Showing posts with label Tenh. Show all posts
Showing posts with label Tenh. Show all posts

Saturday, 22 January 2022

On Nystul


“Light
Light
The visible reminder of Invisible Light.”
― T.S. Eliot

Nystul
Much can be said about the Circle of Eight, although some might say that most of what might would concern Mordenkainan.
Nystul would be fine with that. Let others take the credit, he would say. He might then also say, let others take the blame. Why? Because Nystul seeks neither fame, nor fortune. Most of the Circle don’t. Most are content to quietly carry on with their work to make their corner of the Flanaess a better, safer, place.
One might not think Nystul to be a person of much account, at first glance.
Nystul is 43, 6’7” tall, 184 1bs, with mousy brown hair (lank and uncombed), brown eyes, and rather plain features. His ridiculous gangling beanpole figure sticks out anywhere, so it is hardly surprising that the mage places strong reliance on magics of disguise and detection. [COG:FFF - 24]
One might not even be aware that Nystul is indeed Nystul.
Gangly and plain, Nystul considers himself a master of disguise. He is seldom seen in his true appearance, often using magic or magical items to change his looks. [WGA4 – 86]
He often travels in the form of a demure half-elf maiden with his hat of disguise; as he says, this is ideal for gaining protection from stalwart paladins and chivalrous knights. [COG:FFF - 24]
And even when he appears as who he is, he has never cut the figure of what one might consider a hero, or even someone who takes anything seriously.
Flippant and humorous, with a preference for puns and quips which displeases Mordenkainen and the sober Bigby and Drawmij, Nystul is nevertheless a profound thinker and a master of subtlety. [COG:FFF - 24]
But he is and does. If anything, this façade is as much a disguise as those others he so often dons.
His tactical sense is unerring. He believes that almost any battle can be won if his side has enough obscuring magic (invisibility and illusions) to deceive the opposition. While Nystul is proficient with the dagger, he almost never uses it (except to peel an apple occasionally). He argues reasonably that if a mage is caught in melee, he has totally failed to conduct himself correctly—a mage with sound obscuring and defensive magic should never be so caught. However, to allow for surprises, Nystul will usually have his personal crystal dagger and crystal dirk spells memorized […]. [COG:FFF - 24]

How did Nystul come to be as he is? His origin might shed some light on that.
537 CY
Nystul is born.
Nystul was born in Tenh 53 years ago to a family of well-connected nobles in Nevond Nevnend who unfortunately were ambitious and faced with better-connected enemies. [LGJ#0 – 10]

537 CY – 540 CY
A Small Sect of Pacifist Pholtan Monks
Nystul learned at a young age that there were those who were not what they seemed.
Despite a good reputation among many fellow nobles, they could not prevent their downfall when an intrigue with the court of Duke Pet'yeu saw the proud clan brought low on charges of sedition and insurgency. The nobles of Nystul's House were tried for treason, and the House was disbanded. [LGJ#0 – 10]
And he learned that there were others who were.
Nystul was taken away from his parents by servants and raised in a small monastery bordering the Pale. There he was taken in by a small sect of pacifist Pholtan monks living near the Phostwood. [LGJ#0 – 10]
It was these monks who first instructed Nystul on the beneficence of light, and the perils of shadow. And it was here where he learned that people could be other than deceitful, self-serving, and that others might aim to serve the greater good.

It comes to no surprise then that he should be fascinated by light and shadow. And in harnessing them.
A special interest of Nystul’s is spells which involve alterations of light and darkness, some of which he has developed himself. [COG:FFF - 24]
Otto has heard, from a contact in northern Nyrond, that Nystul has been working with powerful druids within the Phostwood to develop a potent form of faerie fire which blinds the victim in addition to normal effects, but what has come of this is as yet uncertain. [COG:FFF - 24]

c. 540-550 CY
An Adept Nystul
Nystul was an adept student. He learned his lessons well, even if he did not see shadow and light in the same light as his tutors.
The monks raised Nystul well, and encouraged the oft-mischievous student's talent for magic, particularly that of illusions. He was given rudimentary instruction by a wily old cleric named Friar Nemonicus, himself obsessed with the powers inherent to light and darkness. Nystul's permanent protection from evil spell was in fact a gift from Nemonicus. [LGJ#0 – 10]
Nystul wondered, as Nemonicus did not, if light and shadow were not so opposed as the monks believed. Shadow could not exist without light, he surmised. He wondered if they were not servants of higher powers, after all, but tools that could be bent to one’s Will, and Purpose?

c. 550 - 571 CY
Nemonicus was an enlightened soul. He understood that Nystul had a quick mind, and that his talents might be more suited to the pursuit of the arcane than it was of the divine.
Radigast City
Eventually, the monks raised sufficient monies to send Nystul south to a proper magic school at Radigast City's well-regarded Sorcerous Union. There he befriended a young Otto, resting from one of his occasional sojourns to the Nyr Dyv. Despite the arduous experiences of his youth, Nystul managed to come away from them with a deep concern for his homeland, and it was to Tenh that he eventually returned when he consumed his wanderlust. He constructed a home in Redspan and took on young apprentices.
[LGJ#0 – 10]

Nystul hails from the Duchy of Tenh, where he has many worries about his home which he sometimes feels others do not express enough concern about. Bandits to the northeast, humanoids to the north, a well-meaning bust often intolerant Theocracy to the east and yet more bandits to the west and southwest—the Duchy is ringed with problems. Nystul is eternally scrounging for information about events on the borders of the land, which he feeds surreptitiously to the rulers. The last thing he wants is personal recognition or publicity; he operates secretly, in disguise, and some of his friends might be less friendly if he was known for what he is, and not as the elven maid, chortling gnome, or barbarian he chooses to appear to be. Nystul avoids any proffered contact from the rulers of the Duchy, often being “away” should some message or summons arrive. [COG:FFF - 24]
Nystul was rightly concerned. Tenh had many enemies. And few allies. The Rovers were capricious allies, at best, as wont to raid as to aid. But they both recognized the Horned Society and Iuz, the Old Old One, as a far greater threat than any other.

