The five weapons are lost and scattered, or at least they have been for quite some time. Not even a diviner could find them, the stories say.
“The legends say that if the five blades ire brought together again, greatness shall come upon the barbarian people. The legends say that a great force is unleashed which will beat down the enemies of the barbarians. The power of the weapons themselves will be greatly magnified and expanded when the Five Become One and a greater force will inspire the barbarian folk to glory and dominion. I speak of a Power: The Great God of the North!”
...in fact it's cold as hell!
One imagines that Armaran is a hell on oerth if the masters of the Hold should choose to punish those heroes by banishing them to Armaran should they fail in their attempt to acquire the Five Blades of Corusk.
If the characters do not escape or choose not to escape, they are taken to the city of Armaran. Their captors shackle their ankles with chains, and sell them as slaves. […] When a slave escapes and is caught, he is whipped […] and sent back to his owner. Subsequent escape attempts are dealt with more harshly [.] [WGS2 – 44]

The far north is a cruel land. You’d imagine that the people there would never lift a finger to help their mother if she were in need. In that you’d be wrong.
If they make it to a city, they can find someone who helps them. (Every city has its kind folk.) [WGS2 – 44]
No place is wholly evil. There are good people even in the most heartless places. There always are.

584 CY
Did Vatun rise from his captivity? He did not. It was all a rouse by Iuz. But because of his false rising, the Flanaess descended into War as it had not seen since the Suel Imperium clashed with the Bakluni.
The War passed by the Tundra after Vatun’s “return.” The Fists waged theirs in the Then and the Barrens. Until Iuz, distracted, delirious with the Death he had unleashed, lost hold of the Stonefist.
Sevvord Redbeard
[D]uring a period of Suel raids into Stonehold, the magical affliction of Sevvord Redbeard was ended. Without knowing why, he exploded in a rage that would have killed a lesser man. He gathered the Fists from across Tenh, having them first kill all the clerics of Iuz within their reach, and any locals they could quickly find; then, leaving only a rearguard to occupy Calbut, Nevond Nevnend, and the territory north of the Zumkend River, he returned in force to Stonehold. His army drove the barbarians back from Kelten and secured the pass, while he returned to Vlekstaad with his personal guard.
[LGG – 109]
War had returned to the Hold, if not specifically to the Atamanship of Bastra.
Though untouched, its inhabitants were not spared. They bleed in service of their nation’s “freedom,” as did all the Atamanships.
Kelten and Purmill are more important in the affairs of Stonehold, especially in light of the ongoing warfare with the Suel barbarians. [LGG – 110]
Revenge is widely sought against the northern barbarians for the burning of Vlekstaad, but Iuz's forces are hated even more. Conspiracies are suspected between Iuz and several war band leaders to gain control of Stonehold. Murders of war band leaders (by their fellows) are on the rise. [LGG – 110]

589 CY
Life grinds on in the wake of the War. Trappers trap. Fishers fish. Farmers scratch at the oerth.
And the men of the Atamanship of Bastra raid, as Fists are wont to do.
Bastro (pop. 1,700)
Armaran (Pop. approx. 1,500)
Resources: Furs, walrus ivory
Population: 55,000 [Stonehold]—Human 96% (FS), Orc 2%, Dwarf 1%, Other 1%
Languages: Flan dialects, [Aerdi], Cold Tongue
Alignments: CE*, CN, N
Religions: Erythnul*, Syrul, Beltar, Beory, Obad-Hai
[LGG – 108, interpolated]

In Defense of their Home
They fend off seasonal raids.
The Ice Barbarians are unsteady allies of the other barbarians, raiding where and when they please. [WGS2 – 6]
They raid Stonehold when the opportunity presents itself. [LGG – 149]
The Ice Barbarians have supported the Fruztii to some extent by making naval raids along the northern coast of Stonefist. [WGS2 – 6]
Territorial disputes with Stonehold that predated the wars were finally brought to a head […] years ago, when a combined host of Cruski and Schnai entered the eastern hold. They were unable to capture the town of Kelten, but the Cruski reinforced their control of the Taival Tundra. [LGG – 55]

The True North, Strong and Free
And they endure, each in their own way.
The Coltens folk had no place in [the Stonefist] hierarchy, and many fled to the Hraak Forest, or beyond the Big Seal Bay and the northern thrust of the Corusks to dwell in the Taival Tundra, in the land of the Ice Barbarians). [LGG – 109]
Cavalry is not unknown on the western tundra, but few tundra-dwellers are Ice Barbarians, most having Flan ancestry and being related to the Coltens of Stonehold. They do not serve as warriors for the Cruski, instead paying tribute to their Suel overlords to be left alone. [LGG – 154]



“You never know when the devil might come calling.”
― Farley Mowat






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:
Hold of Stonefist map detail, by Anna Meyer
The City of Armaran map, by Diesel, from WGS2 Howl from the North, 1991
The Hold of Stonefist, by Ken Frank, from WGS2 Howl from the North, 1991

Sources:
1015 World of Greyhawk Boxed Set, 1983
1064 From the Ashes Boxed Set, 1992
2023 Greyhawk Adventures Hardback, 1988
9025 World of Greyhawk Folio, 1980
9317 WGS1 Five Shall Be One, 1991
9337 WGS2 Howl from the North, 1991
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine, #52, 55, 209
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

