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Sunday 22 January 2017

Demi-Lich

 The Tomb of Horrors





I've been reading through the Tomb of Horrors and two things stood out to me:

    Page 2: Note: Characters who become astral or ethereal in the Tomb will attract a type I-IV demon 1 in 6, with a check made each round.
    Page 10: The demi-lich’s skull can be harmed only as follows: ... a power word, kill pronounced from an astral or ethereal
    magic-user will destroy it ... 

was it a common tactic back then (sorry, didn't start playing until the late 80's) for magic-users to hangout or project in the astral plane long term? Were magic-users rubbing themselves with Oil of Etherealness regularly and launching spells at opponents (is this even possible in situations not involving a demi-lich)? Or maybe this was put in by Gary specifically for his group. Based on my experience it seems kind of random that someone would become ethereal and launch power words at opponents. Perhaps we gamed with sub-par players...

Secondly, the "why" of this is very interesting to me and I wonder if there's something in Dragon, the DMG, etc. that would shed some light on this.
Death


Those were weaknesses put in to give the players a chance to defeat the demi lich. It was the prudent player who spent time and money consulting sages before undertaking such an adventure. Divination spells also could give clues to some of these.




Not really much help if you run the ToH as a one shot, but if its part of a campaign it would be common to do your due diligence before taking on something like this.

Also, as to how Gygax and Co ran their games you can read this. Very eye opening.

https://drive.google.com/file/d/0B_Cma19yAxHJQlBiMXUxa0Q3bDg/view?pli=1

Sunday 1 January 2017

Greyhawk City = 2017 January

John's Greyhawk Page

You can find a giant map of the whole world of Greyhawk [here.]
Both maps use a scale where a hex = one day's journey on a horse. (about 24 miles)

The Free City of Greyhawk

  • Ruler: Mayor Toman Hellar (Human Textiles Merchant) and the City Council
  • Population: 50,000
    • Population Mix: Mostly Human (70%), but members of every race live here, especially Dwarves (15%). Halflings are the third most common in parts of the year but are also the most transient and variable. Every race is accepted here, though Tieflings and Dragonborn will get funny looks.
Owing fealty to no one, the City of Greyhawk is the center of trade between its region and the rest of the world. It's also a flourishing center for adventurers, due to Castle Greyhawk , once the home of the Mad Mage, Xagyg. Now it is a monster and trap-haunted ruins, still full of treasures and undiscovered portals to other planes. And full of dead adventurers.
The city is heavily dominated by the Merchants and the Artisan Guilds, who constantly struggle for power. It is also home to the most famous of crime gangs, the Thieves' Guild of Greyhawk. Not quite powerful enough to openly join politics, but certainly close. Too useful to too many people to destroy.
The most famous inn, favored by adventurers, is the Green Dragon Inn, run by Richard Demaris, a retired adventurer who cannot stop talking about how great his magical sword is, if he drinks at all. Fortunately, he is usually sober. His sword is the Blade of Chaos, a sentient talking weapon which likes to expound on the philosophies of freedom. It is known to sometimes paralyze those it strikes and to have mastery over darkness. It also likes to watch people panic. A typical meal costs 3 SP. A night's stay in a 2-person room with two single beds is 1 GP a night. There are also 4 person rooms and rooms with a double bed, costing 1 GP, 5 silver and 8 Silver respectively. The inn has magical lights which clap on and off.
The Green Dragon Inn provides room, food, drink, and entertainment to visitors and guests at a little higher cost than most inns, but by staying/visiting, one can meet and deal with the most famous adventurers of Greyhawk. The inn's two most famous dishes: Quij's Plate, a very cheap pile of spiced potatos and sausage, enough to feed an ogre for only 3 coppers, and the Hero's Plate, a big slab of roast dragon with a baked and stuffed potato and fried vegetables and spiced Celene red wine, for only 100 GP.
Green Dragon Innfolk of Note:
  • Richard Demaris: A brown haired Oerdian in his late thirties, he is retired from adventuring, after a long history of adventures, including a period in service to the Circle of Eight. He is an affable, friendly man and apparently a good business manager. He is very proud of his magical sword, the Blade of Chaos.
  • Gulthen: A burly middle-aged man, now bald and once a mercenary. He is the evening and night bartender and loves to hear tales of adventure; he knows a lot about the Xagyg period of Greyhawk history and the Circle of Eight.
  • Tollen Tolan: A short Flan from the Duchy of Tenh; he is an expert chef and rules his kitchen as a tyrant. He is an expert in roasting dragons and other odd creatures.
  • Mevissin: A short Oerdian woman, hair now turned grey and face growing wrinkled. She is a mediocre cook, but despite complaints, Dmariss is unwilling to fire her for some reason. She thinks adventuring is insane and will lecture anyone, even Mordenkainen, on the topic.
  • Bethel: A tall, skinny Sulois woman, fairly pretty but not the brightest of people. She is the newest barmaid and struggling to learn her job. She often seems wistful for no reason.
  • Birgit: Pale and round-faced but short and thin with long red hair in a pony-tail, Birgit is an expert barmaid, knowing all the regular patrons and always willing to stop and gossip.
  • Lindara:Why a Rhenee is working in a bar is unclear, but she turns every head, being stunningly beautiful with well-arranged curly black hair and deep brown eyes and a lush figure, well-clad in respectable clothing (for a barmaid). She seems to get crushes on a fair number of the adventurers who visit here.
  • Evessa Gale: A red-haired half-elf of medium build, she is the chief barmaid and spends much of her time urging the customers to drink as much as possible. She carries hidden weapons and seems to know how to use them, if not very well, and helps to break up any brawls. She and Demarris get along very well.
  • Captain Gallancz: A mercenary captain who frequents the inn, sometimes to hire people but usually just to hear tales of adventure; he revels in every kind.
  • Tirra: A friendly, outgoing raven-haired elven woman, an archer of some note and an adventurer for hire. She sometimes joins groups for just a share of the treasure if the venture sounds interesting enough. But she picks and chooses her ventures carefully and avoids stupid groups.
  • Khellek: A middle aged, stout wizard of some skill, he sometimes hires adventurers to recover things for him. But he's best known as the Tavern's champion at Dragonchess, the great game of strategy.
  • Amalia Mezaros: A beautiful, wealthy Rhenee woman in her thirties, she apparently comes to the inn to find men to flirt with, though she's apparently married. She is followed by three female flunkies who only speak to her or Demariss. She and Lindara act as if each other don't exist, but neither seems to approve of the other.
Every LG, G, or Unaligned religion is represented here, and every Evil or Chaotic Evil faith probably has some hidden cult center too. That being said, the most prominent churches are:
  • Avandra--Especially favored by merchants and halflings
  • Erathis--The city government supports this cult, which presides over the city's civic festivals.
  • Saint Cuthbert--Moradin is worshipped here under a human aspect, especially by the city's artisans.
  • Xagyg--The old mayor and Mad Mage claimed to be the god Ioun made flesh. Or a tree. Or the Sun. His worshippers gather at Castle Greyhawk's upper levels. His cult bears a suspicious resemblance to that of Ioun.
The city of Greyhawk has a Wizard's Guild, headed by the famous Mordenkainen (don't count on getting an appointment to see him easily). Rituals and magical items can be bought or made on commission here and wizards who join the guild can stay there when in the city. (Basic membership is 50 gold a month, and gets you room and board and access to the library.)
The City is divided into various major sections:
  • The Artisan Quarter: Often smelly, usually peaceful except on holidays. The Artisan Quarter is home to the city's artisans and their guildhouses.
  • Clerksburg: Home to scribes and sages, this is where the city's schools and publishers are to be found, and their students and apprentices.
  • The Foreign Quarter: In theory, non-citizens live here. In practice, those freshly arrived live here and the rest drift into whatever area fits their social background. The Mercenary's Guild is found here, as many of its members are foreigners.
  • The Garden Quarter: A quiet, peaceful part of the city, home to up and coming merchants and other entrepreneurs. It is also home to the main Temple of Saint Cuthbert in the city.
  • The High Quarter: Home to the nobility and the wealthiest merchants and foreigners. The Temples of Erathis and Evandra are both found here, along with many others. The Mayor's Palace is here and so is the Wizard's Guild.
  • The Old City: Once high class, this is now a crumbling slum, a maze of twisty, bendy shantytowns all alike. The Thieves' Guild is located here.
  • The River Quarter: Home to the working class, trade warhouses, and various low-lifes and criminals. The Green Dragon Inn is located here.
In theory, Greyhawk controls everything from halfway to Dyvers to the eastern Cairn Hills and from the Nyr Dyv to two hexes north of Hardby. (This is the 'West March' of which Greyhawk is the theoretical head.) In practice, Greyhawk controls the fertile plains it sits in, the hills immediately to the northeast and the fringes of the forests to the west.

The Greyhawk City Area

  • Abbor Alz: This mountain range is home to many abandoned Dwarfholds and a few still being operated by small dwarf clans. Nasty things live in the deep caverns and have gradually driven off many dwarves who delved too greedily and too deep.
  • The Bright Desert: Now ruled by Rary the Traitor (a very potent Wizard who betrayed the Circle of Eight) and his army of Dragonborn. It is unclear to outsiders why a bunch of Dragonborn serve a human Wizard. He is also served by the famous adventurer, Lord Robilar (Human Fighter).
  • Cairn Hills: Home to many scattered human and dwarven mining communities, such as Diamond Lake.
  • [Castle Greyhawk:]? Now a ruins and major dungeon to explore near the City of Greyhawk. It is divided into three towers and endless dungeons beneath them. To the west is the Tower of Magic, now home to the main temple of Zagyg, in the center is the Tower of Zagyg, known to connect to the dungeons by secret routes, and in the east is the easiest tower to use to delve downwards, the Tower of War, controlled by a group of Dwarves who charge fees to enter the depths.
  • Celene: Home to Eladrin, Elves, and Half-Elves, Celene is actually ruled from an Eladrin city in the Feywild by Queen Yolande, Perfect Flower of Celene (Eladrin Warlock (Fey-Pact of course)). This nation is fairly isolationist, though it won't shoot visitors on sight, which is good for those scholars exploring the old ruins to be found here or seeking to use the libraries. Hopefully someone will remember to tell the fae who cross back and forth not to use you for their own amusement.
    • Culture: Elizabethan England with Elves.
    • Primary Inhabitants: Eladrin, Elves, Half-Elves
    • Primary Religions: Correlion, Melora, Sehanine, Ioun. (Covert: Lolth, Vecna)
  • Citadel of Light: Founded in 583 CY, this is Tenser and Serten's fortress in the middle of the Nyr Dyv on a likely magical island that no one can find unless they want it to be found. From here, they work to promote the greater good of the Greyhawk area. At least in theory.
  • Duchy of Urnst: In theory, the Free City of Greyhawk is the capital of the 'Western March' of the Duchy of Urnst. In practice, Greyhawk makes a nominal payment to the Duchy and does whatever it wants, just as the Duke of Urnst (His Most Lordly Grace, Duke Karll Lorinar) pays little regard to his nominal overlord, the King of Nyrond. Western Urnst is mostly made of sheep and humanoid raiders. Mostly humans with a smattering of other races. Was once ruled by the decadent House of Maure. (See Maure Castle: )
    • Culture: Early 15th century England (Bastard Feudalism)
    • Primary Inhabitants: Oerdians, Flan, Tieflings, Suel, Dwarves
    • Primary Religions: Avandra, St. Cuthbert (Moradin), Erathis, Pelor, Wee Jas (Raven Queen and Ioun). (Covert: Syrull (Tiamat), Asmodeus, Hextor (Bane))
  • Dyvers: A Free City and Greyhawk's Biggest Rival. Controls all trade with Furondy and Veluna and points west that flows through the Nyr Dyv. Or TRIES. Mostly human, but like Greyhawk, has some of just about everything. It sits atop a series of ancient ruins of past cities at this location; Dyvers is the sixth city to stand here. This puts it atop a great hill overlooking the river and its port. Dyvers is ruled by Magister Larissa Hunter, a noted Warlord. The Magister is chosen by a council, the Gentry of Dyvers, whose members hold hereditary seats and are made up of petty nobility, priests, wizards, and merchants of note. The Magister is always a member of the Gentry, who can admit new members by a 3/4ths majority...which is to say it is a huge honor and a great rarity.
    • Culture: Early Renaissance Venice
    • Primary Inhabitants: Oerdians, Flan, Gnomes, Rhenee, Suel, Half-Elves, Dwarves, Tieflings, Elves
    • Primary Religions: Avandra, St. Cuthbert (Moradin), Pelor, Erathis, Celestian (Sehanine). (Covert: Syrull (Tiamat), Zehir, Beltar (Torog))
  • The Ghost Tower of Iverness: This magical tower normally dwells in the Shadowfell, but eight nights a year, it appears on the plains of Urnst and spews forth firbolg, undead, or worse. Anyone in the Tower when it crosses over or back can ride it between planes. It was constructed by a branch of the Maure family.
  • Gnarley Forest: Theoretically controlled by Verbobonc, Dyvers and Greyhawk. Actually controlled by Goblins, Hobgoblins, Gnolls, and Kobolds.
  • Grey Marshes: Home to several clans of lizardfolk.
  • Hardby: The Free City of Hardby (5,100) has delusions of grandeur and the 'Duke' of Hardby (who is really more of a Baron), Greff Hasmar (Human Fighter), wants to one day take Greyhawk's place. Perhaps in a few centuries, his distant descendants might achieve this. This is a city definitely driven by envy. It was under Greyhawk's control until the Deluge, and has eked out a bare independence since then. It is a major cult center for Sehanine, though it is mostly human in population.
    • Culture: Early Renaissance Venice
    • Primary Inhabitants: Oerdians, Rhenee, Flan, Dwarves
    • Primary Religions: Avandra, St. Cuthbert (Moradin), Pelor. (Covert: Syrull (Tiamat))
  • Highport: Once part of the Wild Coast, it is now controlled by the Orcs of the Pomarj to its south and southeast, having been betrayed to them 30 years ago. It is a major center of the slave trade and home to a crime society known as the 'Slave Lords'.
    • Culture: Moslem Pirates of Northern Africa
    • Primary Inhabitants: Orcs, Goblins, Hobgoblins, Oerdians, Rhenee, Suel
    • Primary Religions: Bane, Torog, Tiamat, Zehir, Gruumsh. (Covert: Avandra, Bahumat, Moradin, Pelor)
  • Hommlet: This small hamlet lies southeast of Verbobonc. It is famous for being close to Emridy Meadows, where the forces of the Temple of Elemental Evil were defeated by the combined forces of Greyhawk, Hardby, Verbobonc, Veluna, Dyvers, and Furyondy. The Temple of Elemental Evil still lies in ruins nearby. No doubt it's been picked over by thousands of adventurers by now. It is ruled by Burne and Rufus, a Wizard and Fighter respectively, who are probably gay lovers. Has a remarkably large number of temples for such a small community. Then again, if you lived close to the ruins of the Temple of Elemental Evil...you'd want more clerics too.
    • Elmo: The Sheriff, an overly honest drunk.
    • Nulb: A nearby seedy hive of scum and villany, prospers when evil is strong here.
    • The Inn of the Welcome Wench: The town tavern and inn, staffed by Master Stockton and his six maids: There is a six woman wait staff, who seem to have been carefully picked for variation of appearance from a thin willowy elven woman to a tall, busty redheaded Suel woman, along with a slightly tattooed Flan woman with glasses, an Oerdian woman in an Aerdi Maid outfit, a muscular dwarven woman with dark brown dreads, and a green haired halfling woman (Olga, an orphan raised here at the Church of Saint Cuthbert).
      • The Costain: A Wild Coast ship of ill repute, crewed by Oerdians from the Wild Coast and commanded by Captain Thomas.
  • Littleberg: Only little if you consider 25,000 people to be 'little'. It is part of the Kingdom of Furondy and is ruled by Duke Marcion of the House of Jebel (Human Fighter). Mostly human and Tieflings are likely to get in big trouble here for fear they are agents of Iuz. Very rigid and moralistic compared to Greyhawk but a lot safer too.
  • Maure Castle: This ancient ruins was once home to the decadent Maure family which dabbled too much in demonology. They are now long vanished, but adventurers still sometimes find their cached wealth there. There are a set of doors in the hill it stands on which no one has been able to open. Not who lived to tell anyone, anyway.
  • Nyr Dyv: This lake is swarming with halfling shipping and the human wandering ship-clans of the Rhenee. The two groups compete, sometimes violently, to control trade.
  • Suss Forest: Theoretically controlled by Celene and the Wild Coast. Actually a three way battle zone between Celene, human and demi-human bandits, and humanoids.
  • [Thunderspire Labyrinth]?: Once a Minotaur city, this underground maze of tunnels is now controlled...partly...by three of Xagyg's apprentices (Hasifir, Niame, and Samazar), who have made it a major trade route from Greyhawk to Urnst and a place for surface and underground dwellers to trade.
  • Verbobonc: Ruled by Viscount Langard, Defender of the Faith (Half-Elf Noble), this small state is in theory part of the Archclericy of Veluna. In practice, it is mostly independent. Verbobonc City is home to about 12,000 people, who control the trade between the gnomes of the Kron Hills and Veluna and Furyondy; they are very skilled metalworkers. Verbobonc's folk are more relaxed than those of Littleberg, but still maintain closer order and more morality than Greyhawk.
    • Culture: Late Medieval Petty German State
    • Primary Inhabitants: Oerdians, Rhenee, Flan, Dwarves
    • Primary Religions: St. Cuthbert (Moradin), Erathis, Avandra, Pelor. (Covert: Syrull (Tiamat), Zehir)
  • The Wild Coast: This is a wild and lawless land, home to five squabbling city-states caught up in a seemingly endless war of banditry and raiding; frequently raided by humanoids out of the forests. Anything goes on the Wild Coast. Possibly including your spleen. It was once the Kingdom of the Gold Coast, but has been in chaos since the Deluge.
    • Badwall: Voted 'mostly to be burn to ash and rebuilt' due to its long history of being sacked by raiders from the west and south. It is now ruled by a petty Orc dynasty, much to the frustration of its mostly human residents.
    • Eldredd: Heavily fortified, Eldredd lives mostly off the sea and trades its seafood for other goods it needs. They also engage in lots and lots of smuggling goods into other countries. It is ruled by elected mayor Caz Gorath, a Priest of Erathis.
    • Fax: Once the capital of the Kingdom of the Gold Coast (now the Wild Coast), this city dreams of days gone by and hopes to once again rule here. It has become a major center for production and sale and use of various kinds of narcotics, as many of its folk spend a little too much time dreaming of days gone by. It is basically ruled by a crime gang, which names itself Memory, for the drug it specializes in--Memory--which triggers trips down memory lane.
    • Narwell: An important center for production of lumber and woodworking, this town is home to hard-working dwarves and humans who greatly regret the bad reputation of the rest of the coast.They are ruled by Mayor Jani Thunder, who is also the head of the Woodworking Guild.
    • Safeton: Safeton mixes seafood production, smuggling, and metalworking. It is in theory a republic; in practice, the wealthy Marni family runs the place for its own benefit.
  • Welk Wood: Theoretically controlled by Celene and the Wild Coast. Actually a three way battle zone between Celene, human and demi-human bandits, and humanoids.
  • Willip: Theoretically part of Furondy; in actuality, it's one of the few major Halfling land settlements, a major center of ship production. It is rougher than the average Furondian city but tame by the standards of Greyhawk City or the Wild Coast. It is ruled by Halfling Clanmaster Catho Longmore.
  • Winterton: A village of close to a thousand people centered around a small keep, about halfway between Greyhawk and Hardby on the trade road which connects them, near the western forests and the Grey River. It is ruled by It is ruled by Lord Ernest Padraig.
  • Wooly Bay: A branch of the Sea of Gearnat; home to lots of fish and shrimp and lobsters; also home to lots of traders, pirates, and slavers.