570 CY
Nystul wasn’t the only one concerned about the Horned Society and the Old One.
Mordenkainen
The chaos surrounding the return to power of the demigod, luz, in CY 570 prompted Mordenkainen to consider a new paradigm. Though the Old One worked to check the growing power of the Horned Society, and kept Furyondy's eyes on its northern borders, Mordenkainen knew well that the situation would not last. The dissolution of the Citadel left Mordenkainen without a tool to shape events as he would and though he hardly admitted it to himself, he longed return to a life of adventure.
The Citadel's primary failure, he surmised, had been its inclusive philosophy. As its founding concept had been arcane, he had been foolish to assume that men like Robilar or Riggby would rally to his cause without subtly working against it for reasons personal, spiritual or political. Men of intellect and sorcerous skill, whose primary interests were more than material, would replace them. Thus was born the Circle of Eight. [LGJ#0 – 6]
Nemonicus was not the only one to note Nystul’s talent.
It was only a matter of time before Mordenkainen should see the light: that Nystul was an excellent candidate for his new Circle.

571 CY
Over the next year, Mordenkainen invited some of the most prominent magi in the Flanaess to join him. [LGJ#0 – 6]
It was not long before his exploits brought the attention of Mordenkainen and an offer of membership in the Circle of Eight in 571 CY. [LGJ#0 – 10]
By the first month of 571 CY, he had gathered eight mages to his cause, among them Bigby, Otto, Rary, Nystul, Drawmij, and the affable Bucknard. [LGJ#0 – 6]
Each was as different from the others as could be.
To the distress of others in the Circle, he is fond of puns and quips. Still, Nystul has a keen mind for battle tactics and believes that, given time, he can derive victory from even the worst situation. [WGA4 – 86]
Except in that each believed wholeheartedly in the pursuit of Balance.

576 CY
Nystul 16th-Level Mage Neutral
Str 7 Int 18 Dex 10 Wis 17 Con 15 Cha 15
[WGA4 – 86]

Cloak of displacement
Hat of disguise
Helm of telepathy
wand of illusion
[COG:FFF - 24]

Nystul

This new paradigm suited Nystul well. It just so happened that the Circle’s preoccupation with Balance happened to be in line with his own aims, for surely Iuz was not as interested in any aim not his own. Nystul focused his attention on checking the Old One’s eastward expansion, to say nothing of the Horned Societies dark purposes, or the Bandits’ raids, or Palish fanaticism.
Nystul has been known to seed information among mercenaries and adventurers that employment awaits them in the Duchy when bandits loom, although Nyrond and the County of Urnst are usually his first ports of call on such missions. He also “shadows” shipments of weapons from Stoink sown the Artonsamay River and across the Nyr Dyv, on their way to the western lands of the Iron League, where he has ex-apprentices now of medium (7-12) level. [COG:FFF - 24,25]

580 CY
The Circle has never been a static group. Members come and go.
Two other mages known to have joined the Circle were Bucknard (who vanished in 579 CY and was later replaced by Jallarzi) and the ancient mage Leomund, an immigrant from the east who retired from the Circle in 576 CY and has been little seen since. Otiluke replaced him later that year. [TAB – 60]
In the early 580s, the Circle of Eight included Bigby, Drawmij, Jallarzi Sallavarian, Nystul, Otiluke, Otto, Rary of Ket and the archmage Tenser. […] [PGtG – 21]

One might ask: Does the Circle act as One? Are they close knit?
Some are closer than others. Nystul has known Otto since before either became members, and their continued camaraderie after so many decades is telling. That Tenser should be receptive to Nystul’s teleporting into his fortress is illuminating, to say the least.
Nystul visits Greyhawk on occasion, seeking magical items or new spells which fill his ever-expanding shelves in the inconspicuous house he maintains in Redspan. He travels using a teleport without error spell to Tenser’s fortress, and makes his way on from there. [COG:FFF - 24]

The Circle does fraternise. In some rather colourful establishments. None are particularly pretentious, which suits Nystul just fine; he is not what you might call a black tie sort of guy.
High Tower Tavern and Hostelry
High Tower Tavern and Hostelry
This inn, distinguished by its tall tower, pointed at the top like the hat of an old and eccentric wizard, is the favorite of the [Free City of Greyhawk’s] upper reaches. It is unpretentious and not as expensive as most neighboring establishments. The style of dress might not be as elegant here as at the Patricians’ Club, bit it would be hard to find customers who are having a better time.
The proprietor, Eric Goodfellow, was once an aspiring mage, ever reaching [middling power] before deciding that his life calling involved more sedentary pursuits. He still keeps his hand in the magical arts, but he keeps his magic quiet, known only to himself, his good friends, and the occasional customers who have seen him cast a spell.
This is a favorite gathering place of the powerful wizards of the Council of Eight, when one or more of them are in Greyhawk. On most occasions, these wizards disguise themselves before venturing in public. Otto, Tenser, and Nystul are the three wizards most commonly encountered here. [COG:GOTF – 63]

581 CY
Is Nystul powerful? You might say that.
Nystul
Nystul
16th-Level Mage
Neutral
Hit Points: 45
Str 7 Int 18 Dex 10 Wis 17 Con 15 Cha 15
Nystul is guarded by a permanent protection from evil spell.