Friday, 24 June 2022

On Kelten


“You never know when the devil might come calling.”
― Farley Mowat


On the Frozen River
The Coltens have always said that winter is less a season than an occupation. Who would know better than they, who crouch under the Corusks and the Aurora that dance overhead? Theirs is a harsh land. A frozen land. As unforgiving as any in the whole of the Flanaess, and more. Indeed, the ice undulates and growls, want to swallow the unwary. Trees groan and split. Their very breath clings to their faces, the hoar as thick and brilliant as the furs they wrap their selves with.
A frigid climate and brutal regime combine to make Stonehold one of the harshest lands in all the Flanaess. […] The majority of Stoneholders live a seminomadic existence, moving to the northern tundra in summer and migrating south in the autumn. The remaining third or so of the population dwell in permanent settlements, mostly west of the Frozen River. [LGG – 108, 109]
Up in these northern latitudes, the sun comes up for only a short time each day. At most, three hours of sunlight illuminates the frozen landscape. There are about two hours of twilight, and the rest of the day is spent in darkness. However, the stars are unusually bright, allowing some limited sight.
[WGS2 – 16]
One wonders why they chose such a place to settle. But they did, their towns and villages dotting the shores of the Icy Sea and climbing the steep wooded inclines of the Hraak Forest. Was it the furs and ivory that lured them there, and held them? Or perhaps it was the ores in the foot of the Bluffs, and later, in the Griffs; those the dwarves have long mined. For surely the Flan did, once, too.
What is sure is that the Flan have been here a very long time. Indeed, they preceded Keraptis, having set roots here even before the first cornerstones of Totencha were set. And they have never left.
Nor do they mingle much with those who came after them, content in their high towns, their hidden coves, their dark woods. Even less so do the hermits in their hovels and caves, deep within the Hraak and the mountain fastness, tending the ancient circles, the barrows, and the long-weathered stones.WORLD OF GREYHAWK® campaign (Flanaess only): Beory and Obad-Hai, the latter also known as “The Shalm,” are the major gods of the druids here. [Dragon #209 – 11]
Arctic druid: WG: Thillonrian Peninsula (on which lies the Griff, and Corusk Mountains).
Forest druid (cold): WG: forests along Thillonrian Peninsula (Hraak). [Dragon #209 – 13]
Mountain druid: WG: Corusk-Griff-Rakers chain [Dragon #209 – 14]

Kelten
How many centuries go was Kelten founded? Long centuries ago, indeed. And to what purpose? One might speculate: It rests at the edge of the Hraak, atop the Hraak pass, and at the foot of the Kelten-Bleufang pass. Might it have been a rest point? A haven? A point of resupply?
Salmon spawn in the shallows of the Frozen and vast herds of reindeer graze the tall grass of the fields.
But in soothe, its forests teem with fur, with sable and mink, and artic fox and ermine, their pelts as thick and as luxurious as only the richest of gentry and merchant-princes can afford, for few of their bounty ever makes it to market outside Vlekstaad, or Jotsplat, depending where the contested border lies any given season, depending how brave those who venture within it might be, as well.

Frozen River:
A swift flow running mainly north from the Griff Mountains through the lands of Stonefist to empty into White Fanged Bay. [WoGA – 54]
This river flows from headwaters in the Griffs to White Fanged Bay and freezes over during the winter months along much of its length. It is rich in fish and krill. [FtAA – 64]

Hraak Forest: The Hraak is a largish pine and fir woodland within the territory claimed by the descendants of Stonefist. It borders the Corusks north of Hraak Pass. [WoGG – 52]
The warlike Forest People (a [Coltens] tribe now part of Stonehold) live within. [LGG – 141]
This pine forest is exploited by the Fists purely for fuel, trapping, and hunting. Great bears and wolves roam its depths and, most unusually, a fair number of white dragons lair within it. [FtAA – 55]

The days are short here, no matter the latitude. The Griffs cast long shadows, and even at the sun’s apex during the endless days, twilight reigns in all but the height of high summer.
Up in these northern latitudes, the sun comes up for only a short time each day. At most, three hours of sunlight illuminates the frozen landscape. There are about two hours of twilight, and the rest of the day is spent in darkness. However, the stars are unusually bright, allowing some limited sight. [WGS2 – 16]
The longest days are in winter, when there is no light at all except that of the aurora dancing overhead. Then, the peaks flash and flare mysteriously, though none would ever venture into them to discover why, as calving ice thunders and the eeriest howls and screeching descend from whence the flashing and flaring light.
This is not the time for such foolishness, the Coltens have always opined, this is the time of home and hearth and tending to the herds that too venture no further than the cackling of fires are heard.

GRIFF MOUNTAINS
The Griff Mountains
As the name implies, the peaks of these mountains are the habitat of many monstrous creatures. The Griff range extends from the western terminus of the Corusks at Hraak Pass, southwest and west for over 100 leagues. These mountains divide the Hold of Stonefist from the Duchy of Tenh and the Theocracy of the Pale below. Being only a trifle lower than the Corusks. the Griff Mountains are similarly uninviting to human settlement, although there are some sprinkled here and there, for these mountains do contain valuable mineral deposits. There is supposedly a small and beautiful land in the heart of this range. Ruled by a powerful prince, and protected from all invasions by magic and might, this tiny realm is said to have buildings roofed in copper and silver, gold used as lead is elsewhere, and jewels lying about on the ground.
[WoGA – 52]
Few believe the tales of the prince of the Griff Mountains. How could such a kingdom exist when the Griffs are teeming with horrors?
The Griffs contain more monsters, with ogres, various types of troll, and ever-hungry griffons especially noteworthy. White puddings are also a feature of the Griffs. There is reputed to be a great subterranean orcish city, Garel Enkdal, within the Griffs [….] [FtAA – 58]

CORUSK MOUNTAINS
The Corusks form a bow. the backbone of the Thillonrian Peninsula which runs from the Solnor Ocean in the east, north and west and then southwest where the range terminates (Hraak Pass). While the lower parts of the mountains are inhabited by humans, various bands of evil humanoids and monsters of all sorts dwell in the central fastness. It is thought that this range possesses little in the way of valuable ores or gems. [WoGG – 52]

Were the Coltens always so? Agrarian? Simple fishers and trappers and herdsmen? Cowards and villeins? Not so.
The warlike Forest People (a tribe now part of Stonehold) live within. [LGG – 141]
Sevvord Redbeard has deployed these folk even before his Fists; and had Vlek Col Vlekzed not seen the need to take measures against them to ensure the longevity of his rule.

c. 430 CY
Vlek Col Vlekzed
Vlek Col Vlekzed, called Stonefist, was a ruthless bandit who had been cast out from the Rovers of the Barrens for his vice and cruelty, and left to wander the fringes of his homeland for several years. Over that time, he gathered a large following of evil men, even sacking one of the old Bandit Kingdoms and carrying away most of its population. Vlek moved them beyond White Fanged Bay, where he established the fortified town of Vlekstaad.
[LGG – 109]
Was Vlekzed concerned about the Coltens? One would think that he was not.
The forces of Tenh, which had never been strong in the region, were unable to dislodge him. [LGG – 113]
But he was, because the Coltens had been weened by the cruelty of Keraptis, long ago; and they had learned their lessons well.
Nearly 1300 years ago, in a time when the Flan tribes still dominated eastern Oerik, the archwizard Keraptis rose to power in the lands abutting the southern Rakers, and while most historians agree that the mage’s kingdom encompassed what is now known as the Bone March, a few scholars believe the territories that later became Ratik and the Pale were part of this empire as well.
Yet, as is well documented in the little known Legend of Keraptis, the archwizard was a cruel man, so brutal in fact that, near the end of his reign, he demanded his tormented subjects turn over to him one-third of their newborn children as part of their taxes. [Dragon #241 – 77]

