Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Sunday, June 29, 2025

Greyhawk Quiz: Battles of Greyhawk

Okay Grey-faithful I have a new quiz for yall! Those who know me in the fan community will agree I am always thinking about and rarely following through on one of my favorite topics, Battles of Greyhawk. This quiz is on that exact topic. It may not be as cool as a full-length article or a busy infographic map, but it might just entertain you for a couple minutes. Enjoy!


TAKE THE QUIZ

Thursday, December 7, 2023

New Greyhawk Fanzine: The Grey Grimoire #1

Hail Greyhawk faithful. Today I'm quickly promoting the fantastic work behind the latest Greyhawk fanzine, The Grey Grimoire! This inaugural issue features a variety of articles for a diverse selection of game systems by many wonderful authors and artists from the Greyhawk community. In particular you will find history of Old Aerdy, some great player character options for Hextor and Dalt, monster and treasures of the seas, and some delicious new Circle of (Nine?) heresy. There is all that and much more, check this new publication out NOW. Enjoy!

DOWNLOAD THE GREY GRIMOIRE ISSUE #1

Wednesday, September 27, 2023

Aerial Items of Greyhawk

Welcome again Greyhawk enthusiasts! I recently had a fun discussion on Legends & Lore stream about aerial related things in Greyhawk (or D&D in general). After talking about cloud castles, playable flying races and our rules preferences for flight, I had some left-over material about magic items related to flying. Let's have a look. Enjoy!

Wings of Flying (DMG) The prototypical D&D flying magic item. This cape flies for a couple hours per day and can carry 500 lbs weight!

Wings of the Rakers (Greyhawk Adventure) This is one of the first items I think of when it comes to flight thanks to the good ol' Greyhawk Adventures hardback source book. This white cloak was made by a wizard who was friends of the aarakocra of the Rakers. It acts like normal wings of flying, except the wearer appears to have sea gull wings. The Wings also allow the user to speak and understand aarakocra language and to dive attack like a member of that race. Love that flavor!

Winged Boots (Unearthed Arcana) This item was always a player favorite in my campaigns. Little wings sprout from your heel (kind of like Hermes) and they impart the ability to fly for 2 hrs without concentration. They come in four different speed and maneuverability types as well.

Cloak of the Bat (Unearthed Arcana) Another fun piece of apparel. This one works in darkness making the wearer virtually invisible and allows you to hang upside down like a bat! In darkness the wearer can fly of course or polymorph into a regular bat! This makes a pretty good villain item and can trick players into thinking they're a vampire!

Cloak of the Couatl (The Scarlet Brotherhood) A bat not good enough for you? Okay try this feathered cloak from Hepmonaland and Amedio. Wings spread out from the wearer and allow flight for two hours. The cloak also can make its wearer invisible while flying but it cuts the time in half. Now if this cloak turned its owner into a couatl it'd be amazing, but alas it's not that powerful.

Gargoyle Cloak (Temple of Elemental Evil) I guess while I'm talking about cloaks that give the user flight, I'll mention this one. This time the cloak does polymorph the wearer. As a gargoyle, the wearer has all the abilities of this creature, including flight, but each turn (10 minute) there is a cumulative chance your mind is permanently changed into a gargoyle's. Not cool!

Broom of Flying (DMG) Back in the day, I would have never handed one of these out in my games. However, since the popularity of Harry Potter, I'm rethinking this item's usefulness. It allows unlimited fly power. Carries just 200 lbs though, so yeah not for the armored fighter. Neat part is you can call it to your hand from 300 yds out. That could lead to some fun escape scenarios!

Book of the Griffon (From the Ashes) This magic tome is intentionally left for the DM to tailor for their campaign, but its suggested powers are: summon a group of "magical" griffons once a day. Charm natural griffons, plus spells of flight, elemental air and magical mounts. The book has a price tag of 60,000+ gp so this is a nice diamond in the rough.

Ring of the Wind Dukes (Dungeon #129) This ring comes from the Age of Worms adventure A Gathering of Winds. As expected, this ring belonged to one of the Wind Dukes of Aaqa from Greyhawk prehistory. Among its aerial powers are an immunity to strong winds and the ability to charm monster on Air subtype creatures, so it opens the possibility of riding an aerial mount. Its other offensive powers make this nearly artifact level in rarity. Check out this issue!

Ring of Elemental Metamorphosis (Tome of Magic) Hey speaking of wind themed rings, this item (in our case Air type) can polymorph the wearer into an elemental once a day. As you would expect the wearer gets the form and physical abilities and defenses of an air elemental (so flight). It doesn't screw with the wearer's mind luckily!

Ring of Elemental Command (DMG) Possibly better than the previous rings, the Air subtype here has loads of powers. Among them is communication with elementals, the fly spell, invisibility and control winds

Flying Carpets (DMG) Probably my favorite aerial themed magic item of all time. I mean who didn't grow up with stories of Aladdin on his flying carpet? In Greyhawk, Mordy and company ride one in Mordenkainen's Fantastic Adventure. In the DMG, they come in four various sizes and speeds. The smaller the carpet, the faster it is, but it also carries less weight. For a fun idea, I once created a flying carpet that also teleported randomly when fed expensive gems.  

Ebony Fly (DMG) Figurines of Wondrous Power are classic magic items. The ebony fly however is one I don't think I ever used. It grows to the size of a pony, flies for 12 hours straight and can carry up to 350 lbs. Seeing a hero riding on a giant house fly would be quite a sight! 

Bronze Griffon (3.0 DMG) This is a new type of figurine found in 3rd edition. Naturally it grows into a magical griffon that can be rode for 6 hours at a time, twice a week.