Nystul’s traveling Spell Book: (spells/day)

1st Level (5): Armor, audible glamer, burning hands, change self, detect magic, friends, grease, jump, light, message, Nystul’s dancing werelight*, Nystul’s flash*, read magic, shield, ventriloquism

2nd Level (5): Alter self, darkness 15’ r., flaming sphere, knock, levitate, Melf’s acid arrow, Nystul’s blackmote, Nystul’s blazing beam, Nystul’s crystal dagger, pyrotechnics, ray of enfeeblement, spectral hand, summon swarm, web

3rd Level (5): Clairaudience, clairvoyance, dispel magic, feign death, fly, hold undead, infravision, invisibility 10’ r., non-detection, Nystul’s crystal dirk*, Nystul’s expeditious fire extinguisher*, Nystul’s golden revelation*, Nystul’s radiant baton*, tongues, vampiric touch

4th Level (5): Enchanted weapon, extension I, fumble, improved invisibility, Nystul’s blacklight burst*, Nystul’s lightburst*, plant growth, polymorph self, remove curse, shout, stoneskin, wizard eye

5th Level (5): Animal growth, domination, extension II, Nystul’s enveloping darkness*, Nystul’s radiant arch*, seeming, sending, stone shape

6th Level (3): Disintegrate, geas, mass suggestion, mislead, programmed illusion, transmute water to dust

7th Level (2): Control undead, delayed blast fireball, duo-dimension, power word stun, reverse gravity; vanish

8th Level (1): Incendiary cloud, mass charm, polymorph any object

Magical Items: Bracers of defense AC 5, ring of protection + 3, cloak of displacement, boots of levitation, dust of disappearance, hat of disguise, wand of enemy detection, wand of illumination, wand of illusion

Gangly and plain, Nystul considers himself a master of disguise. He is seldom seen in his true appearance, often using magic or magical items to change his looks. To the distress of others in the Circle, he is fond of puns and quips. Still, Nystul has a keen mind for battle tactics and believes that, given time, he can derive victory from even the worst situation. [WGA4 Vecna Lives – 85,86]


Most of the Circle are powerful. Most are resourceful. They are certainly all capable.
But they are not invincible, no matter people might believe, no matter what tales are told of them.
Vecna
Alerted to a rising evil in the Flanaess, the Circle hastily gathered for a nearly unprecedented field operation in 581 CY. A new power sought to join Oerth’s vast pantheon, and its efforts threatened to corrupt the magical order of the known world.
The Circle traveled to the hills south of Verbobonc, where they investigated the tomb of a long-dead Oeridian tyrant who was thought to have possessed the awesome artifacts known as the Hand and Eye of Vecna. Finding the tyrant alive, after a fashion, and completely controlled by the Whispered One, the ill-prepared Circle of Eight panicked, and was defeated.
Vecna destroyed the entire Circle, save Mordenkainen, who had elected to remain in Greyhawk as a safeguard against just such an occurrence. When news reached the archmage, he mobilized the Circle's allies, and a small cadre of apprentice wizards, former companions, and long-time confidantes embarked on a nearly hopeless bid to thwart Vecna's apotheosis [.]
Somehow (it is whispered that they employed the aid of luz, who stood to lose much under the deification of the Lich Lord), the intrepid adventurers managed to banish the Maimed God at the strange stone circles known as the Tovag Baragu, and Oerth returned to relative normalcy, save for the absence of the Circle of Eight. [LGJ#0 – 6]

The Circle of Eight

Their loss was quite a blow.
An important though seldom noticed event took place in 581 CY, when an agent of Vecna, the Whispered One of ancient Flan legend, struck down the entire Circle of Eight [.] The Circle had acted subtly as a balancing agent for years, preventing any one power from dominating too much of the Flanaess.  [LGG – 14]
What happened next may shine a light on how great a blow it was.

582 CY
The recent deaths of the members of the Circle of Eight was the prelude to an attempt by the evil Vecna to overthrow the entire pantheon of Greyhawk’s deities and install himself as absolute ruler of the gods. Only the bravery and fortitude of a brave handful of adventurers was able to thwart Vecna’s machinations and put an end to his plans. [WGR2 Treasures of Greyhawk – 32]
The Flanaess was in shock. The Circle of Eight was gone? Dead? Was that possible? Surely it was a lie!
But it wasn’t.
They were dead. Truly dead.
Bigby’s will is in an unmarked envelope under the pillow. His first request is that his friends in the Circle of Eight clone him from a flesh sample he has left for the purpose. If this is not possible, he will leave his magical items and all but three of his spell books to Mordenkainen. The other three spell books go to Andrui, with an apology for not being able to teach him more magic himself. His money is to go first towards paying off Fraznier’s creditors, with 75% of the remainder going to his old friend, Ortux the Hand, and the rest to a charity of Ortux’s choosing. The will mentions a few items of sentimental value that Bigby wished to leave to Otto, Nystul, Drawmij, and the others. [WGR2 – 38]

But Death is not always the end, is it? There is always hope. Especially where archmagi are concerned.
Mordenkainen addressed this absence by recovering what was left of his fallen comrades and cloning them. This endeavor consumed time that otherwise might have seen him addressing the reports of the Circle's allies in the North, who warned of alarming developments in Stonefist and the Barbarian Lands. When those events spiraled into the first conflicts of the Greyhawk Wars, the Circle's clones remained undeveloped and half-aware. By the time the clones reached full maturation, the Circle of Eight had been forced to take a reactive stance to the tumultuous events unfolding before them. [LGJ#0 – 6]