But prior to Keraptis’ cruelty, they were a part of a greater kingdom.
It is commonly held that the Flan peoples of eastern Oerik were simple tribesmen before the events that led to the Suel and Oeridian migrations. There remain to be explained certain ruins found in the Griff and Corusk Mountains. The massive stone foundations, straight level roads, and flattened or terraced areas of mountainside seem from the proportions of the rarely preserved doorways to be intended for creatures of human size, and it seems unlikely that elves or humanoids would have had the inclination to produce such works. What is more, the occasional jade carvings and green ceramic figurines found both at these sites and occasionally in rivers flowing out of the mountains show a people of Flannish features and dress, and there remain in the Duchy of Tenh and among the Coltens stories of a powerful mountain state of Flannish race. Perhaps the dwarves of the region know more, but if so they show the typical reticence of demi-human races concerning prehistoric events. [GA – 97]
Tostencha.

Had they been a meek and craven people they might never have risen up from Keraptis’ yoke. But they did. It is unlikely that sedition began within cowed Tostencha. From where then? The foothills, likely, where Keraptis’ grip was less firm. From Tenh. From the Colten hills.
The peasants did not take this atrocity lightly, and under the leadership of the high priest Gethrun Shoiraine and his ranger followers, the kingdom of the tyrant-mage was sundered. [Dragon #241 – 77]
[The] people rose as one, ousting Keraptis and his personal bodyguard of deranged gnomes. [RtWPM – 3]
And Vlek col Vlekzed knew this. Because although he rode with the Rovers, he was indeed a Colten. Banished for wanton cruelty upon his own people.
Stonehold began as the Hold of Stonefist, a bandit chiefdom founded in the territory of the old Coltens Feodality. Vlek Col Vlekzed, called Stonefist, was a ruthless bandit who had been cast out from the Rovers of the Barrens for his vice and cruelty, and left to wander the fringes of his homeland for several years. Over that time, he gathered a large following of evil men, even sacking one of the old Bandit Kingdoms and carrying away most of its population. [LGG – 109]
Riding unmolested through the lands of his former people, but not caring to test their fighting ability, Vlek moved beyond White Fanged Bay and established a fortified settlement as a permanent camp. [WoGA – 36]
 Vlek moved them beyond White Fanged Bay, where he established the fortified town of Vlekstaad. [LGG – 109]
The banished son had returned.
The banished son had returned.
This infamous warrior was a menace throughout the region for several years, finally choosing to build a settlement on the border of the Coltens Feodality. The Cohens were still vassals of the duke of Tenh, though their atamans had great latitude in determining their own affairs. [LGG – 113]
And he meant to have his revenge on them.
Vlek also knew that he might not live long if he did not cut off the Coltens’ head before it had time to plan, and to act.
The Coltens were very uneasy with his presence in their land, but Vlek promised a truce and offered to negotiate with their leaders. [LGG – 109]
These negotiators and their escorting force were slaughtered, the remainder of the Cohens host routed by surprise and ferocity, and Vlek settled down to rule over the whole territory. As Vlek's infamy spread, malcontents from many nations came to his standard, despite his new name of Stonefist (implying both a terrible foeman and an inflexible ruler). [WoGG – 36]

The Coltens folk had no place in this hierarchy, and many fled to the Hraak Forest, or beyond the Big Seal Bay and the northern thrust of the Corusks to dwell in the Taival Tundra, in the land of the Ice Barbarians). [LGG – 109]

570s CY
The Coltens, despite generations of servitude to the invaders, have slowly emerged as a competing form of leadership, offering their method of election of the most popular warrior as an alternative to the Rite of Battle Fitness. So many aspiring leaders were slain in the often-useless raids of the latter method that its proponents have grown scarce. [Dragon #57 – 14]

575 CY
The Coltens weren’t the only people discontent with the rulership of the Hold.
When Ratik and the Fruztii made peace, the subsequent battles for the Kelten Pass brought several telling defeats to “fists” led by the descendant warband leaders. The Hold was then divided between those who followed the laws laid down by Vlek Col Vlekzed, and those who claimed that Stonefist’s methods are no longer appropriate and the Coltens Feodality should be restored. The nomads and settlers west and around the Frozen River championed the ways of Stonefist. The population around Kelten and the Hraak Forest wished to establish new forms of leadership. [Dragon #57 – 14]

576 CY
Big Seal Bay
The Rhizian Barbarians would press the Fists into the waters of the White Fanged and Big Seal bays, if they had their way.
In high summer [the Cruski] often find fighting by rounding the coasts of the Hold of Stonefist, [WoGA – 26]
It is rumored that the Baron of Ratik has sent messages to the King of the Schnai proposing four-way cooperation to take the Hold of Stonefist and the Bone March. [WoGG – 35]
A recent pact concluded between Fruztii and Ratik saw a joint army wreak havoc in the Bone March, and during the next campaigning season clear the north pass of the "Fists." [WoGA – 21]

576-582 CY
Repeated strikes and raids slowly began to do just that, but as the Fists are fierce, each inch was won at great cost.
The other joint operation of these states has been against the Hold of Stonefist. Fruztii forces have now secured the pass south of the Hraak forest and control the land for some 20 miles around. [WGS1 – 4]
They were unable to capture the town of Kelten, but the Cruski reinforced their control of the Taival Tundra. [LGG – 55]

The Ice Barbarians have supported the Fruztii to some extent by making naval raids along the northern coast of Stonefist. The Snow Barbarians have concentrated on attacks on Great Kingdom and Sea Baron shipping, although some of the Schnai have been seen “assisting” the Frost Barbarians in Stonefist. [WGS1 – 6]

The armies of Stonehold are comprised of "Fists", war bands of about 250 fighters, of either infantry or cavalry. The bulk of heavy infantry is drawn from the settlements, while the tundra and forest dwellers provide most of the light infantry and cavalry. [LGG – 109]
Cavalry is not unknown on the western tundra, but few tundra-dwellers are Ice Barbarians, most having Flan ancestry and being related to the Coltens of Stonehold. [LGG – 54]

About 30% or so of the population of the Hold dwell in permanent settlements, and from these people are drawn the bulk of the footmen. Most of the balance of the population are semi-nomadic, moving into the northern tundra in the summer, and migrating south in the fall. From these people come the horsemen and light infantry of the "Fists." [WoGG – 37]