A Brief History of Greyhawk

  • A really long time ago: Far to the west, the ancient empires of the Suel and Baklunish destroyed each other in a magical apocalypse, unleashing twin dooms: The Invoked Devastation and the Rain of Colorless Fire. The Baklunish reverted to barbarism and the Suel fled east or died. At this time, the Oerdi live west of Greyhawk and the Flan in the Greyhawk area.
  • Still pretty long ago: Suel exiles enter the Greyhawk area and points further east, driving the Oerdi clans before them as they headed east. Led by the Maure Clan, they conquer the native Flan and settle Oerdi clans they've enslaved in the area.
  • Fairly long ago: Eladrin from the Feywild conquer and found Celene. The Maure clan has grown decadent and interbreeds with demons and devils and other nasty things. One of several sources of Tieflings.
  • Pretty long ago: The Maure Clan mysteriously vanish, leaving behind many disorganized groups of somewhat related Tieflings who often become leaders of petty human states in the area.
  • Fairly long ago: Across the Lortmills to the Southwest, the empire of Vecna rises and falls. With its destruction, Vecna's magical lore is lost and passes into legend, but his Hand and Eye survive.
  • About 1200 years ago to about 1050 years ago: The Kingdom of Urnst is at its height, spreading from the area of modern Verbobonc in the west nearly to Rel Mord in the east, from the northern shores of the Nyr Dyv to the southern parts of the modern Wild Coast. The War of the Three Brothers shatters it into pieces, leaving only the modern Duchy and County still united as one Kingdom of Urnst. Pressure from the Kingdom of Urnst and the Kingdom of Nyrond causes the Flan living in the modern Duchy of Tenh and Theocracy of the Pale to unite into the Kingdom of Tenh, holding off their neighbors for centuries.
  • About a thousand years ago: Far to the East, an Aerdi Republic arises which begins conquering and uniting much of the eastern lands. Around the same time, the Rhenee arrive in the Flaness from the east and the Halflings from the south.
  • About 800 years ago: The village of Selintan arises on the Grey River, ruled by a small clan of Maure-descended tieflings ruling over humans. They deliberately invite people of every race to dwell there, and the village begins to grow.
  • About 600 years ago: The Republic of Selintan is conquered by the Aerdi Republic and made part of the Province of Urnst. Selintan retains local self-government under an elected council and changes the name of the Archon of Selintan to the Mayor of Selintan
  • 588 Years ago (CY 1): The First Overking of the Great Kingdom of the Aerdi is crowned.
  • CY 58: Selintan is renamed 'Greyhawk' by the Duke of Urnst when it buys the right to be a Free City and the right to control the Westmarch of Urnst.
  • Third-Fouth Century CY: Growing internal strife and succession problems weaken the Great Kingdom; its provinces gain increasing independence. The worship of Saint Cuthbert (Moradin) is imported into this area from Veluna.
  • CY 356: The Kingdom of Nyrond (including Urnst and the 'West March') breaks away from the Great Kingdom. Years of war ensue, and Urnst gains increasing independence.
  • Fifth Century CY: Urnst gradually becomes more independent from Nyrond, but also weaker. Greyhawk is increasingly independent but also struggles to maintain its control over its own lands.
  • CY 480: Birth of Xagyg Yragenre, the future Mad Mage.
  • CY 523-568: The Mad Mage Xagyg (Human Wizard, possibly also a Warlock. Or vice-versa) is elected Mayor of Greyhawk nine times in a row. He builds Castle Greyhawk as his base and allegedly as a refuge for the city's inhabitants to flee to in case of a disaster. He recruits many apprentices who are now famous among the great wizards of Greyhawk: Bigby, Mordenkainen, Rary, Otiluke (Gnome), and Tenser among them. Greyhawk prospers and begins to reassert its strength. Xagyg negotiates the 'Concordat' with Urnst that makes Greyhawk independent in all but name. He defeats and imprisons the infamous Tiefling Iuz, ruler of a northern evil empire.
  • CY 564: Three of Xagyg's apprentices (Hasifir, Niame, and Samazar)finish their studies and set out together, exploring Thunderspire Labryinth. They conquer enough of it to reopen it as a major trading center, where surface and underdark folk can meet and trade. Further, it provides a safe route through the Abbor-Alz to reach Urnst. It becomes a flourishing trade community.
  • CY 568: Xagyg holds a giant birthday party, announces his ascension to godhood, and vanishes in the middle of the party. After his term of office expires, Hamel Malken (Human Spice Merchant) is elected Mayor. Some sort of power struggle breaks out among Xagyg's apprentices which lays waste to Castle Greyhawk, which becomes a ruins within a week of explosions and pretty glows. Several of the apprentices and their friends found The Circle of Eight, a conspiracy / adventuring group which begins intervening in this area to 'maintain the balance'. The known members are: Bigby (Human Wizard / Fighter), "Erac's Cousin" (Rogue of unknown race or true name, noted for his ability to appear as just about anyone or anything within his general size range), Mordenkainen (Human Wizard), Otiluke (Gnome Wizard), Robilar (Human Fighter), Serten (Human Cleric of Saint Cuthbert (Moradin)), Tasha (Half-Elven Wizard), and Tenser (Human Wizard, very LG).
  • CY 569-74): The Deluge: The Kingdom of the Gold Coast now collapses into Civil War and humanoids take over the Pomarj. The Temple of Elemental Evil arises and tries to conquer the area, only to be put down in the Battle of Emridy Meadows in 574. Hardby declares its independence. Hordes of humanoids pour out of the depths of the Abbor Alz (possibly led by Drow), ravaging the West March and western Urnst before being defeated. Hordes of Sahuagin and evil manta ray creatures rampage in Wooly Bay and the Nyr Dyv. Some idiot manages to release Iuz from his prison beneath Castle Greyhawk in 572 CY; rumors circulate that Xagyg imprisoned nine powerful beings who all claim godhood, one of whom was Iuz. Whatever the truth, Iuz returns to his realm and now claims to be a living god upon the Oerth. The Circle of Eight and others finally bring the chaos to an end, but Greyhawk is weakened and the Gold Coast declines into the on-going chaos of the Wild Coast.
  • CY 579: The Ascendence of Vecna The Hand and Eye of Vecna resurface yet again. Something strange happens and everyone loses 3 days of time. When it's over, Vecna seems to now be a god with temples everywhere, though most of them get burned by local mobs and the cult goes underground. The Circle of Eight calls a great meeting to discuss this in 580.
  • CY 580-2: The Breaking of the Circle: Rary and Robilar betray The Circle of Eight and slaughter most of those attending the meeting to discuss the Ascendence of Vecna, killing many lesser figures and utterly destroying Otiluke and Tasha. Bigby, Tenser, and Serten were slain, but the Church of Saint Cuthburt successfully resurrected all three. Erac's Cousin may or may not be alive; how could you tell? He hasn't identified himself as such since then. In the aftermath, the Circle of Eight broke in half over the question of what to do next and whether the circle should be promoting good (Tenser and Serten's position) or maintaining a balance of power (Mordenkainen and Bigby). Tenser and Serten have relocated to the Citadel of Light in the middle of the Nyr Dyv to try to work to strengthen good in the area, while Mordenkainen and Bigby have founded a new group, the Citadel of Eight, with a hidden base somewhere in the area to promote a balance of power.
  • CY 583: Mayor Toman Hellar is elected for the first time to become Mayor of Greyhawk.
  • CY 588: Mayor Toman Hellar is re-elected as Mayor of Greyhawk.
  • CY 589: Right now!
[A more detailed history can be found here.]?