The entire Circle of Eight was slain by an agent of Vecna, and so would fear and hate this cult greatly. [TAB – 3]

Though the Circle's leader, Mordenkainen, returned his colleagues to life using powerful magic, the group was in disarray when war again erupted in the distant north in 582. [LGG – 14]

582 CY – 584 CY
One wonders what might have been had Nystul been vigilant.
But events were already apace before he could act.
The "Fists"
By 582 CY, Calbut lay completely unprepared for the storm of barbarians sweeping through Thunder Pass. The once-great gorge wall that sealed the heights of the pass toppled before the Fists’ onslaught and Tenhas runners bearing word of the attack fell between footfalls. The relentless tide of Fists flooded through the pass, inundated the walls of Calbut, and stormed the still-open gates, catching the garrison commander completely unawares. Every man among the townsfolk was slaughtered and many women and children carried off to captivity.
[Wars – 7,8]
While Tenh’s forces mustered to waylay the Fists, Sevvord Redbeard pushed his troops forward again. In the brief campaign that followed, the Fists marched down a branch of the Zumker River, easily overwhelming the thin ranks of the Tenhas militia in their path. Within five days of the fall of Calbut, Seword’s horde laid siege to the walled capital of Tenh, Nevond Nevnend. [Wars – 7,8]

When the Wars came to Tenh...
When the Wars came to Tenh, Nystul did his best to evacuate Redspaners to Urnst as well as to arm his kinsfolk against the surprising onslaught from the north and east. His visibility rose considerably during this time, even as Ehyeh and the court made a hasty retreat to Radigast City and the protection of Countess Belissica. Nystul already had allied himself with a little-known organization calling themselves the Keepers of the Flan, comprising mages, druids, and the archaic loremasters of the clans, most of whom escaped luz and the barbarians to the Rakers or the Phostwood. Nystul has been working to recover his homeland ever since.
[LGJ#0 – 10]

Though the Circle never acted concertedly during the Greyhawk Wars, certain "hotspots" received a good deal of their attention. Mordenkainen Bigby and Otto fought against the Old One's army at the infamous Battle of Critwall Bridge, and Drawmij was instrumental in organizing the flood of refugees from the Lost Lands to fastnesses in the Good Hills. Nystul worked primarily alone in besieged Tenh, while Otto and Bigby left Mordenkainen in the Vesve Forest to do what they could for the Iron League. Citing pressing personal needs, Rary retreated to his tower in Lopolla and refused to come to the aid of his companions. [LGJ#0 – 6]

584 CY
The War was long and perilous. Luckily, not one of the Eight perished in its waging.
But one never sees betrayal from a brother, does one?
Rary's Betrayal
On the Day of the Great Signing, however, Greyhawk suffered a great treachery: Rary, one of the Circle of Eight, destroyed his companions Tenser and Otiluke in a great magical battle, then fled. Many suspected that the former Archmage of Ket had hoped to hold the ambassadors hostage, perhaps capturing Greyhawk itself in the process. Instead, he and his cohort, Lord Robilar, went to the Bright Desert to form their own kingdom. Fearing further disruptions, the delegates hurriedly signed the Pact of Greyhawk.
[LGG – 16]
The treachery of Rary in 584 CY saw the destruction of Tenser and Otiluke, leaving the Circle at five. [LGG – 156]
Nothing was left of their bodies to allow revival by clone, resurrection or any other spell. The assassin was, incredibly, another member of the Circle, Rary of Ket. The treachery left the Eight (now Five: Bigby, Drawmij, Jallarzi Sallavarian, Nystul and Otto) reeling. [Rot8 – 2,3]

Drawmij met the news of the treachery of Rary with classic dispassion. Indeed, the nascent archmage appears to have been the Circle member least affected by the events of the Greyhawk Wars and Reconstruction. [LGJ#0 – 8]

Alone among the other members of the Circle of Eight, Nystul holds the belief that Rary's so-called traitorship is nothing but a ruse perpetrated either by the Archmage of Ket himself or some greater enemy of the Circle, with the archmage as a dupe. To this end, he has contacted Rary's old companion, Torik Redaxesson of Highfolk, who has been pushing for an investigation into the cause of the archmage's alleged corruption.
Nystul perceives the Old One and his diabolical retinue as the Circle's true enemy, and he is eager to increase the Circle's number, beyond eight if need be, to combat this menace. The tide of evil and tyranny must be turned, and he believes it should begin where it first began last time, in Tenh. [LGJ#0 – 10]

585 CY
Three new members were appointed in 585 CY: Alhamazad the Wise, Theodain Eriason and Warnes Starcoat. [PGtG - 21,22]

586 CY
The famed Circle of Eight was re-formed in 586 CY, with the addition of the Urnst archmage Warnes Starcoat, an elderly Baklunish sorcerer from the Sultanate of Zeif, and – to everyone’s surprise – a powerful elven wizard from the Yeomanry. [TAB – 37]

Sadly, the Circle was not as it once was. As one. It might never be again.
One wonders why Drawmij and Nystul were so opposed to a certain nomination.
[Drawmij] only grudgingly agreed to the addition of Warnes and Alhamazed, and argued steadfastly against expanding the purview of the Circle to include nonhuman members. Finding Nystul his only ally in the matter, however, he has since treated the olve Theodain Eriason with bland acceptance. [LGJ#0 – 8]

Thankfully, Theodain was not of a similar mind.
Theodain has taken to the affairs of the Circle with avid enthusiasm. He finds Drawmij, Nystul, Otto, and Jallarzi particularly to his liking, and he has enjoyed his infrequent visits to the Free City. [LGJ#0 – 11]