577 CY
Sevvord Redbeard’s defence against the barbarians was hampered by sedition, which led to the Barbarians making greater gains than anticipated.
[B]oth southern passes to the rich state of Tenh and the lands of the Fruztii were closed to all but a major effort. A major effort was impossible because of the near-revolt of the eastern (mainly Coltens-descendant) bands under Ataman Dyerg Keda […] and supported by over a dozen chieftains and subchiefs. [Dragon #57 – 13]

578 CY
In CY 578, shortly after Tenh had coronated its new Duke, the Master of the Hold became Rhelt Seuvord I of Stonehold. [Dragon #57 – 14]
The Hold of Stonefist was also renamed. Now openly calling itself Stonehold, this quasi-kingdom is composed of four Atamanships: Vlekstaad (west), Pumull (south), Kelten (east), and Bastro (north). Four Great Chieftains were named, each equal to an Ataman (Reindeer, White Bear, Walrus, and Forest [Hraak] People). Stonehold has become a force that is greatly feared by all in this region. [TAB – 23]

582 CY
To the Kelten Pass
The Barbarians are not without allies.
Duke Ehyeh has become noticeably more friendly to the Frost Barbarians of late. As the actions of Ratik and the Frost Barbarians stir up the Bone March, this causes trouble for the Great Kingdom and for the Theocracy of the Pale. Both states have hostile attitudes toward the Duchy. In view of this, Ehyeh discreetly allows Frost Barbarian emissaries across his lands to organize shipments of weapons from the Bandit Kingdoms.
From here, weapons make their way up the Zumker River to Calbut and then through dangerous foothill territory at the very edge of the Griff Mountains to the pass at Kelten. The trade is discreet, but everyone knows about it. [WGS1 – 6]
It’s a dangerous trek, transporting weapons to Kelten, so close to Purmill, still a Fist stronghold. Those that do are jumpy, sure every rustle of branch and snap of a twig is the harbinger of death. But the way must be kept open, and “safe.” Or as safe as it can be….
[A] man dressed in green, loose-fitting clothing jumps up from the bushes. He screams meaningless words of caution and death at them, and then he runs away to the south, in the general direction of the Griff Mountains. [WGS2 – 15]
He is a forward scout for Ratik [….] He was sent to scout out the best possible paths to attack the Hold of Stonefist and the Frost Barbarians. After Ratik conquers the North Province, they plan to lay claim to the whole eastern section of the continent. [WGS2 – 15]

Kelten is Fruztii, at present. One wonders for how long, though. The Fists test its strength and fortitude, seemingly without fail.
There have been reverses in the east: a Stonefist force from Kelten inflicted a severe defeat on one group of Frost Barbarians a couple of weeks ago. [WGS1 – 37]
Kelten houses nearly 1000 persons, mostly of barbarian ancestry. A few [Colten] refugees from the Hold of Stonefist have settled here as well. Weapons of all types can be seen in Kelten, mainly designed for northern living-spears, ice picks, ice saws, etc. Dried vegetables and meats are big items here; cold-weather clothes are popular commodities, too. Parkas lined with wolverine fur are the best clothing value to be found in these parts. (Wolverine fur in the lining of the parka hood keeps moisture from building up on its surface.)
If [travellers] are looking for a warm, safe place to rest, several inns are available. Their services cost double what southern inns charge, but the food and beds are of a comparable quality. [WGS2 – 16]

Never Far Away

Notwithstanding the Barbarian’s occupation of Kelten, the Stonefist’s legacy is strong here, in Kelten. One would think they’d have torn down his temple, but they are wary, terrified, in fact, of the malice He would inflict upon them if they should.
Erythnul’s temple in Kelten [WGS1 – 38]
Alignments: CE*, CN, N
Religions: Erythnul*, Syrul, Beltar, Beory, Obad-Hai [LGG – 108]
Erythnul (The Many), the god of Hate, Envy, Malice, Panic, Ugliness, and Slaughter is not easily exorcized. Nor banished. His clerics may not be in residence, but they are never far away, either.
Erythnul's clerics are cruel, sadistic, and hateful. They foment rebellion, murder, and riots in civilized areas, lead troops of bandits, raiders, or nonhumans, and commit murder when they grow bored. They deface beautiful things and disfigure attractive people for fun. They aren't above betraying their own allies to suit their own motives or protect their own hides. They travel to bring ugliness and strife to pleasant places or to escape those that would persecute them. [LGG – 170]
And despite their absence, those ancestral residents that remain head their call and creed, and yearn for their return.
Destroy anyone who would take what is yours away from you. Covet that which you do not own. Blessed is he who can take something from a rival. Maim those you cannot destroy, and cause fear in the hearts that you cannot maim. Bloodshed for its own sake is reason enough, and if you can shed the blood of a hated enemy, so much the better. When Erythnul's gift of blood rage comes upon you, be sure to use it well. [LGG – 170]
It is a wonder that the Barbarians did not impale the lot of them, to be sure of their continued loyalty.

What kept the Keltens in check is Barbarian’s greater presence, a stone’s throw away.
The nearest barbarian tribe lives directly north of Kelten. It is off the beaten track, but a sledge team-rented from the man who is talking to the characters-can take them there with little effort. They live in a region south of the forest where the ice and snow never melt. (This is false. The man is only trying to get the characters to rent or buy a dog-sled team, which will cost them 30 gp or 120 gp, respectively.) [WGS2 – 16]
Never trust a Kelten, the barbarians would say. And in that, they would be correct.
It is true, though, that the Barbarians are encamped in force.
[Twenty] miles away, you see the outline of a thick forest. About you, a few pine trees encroach upon the flat plains. To the left and right, several red rock formations jut from the smooth ground.
[WGS2 – 17]

A number of tents and crudely made log buildings crowd inside a log fence. Human movement can be seen inside the camp, but sight is very limited. Grey smoke belches from the peaks of the tents and from make-shift chimneys on the log houses. Dark, four-legged shapes can be seen padding about as well, their noses to the ground or to the air. The wind blows at your back, sending a chill through your bodies. [WGS2 – 20]
These tents belong to the married members of the tribe. Each family lives in a separate tent. They are isolated from the others areas of the camp so no one need listen to their incessant fighting. Married men and women of this tribe are very jealous of their spouses, and they want to make sure they are far from the single members of the community. [WGS2 – 24]