Ethnicities of the World of Greyhawk

There are five major and several minor human Ethnic groups in the World of Greyhawk.
  • The Baklunish: Golden-toned humans with brown or black hair and light colored eyes (amber, hazel, blue, green), the Baklunish are used to life in dry climates, though some of their lands are wet and rich today. They dwell on the northwestern fringe of the Flanness and points further west. They are divided today between sophisticated city-dwellers and horse nomads of the desert, steppe, and plains (the Paynims). The Baklunish tend to be very devout and worship most gods under other names than those prevalent in the Flanness. A small group of Baklunish live in Greyhawk, usually mercenaries, like the Baklunish Company of cavalry who serve Greyhawk. Vecna's infamous lieutenant Kas was Baklunish.
    • There is a vigorous conflict in Baklunish society between warriors and priests. In general, most Baklunish are very devout but there is a vigorous streak of secular conquest with a faint religious gloss over it and the various Baklunish states range from theocracy to secular tyrannies which have forced some puppet religious leader to bless them. Which is which depends on who you ask. Divine and Martial power users are equally respected by the Baklunish, though warriors are expected to at least give lip service to religion. Baklunish literature revolves around revelation; the gods pass down holy texts which teach you how to live and worship. This requires infinite argument over the meaning of said texts and their application to ordinary life. Given Baklunish love to talk and argue, this is ideal for them.
    • The Primal Powers are rejected by urban Baklunish, but some tribesmen still pay them service and learn their lore. But this gets them seen as barbarians by the civilized Baklunish.
    • Arcane power users are respected and their aid sought, but most Baklunish see them as somewhat inferior, to be pitied for their lack of fighting prowness. They are rare among the horsetribes but reasonably common in the cities.
    • The Baklunish are very literate and love wordplay, poetry, and other forms of verbal sophistication (debate, oratory, writing, books, etc.) Storytellers are highly respected among them and their religion is very philosophical. While the barbarian tribes are not literate, they nevertheless have a rich oral culture of stories, poems, epics, etc.
    • The Baklunish have developed elaborate rites of water-sharing, tea-drinking and coffee consumption. This is a crucial part of all business dealings, social gatherings, and political meetings and negotiations. To share liquids creates a bond between people, a bond not to be lightly violated. Hasashin cultists maintain this rite untainted among themselves, but have at times exploited it to poison large numbers of people. This has not endeared them to other Baklunish.
  • The Flan: Bronze skinned humans who once occupied most of the Eastern and some of the Western and Southern Flanness. They have dark, straight hair and dark eyes. They tend to have a sturdy build. Their ancient civilizations tended to be city-state theocracies and mageocracies. Most Flan live today in village communities as peasants, but they predominate in the Bandit Lands, The Barrens, the Theocracy of the Pale, the Hold of Stonefist, and The Duchy of Tenh. There are Flan scattered across the entire length and breadth of the Flaness and many people have mixed Flan and something else ancestry. In the Amedio Jungle, independent tribes of primitive farmer and hunter Flan live among the ruins of an ancient Flan civilization, the Olman Empire. Few pure Flan live near Greyhawk but many people have some Flan ancestry. Vecna studied the lore of the Flan, they say, and Acerak was definitely a Flan.
    • The Flan tend to be very religious; most Flan dominated states are theocratic. The submission of the religious to secular authorities in the Duchy of Tenh and the Bandit Kingdoms is rather controversial, leading to the loss of much of the Duchy of Tenh to religious schismatics. Many Flan believe the failure to appease the gods during the days of the Ur-Flan brought down Ur-Flan civilization. Flan religion emphasizes sacrifice to please the gods and to keep the universe functioning properly.
      • The Flan of the Almedo Jungle have turned heavily to Primal powers as well as Divine.
    • These days, the Flan distrust Arcane power users, though in ancient days, the Ur-Flan wielded vast magical power. Those Flan who defy this taboo often seem to become very great magi, such as Acerak, Keraptis, and Bigby.
    • The Flan have never been great warriors; while they can and do fight, most great Flan warriors were actually Divine or Primal power users and most Flan are mediocre fighters, which is part of why most Flan live under the rule of other nations.
    • Many Flan are rather fatalistic, believing you cannot escape destiny and fate. (Destiny = the good things the Gods have proclaimed for you, Fate = the doom they have written for you.). They believe the glory days of the universe have gone by and now everything is declining towards the eventual destruction of all things. This causes many Flan to avoid making grand plans and simply focusing on their local community.
    • Family and clan are essential to the Flan and are exalted over everything else. This has contributed to the decline of the Flan. (The Ur-Flan put the city-state first, and the wreck of the Ur-Flan caused many Flan to lose much allegiance to anything beyond the family and clan.)
    • The Flan have a great love of sculpture, mosaics, and wall decorations. Even a crude Almedo hut will have hides with simple art sketched out on it; such art usually mixes family and religious themes. Flan culture emphasizes surrounding yourself with beauty to forget the ugliness and cruelty of the world.
  • The Hepamona: Dark skinned and dark-eyed, middling to short in height, with highly kinked dark hair, the Hepamona live on the continent known in the Flaness as Hepamonaland. Those dwelling closest to the Flaness seem to be fairly primitive slash-and-burn agriculturalists in the jungles, though further south, off the map, great cities arise dominated by the Hepamona and the Dragonborn. For untold millenia, they have lived with tribes of Dragonborn in alternating friendliness and violence and the two groups seem to have become fairly culturally similar.
    • The Hepamona are most devoted to the Primal powers, though they do worship many gods through sacred, ritual hunts. They intertwine their religion with the practices of the Primal powers, though more become shamans and druids than clerics or paladins.
    • Warriors are vastly respected among the Hepamona.
    • Arcanists are very rare among the tribes of the region of Hepamonaland closest to the Flanness, but are said to be common and respected in the cities much further south.
    • The Hepamona emphasize living in harmony with nature's rhythms and follow an elaborate calendar of holidays and customs to promote this unity. Those Hepamona who do build permanent settlements try to build them in unity with nature, from growing trees together to form homes to adapting caves for living instead of building houses on the surface.
    • Honor is a major theme of Hepamona culture; their word is their bond and they are greatly concerned what others think of them. They are quite willing to fight to deal with those who slight their honor.
    • Vengeance is another major theme; those who sin against them will be hunted to the ends of the world if necessary.
    • Gift-exchange is an important part of Hepamona culture; those who are allied regularly exchange gifts. The power of a Hepamona leader derives from his ability to give gifts, in return for which his followers gift him with service.
    • The Hepamona wear little to no clothing since they don't enjoy overheating in the jungle; the Hepamona further south do wear a lot more clothing. They do, however, love to wear a lot of jewelry.
    • Southern Hepamona are literate and scholarly; jungle Hepamona rely on oral culture and few if any can write or read.
  • The Oerdi: Tan to olive skinned, with hair ranging from the color of honey to dark black, with brown and grey eyes set into rounded faces. They are usually of middling build. The Oerdi originated in the western Flaness, but most of them were driven east into the modern Great Kingdom of Aerdy by the flight of the Suel, though some still remain in the Keoland valley. Most of the inhabitants of the Greyhawk area are Oerdian with perhaps some Flan ancestry too, though the Maure Clan left Suloise descendents. Vecna was an Oerdian. Iggwilv was one of the Oerdi.
    • The vigorous Oerdi are warriors of great skill and excel at such arts above all others.
    • Few Oerdi follow the primal powers any more and they were never very close to nature to start with.
    • Oerdi religion revolves around emulation. A certain amount of Flan-style sacrifice was adopted by the Oerdi to buy off the gods, but they see the Gods as figures to be imitated and emulated with the hopes to eventually become one. Many Oerdi are not very devout.
    • The Oerdi are decent Arcanists and many great wizards are Oerdi, but they are not well known as a people for their arcane skills. Still, the greatest mage of the Flanness, Mordenkainen, is an Oerdi.
    • The Oerdi are very assimilative. They absorb the cultures and ideas of other nations and bend it to their own uses. They are pragmatic--if it works, then you should do it, whatever custom may say. This has enabled them to become the dominant nation of the Flaness because any idea which might be used to challenge their supremacy, they will simply adopt.
    • The Oerdi are doers rather than thinkers. This had held them back in the arcane arts, theology, etc, because they prefer to be farming, crafting, stabbing, sleeping with each other's spouses, etc., rather than studying and articulating ideas. It's part of why they gleefully adopt other people's ideas too.
    • Oerdi will sleep with anything vaguely human. A lot of the inhabitants of the Flanness are mixed Oerdi and something else as a result. Oerdi-Flan are especially common, but most half-elves and half-orcs have Oerdi on their human side.
    • Of all the nations of the Flanness, the Oerdi take loyalty to the state and the nobility the most seriously. Modern Oerdi societies tend to be based around oaths of loyalty to a lord or a state.
  • The Rhenee: (Minor human ethnicity) The Rhenee have curly black and brown hair and skin ranging from tan to olive. They have eyes of gray, blue, or hazel with some cases of green. About one out of every hundred has a truly bizarre hair color--Green, Purple, Pink, etc. About one in fifty has a strange eye color. Rhenee refer to such folk as 'The Touched', and many of them develop some degree of skill with magic. Water-travelling nomads, the Rhenee are sometimes accused of being over-grown halflings, as their culture has mixed with that of the halflings. However, they are refugees from a continent across the Eastern Ocean which fell prey to some sort of giant disaster around a thousand years ago, around the same time as the Halflings. They have deliberately forgotten the exact details, as it was dangerous to even know what happened. They now wander the waterways of the world, acting as traders and feuding with the halflings. Tasha of The Circle of Eight was half-Rhenee, half-elf while she lived.
    • Rhenee religion treats the Gods as friends, neighbors, and sometimes lovers or rivals or ex-boyfriends. Rhenee pursue an individual relationship with the gods as if the Gods were part of their family. Rhenee Divine Power users often act as if they were dating the god they're devoted to.
    • Like the Oerdi, the Rhenee are best at the Martial arts, though in their case, they tend to be Rogues and Rangers, avoiding toe-to-toe combat.
    • Primal users are rare among the Rhenee but greatly respected. Like divine power users, they act as if they were dating nature.
    • Arcanists are respected but a little feared and not too common, except for Warlocks and Sorcerors.
    • The Rhenee, like the Flan, are very clannish; their main loyalty is to their near-kin, then to the Rhenee as a nation. Few Rhenee feel any alliegance to the nations of the shore and the land.
    • Rhenee society is organized around family and the ship or fleet; the Rhenee elect their leaders.
    • Most Rhenee are literate but not very much so; they prefer oral storytelling. Nevertheless, you need to be able to read to deal with outsiders.
    • Rhenee take oaths exceptionally seriously when made to those within the Rhenee nation. Outsiders, on the other hand, may or may not be treated so seriously. Most Rhenee cultivate outsider contacts who will be treated as insiders for the purpose of oath-keeping because it's easier not to have to be constantly on the run. Any oath forced by violence on a Rhenee, on the other hand, is never ever considered even slightly binding and will be discarded the second it is possible to do so.
    • Rhenee and Halflings squabble constantly, trying to show themselves distinct, but at the same time, a certain kinship with them is felt.
    • Rhenee love music, singing, and dancing.
  • The Suloise / Suel: Pale skinned, pale haired (blonde and red), pale eyed, and tall and usually skinny, the Suloise once ruled a great empire, but now it's a dustpile. Clans of Suloise are scattered across the Flaness, often living as nobility. The barbarians of the northeast are mostly Suloise in appearance, but somehow became very strongly built along the way. Many Tieflings are of Suloise descent, as the Suloise seem to suffer a recurring cycle of too much playing around with demons and devils and becoming evil and decadent and having to be killed. Still, a fair amount of uncorrupt Suloise can still be found. The Scarlet Brotherhood claims to be home of the only remaining 'pure' Suloise, whatever that means. Like the Rhenee, some Suloise have strange hair and eye colors, though only about 1 in 500 do. Unlike the Rhenee, about 1 in 2000 Suloise also may have odd skin colors too. The Maure Clan of the Suloise settled near Greyhawk and left both Tiefling and Suloise Human descendents.
    • Most Suloise put magic above all other powers and pursue arcane might. They were once the greatest magicians in the world.
    • The Suloise of the northeast, however, have rejected magic and pursue primal and martial might.
    • The Suloise of the Scarlet Brotherhood are a theocracy, but most Suloise see the gods as second rate compared to developing your personal prowness. They make sacrifices to buy the gods off, but most Suloise hope to one day bend the Gods to their wills.
      • This leads many into overconfident dealing with infernal powers, chaos, the Far Realm, etc, in the belief they will get the upper hand in the deal.
    • Many Suloise are obsessed with racial purity and won't breed with non-Suloise; those who break this taboo are usually those seduced by extra-planar beings, leading to Tieflings, Genasi, etc., many of whom are of Suloise origins.
    • Arrogant and Proud, the Suloise are the least prone of the nations of the Flanness to adopt ideas from other cultures, because they are so totally sure they are RIGHT and everyone else is WRONG.
    • Suloise society is often basically organized around serving whoever can kick your ass. Older Suloise societies formalize this, but there tends to be a constant jockeying for the top dog position.
    • Most Suloise have a scholarly, intellectual streak; the Suloise of the northeast, however, abandoned that in pursuit of physical and primal prowness.
The Demi-Human Races
  • Dragonborn: Dragonborn are mainly found in Hepamonaland, Blackmoor and the Barrens, and the lands of the Baklunish in the west, along with the Sea of Dust. However, small groups can be found all over, including Greyhawk City. Dragonborn culture tends to revolve around honor, pride, and vengeance for slights. However, they also tend to take on many aspects of the dominant cultures they live around as there is no land dominated by Dragonborn in the Flanness. Hepamonaland Dragonborn are scantily clad hunters and gatherers; Barrens Dragonborn are herders and nomads; Western Dragonborn are very articulate, civilized, and religious, and Blackmoorian Dragonborn tend to be soldiers, knights, and feudal lords.
  • Dwarves: The Dwarves claim to have come to the Flaness before anyone else, seeking to find gems and precious metals. They've certainly lived in scattered kingdoms or with humans and gnomes for thousands of years. Enslaved Dwarves helped to build Vecna's capital. Today, Dwarves live everywhere, both with other races and in small scattered clan holds in every hill and mountain range. The County and Principality of Ulek are ruled by Dwarves and they dominate the Free State of Highfolk along with the Gnomes. They're also very major players in the politics of Perrenland and Onnwall. Greyhawk City has a large group of Dwarves.
  • Eladrin, Elves, and Half-Elves: Many Eladrin dwell in the Feywild or in the cities of the world. Most of the major forests have clans of Elves. The Kingdom of Celene is ruled from the Feywild by an Eladrin Queen. Half-Elves live everywhere, but rarely predominate. Greyhawk City has more Eladrin than Elves, though not huge numbers of either, with both outnumbered by Half-Elves.
  • Halflings: Halflings arrived a thousand years ago in a rag-tag fleet of ships from the South, refusing to explain why they had left, though they deny ALL responsiblity for whatever happened to the Rhenee homeland, which seems to have been destroyed in the East at the same time. Scholars who have probed into it think the Halflings were on the losing side of a civil war. They became river and sea-going water nomads and traders and can be found everywhere. Many come in and out of Greyhawk City repeatedly as they travel.
  • Tieflings: Most Tieflings have Suloise ancestry on their human side, but don't look very Suloise any more. Some look full-blown 'YEAH, MY GRANDPA WAS ORCUS' and others look almost entirely like a ruddy-skinned or pale human with little horns and fangs. Most are in-between. They are the dominant group in the Great Kingdom (though a minority of the population) and meet everything from witch hunts to acceptance to social dominance elsewhere. In the Free City of Greyhawk, Tieflings are generally accepted; in Furyondy and Veluna they're viewed with great suspicion. Most non-Great Kingdom Tieflings go to a fair amount of effort to dissociate themselves from being seen as slumming nobles from the Great Kingdom, given it is viewed with disdain at best by many of those outside it.
Major Humanoid Races
  • Bugbears: Bugbears are organized into an odd cult which worships the Raven Queen and Kord. Bugbears believe that Kord works constantly to restrain the Raven Queen from claiming the entire world in death by organizing just enough violence to sate her hunger for death. They see themselves as chosen by Kord to kill people to sate her hunger. They prey on the weak and the sick to remove them so that the strong, blessed of Kord, will flourish instead of being killed by the Raven Queen to sate her hunger. Every murder they commit prevents the end of the world by keeping the Raven Queen content that many are dying and her power is respected. Occasionally, they have to kill the strong to prevent them from protecting the weak from a deserved death, but this always saddens them. Some bugbears go renegade and simply become thugs, muscle, and assassins for hire.
  • Bullywugs: Frog-men who fight for control of the swamps and marshes and jungles with the Dragonborn and the Lizardfolk. Many today serve Wastri the Hopping Prophet. An odd race of 'Ice Bullywugs' are known to live in the Blackmoor area. Bullywug legends claim they were exiled to this world from a distant world and someday the other Bullywugs of the Sky will come and rescue them and destroy all those who tormented them. Most believe this is simply wishful thinking.
  • Drow: Most people have never seen and will never see a drow. They usually only leave the Underdark during the darkest of times; conversely, if they did, most people would assume they were just a dark-skinned elf, or perhaps a Elf / Hepamona cross. Any who enter the Underdark, however, know to fear them.
  • Gith: Plane-travelling humanoids who sometimes raid into the Flaness from the Elemental Chaos or the Astral Sea. Very dangerous and deadly, they possess strange powers. Some are warriors, known as Githyanki, who dwell in the Astral Sea; others are mystics, known as Githzerai, who dwell in the Elemental Chaos. They are known to hate the Mind Flayers.
  • Gnolls: Followers of the cannibal demon lord Yeeoghnu, Gnolls believe everyone else exists to either serve them or be eaten by them. However, they prefer to skulk about and strike by surprise than engage in head-on battle, unless dealing with those a lot weaker than them. Gnolls live just about anywhere, but are especially be prone to be found at the edge of terrain transitions, using each type to hide from the inhabitants of the other half. Every so often, though, Gnolls just seem to go crazy and descend on places in huge ravening hungry hordes which just attack places head on. Then most of them die and the survivors return to skulking.
  • Goblins: Goblins are found in two major kinds: City Goblins are the lowest of the low, pathetic wretches who get the worst work and become nasty little sneak thieves and muggers or else weakling victims of the strong. Country Goblins are wolf-riding nomads who are poor at organizing, but effective archers from wolf-back. They are found in plains and forests. Some goblins have a technological bent, whether city or country; they are the smartest and sometimes use magic too. They usually worship Maglubiyet (Bane) and Wogar (Grummsh).
  • Hobgoblins: The best organized of all humanoid races, the Hobgoblins are devoted to Maglubiyet (Bane) and Yagrai (Torog). Those who study magic among them sometimes follow Vecna. Hobgoblins aspire to create large, powerful, disciplined armies to set up proper hobgoblin states where the work will be done by the other, lesser races.
  • Kender: Said to have been much like Halflings, except for being compulsive thieves. The Suel were said to have spent two centuries methodically exterminating them down to the last man, woman, and child. Now extinct.
  • Kobolds: Worshippers of Tiamat and Zehir, Kobolds are tribally organized, sneaky and devious little thieves and hoarders who relish robbing people blind, then rigging their houses to fall on them when they get out of bed. Many tribes of them serve Dragons and they resent the Dragonborn for being more draconic than they are. They tend to live underground, then raid out into the terrain around them.
  • Lizardfolk: A primitive but spiritual people who mostly dwell at the fringes of even the wilderness, largely confined now to the major swamps and marshes. They worship Beory (Melora), the Earth mother, and now devote themselves to keeping 'evil civilized folk' out of their swamps and marshes and jungles. They are known to greatly disdain Dragonborn, who they view as traitorous Lizardfolk who sold their souls to the dragons for power. They live at a stone age level of technology, though a few ruins seem to indicate they once had cities and vast civilization at a time when the world was hotter and wetter and possibly only one continent existed. They also hate the Yuan-ti with a passion.
  • Nilbogs: Once a race of strange time-warped goblins, they seem to have somehow evaporated during the Lost Time of the Ascendence of Vecna. Certain sages claim they NEVER existed, and the evidence they did was somehow created by the vanishing of the three missing days.
  • Norkers: Said to have fought a genocidal war with the Flumphs thousands of years before the rise of the Suel, ending with Flumph victory at the cost of the total collapse of Flumph civilization and their reduction to wandering bands of hunters and gatherers. Nothing is left of the Norkers but a few abandoned cave cities and some bits of ancient statuary. Some rumors claim they are the ancestors of the modern hobgoblin, but modern Hobgoblins become violently offended by such claims.
  • Ogres: Ogres are tougher than everyone else and know it. Bands of ogres tend to live by banditry and raiding; a lot of ogres set themselves up to rule over other humanoids. Ogres have been known to try to crossbreed with anything roughly ogre shaped which is humanish sized or larger, sometimes producing odd-ball half-breeds.
  • Orcs: Orcs like to describe themselves as honorable barbarians, living by a code of strength and honor. Others like to call them rampaging and destructive maniacs who pillage and burn and destroy and leave wilderness in their wake. In practice, it varies from tribe to tribe, but their devotion to Gruumsh does tend to make them more destructive than constructive. Many Orcs like to live underground, then raid the surface at night.
  • Sahuagin: Underwater shark-like humanoids who are rampaging pillagers and pirates. They serve Sekolah (Gruumsh) and Asmodeus, depending on whether they are total murderous thugs (Sekolah) or scheming devil worshippers (Asmodeus)
  • Xvarts: Pretentious and ill-shaven Goblins who are often blue in color, naturally or through bodypaints. Few are found in these lands but rumor has it they swarm like flies in the distant western lands beyond the Baklunish.
  • Yuan-ti: These serpent-men are said to have originated in the Olman lands, from a city state which gradually degenerated into fanatical Zehir-worship and breeding with snakes. (However, some records indicate this sort of thing has happened many times, creating different tribes). They scattered when the actions of Kyuss brought down the Olman civilization. They have a long struggle with the Dragonborn and Lizardfolk.

Distant Lands of Note

  • The Amedio Jungle: The last stronghold of the primitive Flan, once home to the civilized empire of the Olman, but now home to crude tribes practicing slash-and-burn agriculture. There are many Olman ruins here, some of which are still relatively untouched by adventurers, perhaps because of the many swamp monsters, Bullywugs, screaming tribesmen, and green dragons. Mostly Flan in population with some Oerdians.
  • The Bandit Lands: Once a loose confederation of petty states, the Bandit Lands are now tributary to the Empire of Iuz. About two dozen tiny states jockey for power and raid their neighbors from here. However, the city of Riftcrag is home to one of Iuz's Overgovernors, Ricard Yenech, a Priest of Torog, who keeps the Bandit Kingdoms in line. You could say the lands groan with oppression...but really, they ALWAYS groan with oppression. This time it's just oppression from outside instead of your friendly neighborhood tyrant. Mostly Flan in population with some Oerdians.
  • The Barrier Peaks and the Crystalmists: Ancient mountains, home to many giant tribes and dragons. There are rumors of a wizard's tower in the Barrier Peaks which somehow touches the Far Realm and lets through creatures from Beyond.
  • The Barrens: This tundra and taiga region is home to white-scaled Dragonborn and allied Flan human tribes who war endlessly with Iuz. The Rovers of the Barrens find themselves hardpressed, however, to hold off Iuz's men and demons. Mostly Flan in population with some Dragonborn.
  • The March of Bissel: His Lofty Grace Larrangin, the Marquis of Bissel (a warlord of fair skill), is rolling in cash as his land controls trade between the rest of the Flaness and both the Sheldomar river valley to the south and the Baklunish lands to the west. Mind you, this also makes him a target for any would-be imperial power. But for now, his land is living high off the hog and is stronger and more united than most kingdoms in this time. Some wonder if this will give him enough delusions of grandeur to try invading one of his neighbors. Mostly Oerdian in population with some Suloise or Flan.
  • Blackmoor: At its height, the Archbarony of Blackmoor was the northern frontier of Aerdy. Today it is a cold and grim kingdom ruled by humans, Dragonborn, and Dwarves living together among truly ancient ruins--it is said the ruins here predate the Suel and Baklunish empires! It is independant of Iuz because for some reason...he seems to be afraid of invading it. Blackmoor suffers the attention of the largest group of Temple of the Frog nutcases outside the Vast Swamp. Archbaron Bestmo claims the titles 'His Most Holy and Wise Grace', 'Warden of the North', 'Marquis of the Burenal Forest' and 'Baron of the Black Ice', but is referred to by many as 'His Flatulency' or 'His Fraudulency'due to his personal habits and his inflated view of his own importance. Mostly Oerdian in population with some Dragonborn or Dwarves and the Gaare Clan of the Suel.
  • Bone March: Once the North March, this land fell during the Deluge to an invasion of humanoids sponsored by the Herzog of North Province, who wanted stronger control of it and overdid his manipulations. It now is mostly ruled by monsters, except for the Loftwood and Johnsport, who now are part of the Archbarony of Ratik. Mostly monsters (especially Hobgoblins, Goblins, and Undead) in population with some Oerdians and Flan in the Loftwood and Johnsport.
  • The City of Death: Once upon a time, the ancient Lich Acerak was buried in what became known as the Tomb of Horrors in the Hool Marshes. Many adventurers died over the centuries in which it stood intact. Until the Mad Mage Xagyg looted the place and took Acerak's skull to use as a drinking cup, anyway. However, now a community of necromancers has arisen around the place, and with the Ascension of Vecna, it is now a holy site of the Cult of Vecna, who have built a small fortified town here which trains those who study and worship death and undeath.
  • The City of the Gods: Located in Blackmoor, this strange city of steel and glass is inhabited only by monsters and golems, but somehow is artificially warmed compared to the rest of the land. Strange artifacts have been recovered there.
  • Corusk Mountains: This region is full of quasi-Viking barbarian groups which raid the eastern coasts.
    • The Cruski (Ice Barbarians): King Erick Greatbeard (558- Now) is the 'Fastall of the Suelli', which is to say he in theory the high king of the Corusk region. In practice, the other rulers only acknowledge his authority when it suits them. Right now, he's trying to decide whether it is wiser to help beat down King Karl of the Frutzi and his modernizers or if it is wiser to begin stealing ideas and claiming they were his in the first place. Unlike either of the other two kings, he travelled across the Flaness in his youth and better understands how much his lands are lagging behind the kingdoms to the south and southwest. And yet, he wishes to keep out the corruption of the civilized lands. So for now, he hesitates. Suloise with just a touch of Flan and Oerdian they'd never admit to.
    • The Frutzi (Frost Barbarians): King Karl XI (576- Now) is allied to the Archbarony of Ratik and is trying to modernize his kingdom but he faces much internal opposition and it worries the other two major kingdoms who may try the gentle art of persuasion through invasion soon.Suloise with just a touch of Flan and Oerdian they'd never admit to.
    • The Schnai (Snow Barbarians): King Snorri VI (584-Now) doesn't truk with this whole idea of not killing non Corusk people and taking their stuff. He is urging King Erick to take action with him against Karl and his strange Southern ways. Suloise with just a touch of Flan and Oerdian they'd never admit to.
  • The Dark Nest: Located somewhere in the Underdark under the Empire of Iuz is a deep, dank hold of the Mindflayers, said to be the capital of the Mindflayers on Oerth, and containing portals to the Far Realm, as well as fantastic treasures. Good luck keeping your skull intact, though.
  • Ekbir: This land is harshly ruled by Sultan Ismail, a Paladin of Mu'awiya (Bane). He is a harsh ruler; his taxation is only middling, but all laws bear brutal punishment, and behavior is highly restricted. Ekbir has an on-going struggle with Tusmit's Sultan over which is supreme. Baklunish with small amounts of Dragonborn.
  • Empire of Iuz: This land is ruled over by Iuz, a tremendously powerful Tiefling who claims to be the son of the Demon Lord Graz'zt and the legendary Warlock Iggwilv. Whether or not this is true, he rules over a nasty land devoted to worshipping him as a god. In 479 CY, he led a revolt in these lands (then nominally subject to Furyondy), leading to the creation of his empire, though he spent 542-572 imprisoned under Castle Greyhawk. The Bandit Lands and the Horned Society (lands ruled by an Asmodeus cult) pay tribute to him. Mostly Flan in population with some Oerdians and a substantial number of Tieflings.
  • The Forbidden City: Lost in the Amedio Jungle, this ancient ruins is rumored to now be the home and capital of the vicious Yuan-ti, Flan who interbred with snakes at the behest of Ixchala (Zehir). In 585, the Company of the Sword of Light is rumored to have gone mad here and slain each other in a vicious battle. The only survivor, a former soldier named Kelvin, was last seen two years ago flying over the jungle on a strange dragon said to have come from the lands of the far west, the legendary Occident.
  • The Free City of Irongate: This Free city is also the head of The Iron League, an alliance of states opposed to the Great Kingdom. Irongate is a dwarf-dominated city though some humans and gnomes also dwell there. High Mayor Thorin Mithrilshield (a wizard of only modest skills but a great craftsman) rules the city with the help of an elected council. Mostly Dwarven with some Oerdians and Gnomes.
  • The Kingdom of Furyondy: Once part of the Great Kingdom of Aerdy, it was originally the Viceroydom of Ferrondy, ruling modern Furyondy, Veluna, Dyvers, the Empire of Iuz, Perrenland, Shield Lands, and the Vesve Forest. It became independent in the mid-third century War of the Crowns when the Viceroy of Ferrondy tried to claim the Aerdi Throne and failed. By the mid-400s, however, its authority north of modern Furyondy and the Shieldlands had greatly declined, and it lost everything north of that when Iuz led a revolt in 479 CY. It has been at nigh-perpetual war with him ever since. Dyvers, Veluna and Verbobonc and the Shield Lands all pay nominal fealty to Furyondy now, though Veluna and the Shield Lands work closely with Furyondy to oppose Iuz. King Belvor IV was once a great paladin of Bahumat, but he is growing old and rarely leaves the capital, Chendl. The heir to the throne, Grand Prince Thrommell IV, is missing and various of Belvor's kin are jockeying to be named Heir. Mixed Oerdian and Flan; the richer you are, the more purely Oerdian, the poorer, the more Flan. Some Halflings, Half-Elves, Eladrin, and Dwarves too. Tieflings are viewed with extreme suspicion.
  • The Grand Duchy of Geoff: Grand Duke Owen I, a Wizard of great renown, rules over a kingdom under increasing pressure by humanoids and giants. There is much work for adventurers here, but also much danger. Geoff owes a vague fealty to Keoland but is effectively independent. Mostly Oerdian in population with some Flan and Suloise (especially among the nobility).
  • Gran March: This is home to a military order, the Knights of the March, who owe a vague fealty to Keoland. In practice, they do what they want, which mostly involves fighting humanoids and encroaching on their neighbors. The land is ruled by a Commandant, elected by the Order, but invested by the King of Keoland. All young men and some young women are recruited into the Marcher Army for 4 years, starting at 16. The very best join the Knights; the rest become part of the militia. This gives Gran March an unsually strong army for its size. Commandant Magnus Vrinian is a Paladin of Kord and known to be very ambitious. Mostly Oerdian in population with some Flan and Suloise (especially among the nobility).
  • The Great Kingdom of Aerdi (Great Kingdom of Northern Aerdi, United Kingdom of Ahlissa): Now torn by civil war between the corrupt (GKNA) and less corrupt (UKA) branches of the House of Naelax. This mighty empire once ruled much of the Flanness but has since declined to a corrupt, demon-riddled shell of its former self. It is ruled over by mostly Tiefling dynasties and is the largest source of tieflings. Most of its subjects are humans and dwarfs. Ruled by Tieflings and Oerdians; most of the population is Oerdian, with some Flan, Dwarves, and Eladrin (in cities)
  • Hepmonaland: This is a wilderness of jungles, mountains, and hills. It is inhabited by the Hepmona (Dark skinned humans) and many clans of Dragonborn and Lizardfolk. Further south, off the map, there are cities near the edge of the jungle of great sophistication, but it's hard to reach them. Hepamona and Dragonborn are the main inhabitants.
  • The Hidden Shrine of Tamoachan: Lost in the Amedio Jungle, this ancient temple is rumored to contain many secrets of the now fallen Olmans, but is guarded by were-jaguars and bat monsters and worse.
  • The Hold of Stonefist: Once tributary tribes (the Coltens) of Tenh, now it is ruled by the fanatical priest-king Stonefist, a priest of Torog, who has reinstituted traditional Flan religion (blood-letting, human sacrifice, the ritual ballgame, etc.) and is rumored to seek secrets of immortality and divine ascension. Forced to fight each other in ritual wars to provide captives for sacrifice...the locals are not very happy. Primarily Flan with a few unhappy Oerdians and Suloise
  • The Hold of the Sea Princes: A league of small principalities ruled by bandit lords and pirates and slavers. All things are for sale here, possibly including YOU. The Hool Marshes here hold the legendary tomb of Acerak the lich, the Tomb of Horrors. Acerak once ruled these lands, long ago, when the Suel empire was still in its glory days. Suloise and Oerdians with some Halflings and Dragonborn in the swamps.
  • The Hool Marshes: The Hool Marshes hold the legendary tomb of Acerak the lich, the Tomb of Horrors, now surrounded by The City of Death. Acerak once ruled these lands, long ago, when the Suel empire was still in its glory days. They also are home to tribes of bullywugs, dragonborn, frog cultists, and lizardmen. The combination of all these shields the Hold of the Sea Princes from easy assault.
  • The Lordship of the Isles: This country is a member of The Iron League, an alliance of states opposed to the Great Kingdom. Dominated by Oerdians, these isles were long ago colonized first by the Flan, then by the Suel, and finally, the Great Kingdom took them over. However, they have since regained independence. They have a very strong navy and many anti-great kingdom pirates.Extremely mixed Flan-Suloise-Oerdian crossbred humans and a few Elves and Eladrin and Halflings.
  • The Isle of the Ape / The Isle of Dread: This magical island sometimes appears in the Nyr Dyv or in the various seas and oceans. It is inhabited by prehistoric creatures found hardly anywhere else. Also home to a giant ape known to have once killed half the Circle of Eight by himself and lived to tell about it. When we say 'giant', we mean 'able to use giants as scale miniatures of Dwarves to play Warhammer'. Also home to dinosaurs, winged intelligent monkeys, and possibly catpeople. Not the cute cuddly cat-girl kind, but rather more like the Jaguar-men of the Olman who think you are fun to play with before you die. Rumored to be a creation of Xagyg, though some legends connect it to Acerak, Vecna, and Keraptis, and the Olman legends hint at its existence.
  • Keoland: Keoland has seen better days; it is now surrounded by mostly-totally independent states which were once part of the mighty Empire of Keoland. In the 300s-400s, however, it overstretched itself, conquering Ket and parts of Western Furyondy and Veluna. Now it is crumbling, and it would be worse off if its now lost depedencies didn't effectively shield it from outside invasion. Ever since a civil war in the mid-400s, a Regency Council (headed by a Regent it elects itself) rules the nation. Only in the greatest crisis can the council unite enough for effective action. Regent Kimbertos Scotti (572-Now) has headed the council since his father's death in 572 at the hands of humanoids from the Pomarj. Kimbertos' main concern seems to be trying to organize a proper alliance against the humanoids of the Pomarj, but most of his theoretical vassals have other things on their mind. The lands of Keoland and around them were once the core of the Empire of Vecna, long ago. Mostly Oerdian in population with some Flan and Suloise (especially among the nobility).
  • Ket: Ket is more influenced by the outside world than the rest of the Baklunish lands, having many Flan and Oerdians as well. Further, it is ruled by a line of female Caliphs; the current one is Fatima IV (583 - now). Fatima seems to not be very ambitious, unlike many of her ancestors; she seems wrapped up in an obscure theological dispute with the Caliph of Tusmit. Mostly Baklunish with some Dragonborn, Flan, and Oerdians and a small number of Dwarves and Gnomes.
  • The Lendore Isles: Home to a mix of Elven and human communities, loosely united in a confederation for defense. Rumored to hold many portals to other planes, maybe even the Far Realm and things beyond. Definitely known to contain the Moonarch, a great silver archway which sometimes opens a portal to the realm of Sehanine. Citadel of Eight member Leomund is a noted champion of the Lendore Isles.
  • The Lost Caverns of Tsojacanth: Under the ancient peak of the mountain Tsojacanth, named for an ancient wizard who protected this area, the Witch-Queen Iggwilv delved deeply, unleashing ancient evils who she turned into her little bitches. From here, she ruled Perrenland until her lover/prisoner Grazzt escaped and carried her off. Now it sits, marinating in its own evil and waiting for some lucky (?) adventurers to find it and plunder its wealth.
  • The See of Medegia: The Church of Hextor (a front for Asmodeus worship) controls this land with an iron fist. It owes a nominal fealty to the United Kingdom of Ahlissa, but is semi-independent. Prelate Martika is a powerful Battle Priest. Mostly Oerdian with some Suloise and Tieflings.
  • The Kingdom of Nyrond: Nominal overlord of the Duchy and County of Urnst, this kingdom has seen better days, as it is now declining into a congerie of smaller duchies and counties. It's also under pressure by the Theocracy of the Pale and by Bone March and the pieces of the Great Kingdom. His August Supremacy Lynward I, Altmeister of all the Aerdi, is an old man and lets his favorites run the country. Further, the children of his first and second wife are squabbling over the inheritance; things do not look good for the future. Oerdian and Flan with some Suloise and Tieflings.
  • Onnwall: This country is a member of The Iron League, an alliance of states opposed to the Great Kingdom. Onnwall has many dwarves, but is human dominated, living on a mix of dwarven mining and human pastoralism. A council of top nobles runs the country, headed by Duke Yaxil, 'Regent' of Onnwall. Oerdians are most common with some Dwarves and Gnomes.
  • Perrenland: A semi-democratic republic divided into cantons dominated by humans, gnomes, and dwarves. Once oppressed by the Warlock Iggwilv, it is now a free land struggling to root out all the ancient evils Iggwilv left lying around when the Demon Prince Grazzt escaped her clutches and carried her off to the Abyss. Many still seek her old stronghold, the Lost Caverns of Tsojacanth. A few even return still sane and healthy. His Gravity, Karinin, is Voorman of Perrenland, elected every six years by the elected heads of the cantons. He is on his third successful term and is once again mooting the idea of colonizing the plains to the North, though many wish to avoid trouble with the Wolf and Tiger Nomads. Oerdian and Flan with a few Baklunish and a fair number of Dwarves and Gnomes.
  • The Plains of the Paynim (Ekbir, Tusmit, Ull, Zeif): A collection of Baklunish and Dragonborn kingdoms which are constantly uniting and disuniting in religious-political conflicts. The cults of Istus (Avandra), Al'Uthman (Kord), Ibn Rushd (Ioun), Al'Akbar (Pelor), Hasashin (Zahir), and Mu'awiya (Bane) all struggle for power here.
  • The Pomarj: Once this was part of the Kingdom of the Gold Coast, but it fell into the hands of humanoids during the Deluge. It is now ruled by an Orcish Warlord, Despot Turosh Mak (Orc Fighter). Humanoids rule over human and demi-human slaves, though Highport has a human and demi-human crime syndicate, the Slave Lords, tolerated by Turosh Mak.
  • The Archbarony of Ratik: This state began as the far northern outpost of The Great Kingdom, but gradually became more independent. Now it is hard pressed to survive with the fall of the Bone March, though it has absorbed the Eastern Bone March. Its rulers seek to ally with the northern Barbarians (specifically the Frutzi) for survival's sake. The new ruler is Her Victorious Prominence, Evelyn, Archbaron of Ratik, who combines the powers of wizardry and military tactics. She is trying to negotiate a marital alliance between her young son and one of the daughters of the King of the Frutzi. Whether Marcos and Ingrid want this is unclear. Mostly Oerdian with some Flan and Suloise and a small force of Dwarves and Elves.
  • Rauxes: Once the capital of the Great Kingdom of Aerdy, it is now a demon and undead infested ruins, thanks to potent magic at the start of the war.
  • Rel Astra and the Solonor Compact: This region of the Great Kingdom is trying to stay out of the civil war, declaring neutrality. It seems likely neither side is going to LET it stay neutral, though, as it's a crucial, rich port area. The Solonor Compact is run by a small council whose head is also Mayor of Rel Astra. Mostly Oerdian with some Suloise and Tieflings.
  • The Sea Barons: Colonized by the Aerdi long ago to provide a fleet for the northern empire, they now are staying neutral in the fight to see who reunites the Great Kingdom. If anyone does.Mostly Oerdian with some Suloise and Tieflings.
  • The Scarlet Brotherhood: Lands of the Suel, ruled by a religious order, the Scarlet Brotherhood, who worship 'Secret Gods', whatever that means. Rumored to have a huge spy network. All Suloise, All the Time.
  • The Sea of Dust: Once the heart of the Suel Empire, it is now full of Fire Giants, Fire Archons, insane nomads, hideous monsters and endless volcanic and normal sand. The Forgotten City, the Capital of the Suel, is said to rest at its heart, a ruins waiting to be plundered.
  • The Shield Lands: In 490 CY, the Order of the Shield is founded to resist the advance of the Empire of Iuz; it is a tributary state of Furyondy. It has been hard pressed since 572, when Iuz escaped bondage and returned to his empire. The head of the order is Her Most Honorable Ladyship, Katarina of Walworth, Knight Commander of the Order of the Shield and the Shield March. Mostly Oerdian with some Flan and a few Eladrin.
  • The March of Sterrich: Beset by orcs and goblins and giants, the March of Sterrich is finding it hard to maintain its borders; it was once part of the Kingdom of Keoland, but is now mostly independent. Her Magnitude, Resbin Dren Emondav, Marchioness of Sterrich, Warden of the Great Western Gate, was the sixth child of Marquis Esbat Slan Emondev, not expected to inherit, and thus is an excellent courtier but has few other skills and finds herself way in over her head. Gran March and Keoland have both offered aid, but the cost would be full vassalage, and she doesn't want to give up her independence. Mostly Oerdian in population with some Flan and Suloise (especially among the nobility).
  • Sundee: This country is a member of The Iron League, an alliance of states opposed to the Great Kingdom. Dwarves live in the highlands, Elves in the Rieuwood, and humans in the plains, under the rule of the Sund dynasty of Elves. There are many half-elves here. King Harwain X (386- ) has ruled this land for a very long time, and is honest and just, though he seems to be finally slowing down. Elves, Dwarves, Half-Elves, and Oerdians living together.
  • The Duchy of Tenh: Here in the valley of the Nev River did the Flan end their retreat before the invasion of the Oerdians, forming the Duchy of Tenh. Here they transformed squabbling tribes into Counties and here they stole the military secrets of their foes to forge a state that could hold its own. Here it was that a modernized form of the Flan faith developed and here it was that the Flan finally fell to the Aerdi for four centuries. But when the Great Kingdom slid into decadence, they joined Nyrond in revolt, though they formed their own independent state. A schism broke the Theocracy of the Pale away from the Duchy of Tenh, however, and in recent years, it lost the land which is now the Hold of Stonefist as well. Still, it survives, though shrunk from its days of glory. It is ruled by His Radiance, Duke Ehyeh III (580 - ). The Duke is said to be contemplating claiming the title of King, thus finally breaking the last vestigial elements of overlordship by the Aerdi. Flan and Oerdian-Flan mixed.
  • The Theocracy of the Pale: Ruled by fanatical Pholtus (Pelor) worshippers, this state is pressuring its neighbors and seems about to try another bout of violent expansionism. Not that it can fully protect what it already has. It is ruled by His Worshipful Mercy, High Theocrat Ogon Tillit, Prelate of the Eastern Flan. He is thought to have ambitions to absorb the Duchy of Tenh.Flan and Oerdian-Flan mixed.
  • Tiger and Wolf Nomads: A mixture of human and dragonborn clans dwell here, riding the plains and hunting and gathering to survive. Periodically they unite under Khans and overrun their neighbors. Baklunish and Dragonborn.
  • Tovag Baragu: An ancient holy site of the Baklunish, located in the Dry Steppes by the Salt Lake. It is a huge circle of monoliths covered with ancient runes, used for astronomical calculations. Rumors claim there is some way to use the circle to gaze upon other places and times and even to travel there.
  • Tusmit: A very civilized land where the wildness of the Paynim is largely forgotten in favor of age-old political and religious disputes. Tusmit disputes political dominance of the Baklunish with Ekbir, which has its own rival Sultan. Sultan Haroun of Tusmit (577- now) has his own puppet Caliph, Ekbaz XI (563- ) who asserts the primacy of Al'Uthman (Kord) among the gods. But the original Caliphate still stands in Zeif, asserting the usually accepted primacy of Al'Akbar (Pelor). Tusmit has far more farmland of high quality than most of the other Baklunish states and produces much of the food of the region.
  • The Ulek States: Each of these states is dominated by demi-humans; once part of of a single Principality of Ulek, it has now fragmented into three states.
    • The County of Ulek: Ruled by Dwarves, the County of Ulek actually has more humans these days. It is largely agricultural and noted for its fine cloth. Its ruler must undergo a series of tests conducted by local druids to keep his throne, the Rigors of Ulek. The current Count Palatine is Gloin the Wise (536 - ), who has a long reign, though not always a glorious one, as he spends a lot of time keeping in physical condition rather than actually ruling. Ruled by Dwarves, but mostly Oerdian humans.
    • The Duchy of Ulek: Ruled by Elves, it is increasingly dominated by half-elves. It has a mixture of fine elven craftwork and human foods and textiles. Duke Palatine Maeglos III (499 - ) is a canny ruler, determined to maintain his independance from both Keoland and the Princes of Ulek. Elves and Half-Elves with a few Suloise and Oerdian humans.
    • The Principality of Ulek: Ruled by Dwarves, the populace is a mix of dwarves and gnomes, with a fair number of human refugees from the Pomarj. It is no longer strong enough to control its theoretical vassals (the other Ulek states and the Pomarj) and is now in a state of perpetual war with the Pomarj. Its rich dwarven mining helps it to afford this, however. His Serene Highness, Prince Olinnstaad, Lord of the Peaks of Haven (543- ) is determined to put down the Pomarj, one way or another. Dwarves and gnomes with some Oerdians and Suloise.
  • Ull: Religious dissidents, followers of the secretive path of Hasashin (Zahir), control Ull. Emani Ibn Fahid is a descendent of the first Caliph of Zeif who claims rule over all the old lands of the Baklunish by hereditary right, and tries to enforce this claim by sending religious fanatical, drugged commandos to assassinate his rivals. Mostly Baklunish with some Dragonborn.
  • The County of Urnst: Once part of the Duchy of Urnst, it schismed off in a succession dispute in the 400s CY. It tends to be friendly to the mother country these days; the county has more Flan and mixed-Flan than the Duchy does and less Suloise influence. It is often at odds with the Theocracy of the Pale and the Bandit Kingdoms. Her Noble Brilliancy, Count Belissica of Urnst, is a wizard of substantial skill and said to be a Spellstorm Mage. She has encouraged the study and practice of magic in her kingdom and has founded a school of magic. Suloise and Oerdian rulers, but most of the population is Flan or Flan-Oerdian.
  • The Valley of the Mage: The Mage has ruled this valley for so long, no one remembers his true name or even his fake name any more. Indeed, many wonder how exactly a man could live over 2000 years; some think he is undead, but his rare appearances make him appear a normal human. A mix of humans, elves, and half-elves, accompanied by magical dogs, dwell here under his rule and keep intruders out. Rare it is that he interferes in anything beyond the valley. He generally appears to be Flan, though he sometimes takes on other forms. His sign is a green hand.
  • The Vast Swamp: Seemingly infinite hordes of Dragonborn, Lizardfolk, Bullywugs, Swamp Monsters and other menaces dwell in this swamp. Worst of all, the Cult of the Hopping Prophet, which worships frogs and toads and frog and toadlike creatures, maintains the legendary Temple of the Frog here. They are said to hope to turn all of mankind into toad-men. Seriously. However, while they seem to be completely insane, they somehow have access to some powerful, strange weaponry. And, well, toad-monsters. The Jacuns, perhaps the craziest of all Halflings, live here, disputing the waterways with all the evil swamp critters.
  • The Vault of the Drow: Somewhere under the Crystalmists is a huge cavern, miles across, home to one of the largest cities of Drow in the world and the heart of the Cult of Lloth. It is a major center of trade in the Underdark.
  • The Empire of Vecna: The Empire of Vecna is long dead. Vecna first appeared around -1453 CY, leading an army out of the Rushmoors to control Northern Keoland, Geoff, Sterich, the County of Ulek and the Duchy of Ulek by -1433 CY. His chief general was Kos, a Flan Warrior of great power. His Kossacks would eventually sweep into Southern Keoland, the Principality of Ulek, the Yeomanry, and Bissel. By -1412, Vecna's empire had hit its peak. However, hordes of humanoids invaded around -1385 and Kos betrayed Vecna, cutting off his hand and poking out his eye before he himself died. Vecna vanished for thousands of years and the empire collapsed by -1378. But Vecna's hand and eye lived on, becoming ever a focus for tragedies.
  • Veluna: The Archclericy of Veluna is dedicated to Saint Cuthburt (Moradin) and holds nominal fealty over Verbobonc. It is strongly allied to Furyondy against Iuz and is a land of high morality and patting oneself on the back for one's holiness. It is very much a theocracy, though any good or lawful good church is allowed to operate here; all other churches are out of luck. His Venerable Reverence, Canon of Veluna, Archpriest Hazen, Shepherd of the Faithful, is considered one of the mightiest clerics in all the Flaness, a Radiant Servant of great might. However, he's also getting pretty old and rarely leaves the capital these days. He is a strong backer of the struggle of Furyondy against Iuz. Well mixed Oerdian and Flan.
  • White Plume Mountain: Home of the ancient wizard Keraptis. Or it was, as he hasn't come out of it in centuries. Definitely home to a clan of gnomes who serve him, some efreeti, and an oddly large number of crustaceans, given it is an extinct volcano. It rises near the Rift Canyon in the Bandit Lands.
  • The Yeomanry: It is a federal republic, governed by representatives at the Canton and National level, chosen by its sturdy, independent inhabitants. Unlike many nations, it is flourishing. Rumor has it that there is a hidden tunnel between the Yeomanry and the Sea of Dust, created by the Archmage Slerotin to enable some Suel to escape the Invoked Devastation. Her Steadfastness, Marion Linden, Spokeswoman for the League of Yeomanry (582- ) is approaching re-election in 590 and is consumed in jockying for votes with her rivals. Perhaps too much so. Mostly Oerdian in population with some Flan and Suloise (especially among the nobility). Also some Dwarves and gnomes.
  • Zeif: The original home of the Caliphate, Zeif now once again is independent of its neighbors and ruled by the Caliph Al-Amin (583- ), chosen in council by the Elders of the church of Al'Akbar (Pelor). Many hope this presages a new golden age and the reuniting of the fractured lands. Mostly Baklunish with some Dragonborn.

Churches and Pantheons of Note

  • Baklunish Pantheon: The Baklunish worship many dieties under other names. Centuries ago, the Al'Akbar movement spread through the lands of the Paynim under the leadership of a line of Caliphs based in Zeif. However, over time, the Caliphate declined in political power and became subordinate to mercenary chieftans who took the title of Sultan (Power), ruling over the land. The gradual decline of the Sultans, combined with a disputed Caliphate succession and a series of civil wars have splintered the faith into competing sects, headed by various Caliphs, Sultans, etc. Zeif is home to a ruling Caliph who is devoted to Al'Akbar himself, while Tusmit is ruled by a Sultan who most closely follows Al'Uthman, with a puppet Caliph as a religious figurehead. Ull is ruled by the Emami of Ull, who is also a priest of Hashashin, and claims hereditary descent from the first of the Caliphs, by which right he rules and keeps the hidden wisdom of the Ishkar dynasty of Emani. Ekbir is ruled by a Sultan devoted to Mu'awyia's principles, though he is a Paladin, not a Cleric himself. Ket is ruled by a line of female Caliphs dedicated to Istus. Baklunish religion revolves around holy revelations, written down in books and ENDLESSLY ARGUED OVER by religious scholars, who preside over common prayer and holy days. There is also a strong streak of religious crusading to force unbelievers to acknowledge these revealed truths. The Baklunish have come to worship the gods through certain mortals seen as having been their incarnations on Earth, such as Al'Akbar and his wife Istus.
    • Al'Akbar (Pelor): The central figure of the Baklunish pantheon, along with Istus. The Cup and Talisman of Al'Akbar are the holiest relics of the faith. His clerics emphasize the duty of rulers to rule benevolently and of subjects to obey freely and to work together for the good of all in an orderly state. He is believed by the Baklunish to be the husband of Istus (Avandra). He is worshipped most strongly in Zeif.
    • Al'Uthman (Kord): Al'Uthman is seen as the leader of the armies of the faithful, the model of a heroic warrior. He obeys the commands of Al'Akbar...in his own way. He is more a pragmatist where Al'Akbar is an idealist, adjusting high ideals to the dirty realities of a difficult world. The Sultans of Tusmit invoke Al'Uthman to justify their rule and policies.
    • Hasashin (Zehir): The nation of Ull is ruled by Hasashin cultists, who seek inner secrets of enlightenment through outwards violence. They are trying to reorient the major Baklunish churches towards primary devotion to Hasashin through assassination and trickery, but it hasn't worked well outside Ull.
    • Ibn Rushd (Ioun): Ibn Rushd is the wise, devout scholar who advises Al'Akbar with his wisdom and devises solutions to problems based on past wisdom and the holy writings.
    • Istus (Avandra): Wife of Al'Akbar, she has the gift of foresight, able to see and control the vagaries of chance, and seen as the weaver of the loom of Fate; her task is to take the threads of individual decisions and weave them together into a tapestry that tells the story of everyone in the world coherently. This is a difficult task, and those who make her job harder may be cursed by her in a fit of picque.
    • Mu'awiya (Bane): Mu'awiya belives most people are corrupt and only harsh rule will keep them in line and promote the common good. As a result, he pushes the Sultans and Caliphs and other rulers to rule consistently but with harsh punishments. He also emphasizes the necessity to conquer the heathen and bring them under the control of the Church, to prevent them from sinning. He and Kord conflict heavily over how best to rule.
    • Zuoken: It is unclear if Zuoken is a true diety or merely aspires to this state. He was once a priest of Al'Uthman, but he came to focus on unarmed combat as his area of expertise. However, his cult now languishes as he's been missing for decades and no longer appears to his priests, though they're still getting spells from something...
  • The Cult of Baphomet (The Maze Lords): Many minotaurs worship Baphomet, though many are now turning to Torog worship, leading to BITTER BITTER MURDEROUS BITTER fighting between the two cults. Baphomet worshippers build mazes which are symbolic of the 'truth behind the universe' which 'only they know'. The cult is organized as a mystery cult with degrees of initiation.
  • The Church of the Great Kingdom: The Great Kingdom worships a mix of evil dieties and demons, especially Bane, Demogorgon, Tiamat, and now Vecna as well. A lot of the great houses have a specific diety or demon lord as their patron and many interbreed with things from the Abyss. Most of the clergy is Tieflings. However, they are strongly opposed to Asmodeus, though some houses secretly worship Asmodeus.
  • Church of Invariant Law: The official religion of the Theocracy of the Pale; they worship Pelor in his aspect as Pholtus, god of Light and Law. Think Spanish Inquisition with miracles on easy tap. The head of the faith rules the Theocracy of the Pale.
  • The Church of Saint Cuthbert: This militant faith worships a human aspect of Moradin, Saint Cuthbert. It rules the nation of Veluna and is found from Perrenland through Furondy and the Shield Lands and Veluna and Verbobonc to the Greyhawk and Wild Coast area. Saint Cuthbert urges people to live the disciplined, well-behaved life of an artisan...and frowns when artisans get rowdy and party too much. Which means not all artisans follow him. He is said to wander the roads, using his club/mace to whack people in the head when they are stupid. He gets a lot of use out of it. It is organized into bishoprics and parishes which answer to the Archcleric in Veluna.
  • The Corusk Pantheon: The Corusk barbarians are of Suel ancestry, with a touch of Oerdian. They no longer follow the Suloise faith, however, having developed their own traditions. They are fascinated with runes and tattoos and decorate their own bodies to venerate the gods and the spirits of the land and the animals. They are obsessed with the cycles of nature as well and with bravery in battle. Corusk religion emphasizes generosity, honesty, and bravery in battle; those who die in battle will go to dwell with Nodens (Bahumat), Corrine (Erathis) and Corusk (Kord) in the Heaven of Battle. Those who die in childbirth and women who die having born children pass into the guardianship of Corrine (Erathis) within the Heaven of Battle. Those killed by surprise and treachery fall into the hands of Arawn (Zehir) in the Hell of Murder. Those who die by other means pass into the hands of the Morrigan (the Raven Queen) to live a life of endless service to her in the Hells. The largest goal of any worshipper of this Pantheon is to die a good death which will guarantee passing into the Heaven of Battle and not the Hells.
    • Arawn (Zehir): Husband to the Morrigan, he is the King of the Hell of Murder, where those killed without being able to defend themselves are doomed to pass. He encourages his followers to freely murder their enemies by treachery and surprise that more warriors might come to his realm and join his armies with which he hopes to one day conquer the Heaven of Battle.
    • Bane: Bane is the god of unjust chieftans who become tyrants, but especially of the Great Kingdom, who are major enemies of the Corusk Barbarians. It is considered acceptable to strike down his followers by surprise, because they serve the King of the Hell of Tyranny anyway. They're not WANTED in the Heaven of Battle.
    • Corrine (Erathis): Wife of Nodens and sister to Corusk, she is the goddess of home and the household, a patron of wives and mothers and daughters, passing on the secret lore of women from generation to generation.
    • Corusk (Kord): The greatest of Heaven's warriors, mighty Corusk raised the mountains to provide a haven and shield for his people and constantly wars with the giants who have tried to steal the mountains from his people. He dwells in the Heaven of Battle, fighting alongside all who die in battle.
    • Grummsh: Mighty Grummsh is the lord of berserkers, of those who are claimed by the all-slaying battle frenzy. His followers are both feared and respected.
    • Morrigan (The Raven Queen): One of the greatest of the Gods, she claims all who do not die in battle or childbirth or heroic accident. And you don't want to fall into her hands if you can help it. No true Corusk barbarian fears death unless it will lead to her nest. She is the Queen of the Hells (the Shadowdeep). She is married to Arawn (Zehir).
    • Nodens (Bahumat): The Jarl of the Heaven of Battle, he rules over all who die in battle with Corusk (Kord) as his right hand man. His Golden Hall is ruled with justice and generosity.
    • Sehanine: Sehanine is a cunning trickster, who outsmarts and outtalks her enemies and exploits their flaws for the benefit of the gods. She can be quite malicious sometimes, and kind to the needy on others. She is very passionate, but not always honest with her lovers, many of whom are exploited by her for the good of the gods.
    • Wayland (Moradin): The great craftsman of the gods, who forged their weapons and armor and secret tools. No man may take up arms against those under his protection so long as they commit no violence or theft against others.
    • Zacharia (Tiamat): Greedy Zacharia urges warriors and rulers to hoard their wealth like a dragon, instead of sharing it. Those who die due to hoarding their wealth fall into her hands, in the Hell of Greed. But she must be appeased even by the honest, so as to ward her off from trying to steal honestly gained wealth.
  • The Cult of Demogorgon (The Sea Lords / The Twin Menace): Demogorgon is mostly worshipped by sea dwellers (large cult)and by those suffering multiple personalities (small cult). In theory, his vast armies of sea dwellers should be nigh unstoppable. In practice, all his high priests spend most of their time beating up other cults of Demogorgon trying to force them to submit and quibbling over scripture (because his two heads give out contradictory scripture to his worshippers.) Devil Rays and Sahuagin are often devoted to him.
  • The Cult of the Elder Elemental Eye: Imprisoned by the Gods, the Elder Elemental Eye lurks beyond the world, trying to escape. His worshippers serve his servants: The four princes of Elemental Evil and the twelve Knights of Para-Elemental Evil. (Legends speak of the Barons of Quasi-Elemental Evil, but they seem to have perished in the great war which led to the Elder Elemental Eye's imprisonment.)
  • The Flan Pantheon: The ancient Flan religion is mostly faded, but a few places still hold to it; the more barbaric form with human sacrifices and self-bloodletting is found mainly in the Amedio jungle (and the Hold of Stonefist), while the Duchy of Tenh and some other regions follow a modernized version with animals substituted for humans. At its core, Flan religion is about buying the favor of the gods with sacrifice and prayer so they do not stomp you, but also about ensuring the universe continues to function through proper ritual and sacrifice.
    • Chaloc (Kord): The god of storm and rain. Appease him with blood and he will bless you with rain. Fail to pay tribute and his storms will lay your fields and lands waste. Chaloc also strengthens the arms of warriors in battle when they sacrifice to him.
    • Eyka Chu (Avandra): The goddess of trade and luck; if you give her blood, she will give you good luck. Flan merchants open all major dealings with an animal sacrifice or some letting of their own blood when possible; trade deals are sealed by each of you cutting your palm and mingling your blood to win her favor.
    • Kinku Uhau (Pelor): The god of the Sun. The sacrifices of all Flan keep him burning in the sky, holding back the power of the Underworld. Many worry that the rise of peoples who do not make the right sacrifices may well slay him soon, bringing an end to this age.
    • Itzacoatl (Bahumat): God of justice and kings, Itzacoatl teaches men to live fairly and rulers to be just and even-handed. He pursues and punishes those who break the law. He is usually shown as a winged serpent.
    • Ixchala (Zehir): The great enemy of Ixmec, he fights with her for control of the night. Ever since he betrayed and tried to sacrifice Itzacoatl for his own benefit, one of Itzacoatl's axes has been buried in his forehead. Indeed, he is known as the maimed god, for he has an axe in his forehead and only one leg. (Itzacoatl bit the other one off). He seeks to steal another god's leg, which many of his plots revolve around these days, when he isn't trying to break up people's love affairs.
    • Ixmec (Sehanine): Goddess of the moon and of love, she is both jealous and loving, vengeful and forgiving, ever changing with her phases. She watches over young lovers and old alike. She blesses those lovers willing to mingle their blood and swear to her, making them fruitful and protecting them.
    • Kiwal (Erathis): Kiwal it was who taught the Flan how to build cities and to worship the gods in fine stone temples. She taught them the need for sacrifices to feed the gods, that the gods might use that power to keep the world functioning, the sun in the sky and the rain falling and the crops growing. The ruin of so many Flan cities saddens her; we must save those which remain!
    • Jaguar (Torog): The lord of the Underworld from which humanity escaped to the lands lit by the sun; he is hard to appease and wrathful, seeking to bring pain and suffering to all in revenge for the Flan escaping his caves. His minions can disguise themselves in the form of man. It takes great, painful sacrifice to appease him.
    • Mixteca (The Raven Queen): The Flan see Mixteca as the goddess of sacrifice; she is not feared, rather, she gives gifts in return for people giving her the gift of death. She acts as the intermediary between the gods and men in every offering of blood and sacrifice to them, ensuring both sides keep their side of the deal.
    • Grandmother Spider (Lloth): Jaguar's evil wife and Queen of Spiders and other poisonous things. She hates the Flan, and hates the Elves even more. Her spider minions are great enemies of mankind and like her husband, some of her spiders can disguise themselves as humans, sneaking in and seducing good men and women to lure them into evil.
    • Turtle (Melora): Turtle holds up the sky with her shell and gives the world structure and shape. She hides her followers in hidden places in times of war to protect them. Those Flan who live outside civilization look to her for guidance and protection.
    • Zamitza (Ioun): Wise old Zamitza taught the Flan the secret of writing with the blood of plants. This allows keeping records and histories. He it is who keeps the Mona Kapac, the great recordbook of the Gods in which all events are written.
    • Zinic (Gruumsh): The god of wasteful deaths, Zinic inspires people to slay without purpose, to waste sacred blood on murder and killing, for he wishes this age to end, for he believes in the next age, he will rule the Gods. He is also the god of plunder and pillage and wars made to steal and destroy.
  • The Halfling and Rhenee Pantheon: The Halflings and Rhenee worship the same gods in similar ways. This makes many people suspicious and causes both groups to assert loudly they do not have basically the same religion. It is fairly informal, except for each god's feast day, which turns into a giant ceremony and party. Devout Rhenee and Halflings act as if they were personal buddies/ drinking pals / lovers with the gods they worship. This often makes people of other cultures think they're a little touched in the head.
    • Avandra: One of the two most commonly worshipped dieties of both groups, Halflings and Rhenee invoke Avandra constantly, whether they are are sailing, gambling, or trying to buy and sell.
    • Ioun: Few Halflings or Rhenee worship Ioun except on his feast day, but he's seen as the patron of soothsayers, prophets, wise ones, and arcane casters among Halflings and the Rhenee and of the Touched among the Rhenee. Everyone wants his wisdom but most aren't willing to work at it.
    • Kord and Melora: Seen as husband and wife by the Halflings and the Rhenee, they are feared and must be appeased so they don't bring the storms and whirlpools who will destroy you. However, they are also the patrons of marriage life, and are worshipped there in order to prevent storms in one's marital life. They are seen as constantly fighting and making up; this generates a lot of weather, when it's not them just smiting people.
    • Sehanine: The goddess of transitory love which doesn't lead to permanent attachment. Often invoked as an excuse to have a woman or man in every port. She is depicted as a permanent teenager, who never grows up. She also has an aspect as the trickster who uses lies and deceit to protect her shipmates from a hostile world of landlubbers. She is seen as Kord and Melora's daughter.
    • Tiamat: The water serpent who whispers thoughts of greed and theft into every sailor's ears in the night, and the especial patron of pirates. Her influence gnaws away the ties which bind shipmates together, leading to catastrophic betrayal and death. She is worshipped to try to appease her so she won't spread her corrupting lies.
    • Torog: He is the worst nightmare of all Rhenee and Halflings, representing every tyrant of the shore and every policeman who tries to force his laws on the water-nomads and lock them up. He's also the patron of captains who are corrupted by their power and abuse it to satisfy their own cruelty.
  • The Cult of Fraz-Urb'luu (The Night Whispers / The Cold Keepers): Fraz-Urb'luu claims the title of Prince of Deceit, though the most famous story about him is how Fraz-Urb'luu was tricked by Xagyg into building part of Castle Greyhawk, then imprisoned in another part of it. (He was eventually freed by Erac's Cousin and a priest of Ioun named Ayelerach, who were tricked into thinking him an imprisoned diety of good.) Fraz-Urb'luu is known to be the greatest master of summoning among demonkind and had long used this to trap his kin for his own benefit. He is also Lord of the Frost Giants and dwells on a frozen layer of the Abyss. (Frost Giants worship under the name Thyrm.) His mortal cult are evil tricksters and decievers, prone to conquer through trickery and blackmail rather than force, unusually for a demon cult.
  • The Cult of Graz'zt (The Bearers of Night Wisdom): Graz'zt's cult competes with those of Vecna, Ioun, and Beleth (a devil) for those who are seeking the secrets of occult Lore. Graz'zt is most famous, to his regret, for having been imprisoned by Iggwilv and probably being Iuz's father, and this has weakened his cult in recent times. (Who wants to worship someone who can be imprisoned? Fraz-Urb'luu has the same problem.)
  • The Hepamona Pantheon: There is some overlap between Hepamona and Flan religious beliefs, though the Hepamona focus on sacred hunts and sacrificing those animals caught in them to the gods; these hunts are deliberately non-lethal, so the animal can be sacrificed alive. The more dangerous the animal is, the more it pleases the gods; those who fall in the hunt are considered sacrifices to the gods. Criminals may be forced to conduct a sacred hunt of something very dangerous--a dragon, a manticore, a catoblepas, etc. Those who die expiate the sins of the survivors through their death and bring divine blessing to the community which sent them on the hunt.
    • Ainran (Avandra): The Hepamona see Avandra as a silver-tongued man, the god of money, coins, trade, and gambling. He is seen as one of the younger gods, who lives by his wits instead of his muscles. He is worshipped far more in the southern cities of the Hepamona than in the lands close to the Flaness.
    • Angavu (Pelor): The shining one is seen as a hot-tempered but compassionate woman, whose light protects everyone and helps the plants to grow and the animals to stay warm. She is constantly at war with the god of night, Nkosi (Zehir)
    • Daka (Gruumsh): He is the god of war to the hilt, the war to the death with the humanoids who dwell in the jungle and seek to slay and devour the Hepamona. He is hated and no effort is made except by the desperate and the weak to propitiate him; rather, his worshippers are slain on sight when possible.
    • Grandmother Death (The Raven Queen): She is the twin sister of the Earth Mother; all things cycle from her sister to her and back again. She is also the queen of the winter season. Those who must risk death seek to propitiate her. Some believe she and the Earth Mother are the same being, seen in day as the Earth Mother and at night as Grandmother Death.
    • Dualla (Sehanine): Rebel daughter of Nkosi, she stole some of Angavu's light and made the moon with it to torment her father. Unfortunately, her crafting skills were poor and her lamp gutters out every so often, making her angry and leaving all vulnerable to Nkosi's power. She is fickle and hard to deal with, sometimes loving and kind and something rebelling against EVERYTHING. Those who seek change ask her aid.
    • The Earth Mother (Melora): Eldest of the gods, she is the ancestor of most of them, and every so often, gives birth to more. She set the rules for how to worship the gods, but her main attention is keeping nature working properly, rather than dealing with humans; when she grows wrathful, however, at the breaking of her rules, she sends the hurricane, the earthquake, and the volcano.
    • Etana (Kord): The Hepamona worship Kord in a female aspect, viewing her as the godess of the average hunter; all hunters compete for her favor as her lover.
    • Jaguar (Torog): He is the lord of hate and pain, the patron of all who bring suffering. The difficulties of jungle life cause some to turn on their companions, and when they do, he laughs.
    • Ngumbi (Moradin): He is seen as the god of humanity itself, of human capacity to make tools which elevates mankind above the animals. His priests teach how to make tools and weapons and armor, to aid the people and protect them.
    • Nkosi (Zehir): The Night Serpent. He is the lord of the Yuan-ti, those Hepamona who have fallen into darkness and bred with his sacred serpents. He is the great enemy of Angavu (Pelor), hating all who walk by day. Those who must travel at night make sacrifices to appease him.
    • Shaka (Bahumat): He is the god of war and of chieftans, and of law and justice. Good chieftans serve him and follow his teachings and he will protect the people from their enemies.
    • Grandmother Spider (Lloth): She is the patron of everything which hunts humans, from spiders to scorpions to tigers and dragons. She is nature's revenge on mankind for encroaching on its grounds. She must be appeased if you do not wish to be stung in the night.
  • The Cult of The Hopping Prophet, Wastri (Also known as the Temple of the Frog): This cult is strongest in Blackmoor where it started, and in the Vast Swamp, where it is now strongest. Around 300 CY, the Hopping Prophet, Wastri, began to proclaim the inferiority of all races to humanity and humanity's high destiny of absorbing the best aspects of frogs to create a new master species to rule the world. Rejected even by most human racists for his insane vision of the future, his cult acquired strange weaponry and attempted a coup in Blackmoor. Defeated in Blackmoor, Wastri led most of his followers to the Vast Swamp, where they still lurk. Wastri has not been seen since the 350s, but his cult asserts he is now a god. Certainly, something is giving them divine power. Wastri's cult is known to possess many strange artifacts, some of which they use to take on toad-like and frog-like qualities. In recent years, they've begun to take on Bullywug worshippers also, giving them human-like qualities.
  • The Horned Society (Asmodeus): This cult of devil worshippers rule openly in the lands of the Horned Society, but are covert in most other places. Some authoritarian governments allow open worship, though. It entices people to sell themselves to the cult in return for help in rising to positions of power.
  • The Cult of Jubilex (The Friends of the Ooze): Only the most lunatic worship Jubilex; for he is one of the most mindlessly destructive of the Demon Lords; for him, subtlety is oozing into a building through the sewers instead of just smashing through the wall. Hapless lunatics who want to become slime monsters worship Jubilex. However, the willingness of his oozy, slimey subjects to serve such cultists can make them very dangerous in their stupidity. Certain rumors claim he is imprisoned under Castle Greyhawk, being used as a garbage disposal, but most think this is just a rumor...just about every god, demon, etc, is rumored to some degree to be imprisoned there.
  • The Cult of Kerzit (The Seekers): This relatively small cult worships one of the more minor Demon Princes, Kerzit, the Master of the Black Tome. Kerzit's cult originated long ago among the Maure Clan and is said to seek to reconstruct the old glories of the Maure, or perhaps just to find their secrets. The Circle of Eight slaughtered one branch of the cult in 568 CY.
  • Oerdian Pantheon: The Oerdians worship all the standard gods in standard names; their faith is the cultural standard in much of the Flaness now. Oerdi religion revolves around emulation. A certain amount of Flan-style sacrifice was adopted by the Oerdi to buy off the gods, but they see the Gods as figures to be imitated and emulated with the hopes to eventually become one. Many Oerdi are not very devout. Oerdi worship ceremonies often reinact and depict moments of sacred history; the worshippers participate in order to become like the gods and heroes of the past.
  • The Cult of Pazuzu (The Sky Lords): Pazuzu is mainly worshiped by avian beings and those who dream of flight. His cult spends much of its time sponsoring adventurers to attack other cults, while hiding behind apparently good-aligned fronts; the rest of their time is spent recruiting and conquering places to use as hidden bases for worship.
  • Suel Pantheon: The Suel worship many gods by different names than is the norm in the modern Flanness. Some Suel also worship several demon lords. Most Suel are not very devout; rather, they see the gods as jumped up demon lords / archdevils / etc; beings who are potent and feared if you are wise, but if you grow strong enough, you can eventually do business with them as equals or bend them to your will. Suel priests often resemble middle-men and brokers and fixers more than supplicants or even emulators of the Oerdi style. The exception is the Scarlet Brotherhood, who seem to outsiders to be more of a Mystery Cult.
    • Beltar (Torog): Torog is seen as a woman by the Suel, the goddess of darkness, malice, and pits, who lurks in the underdark and plots revenge on those who drove her and her monstrous followers from the surface. Her revenge will be cruel and bloody.
    • Beory(Melora): The earth mother who created all life. And sometimes destroyes it when angered or when the wilderness she made is laid waste.
    • Bleredd (Moradin): The god of earth, stone, rock, and metal and its transformation into useful things.
    • Boccob (Correlon): Boccob the Uncaring is the god of magic, who concerns himself with nothing else. He and We Jas are major rivals for control of the portfolio of magic.
    • Celestian/Celestia? (Sehanine): The Suel saw Celestian/Celestia? as a being of ambiguous and changing gender, moving from male to female and back with the cycles of the moon. Celestia(n) is the ruler of the moon but also of space.
    • Heironeous and Hextor (Bahumat and Bane): Seen as twin brothers by the Suel, though Hextor now has six arms. Both are war gods, one of honorable warfare and one of victory at any cost.
    • Lendore (Erathis): The Suel worship Erathis as a man, as the father of the gods, and the creator of civilization and lord of time and history.
    • Erythnul (Gruumsh): The god of slaughter and death; he is worshipped in this name by many Suel-influenced humanoids as well.
    • Kord: Kord is the god of the common soldier for the Suel, hard working and ferocious in battle. Either the flunky of Hieroneous and Hextor, depending on who you ask.
    • Nerull (Zehir): The god of night, slaughter, and death. More appeased than worshipped unless you are nuts.
    • Norebo (Avandra): The Suel worship Avandra in a male avatar as Norebo, god of luck and especially of gambling, who encourages people to take big risks in order to get big gains.
    • Rao (Pelor): The god of peace, serenity, reason, and peace-making. A great foe of the undead.
    • Syrull (Tiamat): The goddess of lies, deceit, malice, and greed, who undercuts the work of all who arouse her jealousy and greed. Which is just about everyone. Suloise pray to her when they want PAYBACK.
    • We Jas (Raven Queen and Ioun): The Suel worshipped We Jas, a goddess of death and magic (especially necromancy) instead of Ioun and the Raven Queen; there is some reason to belive she was once a Suel mortal who rose to immortality. Her cult advocates the rule of wizards and warlocks over everyone else and asserts she is the judge of the dead.
  • The Cult of Vecna (also known as the House of Secrets) (Vecna): This very new but also old cult is struggling to find its place in the world. A small cult of Vecna had existed ever since the time of Vecna himself, but for most of its history, it was a small group of limited power; enough to destroy a team of adventurers but not enough to challenge even the Hopping Prophet. However, after the Ascendence of Vecna, it became much larger, though still largely underground, even places like the Pomarj. Many of its members don't even know they worship Vecna, as much of the membership consists of occult brotherhoods, who worship gods of magic and seek to increase their arcane powers. Those most suitable to the cult's goals are then recruited intot he House of Secrets itself, the overcult which control the Brotherhoods. Though there are whispers of higher levels of initiation...
  • The White Skull (Orcus): This church worships the Demon Lord Orcus. It has a growing rivalry with Vecna's worshippers over whether Vecna or Orcus is the true lord of the Undead. In most places, it is covert and illegal. Greyhawk is one of those places, but everyone knows there's likely some group of cultists hiding in the area. Orcus tends to favor the 'rampaging horde' approach to promoting the undead. Some of his followers are more subtle and philosophical, however.
  • The Cult of Yeenoghu (The Cannibal Horde / The Ghoul Lords/ Many other factions):Divided into many squabbling factions, Yeenoghu's worshippers are obsessed with survival and see cannibalism as the way to do it. Ghouls and gnolls serve Yeenoghu and create and devour carrion in his name.
  • The Cult of Zuggtomoy (That Which Needs Not the Light): Zuggtomoy is the Demon Queen of Fungus. Some say she is the sister / spouse / cousin/ etc of Jubilex; certainly their cults often cooperate. Her worshippers are basically evil druids who promote the growth of Fungus and are said to wish to blot out the sun so that fungus might grow over everything.

Cultural Notes

  • Cultural levels very up and down in the World of Greyhawk. Most of the Flaness, though, is roughly at late medieval / early-renaissance technology. There are spyglasses for observing battlefields and the stars. Castle construction and stonework is very sophisticated. Houses are brick, stone, or wood as appropriate / affordable. Siege technology is medieval, though it may include magical devices or odd gnomish gimcracks. Steam engines are not used except by gnomes and are usually unreliable. Medicine is a mix of basic surgery, herbalism, and magic. Some moderately sophisticated chemistry is possible. Most people are illiterate outside cities, but inside cities, literacy is unusually high, though still not a majority of the populace. Printing presses exist and some broadsheets have large circulations in cities like Greyhawk. Cogs are the most common ship, but the Sea Princes and the Lordship of the Isles have both recently developed the Caravel.
  • Most countries have feudalism; central authorities are growing weaker and local authorities tend to be stronger. There's enough chaos that the nobility can no longer enforce rules about who carries arms; they're too desperate for help from 'adventurers', enabling such groups to freely wander around armed. Still, nobles tend to get better treatment in the courts and have more authority. The major states of the World of Greyhawk are currently tending towards breakdown and disunion for the most part, even as barbaric forces rise.
  • Greyhawk allows property owners to vote to elect the city council, which is to say landowners, though some seats go automatically to certain guilds. 'Street Politics', ranging from burning people in effigy to rioting allows commoners to express their opinions.
  • City Watches mainly exist to maintain order and to scare off criminals; if you need a crime investigated, you probably need to hire someone or do it yourself, though they'll hold and try criminals you catch.