All too soon, Nystul was soon back in the thick of it, helping his long-time friend Otto in his desire to rid his beloved Almor of the Darkness it was being plunged into.
The end came swiftly in 586 CY, when rivals for the throne, perhaps including the fiendish Duke Szeffrin of Almor, attacked the capital after hearing news indicating Ivid V had died or been deposed. [LGG – 24]
The famed mage Nystul, of the Circle of Five, was caught up in the exodus from Almor when Szeffrin was cementing his hold on the land. This normally humorous and flippant man was almost speechless when he fled to Mordenkainen and Bigby, and he shook with rage recounting what he had seen here. He has vowed to destroy Szeffrin, and, while the Circle's current ethos is strongly against direct action and for careful watching and learning, it may be hard even for Mordenkainen and the ever-cautious Bigby to prevent him from trying. [Ivid – 146]
Their endeavour did not go as well as they had hoped.

588 CY
Nystul and Otto had failed to liberate Almor. For now. But there was hope for Tenh. He hoped.
Events occurred that bespoke of a light at the end of the tunnel. For a time. Too short a time….
The retreat of Rhelt Sevvord and the Stonehold troops to the northern foothills of Tenh pleased IUZ, even if the battering of his forces did not. In late 588 CY, Iuz’s humanoid armies moved out of Rookroost to pick over the ruins in Tenh. [TAB – 23]
But all to soon, another shadow was cast over the beleaguered Tenh.
At that point, eastern Tenh was invaded by two armies, commanded by Theocrat Tillit, from the Theocracy of the Pale which had quietly converted and trained many expatriate Tenhas as warriors in the church of Pholtus. These converts, once homeless refugees, planned to retake their country and make it an allied subject state of the Pale. Other expatriate Tenhas returned to Tenh for the fight, but these were not well organized at first. The exiled Duke Ehyeh now “commands” the latter from his new home in the County of Urnst. As a result four mutually hostile groups now make war over the bloody fields of Tenh, led by Iuz, Rhelt Sevvord, Duke Ehyeh, and Theocrat Tillit Rhelt. Sevvord‘s force has the strongest defenses: Duke Ehyeh’s group is weakest, and some of those have defected to the Pale. The mage Nystul of the Circle of Eight is said to support Duke Ehyeh. [TAB – 23]
Hope endures. But one wonders if Nystul should ever tire in his pursuit of freeing his homeland from the dark grip of horror and tyranny it suffers under.

589 CY
Nystul
Nystul
This wizard's appearance is that of the stereotypical absentminded mage. Tall, gangly, and plain, Nystul[’s] brown hair [, if now peppered with grey, still] looks as if it has never met a comb in all his 52 years. […]
[PGtG – 22]
And probably hadn’t. Nystul was never vain. He was always too busy for pretense, too pragmatic for either pomp or ceremony. And too focussed on his mission, whatever that might be at that moment, to care about anything else. And too little help to waste any time for anything else.
Nystul visits Greyhawk on occasion, but is occupied with the war in his homeland of Tenh. He is always on the lookout for discovered spellbooks and magical items. [PGtG – 22]

Veralos does exist, and it is located along the northern edge of the Rift Canyon, but the land immediately surrounding the ruin is reportedly cracked and perilously dotted with sinkholes, making it difficult to approach. Mordenkainen himself has reluctantly confirmed as much on a few occasions, especially to the mage Nystul (of Flannish heritage) who took particular interest in the place. [Dragon #293 – 91]

The war-ravaged lands between the Griff Mountains and the Artonsamay River, north of the Yol, hold the remains of the former duchy of Tenh. The Greyhawk Wars that destroyed this country have not yet ended here; Tenh, the first victim of the wars, seems destined to be its last. Duke Ehyeh III, scion of an ancient Flan lineage, attempts to reclaim his homeland with meager assistance from the County of Urnst. He has other supporters, of course, including the mage Nystul of the Circle of Eight, but few followers, troops, and resources are available to him. [LGG – 112]

One must not think that Nystul is without allies, because he is not.
Yars Blud-Sigul
Yars Blud-Sigul
Male Dwarf 14th-Level Fighter Neutral
Yars hails from the Rakers, a wild and uncivilized mountain range near the Duchy of Tenh. It was there that he made the acquaintance of Nystul. It was the wizard who brought the savage little warrior back to Greyhawk, perhaps to vex his friends. Whatever the reasons, Yars has found the city to his liking-for now. [WGA4 – 95]

Otto has heard, from a contact in northern Nyrond, that Nystul has been working with powerful druids within the Phostwood to develop a potent form of faerie fire which blinds the victim in addition to normal effects, but what has come of this is as yet uncertain. [COG:FFF - 24,25]

Armies from the Pale and forces loyal to the exiled duke quickly crossed the borders, battling each other for possession of the southern and eastern regions of the duchy, including the Phostwood. The duke's forces fought a hard battle against bandits and surviving agents of Iuz in the city of Redspan, gaining the aid of Nystul of the Circle of Eight. [LGG – 114]

The famed Circle of Eight has many roots in the city and the nearby Wild Coast. This exceptionally powerful group is a political body of wizards who work to maintain a balance of power across the whole Flanaess, so that states can formulate heir own policies without interference or Fear of invasion and conquest by outside Forces or empire-building neighbors. Two merit members of that body (Otto and Jallarzi Sallavarian) have homes in Greyhawk; all the others (Mordenkainen, Bigby, Drawmij, Alhamazad, Nystul, Warnes Starcoat, and Theodain Eriason) visit on an irregular basis. Tenser, a former member, lives near the city in a fortress on the south shore of the Nyr Dyv. [TAB – 7]