Kabloona Starskull is the barbarian chieftain. He received his first name because his skin and the whites of his eyes are unusually white, especially when compared to the yellowed eyes and skin of the native northern folk.
He obtained his last name because spirits touched him years ago. His mind lives in the stars of the Swan themselves. This makes it hard for him to think and to react properly while with normal folk. (Kabloona went insane soon after he was driven from his tribe.) [WGS2 – 16]
Those Rhizian Barbarians caught scent that their fabled Swords of Corusk were hidden in the Hold, and were motivated that they would be theirs again. With all five, they could release their imprisoned lord, Vatun, from bondage. They banded together, and Vlekstaad could not hold them back.
Ancient legend predicted that the return of Vatun, who had vanished centuries ago, would signal the birth of a barbarian empire in the north.
[LGG – 15]
In 582 CY, the god Vatun appeared to his subjects among the barbarian tribes of the Thillonrian Peninsula. [LGG – 15]
The deity looks over your heads toward the northeast. A smile breaks across his leathery face, showing pearly white, perfect teeth. “Look, the great armies of the Ice Barbarians come to fight at our side. Behind them, the Snow and Frost Barbarians prepare to join the fray. Our peoples are finally as one. This is the way it was meant to be since the dawn of Oerth.”
As you turn to look behind you, the faint sound of seal skin drums and mammoth tusk horns reaches your ears. Riding on beasts ranging from horses to musk oxen, the barbarians approach just as the Great God said. The god turns and looks at the approaching enemy armies. A glint of pleasure gleams from his night-black pupils. He heaves a sigh and turns to look at you. “It has begun.”  [WGS2 – 42]

Sadly, for the Barbarians—fortuitously for a great many others—Vatun was not Vatun.
No matter, this Vatun’s return was to spell misery for thousands upon thousands of souls upon the Flanaess.
Unfortunately, this particular "Vatun" was actually Iuz, whipping the northmen into a war frenzy. The barbarians invaded the Hold of Stonefist, which allied with them after Iuz ensorcelled Sevvord Redbeard, the Master of the Hold The combined host then smashed through the Griffs and into the duchy of Tenh, which was swiftly overwhelmed. The barbarian alliance soon crumbled, but the damage was done; Tenh and Stonefist belonged to the Old One. [LGG – 15]
The Great War, later called the Greyhawk Wars, had begun.

584 CY
The War passed by Kelten and the Tundra after Vatun’s “return.” With most of the Fists away, the Barbarians held Kelten with ease. But try as they might Purmill eluded them. Indeed, the remainder of the Hold held them at bay.
And so it remained. Peace had come to the furthest north. If raiding and assassinations and sedition can be called Peace.
Until Iuz, distracted, delirious with the Death he had unleashed, lost hold of the Stonefist.
Sevvord Redbeard 
[D]uring a period of Suel raids into Stonehold, the magical affliction of Sevvord Redbeard was ended. Without knowing why, he exploded in a rage that would have killed a lesser man. He gathered the Fists from across Tenh, having them first kill all the clerics of Iuz within their reach, and any locals they could quickly find; then, leaving only a rearguard to occupy Calbut, Nevond Nevnend, and the territory north of the Zumkend River, he returned in force to Stonehold. His army drove the barbarians back from Kelten and secured the pass, while he returned to Vlekstaad with his personal guard.
[LGG – 109]
War had returned to the Hold.
And held dominion as it had not for years.
Kelten and Purmill are more important in the affairs of Stonehold, especially in light of the ongoing warfare with the Suel barbarians. [LGG – 110]
Revenge is widely sought against the northern barbarians for the burning of Vlekstaad, but Iuz's forces are hated even more. Conspiracies are suspected between Iuz and several war band leaders to gain control of Stonehold. Murders of war band leaders (by their fellows) are on the rise. [LGG – 110]

589 CY
Kelten
Kelten (pop. 2,800)
Resources: Furs [,] silver, gems (I)
Population: 55,000 [Stonehold]—Human 96% (FS), Orc 2%, Dwarf 1%, Other 1%
[LGG – 108]

It appears that Sevvord’s war will rage for so long as there are Barbarians within striking distance.
Territorial disputes with Stonehold that predated the wars were finally brought to a head three years ago, when a combined host of Cruski and Schnai entered the eastern hold. They were unable to capture the town of Kelten, but the Cruski reinforced their control of the Taival Tundra. [LGG – 55]
That will be for some time to come….
[The Schnai’s] alliance with Ratik is less cemented than that of the Cruskii, but Ingemar seems amenable to continued cooperation after the events of the Wars. He also has great hatred for the Stonefisters, and wishes to mount a joint expedition with the other barbarian races through the Griff Mountains to lay waste to Kelten. Time will tell if this comes to fruition. [FtAA – 37]


“What good is the warmth of summer, without the cold of winter to give it sweetness.”
― John Steinbeck, Travels with Charley: In Search of America




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:
Stonehold, by Ken Frank, from WGS2 Howl from the North, 1991
World of Greyhawk map detail, by Darlene, from the Folio, 1980
Kelten map, by Diesel, from WGS2 Howl from the North, 1991
Kabloona's Camp, by Ken Frank, from WGS2 Howl from the North, 1991
The 5 Swords, by Ken Frank, from WGS2 Howl from the North, 1991
 
Sources:
1015 World of Greyhawk Boxed Set, 1983
1068 Greyhawk Wars Boxed Set, 1991
1064 From the Ashes Boxed Set, 1992
2023 Greyhawk Adventures Hardback, 1988
9025 World of Greyhawk Folio, 1980
9317 WGS1, The Five Shall be One, 1991
9337 WGS2, Howl from the North, 1991
9577 The Adventure Begins, 1998
11434 Return to White Plume Mountain, 1999
11743 Living Greyhawk Gazetteer, 2000
Dragon Magazine 55,56,57,209 241
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

Saturday, 9 October 2021

On Vlekstaad


“Inaction will cause a man to sink into the slough of despond and vanish without a trace.”
― Farley Mowat


Vlekstaad
Why, one wonders, do certain northernmost settlements exist, let alone thrive? Life cannot be easy there. Long winters. Bitter Cold. Days-long, nay, weeks-long blizzards and their windblown snows. Snow blindness. Long isolation. What draws a man there; and more importantly, most inexplicably, why would he choose to drive his foundation into that steely permafrost, on a shore lashed by harsh, unforgiving, gales. Is that far northern sea a cornucopia of plenty worth the hardship? Or is he is running from something? A crime? An indiscretion? A past? Himself?
Vlekstaad is one such place. Even the Coltens shunned that desolate, shadowed perch, preferring shelter amid the Hraak Forest, and the less turbulent, if far more northly, alluvial beaches of Bastro to its steep, rocky, pebbled surf, its perpetual twilight, its damp chill that numbs both life and limb.