Saddle of Flying (Tome of Magic) Okay I knew this item had to exist and I finally found it. When secured to a horse, this saddle causes the mount to sprout wings and the ability to fly at its normal movement rate for one hour per day. Not bad if you're a paladin or cavalier who wants to ride a cheap Pegasus into combat!

Coruskian Stone (Greyhawk Adventures) Another hidden gem from GHA. This greenish stone set in a gold necklace gives the wearer the ability to charm griffons into being aerial mounts. The stone however does not impart any special skill in riding griffons, so combat will be dicey. 

Headband of the Corusk Mountains (Greyhawk Adventures) Okay one more from GHA, this one is even better. There is something about the Thillonrian Peninsula that screams the need for flying items, I guess. This headband is fun, because it's made from the skull of a white dragon! Its purpose is to charm white dragons into being a mount and yes, the item imparts the ability to ride aerial creatures.  What's more, the headband makes the wearer immune to cold attacks. Very cool!

Thursday, February 9, 2023

Extra-Planar Influences on Greyhawk

Welcome again Greyhawk fans! Over on Legends & Lore stream we were discussing how examples of extra-planar influences on the World of Greyhawk setting are abundant and often drive Oerth's history, pre-history, and current timeline meta-plots. By extra-planar we mean the inner (elemental), outer (heaven and hell) or in-between places (ethereal, astral). Whatever arrangement of D&D cosmology you follow, it's true that archdevils, demon-princes, archomentals, and other entities are always either directly involved or a step removed from the action in published material. For instance, the Temple of Elemental Evil famously involves both elemental and demonic influences, and the demiplane of dread, Ravenloft within the deep ethereal has netted a few Greyhawk denizens in the past. I had a couple leftover examples to share, so let's have a look: 

One of my favorite overlooked examples is from the Living Greyhawk Gazetteer. In the section on the Plains of the Paynims it related a story of how a marid (genies from the Elemental Plane of Water) influenced the future of the whole Baklunish West.

"The first group of traders to make a complete circuit of the Paynims lands returned to Zeif with little material wealth, but possessing a great store of information. The mighty works and monuments of the empire were gone, except for scattered, fragmentary ruins. Only the stone circles of Tovag Baragu stood unmarred, by the waters of Lake Udrukankar. Within the lake itself, the Shah of the Waters appeared and asked the merchants for the name of the new emperor. At first they made no response, but finally they gave the name of the sultan rather than earn the ire of the mighty marid of Udrukankar. They reported that the marid granted his blessing t the great sultan and departed.

The Paynims remember the tale differently, saying that the marid shah gave, in addition to his blessing, a rare and legendary jacinth. It would identify the sultan as the heir to the imperial Baklunish line. Had the sultan returned with it to Udrukankar, the Paynims allege, he would have become the new emperor and founder of the 12th Dynasty of the Baklunish. Yet, only merchants returned in the years that followed, for the jacinth was lost and with it the imperial inheritance." 

The Baklunish have a history of dealing with the elemental planes. The culture is patterned in part off Arabian Nights tales where genie-kind have a hand in affairs. Here, a marid who rules over the only remaining body of water in the old empire has set a test on the sultan to verify his inheritance to the throne. Yet Istus intervenes and the jacinth is lost. As an aside, I can't fathom that the author didn't intend for this "jacinth" to be anything other than the Jacinth of Inestimable Beauty from AD&D artifact lore. As quests go, having the sultan hire PCs to find this particular jacinth so he can claim rulership of the entire west is a huge meta-plot. Thank the marids for that one.

Greyhawk is well known for its overuse of demons. The lower planes are constantly influencing events in the Flanaess be it Graz'zt and Iggwilv bringing Iuz into the world, or Demogorgon creating the Death Knights and thus wrecking what nobility was left in the Great Kingdom. One of my favorite demon-princes is Pazrael (aka Pazuzu from MM2). According to Iuz the Evil, he has a lot going on:

"Pazrael has an alliance with Iuz for several reasons. First, he is wary of Graz'zt and feels Graz'zt may have designs on his Abyssal plane, so one way of keeping tabs on what Graz'zt is doing is by having his own fiends in Iuz's domain. Second, his nabassu grow strong marauding within Iuz's realm. Third, Pazrael has a long term goal of supplanting Iuz on (Oerth), a goal he realizes will take decades to achieve..."

But that's not all this avian demon-prince is up to in the Flanaess...

"Duke Szeffrin, ruler of the Almorian lands, is the other main power player with a firm alliance with a fiend of great power. The Abyssal Lord Pazrael lends strength and magic to Szeffrin. Plus, tanar-ri (demons) in his service us the gate at Onyxgate to enter Prime Material Plane. What Pazrael is doing in Szeffrin's domain is simple, his is testing magical strength on a scale which he doesn't want to offer to Iuz. Pazrael wants to see how his most mighty magics work in Almor, to "field test" them for the day when he can act against Iuz."

That double-dealing Pazrael! He's a true prince of demons. Even though in later publications the Crook of Rao and the Flight of Fiends kind of ruins this meta-plot, think of the implications if Pazrael's plans do go ahead as planned. If heroes learn of Pazrael's scheme, do they stop him and thus aid Iuz or do they inadvertently help a demon lord to eventually replace the demigod of evil? Outside a few Greater Boneheart NPCs I don't know who else has the power and resources to seriously fill a void left by Iuz. It's an epic level plot for DMs to consider.

Using extra-planar driven villains and plots in Greyhawk tends to be a high-level affair. However, what is more fantastic and magical than bringing in bizarre encounters from these alien places. Next time you use faeries, or shadow dragons, or astral born githyanki in your campaign, consider for a second what their reason for being on Oerth might be, it could lead to even more adventure.