590 CY
Nystul is now 53 years young.
Nystul was born in Tenh 53 years ago to a family of well-connected nobles in Nevond Nevnend [….] LGJ#0 – 10]

Nystul. Wiz17: HP 76. AL N. Str 7, Dex 10, Con 15, Int 22, Wis 17, Cha 15.
Nystul is protected by a permanent protection from evil spell.
The mage Nystul is a rare sort. A man of allegedly comical appearance, he uses obfuscating magicks to alter his appearance to something suitable for any given situation. Beneath the illusion, his features are atypically Flan, with an olive complexion more common in Oeridians and a tall, spindling form that towers over six and a half feet high. His intellect is keen and his insight piercing. Subterfuge and intrigue are his fortes. Mordenkainen often notes that Nystul seems sometimes to lack a well-grounded, rational temperament. Nystul is not as well-known as Mordenkainen, Bigby, or the others, even in his native Tenh, where prior to the Great Wars he was seen as an aloof and eccentric mage from Redspan, of passing interest to Ehyeh or his court. [LGJ#0 – 10]

Only five of the Circle of Eight have been part of its august and storied assembly for its duration: Mordenkainen, its founder, has; and so has Otto and Bigby and Drawmij. So too Nystul. Long and tirelessly have they sought to maintain the Balance. Long may they continue to, and long may they endure.
In the last two decades, the Circle has seen members come and go, but its dedication to Mordenkainen's goals and methods remains steadfast. Current members include Bigby of Mitrik (N male human Wiz19), once Mordenkainen's apprentice and now an archmage in his own right; the rotund and jovial Otto (N male human Wiz15/Clr3 of Boccob), who favors the kitchen over the laboratory; Jallarzi Sallavarian of Greyhawk (NG female human Wiz15), one of the most dynamic wizards in a city of mages; the reclusive Drawmij (N male human Wiz18), who oversees Keoland and the south from his undersea lair near Gradsul; and Nystul (N male human Wiz17), a Tenha expatriate who wishes to expand the Circle, beyond eight if need be, to combat the growing threats presented by Iuz, Turrosh Mak, and the consolidating factions of the former Great Kingdom. [LGG – 156]

The Circle of Eight

The mysterious assembly of wizards known as the Circle of Eight has long benefited from a past obscured by misinformation and enigma. The group's influence reaches from the Baklunish west to the Solnor Ocean, though its secretive methods ensure that few know the extent of its ministrations. Certain members of the Circle are well known and liked, their talents appreciated throughout the Flanaess. The mages Bigby, Jallarzi, and Otto, for instance, are welcome in courts far from cosmopolitan Greyhawk. Others, such as Drawmij, Nystul, and Theodain, prefer to operate away from the public gaze. [LGG – 156]


Prolific, Creative
Is Nystul prolific? You’d think that he wouldn’t have the time, what with his tireless struggle against those who’ve laid his beloved Tenh so low; but in that you would be wrong. Otto may correspond more than he, but Nystul has written more. He has two tomes to his credit to Otto’s one.
The Metaphysics of Mathematics, by Mage Nystul
[U1 – 7]

Libram of the Great Paravisual Emanations, by Nystul
(Nystul’s magic aura, shadow magic, demi-shadow magic, shades, Leomund’s trap)
[Dragon #82 – 58]

And 15 spells to Otto’s 14! (Otto may have written 16, but two are mere rumours, to date.) How he found the time to research and create them is anyone's guess. Mayhap he is tirless, or a bit of an insomniac.

Level One
Nystul's Magic Aura
Nystul’s Dancing Werelight
Nystul’s Flash

Level Two
Nystul’s Blackmote
Nystul’s Blazing Beam
Nystul’s Crystal Dagger

Level Three
Nystul’s Crystal Dirk
Nystul’s Expeditious Fire Extinguisher
Nystul’s Golden Revelation
Nystul’s Radiant Baton

Level Four
Nystul’s Blacklight Burst
Nystul’s Grue Conjuration
Nystul’s Lightburst

Level Five
Nystul’s Enveloping Darkness
Nystul’s Radiant Arch
[UA – 125] [PHB 1e – 67]



What do I think of Nystul?
Nystul is a prince among men, if a disheveled one. A hero, and a daring one at that, maybe more of an adventurer than the others of his august company. Does he not rescue refugees? Vie against the oppressor? Plunge into the unknown, in search of lost magics?
He may not look the part, but he is indeed a hero; and a humble one.
I like Nystul. I like him a lot. He’s curious. He’s dogged. He’s pragmatic. He has a sense of humour, even if other’s may not share his quick wit. And he does not put on airs.
What’s not to like?



Postscript:
Some time ago, I asked a choice few members of the Greyhawk community which personalities they would like me to address in this ongoing biography series. I’ve been lax in getting to what was suggested. Too lax, it would seem. I’d focused mainly on those in the Northeast—those not suggested by any of those asked, I might add—those I was somewhat familiar with, thinking I had all the time in the world.
It turns out I did not. Jason Zavoda had suggested I do Nystul. I thought that was a great idea. I could do each of the Circle of Eight in turn; indeed, I could do all the members of the Citadel, as well. I compiled notes, and began with Leomund, and posted it a few months before Len Lakofka’s passing. Len took what he thought of my effort to his grave, so I will never know if he was pleased, or flattered, or annoyed. Knowing Len a little, I suggest he might have been all three. I followed that up with a grand history of the Eight and then one on Otto. Progress! I expected to continue unabated, but I became distracted. I do that. There are times I wonder if I am not addled. I’d collected many notes on Nystul, nothing polished, more bullet points than notes, really. And then Jason passed, too, before I thought to complete this piece.
I may be late, but it’s done, and it’s dedicated you, Jason. I’m saddened that you’ll never read it. I do wonder what you’d have thought of it.