The Icy Sea
Icy Sea:
The Solnor sweeps northward around the Thillonrian Peninsula and ends in the Icy Sea. These northern waters are frozen except in high summer months. The Non hem barbarians sometimes take their galleys into these waters to hunt for ivory and furs and occasionally do a bit of raiding, too. Even in summer the Icy Sea can be dangerous due to thick fogs and floating mountains of ice. [WOGA – 47]

The Icy Sea is frozen over in great areas except during high summer, during which time Ice Barbarians sometimes hunt here for walrus ivory, killer whales, and seal furs. Even at such times, the sea is dangerous due to thick fogs and floes of pack ice. White Fanged Bay is aptly named after a ragged coastline that resembles the teeth of a great predator. The seals and walruses here are hunted by the men of Stonefist. [FtAA – 49]

White Fanged Bay: The ice formations common to this body of water resemble the teeth of a predator, and thus the bay is named for the great ice-coated rocks and bergs that menace vessels attempting to land along its shores. In the summer, numbers of seals and walruses (and even odder creatures) bask along these rocky coasts, and there parties of hunters seek after ivory and furs. (Some say that the name of the place is based upon the long teeth taken from these creatures rather than the icicles and frozen spray.) [WOGA – 36]

Forlorn Forest: The Forlorn Forest is an evergreen woodland of fair size which lies just south of the Icy Sea and whose eastern edge marks the boundary of· the Rovers of the Barrens. Even these fierce nomads avoid the Quaggoth tribes which prowl the forest. [WOGA – 59]

Bluff Hills: The western terminus of the Griff Mountains slowly decreases into a series of rugged ridges and steep hills. This range separates the states of the Bandit Kingdoms from the lands of the Rovers of the Barrens. The former now occupy and claim the Bluff Hills as their territory, as they do the whole of the Fellreev Forest. The nomads to the north are too weakened to effectively dispute this move. The Bluff Hills are said to contain small deposits of copper and gold. Numerous monsters roam the area, and many ogre bands make it their home. [WOGA – 49]

One wonders why anyone would choose to live there, despite its “riches.” It is rich, though. There are ores in the foot of the Bluffs, and deep in the Griffs. The dwarves have long mined them. As did the Flan, once.

GRIFF MOUNTAINS
The Griff Mountains
As the name implies, the peaks of these mountains are the habitat of many monstrous creatures. The Griff range extends from the western terminus of the Corusks at Hraak Pass, southwest and west for over 100 leagues. These mountains divide the Hold of Stonefist from the Duchy of Tenh and the Theocracy of the Pale below. Being only a trifle lower than the Corusks. the Griff Mountains are similarly uninviting to human settlement, although there are some sprinkled here and there, for these mountains do contain valuable mineral deposits. There is supposedly a small and beautiful land in the heart of this range. Ruled by a powerful prince, and protected from all invasions by magic and might, this tiny realm is said to have buildings roofed in copper and silver, gold used as lead is elsewhere, and jewels lying about on the ground.
[WOGA – 52]
Few believe the tales of the prince of the Griff Mountains. How could such a kingdom exist when the Griffs are teeming with horrors?
The Griffs contain more monsters, with ogres, various types of troll, and ever-hungry griffons especially noteworthy. White puddings are also a feature of the Griffs. There is reputed to be a great subterranean orcish city, Garel Enkdal, within the Griffs [….] [FtAA – 58]

One notable minor realm is the underground "city-state" called Garel Enkdal, located in the westernmost arm of the Griff Mountains near Stonehold. Some explorers estimate the population here to be in excess of twenty-five thousand orcs, with significant numbers of ogres, orc-ogre crossbreeds, half-orcs, and other beings. Garel Enkdal is not well known outside the northeastern Flanaess, and the kingdom interacts little with the rest of the world except to attack hunters, trappers, scouts, and herders of Stonehold. It could pose a major threat to Stonehold but apparently is content to keep to itself. [LGG – 17]

But long before the dwarves and the orcs look to these mountains, the Flan had dwelt here. And still do.
It is commonly held that the Flan peoples of eastern Oerik were simple tribesmen before the events that led to the Suel and Oeridian migrations. There remain to be explained certain ruins found in the Griff and Corusk Mountains. The massive stone foundations, straight level roads, and flattened or terraced areas of mountainside seem from the proportions of the rarely preserved doorways to be intended for creatures of human size, and it seems unlikely that elves or humanoids would have had the inclination to produce such works. What is more, the occasional jade carvings and green ceramic figurines found both at these sites and occasionally in rivers flowing out of the mountains show a people of Flannish features and dress, and there remain in the Duchy of Tenh and among the Coltens stories of a powerful mountain state of Flannish race. […] One of the greatest works of this ancient people, whoever they were, is the mountain known in Flan as Tostenhca, but more commonly known by the name the Suel barbarians gave it, Skrellingshald. It is a place which has been discovered many times, and as often lost again from human knowledge. [GA – 97]
It must have been a wonder in its time. Towering. Inspiring. Legendary. Before something wicked that way came, and would have it for his own.
Keraptis
Nearly 1300 years ago, in a time when the Flan tribes still dominated eastern Oerik, the archwizard Keraptis rose to power in the lands abutting the southern Rakers, and while most historians agree that the mage’s kingdom encompassed what is now known as the Bone March, a few scholars believe the territories that later became Ratik and the Pale were part of this empire as well.
[Dragon #241 – 77]
It was from Keraptis that the people learned greed, and cruelty.
Yet, as is well documented in the little known Legend of Keraptis, the archwizard was a cruel man, so brutal in fact that, near the end of his reign, he demanded his tormented subjects turn over to him one-third of their newborn children as part of their taxes. The peasants did not take this atrocity lightly, and under the leadership of the high priest Gethrun Shoiraine and his ranger followers, the kingdom of the tyrant-mage was sundered. [Dragon #241 – 77]
[The] people rose as one, ousting Keraptis and his personal bodyguard of deranged gnomes. [RtWPM – 3]
But cruel Kerapis would have his revenge.
[Among] other treasures of ancient sorcery, he found the archetypal iceblade Frostrazor and an enigmatic statuette. Keraptis used the figurine’s power to pronounce a heinous curse that laid waste to distant Tostenhca, thus exacting his revenge at last. RtWPM – 3
Those who suffered under Keraptis’ tyranny knew from whence “The Wasting” came. Just as their crops withered, so did their climate; and worse still, so did they. Pestilence laid them low. Those who could fled from Tostencha’s fall. Wretched were they when winter fell. They starved. They stole. They killed to survive. Those lessons learned were never forgotten.
Some where better at it than others.