Adventuring Parties and Adventurers of Note

  • Ayelerach: A Cleric of Ioun and a Baron of Urnst, who still holds lands in Western Urnst. He was for a time an adventuring companion of the Circle of Eight and especially of Erac's Cousin. After their accidental release of Fraz-Urb'luu, however, he retired from adventuring to run his lands, though he has come out of retirement a few times. He is said to be a Radiant Servant. He seems to receive many visitors looking for Erac's Cousin, but insists he knows nothing. Indeed, he generally advises people not to take up the adventuring life--even a slight error may doom many; he seems to still feel very guilty about the incident. Physically, he is an aging Oerdian with now short grey hair and brown eyes. I suppose the adventuring life is fine if you have a death wish or you enjoy hanging half-naked over death traps or think you really could use more scars.
  • The Citadel of Eight: Founded by Mordenkainen and Bigby, the Citadel of Eight is dedicated to 'maintaining the balance' in the Flaness, and is said to consort with both good and evil leaders to keep both sides in check. They operate from a hidden stronghold, rumored to stand either in the Lortmills, the Abbor-Alz, or maybe somehow both.
    • Alhamzad the Wise: Older but less famous in the East than most of the Citadel of Eight, he is a white-haired old man from Zeif, a Baklunish blood mage deeply steeped in historical and religious thought, a devout follower of Ibn Rushd (Ioun) and prone to constantly lecture from Ibn Rushd's writings at the drop of a hat. As Ibn Rushd said in the fourth chapter of the Book of Radiant Wisdom, 'The graveyards of the world would be full of those who rushed in without thinking, if only there was anything left to bury'. It is best we plan carefully for all contingencies.
    • Bigby: A quiet, contemplative wizard, who favors magic that creates giant hands to do things, especially to punch and grab people. Rumored to have created his own Paragon Path in order to do more Giant Hands. He is rather Flan in appearance. I suppose Otto would say that I can always use another pair of hands to help. *laughs softly* We can discuss this on the way there.
    • Jallarzi Sallvarian: A Suel woman of great beauty and speed, nigh as much warrior as arcanist. She carries a magical axe of great potency, and spends much of her time out adventuring, exploring, and spying for the circle. She has a great deal of skill at disguise, so it's not entirely clear if she's REALLY Suel in heritage... Certain rumors claim she is actually Erac's Cousin in disguise, but he was not known to have her degree of skill in wizardry or swordswomanship. I prefer action in the field to arguments at home. Almhazad and Mordenkainen can argue it out while I solve the problem.
    • Kwalish: Kwalish is a red-haired Dwarven Artificer, more interested in machines than people. She is said to be obsessed with the Machine of Lum the Mad and the Mighty Servant of Leuk-O, and possesses her own giant construct which resembles a sort of mutant metal crab. I still think we should build a giant crossbow and fire the damn thing into a volcano or perhaps the Elemental Chaos itself.
    • Leomund: A red-haired half-elf Wizard from the now divided lands of Aerdi, his mother was a Suel noblewoman, his father an Elf from the Lendore Isles. He is rumored to be a special agent of Lendore (Erathis) himself. He is known to be an expert at spells and rituals to provide creature comforts and shelter along one's adventures and seems to take everything lightly. His is rumored to have visited several parallel versions of Oerth through gateways in the Lendore Isles. Trust me, I've seen much worse versions of this place than the one you dwell in.
    • Mordenkainen: Noted Spellstorm Mage and walker on the road of the Archmagi. One of the mightiest of all the magi of the Flaness, he is a philosopher and arcanist of great power and vastly inclined to meddle. It is said his left hand plots against his right. He is known to be fascinated by the Maure dynasty and their heritage and to have somehow penetrated the Unopenable Door beneath said castle, many years ago. He is pale skinned with dark hair, a vandyke beard, and brown eyes.Few people understand--it is the dynamic of struggle between good and evil which drives us all to become stronger. Should either side triumph, we would either stagnate or destroy ourselves. And neither fate is acceptable to me. I prefer the balance of power. I wish Tenser understood that.
    • Otto: A cheerful middle-aged Oerdian with brown hair fading to grey and a thick beard, he was once very handsome and is still fairly good looking. He wears fancy clothing all the time and adopts a festive attitude. He is a priest of Zagyg and also a wizard; it is not clear which role is more important to him, though he certainly wears more armor in the field than most wizards. Like Jallari, he spends a lot of time out adventuring, and is said to have a great deal of interest in the Ur-Flan. He and Alhamzad get along poorly, as he thinks Alhamzad wastes too much time on philosophy instead of action, while Alhamzad finds him to be a horrible excuse for a priest.All practice of magic is sacred to Zagyg, so let us worship together! I worship a god of action, not of endless gabble and pointless semantic distinctions. Even my failure can praise Zagyg, if it come through my arcane efforts.
    • Wendy (Warnes) Starcoat: Wendy was actually born a man in the city of Leukish in the Duchy of Urnst but was transformed into a woman by a cursed artifact many years ago and has been unable to find a cure. The item, however, also seemed to stop her from aging, so it appears she will be a well-tanned red-headed Suel woman in her late twenties for a very long time (She's supposed to be in her fifties, having been born in 532 CY.) She wears the famous Starcoat, a powerful long jacket which resembles the void of space, full of slowly moving stars and planets. She is also noted for carrying a Staff of Storms and for her skill as a Battle Mage. She spends a lot of her time adventuring, often with Kwalish, whose madder schemes she restrains. I suggest, should you ever visit the Isle of the Ape, to LISTEN TO THE SHAMANS WHEN THEY SAY THE SACRED IDOL IS CURSED. Trust me, you will have far less troubles.
  • The Citadel of Light: Champions of Good and Justice led by Tenser and Serten. Semi-opposed to the Citadel of Eight, when it opposes the good powers of the Flaness, though it's clear both sides wish they didn't have to clash.
    • Bucknard: This middle-aged, brown-haired Rhenee always has an eye for a profit; indeed, he is as much merchant as wizard and handles the Citadel's financial matters. He is a Spellstorm mage and tends to become rather manic when using those powers, though normally he is rather a gladhandler. He is known to find Drawmij intensely annoying. I will quite happily save your village from the rampaging werecreatures. Please sign this contract and I will get right to work.
    • Drawmij: Drawmij is an aging Baklunish wizard with long white hair and deeply tanned and wrinkled skin, though still vigorous. He enjoys philosophical debate, but also enjoys making the wise look foolish. He and Alhamzad the Wise have clashed many times over this. He is a dedicated worshipper of Istus, and indeed one of her clerics. However, his own take on her worship is rather more humorous and idiosyncratic than that of many. He is a divine oracle of fair skill. One might compare the universe to a great bakery in which fate is the oven and the gods are the bakers. Unfortunately, their squabbling interrupts the cooking, leaving many of us half-baked. *brandishes a cookie* However, you do not have the gods' excuses. I want a refund.
    • Eljayess: A red haired elven cleric of Corellion, noted for her high fighting skills. She is one of Correllion's most potent war priestesses. She has a bit of a tendency to favor the violent solution to everything and often has to be restrained by the others. Bucknard, lay down a line of fireballs here. This should distract them while the rest of us sneak into position. Oh yes, Franz, cover Bucknard. Don't let him die until we're in position. Before. Before we're in position. *beat* That was a joke.
    • Evard: A blond elf from Celene with an odd fascination with sea life, especially squid. Many of his magics revolve around water, cold, marine life, and tentacles. He is a highly adept battle mage, though he also has dabbled in the art of swordsmanship. I had to leave home after a misunderstanding revolving around the dual meaning of crabs in Common. Stupid language.
    • Franz, Lord Torkeep: A petty lord of Urnst, he has bad taste in clothing, a silly looking pencil-thin moustache, and a very strong tan. He is Oerdian with a touch of Flan. He is somewhat arrogant and thinks women should stay home with the kids. Nevertheless, he is a fighter of substantial potency and devoted to Heironeous (Bahumat), willing to risk himself to protect others and a long wager of war on the slavers of the Pomarj. He is a noted Swordmaster. Foul treacher, I will slay thee in the name of Heironeous the Champion of Good! Your six arms will merely provide me extra opportunities to practice severing limbs.
    • Rowena of the Silverbow: A dedicated worshipper of Ehlonna (Melora), she is a curly haired brunette who keeps her hair cut short but bushy and wears the most finely decorated armor she can afford. She wields the Silverbow, a weapon especially potent against Devils and Demons. Rowena is very friendly with Drawmij and often clashes heavily with Franz. She is a battlefield Archer of great skill. Franz is useful if you need a pile of bodies, I suppose. And keep anyone innocent far away from him, just in case.
    • Serten: A middle aged blond Oerdian from Veluna, he is a faithful but not too bright champion of Saint Cuthbert. All wise souls avoid philosophical argument with him as he isn't good at it but takes losing arguments poorly. He is quite proud of his potent Holy Symbol of Victory. Proud to where he often can't shut up about it once he gets started. He is a good and faithful friend, but tends to let Tenser do the heavy thinking while he smacks down Evil the direct way. He is an Angelic Avenger of substantial skill. Saint Cuthbert will guide us to victory over our foes!
    • Tenser: Clad in robes of sapphire with short brown hair starting to grey and a dense beard squared off below his chin, Tenser is one of the greatest wizards in the Flaaness, though Mordenkainen is clearly his superior and several others may be. He is a force for goodness and light, determined to use his powers to protect the weak and the innocent from the forces of darkness. He is the top leader of the Citadel of Light. Tenser is a Blood Mage of tremendous power and a vast expert in magical rituals, having developed many himself. He usually stays in his fortress and directs operations, unless his help is needed. Serten is his closest friend. I wish I could make Mordenkainen see the light, but he is a stubborn man. How can he not see how he risks his soul in pursuit of a balance which can never be as stable as he dreams? What happens when his mission falls into the hands of lesser men? I see a final crisis coming, though I wish we could go back to the old days. But time is an arrow in flight and once it passes, it does not return.
  • The Company of Seven: A noted band of heros and heroines, who Xagyg Yragenre travelled with in his youth. Most haven't been seen in decades, though all of them have become identified with some iconic item and/or deed. Many suspect they are working on becoming demi-gods.
    • Heward: A musician of tremendous skill, often remembered for his handy haversack, but moreso for his creation of a huge magical pipe organ, after which he vanished from mortal ken.If you're going to threaten me, can you try it in a lower key? I need to use this one to represent Keogohtm's deep voice.
    • Keogohtm: While most famous for his healing skills, Keogohtm was a master of unarmed combat as well. I have wrestled Kord himself. YOU are as nothing to me.
    • Murlynd: A human wizard, fascinated by techology. He was known to wield twin wands from one of the now forgotten Pre-Suel Empires. Or possibly from the future. Or both, if certain philosophers are correct and time is a wheel. He was also fond of card games, and was very fond of a spoon he had which could turn anything mundane into food once you put it in a bowl. Now, DRAW! No, not you, Nolzur.
    • Melf: She was an elven archer of rare skill and great woodcraft, who dabbled in wizardry and enchantment. Her arrows were noted for their elemental effects. Even the forest, a seemingly mundane one, is full of surprises, a world under every root.
    • Nolzur: A painter of supreme skill and a wizard of much talent. He created special paints which could make anything real he painted. He was very fond also of painting wild landscapes full of dangerous, ancient creatures. I paint what I see and see what I paint.
    • Quall: A warrior of great skill, he also was no mean hand at enchantment, creating an endless array of magical feathers which turned into useful things. This one turns into a bird. *blinks* What?
    • Xagyg Yragenre: The famous mad mage, who came to rule Greyhawk for decades and now may be a god or demi-god. Something answers prayers to him, anyway. He was fascinated by the stories of the Ur-Flan. Remember you are mortal...but you don't have to be.
  • The Company of The Sword of Light: An ill-starred band of would-be heroes and heroines who seemed to stumble from catastrophe to disaster and back again. They finally all killed each other, except for Kelvin, in some fit of madness in the Forbidden City a few years ago.
    • Kelvin: The only survivor of the group, he was known for wearing magical plate armor and fighting with a bastard sword with great skill. Last seen in 585 over the Amedio Jungle, riding an exotic dragon from the Occident. I told them it was a stupid idea! I TOLD THEM!!!!
  • Erac's Cousin: A rogue of unclear origins, appearance, or even gender. Possibly has some skill as a wizard. Erac's Cousin was part of the Circle of Eight when ti still existed. He vanished in the aftermath of the Breaking of the Circle; it is unknown if he has allied himself with either of the successor organizations or wandered off on his own path. Or died. There are periodic sightings of him, but given no one is sure of his (or maybe her) true appearance, goals, etc, none can be sure if any of them are true. Erac's Cousin is a myth.
  • The Fist of Corusk: A collection of Suloise Barbarians from the Corusk Mountains, they are mercenaries for hire, almost all warriors, with a high success ratio but also a tendency to leave a trail of bodies. They claim to be 'sacred warriors of Corusk himself', but little evidence is seen of much holiness on their part.
  • The Lost: The Lost claim the history of Greyhawk has somehow changed, erasing them from it and changing how everything works. Most people consider this ridiculous. They seem to be very effective when not babbling derangedly about alternate histories, though.
    • Arathorn the Cavalier: A tall, dark haired Oerdian who is a very skillful fighter and leader of men. He shows the talents of a Knight Commander, but insists on being addressed as Cavalier. It is not clear why he as an Elvish name. He has a large dent in his forehead; rumor has it Saint Cuthbert (Moradin) once felt it necessary to whack him in the head for his arrogance.
    • Grettir the Wizard Lord: A tall, slender blonde elf who has great skill with both sword and wand. Known to be a Wizard of the Spiral Tower. He is a fanatical pipe smoker and also drinks too much, but is quite ruthless and deadly when sober.
    • Patriarch Jami: A cleric of Saint Cuthbert, he is short and dark haired with olive skin and green eyes. He is a Warpriest armed with a mace similar to that of Saint Cuthbert, though obviously not so powerful. He is known to have a great hatred of Iuz and Vecna.
    • Sly the Magsman: A halfling rogue of great skill, possibly a Cat Burglar. No one is sure exactly what a Magsman is, and he seems unable to give a clear explanation. He loves to turn invisible and seems very paranoid about people trying to take his magic ring. And about undead. And the Tarrasque. And a lot of other things.
    • Spugnoir the Magnificent: Once an humble wizard from the Village of Hommlett, he is now a Wizard of great skill and a potent Battle Mage. He is served by a bugbear bodyguard named Granch. He likes to claim he is as great as any of the Circle of Eight were, but this is likely his vanity getting the better of him.
  • Melody Starshine: A very skilled Half-Elven blonde Bard who may be Clarissa Waterbury, half-elven member of a Rhenee Clan; she remembers nothing clearly before 580 CY and Clarissa has been missing since 569 when she left home with an adventuring party.
  • Rary the Traitor: Once a trusted member of the Circle of Eight, he betrayed and slew several members and then fled to the Bright Desert where he rules with an army of Dragonborn led by Lord Robliar, the famous fighter. His current goals are unclear. In the end, all things end. Sometimes it is necessary to end them faster.
  • The Serpent Society: A collection of adventurers who name themselves after snakes and snake-related things. Many suspect they are Zehir cultists. Their strongest warrior has an odd aversion to crabs.
  • Sigby Grigbyson: A travelling adventurer from Dyvers who has served with many groups in his time. He is devoted to Celestian because of his love of travel, especially at night. He is a fairly skilled swordsman, and very practical. He has short black hair and a neatly trimmed moustache, dressing in purple and gold with a hat. He looks Oerdian, with a touch of Flan...or maybe he just has a tan.
  • The Sisters of Sehanine: A group of female adventurers devoted to Sehanine, who travel the world meddling in people's love lives and slaying evil monsters. Or both at the same time.
    • Arwen Starshadow: A green-haired (probably dyed) half-elven woman, slender and medium in height, who wears loose green hide armor. Even her sword is green. She is quiet and kind of shy, but a skillful ranger.
    • Lana: A pink-haired gnome Paladin of Sehanine. She is relentlessly cheerful to the point where one wonders if she would dissolve in water like sugar. She is also somewhat hyper-active.
    • Maegwin Far-Seer: A brown-haired elven woman, on the short side for an elf, clad in black and silver robes. She has a staff of fiery might and likes to show off with it. She has rather a temper and a little too much tendency to BURN things which displease her. Her passion is as hot as her temper.
    • Narci Mohag: A blonde Tiefling cleric of Sehanine who is extremely nimble and athletic. She is very proud of her good looks and her athleticism and extremely prone to meddle in other people's affairs. She is from a minor Aerdian house.
    • Xana the Wanderer: A friendly and flirtatious tall red haired human with enough hair for two people, though she usually ties it back in a pony-tail. She refers to herself as a 'scout', really. She has a taste for knife juggling.
  • Terik: Brother to the famous Lord Robilar, he was a fighter of fair skill, known to study the arts of the Pit Fighter. He adventured for a time with the Citadel of Eight, until his attempt to take on the Ape Lord of the Isle of the Ape resulted in most of his bones being broken. His current activities or group alignment is unknown. YOU DAMN DIRTY APES! YOU KILLED THEM ALL!!!
  • Yrag the Lord: A handsome red-haired Suel from Onnwall and a frequent ally of the Circle of Eight while it still existed. Towards the end of the Deluge, his father died and he returned to Onnwall to take over his father's Barony. He's still there and remains neutral in the struggle of The Citadel of Light and the Citadel of Eight. It's not my fight any more.
  • Ziggby: A dwarven lord in service to Mordenkainen, he guards Mordenkainen's fortress with an elite Dwarven guard. "It is an honor to serve!"
Artifacts of Note: Some magical items are especially powerful or especially noted in history. Some of them are listed here.
  • The Axe of the Dwarven Lords: Forged for the ancient kings of Dwarvenkind and used to fight in the war of Gods and Primordials. Any Dwarf who holds the axe will either soon become a king and mighty warleader...or lose it to someone who WILL.
  • Avandra's Dice: Avandra's dice are said to take on whatever form you want and produce whatever results their owner wants. However, the more they are used to cheat, the worse your luck grows in other areas. They are rumored to have powers over fate, but it's unclear how.
  • The Codex of the Planes: It is said that Ioun crafted this, and that by doing so, he brought the universe to its current form after the defeat of the Primordials and the Elder Elemental Eye. But the Primordials cursed it, and now, though it offers vast power to call forth planar beings and to travel between planes, it brings misery and destruction to its users...or perhaps only the foolish and inclined to self-destruction dare to try it now. However, there is also evidence the Codex was created about 4500 years ago by Ur-Flan King Yagrax, ruler of the Isles of Woe, now mostly sunken into the Solonor Ocean. Whatever the truth, the Codex appears to have destroyed the Isles of Woe except for the modern remaining isles off the Solonor Coast, when Yagrax tried to use it to defeat the Machine of Lum the Mad. It is rumored to have assisted Vecna in creating his empire and to have once belonged to the Wizard Keraptis. Certain rumors assert it now resides in the Valley of the Mage...or Mordenkainen's stronghold. Or possibly the Lost Caverns of Tsojacanth. Or in Iuz's hands, or...
  • The Deck of Many Things: Said to be the Tarot deck of Ioun himself, though its randomness seems more suited to perhaps Avandra. Or Zehir. Drawing different cards from the deck is said to magnify the luck of its owner for good and will and it definitely helps you to gamble...except when it HURTS you.
  • The Hand and Eye of Vecna: The ancient Flan wizard Vecna was so potent, his hand and eye kept some of his power after his death and served to corrupt and assist many evil overlords for millenia. Many believe they are now reunited with the God Vecna, but many others think the Flaness is unlikely to be so lucky.
  • Heward's Magnificent Organ: Created by Heward, one of the members of The Company of Seven. This organ was originally located in his stronghold in the Lortmills, but vanished when he did. It is said that every keystroke generated a different magical effect. It's also said he and the organ vanished when he accidentally played the wrong note.
  • The Iron Flask of Tuerny the Merciless: Created by the legendary Sheldomar tyrant Tuerny the Merciless, this rune-stoppered iron flask could imprison creatures, forcing them to serve its owner. Until they broke free and killed Tuerny, anyway. There is some reason to believe Xagyg once possessed this item and that it may now be in the hands of the Drow.
  • The Jade Jaguar: This statuette of a were-Jaguar is at least as old as the Olman empire, if not older, and was wielding by his high priests. It seems to have funcioned as a holy symbol of vast potency and could turn people into were-jaguars and possibly other sorts of were creatures, but made one vulnerable to the kiss of the sun. It has been lost since Kyuss' conquest of the Olman, though it has turned up a few times.
  • the Machine of Lum the Mad and the Mighty Servant of Leuk-O: Over 4500 years ago, Lum the Mad was a mighty sorceror-king of the Ur-Flan, when the Suloise empire was young. He crafted a great warmachine which looked rather like a giant crab as part of his attempt to achieve immortality. However, this aroused the jealousy and fear of another Ur-Flan King, Leuk-O, who deployed his own artifact, a giant humanoid statue/suit of armor, the Mighty Servant of Leuk-O, against Lum the Mad. In the course of the war, the Isles of Woe, home to the Codex of the Infinite Planes and the Ur-Flan Sorceror-King Yagrax, were destroyed. This catastrophe was exploited by Lum the Mad, who defeated and slew Leuk-O and supposedly destroyed his Mighty Servant (which keeps showing up not destroyed, however.) Lum, however, finaly fell to the assaults of the Oerdians, turned loose on him by the Suel. Lum perished and his Machine was lost. Both artifacts keep turning up every so often in the hands of warlords and madmen, only to vanish again when said men are defeated by heroes.
  • The Orbs of Dragonkind: Forged by the Suloise in the early days of their empire, to fight the assault of the Dragons, who laid waste to many lands about 4000 years ago. They succeeded in containing the onslaught, but were lost and/or destroyed. Originally, there were three for every sort of dragon, but no one is sure how many survive. They allowed control over and protection from the appropriate sort of dragon.
  • the Platinum Spider of Llolth: A great spider-shaped warmachine, this is said to normally serve as Lloth's palace in the Abyss, but a few times it has entered the world in order to aid her Drow servants. It is said to spew webbing made of shadow that can drain a man's life and hope.
  • The Rod of Seven Parts: Perhaps the most ancient known artifact, this was used in the Great War of Law and Chaos, when the Gods and the Primordials fought each other for mastery of the world. The Wind Dukes of Aaqa, servants of the great god Aaqa, crafted the Rod of Seven Parts as a weapon for their lord, who led them into battle against 'The Queen of Chaos' and her servant, Mishka the Wolf-Spider, a demon lord of vast power. (Or possibly her lover, as he may have been a full-blown primordial.) Aaqa and The Queen of Chaos killed each other...or possibly both fled to slumber for millenia, healing from their wounds. The Wind-Dukes used the Rod to defeat Mishka, but it shattered into seven pieces, each with its own powers. Re-uniting the pieces can grant great power, but the Rod is said to be rather unstable now. Keoland legend claims the battle in question took place in the Sheldomar valley. Indeed, certain legends claim the fight flattened the area into its modern shape.