A word to the wise. Don’t delay. You never know what’s around the bend.
“Ah, Nothing is too late, till the tired heart shall cease to palpitate.”
― Henry Wadsworth Longfellow


“O dark dark dark. We all go into the dark,
The vacant interstellar places, the vacant into the vacant […]”
― T.S. Eliot



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: 
Nystul portrait, by Sam Wood, from Living Greyhawk Journal #0, 2000
WG5 Mordenkainen's Fantastic Adventure cover detail, by Clyde Caldwell, 1984
The Circle of Eight, by Ken Frank, from WGA4 Vecna Lives!,  1990
Defensive Wall, by Ken Frank, from Wars Boxed Set, Adventurer's Book, 1991
Rary's Berayal, by Ken Frank, from WGR3 Rary the Traitor, 1992
Nystul detail, by Sam Wood, from Living Greyhawk Journal #6,  2001
The Circle of Eight, by Sam Wood, from Living Greyhawk Journal #6,  2001
Jason Zavoda, photographer unknown



Sources:
1015 World of Greyhawk Boxed Set, 1983
2023 Greyhawk Adventures Hardback, 1988
1064 From the Ashes Boxed Set, 1992
9309 WGA4 Vecna Lives, 1990
9360 WGR2 Treasures of Greyhawk, 1992
9576 Return of the Eight, 1998
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
11743 Living Greyhawk Gazeteer, 2000
Dragon Magazine 82,270,273
LGJ et. al.
Greyhawkania, Jason Zavoda

Friday, 16 July 2021

The Duchy of Tenh Primer

 

“Peace can happen in 24 hours... just like war can happen in 24 hours.”
― Sari Nusseibeh

“How much longer is the world willing to endure this spectacle of wanton cruelty?”
― Bertrand Russell

The Homeland of the Flannae
The Flan have a saying: “All roads lead to Tenh.”
The people of the Duchy of Tenh are pure Flan, proud of their bronze color, and are as convinced of their racial superiority as any scion of the Celestial Houses of Aerdy. They claim to be the last homeland of the Flannae, the proud, final nation of the many that had once spanned the breadth of the Flannaess before the coming of the Aerdi, and had thus given succour to all Flan who made their way there. “Come,” they called, for this is your sacred soil.
The Free Flan

It claimed that it had never been conquered, that it was free, and always had been, no matter that the Duke had pled fealty to Aerdy, and Aerdy had allowed them that belief; and so long as the Duchy paid their tithes, Rauxes had no desire to argue the point. It remained so until Nyrond seceded, as soon did the Theocracy of the Pale. The Duchy reasserted its claim to sovereignty, and the Great Kingdom, far too busy fending off a serious threat from the Rhizians, could not then concern itself with its petulant children. It would gather them up in due time, it believed, but the test of time proved that such would never be the case. Nyrond was too strong, and the Great Kingdom had grown too weak. Indeed, when the Great Kingdom tried, the Tenh defeated them at the Battle of Redstone, and Tenh owed it fealty no more.

The Tenha and Rovers at Tea

In the decades that followed, the Duchy proved itself worthy of its claim to freedom, repelling the Theocracy of the Pale’s intent to annex it, to say noting of the banditry it endured from the west, and the seasonal raids of the Fists from the north; and the ever-present threat of marauding humanoids from the Griff Mountains, and the trolls from the fens. The Duchy had had been blessed with natural defenses, the swift flowing Artonsamay, Yol, and Zumker rivers, none easily breached; and when they were, their cavalry was as swift (a necessity considering their ancient kin, the Rovers were as like to raid them as not), their pikemen sturdy.
And so it was until the Great War, when the Fists descended upon them with a fury and resolve never before seen.
They fell. Their Duke fled; and the Time of Tears began.

Continuing to Fight
Now part of the Empire of Iuz, the Duchy of Tenh is very much a memory, its people ravaged, with as many fled to foreign lands as remain. But Hope prevails. The people persevere. And they pray that one day they will be free again. The Stone fist has left in the wake of unparalleled bloodshed, and Iuz’s Boneheard still rules in his stead.
Forces, few and scattered, loyal to the Duke of the old Duchy of Tenh, continue to fight against the numerous invaders over the last decade. The Duchy in essence, is no more, divided between the Pale, the Stonehold and the forces of Iuz, who seek to steal and fight each other over the remnants of wealth which remains of Tenh.

Espionage, sabotage, small party raids are a fact of life here. There are those here who plot and strive for the triumphant return of their Duke, who, still in exile in the County of Urnst, has yet to return to the war-torn lands of Tenh. His continued absence weakens the resolve of the partisans who remain, continuing to hope that he will return with a mighty host to drive the invaders away, and make Tenh safe once again.

Inspiration for campaigning within Tenh will be had in the original trilogy of “The Black Company,” by Glenn Cook; and in the history of Poland, most specifically concerning the Partisans of the Second World War: “Fire Without Smoke: Memoirs of a Polish Partisan,” by Florian Mayevski, “Definace,” by Nechama Tec; and the novel “The Polish Officer,” by Alan Furst.
Further inspiration can be had from “The Rise and Fall of the Third Reich,” by William L. Shirer, and “Night,” by Elie Wiesel.