c. 430 CY
Vlek Col Vlekzed
Stonehold began as the Hold of Stonefist, a bandit chiefdom founded in the territory of the old Coltens Feodality. Vlek Col Vlekzed, called Stonefist, was a ruthless bandit who had been cast out from the Rovers of the Barrens for his vice and cruelty, and left to wander the fringes of his homeland for several years. Over that time, he gathered a large following of evil men, even sacking one of the old Bandit Kingdoms and carrying away most of its population. Vlek moved them beyond White Fanged Bay, where he established the fortified town of Vlekstaad.
 [LGG – 109]

WGS1 - 29
Who exactly was this Vlek Col Vlekzed? A Rover? I think not. No Rover would drive stakes into the ground, or remain chained to one place, preferring to roam with his herds. Was Vlek a Bandit? Surely. But I should doubt that he was from the Bandit Kingdoms. If he were, he would undoubtedly have settled closer to where the pickings were easier; indeed, where there were pickings. Vlek settled where he did because he was a Colten, and bent on returning to those lands that had banished him for his evil ways. Why else would he raise a palisade on such a desolate shore? He meant to cut the Coltens off from the outside world.
This infamous warrior was a menace throughout the region for several years, finally choosing to build a settlement on the border of the Coltens Feodality. The Cohens were still vassals of the duke of Tenh, though their atamans had great latitude in determining their own affairs. [LGG – 113]
And so confined, he meant to have his revenge on them.The Coltens were very uneasy with his presence in their land, but Vlek promised a truce and offered to negotiate with their leaders. As the Coltens traveled to the appointed site, they were ambushed and slaughtered by the followers of Stonefist. The remainder of the Coltens host was routed, and Vlek settled down to rule over the whole territory. [LGG – 109]

The leaders of the Coltens were deceived and murdered by Stonefist under the guise of a parlay. The forces of Tenh, which had never been strong in the region, were unable to dislodge him. [LGG – 113]

The Hold of Stonefist was also renamed. Now openly calling itself Stonehold, this quasi-kingdom is composed of four Atamanships: Vlekstaad (west), Pumull (south), Kelten (east), and Bastro (north). Four Great Chieftains were named, each equal to an Ataman (Reindeer, White Bear, Walrus, and Forest [Hraak] People). Stonehold has become a force that is greatly feared by all in this region. [TAB – 23] [DRG#57 – 14]

The Fists
The Mastership of the Hold is a semi-hereditary position and title. The descendants of Vlek (he had 219 wives and 351 male children who survived to maturity) compete in a bi-annual "Rite of Battle Fitness." The winner may challenge the Master, one of the Atamen of the three towns, or lead a warband and become a chief. The surviving losers join the standing warbands (the "Fists"), those who did best becoming chieftains, sub-chiefs, and leaders of raiding bands. These savage war and raiding bands commonly raid Fruztii, Tenh, and even the Rovers of the Barrens. About 30% or so of the population of the Hold dwell in permanent settlements, and from these people are drawn the bulk of the footmen. Most of the balance of the population are semi-nomadic, moving into the northern tundra in the summer, and migrating south in the fall. From these people come the horsemen and light infantry of the "Fists."
[WOGA – 36]

Religions: Erythnul*, Syrul, Beltar, Beory, Obad-Hai [LGG – 108]
Why these? Originally a land of Flan, Beory and Obad-Hai have always been worshipped in the Hold. The others have been adopted, as they mirror the soul of these truculent souls.

523 CY
Storrich Flees into the Burning Cliffs
Neither Vlek nor his descendants inspired loyalty. Fear, certainly. But none believed in their divine right of rule, seeing that the Vleksteds ascended their throne by vicious subterfuge.
Brute strength has long been the main virtue espoused by the people of this land, and treachery the byword of her leaders. [LGG – 109]
Subtlety was never their forte. Not even when considered it worthy of consideration.
In 523 one Storrich of the Hold of Stonefist failed in an attempt to advance himself by less than traditional methods. Poisoners are not highly regarded even in that grim country, and so Storrich and his followers were obliged to flee. [GA – 97]

576 CY
Capital: Vlekstaad (pop. 2,100)
Population: 60,000 +
 Demi-humans: Doubtful
Humanoids: Some
Resources: furs, ivory, silver, gems (I)
[WOGA – 36]

582 CY
Sevvord Redbeard
It’s no wonder that there are spies within these lands. The Hold is a belligerent state, for the most part, and few would shed a tear if it were to be crushed.
In 582 CY, the god Vatun appeared to his subjects among the barbarian tribes of the Thillonrian Peninsula. Ancient legend predicted that the return of Vatun, who had vanished centuries ago, would signal the birth of a barbarian empire in the north. Unfortunately, this particular "Vatun" was actually Iuz, whipping the northmen into a war frenzy. The barbarians invaded the Hold of Stonefist, which allied with them after Iuz ensorcelled Sevvord Redbeard, the Master of the Hold The combined host then smashed through the Griffs and into the duchy of Tenh, which was swiftly overwhelmed. The barbarian alliance soon crumbled, but the damage was done; Tenh and Stonefist belonged to the Old One. [LGG – 15]

584 CY
Capital: Vlekstaad (pop. 1,950)
[FTAA – 38]

Thus Began the War
Thus began the War.
The Greyhawk Wars that brought hardship and ruin to so much of the Flanaess began here, in Stonehold. Brought into a brief alliance with the Suel barbarians by a deception of Iuz, the Fists turned south to attack their old enemies in Tenh. [LGG – 109]

At the same time, Iuz suffered his first reverse. The folk of Fruztii, Cruski, and Schnai, long-time rivals of Stonefist, took exception to Sevvord’s bold stroke. […]
The barbarian kings resisted Vatun’s call to overrun Ratik […] Though quite willing to launch sea raids against the Bone March and Great Kingdom, the barbarians refused even Vatun’s orders to march through Ratik. As the first few months of the war drew to a close, the northern alliance collapsed altogether. [Wars – 8]

When it was revealed that this was a deception of Iuz the Old, the Suel barbarians withdrew from the alliance created between their nations and the Stonehold. [LGG – 106]