Sunday, January 8, 2023

Wars of Greyhawk: Battle of Blackwater Bend

Happy New Years Greyhawkers! Let's get back to my continuing military history of the Flanaess. If you haven't seen the previous entries in the Wars of Greyhawk, go to the Best of Greyhawkery page on this blog. This entry pits the forces of Iuz versus the tenacious Wolf Nomads. Enjoy!

Siege of Eru-Tovar and the Battle of Blackwater Bend

Conflict & Date: 
The Battle of Blackwater Bend occurred eleven weeks after the Siege of Eru-Tovar, on the 22nd day of Harvester, 578 CY. 
 
Armies & Commanders: 
Eru-Tovar (3,400 total)
Wegwuir tribal chiefs
2,400 light infantry, 500 medium infantry, 500 archers. 
Wegwuir Horde (Wolf Nomads) (20,000 total)
Bargru, Tarkhan of the Wegwuir.
10,000 light cavalry, 2,000 medium cavalry, 1,000 mounted crossbows, 7,000 mounted archers.
*****
Northern Host of Iuz (25,500 total at Eru-Tovar)
Lord Choldraf, High Priest of Iuz.
2,000 heavy infantry, 1,000 light cavalry, 2,000 heavy cavalry, 2,000 crossbows, 4,000 hobgoblins.
Mellard-Plict the Mage.
6,000 orcs, 3,000 gnolls, 3,000 goblins, 100 ogres, 2,400 other (norkers, ogrillons, bugbears, etc).

Result: 
The Wegwuir Horde routed the forces of Iuz the Evil.

Casualties:
Eru-Tovar (500 total)
350 light infantry, 50 medium infantry, 100 archers. 
Wegwuir (Wolf Nomads) (2,000 dead, 4,000 wounded, 6,000 total)
(dead) 900 light cavalry, 200 medium cavalry, 100 mounted crossbows, 800 mounted archers. (wounded) 1,800 light cavalry, 400 medium cavalry, 100 mounted crossbows, 1,700 mounted archers.
*****
Northern Host of Iuz (13,200 total, plus 8,750 deserters)
250 heavy infantry, 400 light cavalry, 300 heavy cavalry, 700 crossbows, 1,000 orcs, 600 hobgoblins, 325 gnolls, 1,200 goblins, 25 ogres, 400 other (losses at Eru-Tovar).
50 heavy infantry, 100 light cavalry, 50 heavy cavalry, 100 crossbows, 2,700 orcs, 1,000 hobgoblins, 1,675 gnolls, 1,000 goblins, 75 ogres, 2,000 other (deserters at Eru-Tovar)
800 heavy infantry, 200 light cavalry, 475 heavy cavalry, 525 crossbows, 2,100 orcs, 2,100 hobgoblins, 1,000 gnolls, 800 goblins (losses at Blackwater Bend) 

Prelude
Ever since the return and increasing rise in power of the demigod, luz, the Wegwuir avoided their ancestral lands east of the Blackwater, instead focusing their annual raids upon the neighboring Chakyik tribes (Tiger Nomads) to the west and south into rugged Perrenland. In the spring of 578 CY, Iuz capitalized on the predictable absence of the nomad hordes and directed the Boneheart to form an army to conquer the town of Eru-Tovar, the only permanent settlement of the Wolf Nomads. Iuz hoped this bold move would crush the Wegwuirs’ morale and force them into his subservience. 

Battle
A):   The Northern Host of Iuz was placed under the joint-command of Lord Choldraf, a high priest of Iuz (Cleric 14) and the lesser Boneheart mage, Mellard-Plict (MU 12). Lord Choldraf for his part raised human mercenaries for the campaign; 2,000 heavy cavalry, 1,000 light horse, plus 2,000 heavy foot and 2,000 crossbowmen. In addition, he rallied 4,000 hobgoblin shock troops to compliment his well-armed soldiers. Mellard-Plict on the other hand, drew his forces from the worst corners of Iuz’s land, raising about 6,000 orcs, 3,000 gnolls, 3,000 goblin and xvart scouts, as well as a huge mixed horde of ogres, ogrillons, norkers, and bugbears. Swelling to over 25,000 in number, the Northern Host gathered in the arm of the Howling Hills between the Dulsi and Blackwater Rivers, and at the start of summer 578 CY they force marched westward toward Eru-Tovar. 
B):   Unsurprisingly, the leaders of the Northern Host did not work well together, and both were unhappy with sharing command. The pair quarreled incessantly during the march through Wegwuir territory; Lord Choldraf was incensed that the evil wizard could not firmly control his diverse rabble of humanoids, and in turn Mellard-Plict insulted the Iuzian priest’s personal powers and disputed the quality of his well-armed, but relatively weak troops. 
C):   The Host arrived at Eru-Tovar the following month and a siege was laid on the Wegwuir stronghold according to Iuz’s design. The bitter feud between commanders continued however as each ran a separate campaign in an effort to claim the glory of taking Eru-Tovar. The chaos on display before Eru-Tovar allowed its warriors, outnumbered by over eight to one, to withstand ten weeks of siege. Initially, the hardy Wegwuir ignored calls for surrender, then repelled any attack sent against their town with skill and discipline, while harassing the dual sieges with their own destructive sorties. The casualties suffered by the Host was significant, compounded by the tendency of the rival besiegers to slay the other’s wounded. This general disarray also allowed Eru-Tovar to send fast riders, easily eluding the siege to warn the Tarkhan’s horde and rally aid among the Wegwuir tribes.
D):   Meanwhile to the west, the annual feud between Chakyik and Wegwuir hordes abruptly ended with a treaty. As Istus would have it, the Tiger Nomads turned their focus to the Caliphate of Ekbir just as the dire news from Eru-Tovar reached the Tarkhan. Incensed by the craven attack on the Wegwuirs’ only permanent town, Bargru turned his force of 20,000 lancers and mounted archers to ride back in haste. The Tarkhan’s horde arrived at Eru-Tovar by late summer, just in time to raise the siege as it was already faltering. 
E):   The Northern Host of Iuz had been alerted of the Tarkhan’s return, so the call was made to retreat eastward by their original trail along the Black Water, in order to reach the Howling Hills where they hoped Iuzian reinforcements would be amassing. Lord Choldraf was furious as his well-trained units were forced, at a considerable loss, to provide a screen for the main Host’s withdrawal.  
F):   Yet again, Lord Choldraf blamed the undisciplined humanoid troops under the cowardly Mellard-Plict for their misfortune, as a great number of the wizard’s troops began to desert, many splitting off into smaller tribal bands to fend for themselves in the wild.
Many of these deserting bands were further scattered across the plains and highlands as reinforcements for the Wegwuir arrived from the northeast. Lekkol Noyon, seventh son of Bargru (half Flan), hastily returned from the Barren Plains with 800 veteran horsemen at his back, fresh off a grueling campaign allied with the Rovers of the Barrens against the despised Horned Society. Lekkol’s riders were gladly added to the Tarkhan’s horde, further increasing the nomad’s morale.
G):   Taking his time, the Tarkhan closely pursued the remaining Host over several days, methodically steering them in a series of hit and run skirmishes, off their path and toward the wide bend of the dark and muddy Blackwater. Now cornered and outnumbered by a more mobile army, the remaining Host of Iuz had no choice but to stand and fight a pitched battle which occurred on the 22nd day in the Dozenmonth of the Squirrel (Harvester). It is said in the outset of this battle, the priest Lord Choldraf begged for intervention by Iuz the Evil, but his prayers fell on deaf ears. The vile mage Mellard-Plict was likewise ineffective during the battle, using his spells instead to escape from the wrath of the Tarkhan. The brutally efficient Wegwuir archers and lancers easily routed the desperate invading Host, who soon abandoned their arms and fled over the brackish tributary. The Wegwuir took no prisoners, slaying nearly 8000 enemy soldiers including many drowned while crossing the Blackwater. The Wolf Nomad victory was decisive, losing about 2,000 and twice that many wounded. Only a few thousand of luz’s once formidable army survived that day and finally made it back to the Howling Hills. 

Aftermath 
Lord Choldraf returned to Dorakaa in disgrace and never again commanded Iuz’s armies; worse yet the priest was demoted in Iuz’s unholy hierarchy. Choldraf continued to serve in the Old One’s court, seeking atonement for his infamous defeat. Unlike his rival, Mellard-Plict did not return to the Land of Iuz to answer for his failure at Eru-Tovar, instead abandoning his position in the Lesser Boneheart. Rumor has it the mage not only feared the judgment of Iuz, but also the vindictive Lord Choldraf. It is said, the wizard fled to the Vast Swamp far to the south, where he now serves another demigod, Wastri, the Hopping Prophet.
Following the Battle of Blackwater Bend, Bargru returned to Eru-Tovar in triumph, but rather than celebrate the Tarkhan immediately reinforced the garrison and began repairing the badly damaged defenses of his capital that had barely held out during the weeks-long siege. Once Eru-Tovar was secured, the Tarkhan journeyed to the border of Lake Quag near the Sepia Hills, territory of the Guchek tribe, also known as the Wild Dog Nomads. Bargru met with their leader, Jicta Khan, to seek answers for why he alone among the Wegwuir had not joined the Tarkhan’s horde that spring, nor offered succor to Eru-Tovar against Iuz’s siege. The angry Tarkhan and his retinue was instead welcomed with a deadly ambush by Jicta Khan. Bargru’s personal guards were slaughtered defending the ever-wary Bargru, who barely managed to escape the trap using his ancestral powers of illusion. 
It was later discovered Perrenland secretly made an alliance with the Guchek, backing the rebellious tribe in their independence from the Wegwuir, as a hedge against future raids by the Wolf Nomads. The Tarkhan returned to Eru-Tovar more incensed than before, though by spring of 579 CY he still had not taken action against the traitorous Jicta Khan.

Heroic Hooks
   DMs who wish to feature the Battle of Blackwater Bend in their own campaign should note this conflict takes place about two years after the starting timeline of the World of Greyhawk boxed set. This battle is set during a time when the demigod Iuz the Evil, is rising in power, and is expanding his domain in all directions. The Battle of Blackwater Bend could make a good historical flashback, or a climatic event for a Bitter North campaign. The following hooks are suggested for DMs who want to have player characters participate in the Siege of Eru-Tovar and the Battle of Blackwater Bend without necessarily reenacting all the events.
  • Hold the Gate: Your party was unfortunate to be in Eru-Tovar as the siege was brought by the Host of Iuz. Now the locals have turned to the PCs to take a lead in the defense of the small town. Eru-Tovar is no fortress however, so the players must use their power and cunning to keep the disorganized enemy from breaching the gated walls of this earthen-work domain.  
  • Ride Them Down: Your band of characters has joined the Tarkhan’s horde in driving off the armies of Iuz. There are many skirmishes along the way, as mounted Wolf Nomads harass the routing Iuzians. Your unit is at the forefront of one of these skirmishes, as luck would have it they must contend with a squad of heavy cavalry sent to stop them by the vile priest Lord Choldraf.
  • Locate Deserters: The forces of Iuz are on the run. The Tarkhan is trying to steer the fleeing army toward the bend of Black Water. While the main horde accomplishes this, your allied band of adventurers are split off to hunt down deserting bands of dangerous humanoids and soldiers formerly commanded by the evil wizard Mellard-Plict.
  • Neutralize the Wizard: The Wegwuir town of Eru-Tovar can withstand conventional siege warfare for weeks, but the PCs special talents are needed to step in and help fend off the magical depredations of the Lesser Boneheart mage Mellard-Plict and his arcane assistants.
Sources:
Gary Gygax. World of Greyhawk Fantasy Game Setting (1983).
Gary Holian; Erik Mona, Sean K. Reynolds, Frederick Weining. Living Greyhawk Gazetteer.
Gary Gygax. Greyhawk’s World: Events of the North Central Flanaess. Dragon Magazine #56.
Carl Sargent. Iuz the Evil.

Sunday, November 13, 2022

Greyhawk Comic Rewind: Say What?

Hail Greyhawk mavens! I was scrolling through some of my old Greyhawk Comics scrips recently, and there are some where the annotations at the end were full on blog posts. This is what led to Greyhawkery of course. Let's go way back to July 2009 and see a fun strip celebrating the linguistic depths of D&D and the Greyhawk setting. You can read the comic in its entirety below or follow this link if you want to go back and read other installments. Enjoy!

July 23th, 2009: 'Ware and were, friends! The World of Greyhawk has a long tradition of using obscure words, unique terms and especially keen, setting specific expressions in its publications. How then did poor Mayaheine fare when Pelor came along, picked her out of her home plane and dropped her off on Oerth? Check it out. ;)

Be sure to see the annotation at the end of this one. ;)
-mortellan

No games here. If you knew all the bold terms above, then you are a hardcore Greyhawk fan indeed! But just in case I have friends and family reading this, here is a glossary:

Cold Iron Avail You: "A common exchange between warriors among the Highfolk and in Furyondy, referring to the power of cold iron against certain undead, particularly the servants of Iuz."
I Spit on the Old One: (Among Highfolk and Furyondy) "An aggressive greeting or expression of bravery or disdain." The Old One refers to the demigod of evil, Iuz.
May the Axe Grow Great: "An expression used among the exiled Knights of the Holy Shielding. It refers to their deity Heironeous (above), who possesses an axe that can grow or shrink in size. It expresses the hope that good will thrive and grow great, that the Shield Lands will be reclaimed, and that better times will come."
Starcloak: A coin from the elven realm of Celene. 1 electrum piece. Electrum is a naturally occurring alloy of gold, silver and other metals.
Godsday: The 4th day of the week, a day of worship. The day before Godsday however is Moonday.
Thorp: A small village usually consisting of 2d4x10 people.
Fler: "The principal inlet to Lake Quag, flowing from the Burneal Forest and the Land of Black Ice beyond. It is supposed that much of this river is passable to large craft."
Meersalm: A special salve used on Heironeous by his mother, Stern Alia to make his skin virtually invulnerable. (Don't ask me why Meersalm is for barter in a small village.)
Guchek: A Wolf Nomad tribe living on the shores of Lake Quag in the trade town of Ungra Balan.
Hobilar: Light skirmishing cavalry.
Ordai: "This dialect shared by the Wolf and Tiger Nomads bears some resemblance to Ancient Baklunish, but it is most similar to dialects spoken among the distant Paynims."
Chrysoberyl: A yellowish-green gemstone worth a base 100 g.p. The Sultanate of Zeif has a secret source of Chrysoberyl that it trades as far east as Keoland.
Da'Shon: "Falling Hail, a complicated form of unarmed combat practiced by one of Xan Yae's sects (Goddess of Stealth and Mental Power)." Xan Yae sponsored the demigod of physical and mental mastery, Zuoken who is also the Master of Da'Shon.
Vetha: A Rhennee (Gypsy-folk) wise-woman, fortune-teller and mystic but not a da'shon teacher.
Rhopan: "The language of the Rhennee, Rhopan is also called 'Rhennee cant' because it borrows many terms from other languages, including the argot of several thieves' organizations. It is not related to any Oerthly tongue."
Sweet as the Mistmarsh: "A phrase used ironically throughout the Domain (of Greyhawk) to indicate a business deal or an agreement that smells fishy to the speaker."
Old Peculiar: An ale made at Peculiar Manor by Sanjaray Mohsin of Ekbir from a recipe given to him by a dwarven chieftain. "Old Peculiar is jet black and is so heavy some say it is best not drunk but eaten with a fork. It tastes like liquid peat and no one alive has ever claimed to have downed more than two pints, and usually only dwarves claim even that. Sanjaray boasts that the crucial test of the ale's readiness is that if a rat won't dissolve in a keg of it in less than five minutes, it needs more fermentation."
Dirawaen: A network of magical roads built during the height of the Great Kingdom of Aerdy. "Constructed by earth elementals tamed to the will of the famed Aerdi war-mages, these roads aided not only the passage of armies in war, but also of merchants and trade in peacetime. Neither rain nor snow gathers on the broad, black paving stones of the Dirawaen roads, rendering them passable even in winter when mundane roads are muddy swamps. Priests of Fharlanghn, god of Horizons, Distance, Travel and Roads, laid powerful dweomers on the Dirawaens allowing travelers to move quickly over long distances without tiring (travelling on a Dirawaen road doubles all land-based movement rates). It is said that no cart has ever broken a wheel, nor a horse thrown shoe or rider while travelling on a Dirawaen road."
Ktosor-hep: "Dustlakes." A feature of the Sea of Dust. "Expanses anywhere from half a mile to six miles across in which the dust is charged with a magic that causes it to take on the characteristics of water. The grains form a sort of fluid which permits the passage of air between them but retains them in a single body which supports waves and boats and swimmers as if it were a true lake. Unlike water, however, it may be made somewhat breathable if a fine cloth mask is placed over the mouth. It is therefore possible to descend to the surface beneath the dust, and there to examine in the dim and dust-laden atmosphere the ruins of towns and cities, for each dust-lake seems to have been just such a site before the Rain of Colorless Fire."
Tinklingice: Olven term for the month of late Autumn.
Ready'reat: Common Flanaess term for the same month of late Autumn.
Lirtlemark: Other name for the March of Bissel, once the northernmost frontier of the kingdom of Keoland before it was lost in the Small War against Furyondy (438 CY).
Old Ferrond: The lands from the western Nyr Dyv to the Yatil Mountains, primarily referring to the old Viceroyalty of Ferrond which served as the western frontier of the Great Kingdom of Aerdy. Old Ferrond eventually slipped away from the waning empire and broke into several smaller states including the Kingdom of Furyondy.
Thillonrian: A person (usually an Ice, Frost or Snow Barbarian) from the mountainous Thillonria Peninsula in the northeast Flanaess.
Subaltern: A junior officer (A rank not normally given to barbarians).
Bec de Corbin: A type of polearm similar to a Lucerne Hammer (neither of which barbarians prefer). In 1st edition, a Bec de Corbin cost 6 g.p. and it did 1d8 dmg vs small and 1d6 vs large, with a speed factor of 9.
Obex: An inverted two-step ziggurat shape normally used as a symbol of Tharizdun.
Ipt: A species of Ipp tree (60' high, greenish bark and hand shaped leaves) that is even larger and taller. Favored by Sylvan Elves.
Deklo: "Massive hardwoods often 15 get in diameter and over 100 feet tall. They have thick strong branches that grow almost parallel to the trunk. The leaves of the tree are nearly round and grow in thick clumps. On a mature deklo, leaves will be over 1 foot in diameter. These trees tend to grow in groves, excluding other forms of vegetation.
Dweornite: Found in the Horned Lands. "Tear-shaped semi-opaque, blue-white stones found in totally unpredictable subterranean locations. The gems have diverse magic powers." Similar to dweorstones found in the Cairn Hills and Ioun Stones.
Moonveil: A coin from the elven realm of Celene. 1 Platinum piece.
Sure as a Shielding Oath: "Refers to the Knights of Holy Shielding, famed for their loyalty. It indicates a thing is a near-certainty."
The Handmaiden: Also known as Kule or Celene, (the moon not the elven realm) the smaller of Oerth's two satellites.
The Mistress: The Great Moon (aka Raenei or Luna) upon which the months are based. Appears barren from the ground but is actually forested.
Thoqqua: A giant worm from the elemental plane of fire. Known to tunnel beneath the Sea of Dust.
Until the Starbreak: "A farewell and oath of fidelity used among the northern barbarians (Thillonrians). It has two meanings. In bitterly cold weather the exhalation of breath causes a tiny cloud of frost to form and fal, and these falling flakes are referred to as "the breaking of stars," hence, "until the starbreak" can mean "until we meet again." It can also mean "until the end of the world" since certain barbaric myths indicate that the world ends with a shower of stars that fall when the heavens break."
Hands in your pockets, eyes on your purse: "A common farewell in the City of Greyhawk, where thieves are everywhere." 

Saturday, September 24, 2022

Wars of Greyhawk: Barren Plains War

Greetings Greyhawkers to another installment of my Wars of Greyhawk series. These battles are hard to research and produce, plus it's a project I've struggled with writing for years, so I'm sorry for holding onto this next one for so long. Many of you have probably never heard of the Barren Plains War, and the simple reason for that is because I believe I coined the name for it, for lack of any other description. This battle comes from Gygax's excellent article Events of the North Central Flanaess in Dragon Magazine #56. This "war" or "conflict" is really just one part of a long historical struggle between the nomads of the north and certain adjacent evil nations. There will be at least two more battles to come that will tie into this entry, so until then Greyhawk armchair historians, enjoy!

Barren Plains War

Conflict & Date: 
The Barren Plains War occurred over a several month period from Coldeven 578 CY to the 26th of Goodmonth, 578 CY.
Armies & Commanders: 
Confederation of the Barrens (7,850 total)
        Chada-Three-Lances, War Sachem.
        Chieftains primarily of the Red Horse, Black Horse, Horn Bow, and Sly Fox clans. Centaur, and     Sylvan elf tribal leaders.
        1,850 light infantry, 2,500 light cavalry, 500 medium cavalry, 2,000 mounted archers, 900 centaurs, 100 sylvan elves.
Wegwuir (Wolf Nomads) (1,000 total)
        Lekkol, emissary of the Wegwuir.
        1,000 mounted archers.
*****
Host of the Horned Society (20,000 total)
Hierarch Blontug.
        4,000 light infantry, 500 medium infantry, 2,000 light cavalry, 500 archers, 4,000 orcs, 7,000 hobgoblins, 2,000 goblins and kobolds. 
Allied Bandits (7,500 total)
        Plar Rostal.
        Seenia (renegade sylvan elf).
        6,000 light cavalry, 1,000 medium cavalry, 500 mounted crossbows.
Result: 
The Horned Society repels the advance of Confederation of the Barrens.
Casualties:
Confederation of the Barrens (2,705 total)
        1,000 light infantry, 750 light cavalry, 100 medium cavalry, 670 mounted archers, 170 centaurs, 15 sylvan elves.
Wegwuir (Wolf Nomads) (270 total)
        270 mounted archers.
*****
Host of the Horned Society (7,200 total)
4,000 light infantry, 500 medium infantry, 500 archers, 4,000 orcs, 7,000 hobgoblins, 2,000 goblins and kobolds.
Allied Bandits (2,800 total)
2,100 light cavalry, 500 medium cavalry, 200 mounted crossbows. Prelude
   The stalwart presence of the Shield Lands continued to prevent the diabolical Hierarchs of the Horned Society from capitalizing on their designs to conquer and control the entire northern shore of the Nyr Dyv all the way to Willip in Furyondy. In early 578 CY, the Hierarchs attempted to once again take advantage of moves by the Land of Iuz against Furyondy to the west. However, their campaign would stall once again, and the armies of the Horned Society would need to turn about in haste to respond to a major threat against their northern territory by Flan nomads out of the barrens.
   These nomads, referring to themselves as the “People of the Plentiful Huntinglands”, were pushed out of their western plains and forest camps by the combined hordes of Iuz and the Horned Society following the disastrous Battle of Opicm River in 515 CY. More than sixty years later, the so-called “Rovers of the Barrens” had managed to survive and prosper, with two generations of warriors honing their fighting skills against the brutes of Stonefist as well as creatures from the Wastes and Cold Marshes. By 566 CY the Rovers began to encroach on the northern edge of the Fellreev, and within a few more years their famed Wardogs were hunting west of the Cold Run. 
   Despite the dangers of Iuz, the Rovers contacted the Wegwuir for an alliance. In autumn of 577 CY, a great hunt and conference was called with emissaries from the Wolf Nomads. Reports estimated over 26,000 warriors from seven major clans attended, their chieftains and Wardog leaders agreeing to a bold plan to regain their lost territory along the Opicm River and the Fellreev Forest. Three western clans most affected by the Horned Society, the Red Horse, Black Horse, and Horn Bows, volunteered to spearhead the confederation’s war-party, while the forest dwelling Sly Fox Clan secured an alliance with the sylvan elves of the Fellreev, to coordinate a strike at their common enemy from the woodlands. The Wegwuir however, would not commit to joining the confederation that night, even though they felt a kinship to the Rovers’ plight.
 
   The mighty Flan warrior Chada-Three-Lances, hero of many raids against Stonefist, was elected War Sachem of the confederation. He personally brought an alliance with the centaurs of the barrens who, like the Rovers, were displaced from their plains on the western end of the Fellreev by the hated Horned Society. 
Battles (Map Stage 1)

A):  In the spring of 578 CY, Chada-Three-Lances and his war-party of 6,000 riders along with 900 centaur warriors, and 1000 fast-moving Wardog footmen moved south on the plains. At the same time, 850 Sly Fox warriors and 100 allied wood elves slowly advanced along the edges of the Fellreev. Their initial forays into enemy held territory went uncontested as several settlements were pillaged even as far as the frontier town of Dingaverge. After enduring a couple months of these hit and run raids, news finally spread back to the Hierarchs from the survivors of their raided settlements. These reports were wildly exaggerated however, as most claimed the invading horde had two to three times their actual number. B):  In response to the increasing raids, the Hierarchs finally decided to forgo their southern campaign, and sent an army north, calling on additional mercenary bandits and brigands to muster at Dingaverge. Led by Plar Rostal, an infamous mercenary warlord and his consort, Seenia, a traitorous sylvan elf from the Fellreev Forest, a cavalry force of 7,500 mobilized at Dingaverge within a week, all eager for coin and some action. C):  Rostal would not wait for the Hierarchs’ slow-moving army to arrive though, as his cavalry units began to scout northward to locate camps and prevent any further incursions by the Rovers. At the same time, he sent bandit outriders along with small bands of kobold spotters to search the fringes of the Fellreev, due to more recent reports of Wardogs and elves moving through the woods. D):  Even more troubling for Plar Rostal was a rumor that a force of Wolf Nomads had been seen skirting the Cold Marshes toward the Barren Plains.

E):  Late in the Dozenmonth of Reaping, the forces of the Horned Society finally arrived at Dingaverge. The Host of the Hierarchs was led by the dread Hierarch Blontug, a half-orc war-priest and assassin of ill-repute. His vile army was 20,000 in strength and included well-armed hobgoblins, goblins, and orcs. The Host spent a few days at Dingaverge resting and restocking for their next march.

F):  The Rover war-party withdrew from any further raids south at the news of a large cavalry force scouring the plains. War Sachem Chada brought his chiefs into council to decide a course of action. Their war council was emboldened by the arrival of Wegwuir emissary Lekkol Noyon, (seventh son of Tarkhan Bargru and first with his Rover wife Golden Dove) who had returned to the Barren Plains with 1,000 mounted bowmen at his back. It was decided that their best riders would strike the enemy cavalry swiftly and by surprise. So that the Rover cavalry was not slowed down, most of their Wardog footmen were ordered to circle south into the Fellreev to bolster the Sly Fox forces waiting there. Another band was then sent back to their home camps in the north and east along with their remaining loot and captives.
 
(Map Stage 2)

G):   Having been informed of Rostal’s cavalry advance, Blontug started his march north to catch up with his mounted allies, sending outriders ahead of the main body to make contact. Rostal’s cavalry regrouped but was lured further out on the open plains where they were assaulted by an equal force of nomads and centaurs. H):  The bandits were not ready for such a furious charge, as Rovers and Wegwuir circled the regiment, raining arrows, and striking with lances, while many of their cavalry were brought down from their mounts by the Rovers expert use of lariats. Rostal’s cavalry suffered severe casualties and were forced to retreat northwest with the Rovers in pursuit. Chada Three-Lances only feigned pursuit of the bandits however, by sending a screen of 1,000 riders and a band of centaurs. This would prove to be enough to make Rostal believe the entire horde was following. The remaining confederation warriors continued southwards for one last push to finally seize control of their former territory. Their scouts then located the larger army of the Horned Society approaching, but they were in turn alerted before the horde could get close for an attack. I):  Hierarch Blontug wisely sent light cavalry to cover his infantry’s withdrawal from the open plains, eventually positioning his army at the edge of the Fellreev Forest in order to protect against cavalry charges. J):  On the first day of actual battle between the two armies, there was more light skirmishing as the allied cavalry probed the opposing infantry for a weak spot in their formation while Hierarch Blontug likewise attempted to assess the strength of his enemy. Despite heavy losses that day, the Host of the Horned Society held their ground.  
K):  On the second day, the Blontug’s humanoid scouts again prevented a surprise attack, this time coming from the direction of the forest. The Sly Fox clan had arrived with Wardog support. Assisted by elven archers of the Fellreev they taunted and lured the Hierarch’s humanoid units out of formation momentarily. In a short span, the zealous Wardog footmen managed to exact severe casualties upon the Horned Society but were inevitably repulsed by Blontug’s greater numbers. L):  The Rovers’ ruse had kept Rostal’s bandits cut off for several days, but once their true numbers were discovered, the Plar regrouped and easily turned away the harassing riders in a decisive counter-offensive. The remaining cavalry then ignored the scattered nomads to speed southward and reinforce the defending Host of the Horned Society.  M):  Several days of combat ensued as Blontug’s loyal humanoid infantry and human cavalry matched Chada-Three-Lances move for move, withstanding several coordinated charges from all directions. The Hierarch was now certain the Rovers lacked the numbers to defeat his army, but their superior mobility prevented him from mounting any offense. N):  On the 26th of Goodmonth, Chada and Lekkol called off a final mass assault when their lookouts spotted the arrival of Plar Rostal’s cavalry. The relieving bandit force made to encircle the depleted nomads while with a boost of morale, the main body of Blontug’s army charged forward. Sensing their campaign was finished, Chada-Three-Lances deftly countered the enemy maneuvers with a series of feigned retreats by enraged centaurs and sniping mounted archers, all while the majority of the war-party retreated back into the plains and the deep forest. The Confederation of the Barrens managed to inflict significantly more casualties than they suffered as the humanoid infantry attempted in vain to give chase, and by then Rostal’s weary cavalry could not mount another charge. Though the Horned Society had allowed their enemy to escape, they had ended the Barren Plains War. Aftermath 
   Hierarch Blontug called on his forces to regroup and resupply for a new campaign to end the nomad nuisance. His plans were soon thwarted as Plar Rostal received news from Rookroost that the Bandit Kingdoms were uniting against the forces of the Duchy of Tenh who had crossed the Zumker River and were now marching on their freeholds. Though personally threatened by Blontug, Rostal and his remaining cavalry departed without hesitation to join the combination of freelords in the east.    The Confederation of the Barrens would not attempt any more raids for the rest of the year either, though the damage done to the Horned Society and its colonial expansion was enough that it allowed previously scattered tribes of Flan (Gray Lynx, Wolverine) to return and reestablish themselves in the northern regions of the Fellreev. Chada-Three-Lances was hailed as a hero among the clans, and remained War Sachem at least through 579 CY, though later war councils failed to assemble a second war-party to permanently drive their enemy from the plains. At a stalemate, the Hierarchs began to rebuild and kept their focus on the northern frontier, building up stronger garrisons beyond Dingaverge.
   
   Lekkol and the Wegwuir had no time to celebrate the spoils of the war with the Rovers, as they returned home in haste at news that their people were besieged at Eru-Tovar. They would meet with their kin in time to drive off the forces of Iuz at the Battle of Blackwater Bend.
Heroic Hooks
   DMs who wish to feature the Barren Plains War in their own campaign should note this conflict takes place about two years after the starting timeline of the World of Greyhawk boxed set. This campaign is set during a time when the Hierarchs still rule the Horned Society, and the Rovers of the Barrens still have the numbers to make a comeback in the Bitter North. This War could make a good historical flashback, or a climatic event for a wilderness campaign. The following hooks are suggested for DMs who want to have player characters participate in the Barren Plains War without necessarily reenacting all the events. Diversionary Tactics: The player characters have joined the Barren Plains war-party and have been tasked with distracting Plar Rostal’s bandit cavalry so that the Rovers and their allies may proceed on to fight the Horned Society. It is up to the heroes to keep the enemy busy as long as possible. As a complication, Rostal’s lieutenant the evil sylvan elf Seenia and her guard will break off from their force to try and deal with the small skirmishing band herself.   Ambush from the Woods: It is the PCs job to lure out a column of hobgoblin and orc warriors who are entrenched at the edge of the Fellreev Forest guarding the main Horned Society army encampment from Rover Wardog or Wood Elf attack. The PCs will be outnumbered but they can plan an ambush on their terms if they are crafty enough. Protect the Leader: The Confederation is making yet another bold attempt to pierce the Horned Society’s formations. The allied PCs are given the honor to ride at the side of Chada-Three-Lances, whom they must keep safe as he is a high-profile target for Hierarch Blontug’s humanoid soldiers. Time is of the essence, the party must navigate a chaotic battlefield, and return to safety before Chada becomes overwhelmed. Spies in Dingaverge: The heroes are sympathetic to the Rovers’ plight and have been in Dingaverge since the call was made for bandits to converge here. The PCs are thus able to blend in easily and do some reconnaissance, or information gathering about the build-up of troops to take on the nomad confederation. Once they have the information they need, they must ride into the barrens, evading any chasing patrols, and meet with the Rovers at a rendezvous location. Sources:
Gary Gygax. World of Greyhawk Fantasy Game Setting (1983).
Gary Gygax. Greyhawk’s World: Events of the North Central Flanaess. Dragon Magazine #56.
Gary Holian; Erik Mona, Sean K. Reynolds, Frederick Weining. Living Greyhawk Gazetteer.
Carl Sargent. Iuz the Evil. Dave Howery. Ghost Dance. Dungeon Maga
zine #32.