Country Specific Resources:
There are none specific to the Duchy of Tenh, but most pertinent information can be found in:
The Greyhawk Folio, The Greyhawk setting boxed set, Greyhawk Adventures (concerning Tang), Greyhawk Wars, From the Ashes Boxed Set, Living Greyhawk Gazetteer, Dragon magazine #52,55,56,57

Adventures in this country include:
Beyond the Light of Reason
, Dungeon #96, Tenh
Although later retconned into the Yeomanry, B1 Into the Unknown (in the monochrome edition) was originally suggested as located in The Duchy of Tenh (as well as Ratik and the Thocracy of the Pale). That would make north Tenh an ideal location for B2 Keep on the Borderlands, as well.
To the northwest is the Bluff Hills, home of the Shadow caverns and number of ruins of ancient Ur-Flan cities.
Forest adventures in the Phostwood, an ancient forest, with secrets of it own, now disturb by the war.
Partisans in the Fellreev forests.
Mountain adventures (and possibly Underdark adventures) in the Griff mountains (alternate placement of G1-3). Dragons. Remorhaz. Yeti.
The primary source of adventures stems from the occupation of Tenh by Iuz and Stonefist.
The fight for survival against Iuz and his Boneheart.
The rolling hills of Tenh are dotted by Iuzian fortifications.
Partisan fighting against the occupying Iuzian and Stonefist forces.
Retrieving artifacts or important symbols of the Tenh military (battle honors, a magical weapon, etc).
Slavers from Iuz, border skirmishes with the Bandit Kingdoms, the Theocracy of the Pale, and Stonefist.

Adventures in nearby areas include:

S4 White Plume Mountain, Bandit Kingdoms
Return to White Plume Mountain
WG8, Fate of Istus, #1 Bandit Kingdoms, #2 Nyrond, #5 Pale
WGS1 Five Shall Be One, Bandit Kingdoms
WGS2 Howl From the North, Stonefist
WGR5 Iuz the Evil
The Dancing Hut of Baba Yaga
Fright at Tristor, Theocracy of the Pale
Forge of Fury, Bone March
A Slight Diversion, OJ#9, Redspan, Bandit Kingdoms
Out of the Ashes, Dungeon #17, Bandit Kingdoms
Ghost Dance, Dungeon #32, Rovers of the Barrens
The Mud Sorcerer's Tomb, Dungeon #37, Bone March
Ex Keraptis Cum Amore, Dungeon #77, Burning Cliffs
Deep Freeze, Dungeon #83, Theocracy of the Pale
Glacier Seas, Dungeon #87
King of the Rift, Dungeon, #133, Bandit Kingdoms
Into the Wormcrawl Fissure, Dungeon, #134, Bandit Kingdoms
Tomb of Zhangthe Horrific, by William Dvorak, Rovers of the Barrens.
C14 The Sanguine Labyrinth, by Carlos Lising, casl Entertainment, 2019, Burning Cliffs
Arctic adventures in Blackmoor, the Cold Marshes, the Taival Tundra; (and the outer doors of and ancient dwarven clanhold)
Helping the Duke himself rally enough of a force amongst the friendly neighboring countries to retake Tenh.
Acting as agents of Iuz in the County of Urnst, looking to capture or assassinate the Duke.
Creating trouble in the Stonehold lands, pulling military resources away from Tenh.
Convince Nyrond, which is on the cusp of either helping the Duke/peoples of Tenh or ignoring their calls and strengthen their own fortifications, to select one choice or the other.
Infiltrating the Gibbering Gate, in Rover territory, to free prisoners from imprisonment. The Gibbering Gate, a prison / insane asylum run by Jumper, one of Iuz’s Greater Boneheart, is found in the Barrens. Information about the Gibbering Gate can be found in WGR5 Iuz the Evil.
Ruins of the Ur-Flan from the time of Keraptis.
Hunting down the mythical White Auroch.
The Forlorn forest found just to the east of the Barren Wastes, is full of hideous monsters and possibly ancient secrets.
Forest adventures in the Burneal Forest, Bears, winter wolves and sable firs.
Sea adventures upon the Icy Seas, White Fang Bay, and Big Seal Bay.
Adventurers traveling into the Northern Wastes can visit the mysterious Burning Cliffs and visit remote Rover villages along the coast.


Duchy of Tenh:

Lawful neutral, neutral; Flan, Oeridian, Common.
[DRG#52 – 20]

His Radiance, Duke Ehyeh of Tenh
Capital: Nevond Nevnend (pop. 23,800)
Population: 200,000
Demi-humans: Some
Humanoids: Numerous (in mountains)
Resources: foodstuffs, platinum (platinum is rare and usually associated with palladium in copper and nickel deposits, in our world)
[WOGA – 37]

Capital: Nevond Nevnend (pop. 19,000)
[FTAA – 39]

Proper Name: Duchy of Tenh
Ruler: Contested: His Radiance, Duke Ehyeh III of Tenh vs. forces from Iuz, the Pale, and Stonehold
Capital: Nevond Nevnend
Resources: Foodstuffs, platinum (resources not currently developed or exported because of warfare)
Alignments: LN, N, NG
Population: (excluding invading forces) 195,000— Human 78% (F), Halfling 9%, Elf 4%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1%, Other 2%
Languages: Common, Flan, Orc, Goblin, Dwarven
Religions: Iuz (Iuz's forces); Pholtus (Pale's forces); Erythnul (Stonehold's forces); Allitur, Beory, Berei, St. Cuthbert, Pelor, Zodal, Obad-Hai (original religions); old Wastrian temples
[LGG - 112]

The Sun Sets on Tenh





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



The Art:
Beyond the Light of Reason, by Adam Rex, from Dungeon Magazine #96, 203
White Plume Mountain cover, by Jeff Dee, 1980
Duchy of Tenh heraldry, originally from Greyhawk Folio, 1980




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