586 CY
Vlekstaad (Pop 2,100) (Pop 2,200)
Resources: Furs, walrus ivory, silver, gems (I)
Population: 55,000—Human 96% (FS), Orc 2%, Dwarf 1%, Other 1%
Alignments: CE*, CN, N
[LGG – 108]

Their alliance with Ratik is less cemented than that of the Cruskii, but Ingemar seems amenable to continued cooperation after the events of the Wars. He also has great hatred for the Stonefisters, and wishes to mount a joint expedition with the other barbarian races through the Griff Mountains to lay waste to Kelten. [FtAA – 37]

With the Hold’s armies occupied elsewhere, the Rhizians chose to secure the Kelten Pass once and for all.
Territorial disputes with Stonehold that predated the wars were finally brought to a head three years ago, when a combined host of Cruski and Schnai entered the eastern hold. They were unable to capture the town of Kelten, but the Cruski reinforced their control of the Taival Tundra. [LGG – 55]

Revvord Redbeard 
Iuz could not retain his old on Sevvord Redbeard while he waged war in Furyondy and Nyrond.
Less than three years ago, during a period of Suel raids into Stonehold, the magical affliction of Revvord Redbeard was ended. Without knowing why, he exploded in a rage that would have killed a lesser man. He gathered the Fists from across Tenh, having them first kill all the clerics of Iuz within their reach, and any locals they could quickly find; then, leaving only a rearguard to occupy Calbut, Nevond Nevnend, and the territory north of the Zumkend River, he returned in force to Stonehold. [LGG – 109]
Redbeard returned in a rage, intent on expelling the Rhizians from his lands.

It was while Redbeard was thus occupied that Tang the Horrific chose to lead an all but defeated Rovers against the hated Fists.
The town of Vlekstaad was chosen as the target of the Rovers' nighttime strike. With most Fists either in Tenh or fighting the Suel in eastern Stonehold, Vlekstaad had almost no able soldiers in residence. Such defenses as they had were quickly penetrated, thanks to the Wardogs' amazing stealth. The stables of Vlekstaad provided a trove of horseflesh, but escaping with them proved more difficult than Tang had anticipated. He and his companions were trapped by a patrol of Fists and forced to battle for their lives. The expedition might have been lost there had not a young Wardog, Nakanwa Daychaser (CG male human Rgr8), led his own band of warriors on Tang's trail. Trapped between the two forces of Rovers, the Fists were slaughtered, but Tang was mortally wounded. Nakanwa quickly assumed control of the surviving Rovers, ordering them to seize everything of value in the town, including its citizens. The remains of the town were set ablaze, becoming the funeral pyre of Tang the Horrific.
With the return of Nakanwa and the wealth of Vlekstaad to the Barrens, new hope rose among the Rovers. Their warriors now had mounts and the people had meat. Perhaps as importantly, the tribes had new members, for the captive children were quickly adopted and the captive women quickly wed. Only time will tell if the razing of Vlekstaad will result in the rebirth of the Rovers of the Barrens. They still remain an elusive people, not revealing their new strength, for they are wary of the vengeance of the Fists. Yet, for the first time since Iuz brought evil into their land, they have real hope. [LGG – 95]

[Sevvord] army drove the barbarians back from Kelten and secured the pass, while he returned to Vlekstaad with his personal guard. The town was a smoking ruin, its inhabitants dead or fled away. The Suel barbarians he blamed for the attack left no survivors to describe the onslaught. A picked force of warriors pursued their trail into the lower Griffs, where it disappeared. He decided the Suel had obviously escaped through the mountains back to their homelands in Rhizia.
Rhelt Sevvord vows vengeance against the Suel, though his greatest hatred is for his former "ally," Iuz. Vlekstaad is being rebuilt, refortified, and regarnsoned. Kelten and Purmill are more important in the affairs of Stonehold, especially in light of the ongoing warfare with the Suel barbarians. [LGG – 110]

Revenge is widely sought against the northern barbarians for the burning of Vlekstaad, but Iuz's forces are hated even more. Conspiracies are suspected between Iuz and several war band leaders to gain control of Stonehold. Murders of war band leaders (by their fellows) are on the rise. [LGG – 110]

590 CY
Capital: Vlekstaad (pop. 700)
[LGG – 108]

591 CY
Vlekstaad
The people of the Hold are a suspicious lot, and easy to sway to violence.
In the course of three bloody days dozens of young men and women were put to the axe within Vlekstaad. Mad mobs of warriors roamed the settlement following the direction of snarling priests of Erythnul who claimed that hatred Iuz had possessed some of the Stonehold’s youth. The rampage began by decree of Gurfaald the malformed, a twisted prophet of the Lord of Slaughter who wandered down to Vlekstaad from his filthy hovel near Lake Albanfyl. Other priests believed his revelation, and faithful warriors scoured the already decimated settlement looking for the “spawn” of the Old One. These rabblerousers claimed that the young were more susceptible to Iuz’s magic, but others believe the victims’ only crime may have been failing to pay proper tribute to the god of hatred and rage. Rhelt Sevvord himself finally put down the hysteria, confronting [Gurfaald] and cleaving the prophet’s head with the mighty blow of a waraxe. Many within Stonehold believe that Sevvord ended [Gurfaald’s] crusade only because he found it personally insulting. [LGJ#3 – 30]

In the Forlorn Forest
Forlorn Forest:
This subarctic forest has long been avoided by the Rovers of the Barrens due to the presence of many savage kech, timber wolves, and like hazards. The invading Fists likewise give it a wide berth. [FtAA – 55]

Bluff Hills: Some bandits still hold out against Iuz and Stonefist here, with the Grosskopf bandits the most numerous among them. Unfortunately, they have to compete with the large and ferocious ogre bands that also live in the Bluff Hills. Small deposits of gold and copper here have never truly been worth the effort of mining, although svirfnebli far below the surface are said to know places where the ores are much richer. [FtAA – 59]





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:
To the Orc City, by Diesel, from WGS1 Five Shall be One, 1991


Sources:
1015 World of Greyhawk Boxed Set, 1983
2023 Greyhawk Adventures Hardback, 1988
9317 WGS1, The Five Shall be One, 1991
9337 WGS2, Howl from the North, 1991
1068 Greyhawk Wars Boxed Set, 1991
1064 From the Ashes Boxed Set, 1992
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11434 Return to White Plume Mountain, 1999
11743 Living Greyhawk Gazeteer, 2000
Living Greyhawk Journal, #3
Dragon Magazine 55,56,57,241
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer