Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Wednesday, August 27, 2025

Greyhawkery Comics: Saga of Valkaun Dain #15

Welcome in, readers! This is the continuation of the Saga of Valkaun Dain, the greatest hero of all my 2E Monty Haul campaign. To read about his previous exploits follow the navigation links below. Anyone who has ran or played D&D, (especially a published adventure module of any edition) knows that a dungeon map in a printed book must conform the dimensions of the page (or a poster). The mightiest mega-dungeons are definitely held to this law of fantasy physics. A side effect of these margined maps is that an experienced dungeoneer like Valkaun here, will start to deduce things even an astute elven mage like his friend Mortellan cannot accept. Valkaun will not be deterred, however. See what I mean. Enjoy!


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Friday, August 8, 2025

New Greyhawk Quiz: West or East?

Good day Greyhawkers! Yes, I am on a quiz kick and I'm taking yall with me! If you haven't seen the last quiz, check out the deadly Greyhawk Modules Sudden Death quiz. Today is another geography quiz (that's my favorite trivia category) on the Flanaess map. It's called West or East. Real simple, I give you a place and you tell me if it's on the left or right side of Darlene's two poster maps. Easy right? Enjoy!


TAKE THE QUIZ

Wednesday, March 26, 2025

New Greyhawk Map: Perrenland Campaign

Hello Greyhawk friends! No comic this week but coming back from Garycon 2025 I am pleased to share a new map I worked on for my current 5.5E home campaign set in Perrenland! This map took more planning to execute than actual time to finish. Referencing Anna Meyer's 576 CY map, I got sucked into the rabbit hole of Living Greyhawk place names. The Germanic-Dutch naming conventions were too good to pass on, so in my map I have included 90% of what Anna has used. I will develop my own info on these places however as the game evolves. I used a pad of hex paper I acquired from Allan Grohe at Black Blade Publishing during Garycon 2024. This paper is huge, 17" x 22". I wanted a 5 mile per hex scale but by Pelor Perrenland and the Yatils is so spread out! In order to get MOST of the playable area on this map (I wanted as much of Lake Quag as possible), I tilted the paper to the right as you can see from the north arrow. Someday I'll get Krestible and the Mounds of Dawn onto an adjoining map. The map was drawn in pencil, inked by hand and digitally colored. I feel it's the best map I've done since my South Seas map. If you want a copy, you'll have to save them from this post. The first map below is done at 72 dpi, the other is at 144 dpi. Until next time, enjoy! 

**update 3/27/2025** By suggestion I have added a 144 DPI black and white base map. Enjoy!

72 DPI


144 DPI


144 DPI  (black & white)



Monday, February 10, 2025

Greyhawk Geography Quiz


Greetings Sages of Greyhawk. It's time for a new quiz about Flanaess geography. If you know your 1983 Boxed Set this should be a snap, right? If you haven't seen my quizzes before, try this one on Wizards first. Check it out and let me know how you did. Enjoy!

TAKE THE QUIZ

Wednesday, November 6, 2024

Greyhawkery Comics: Tasha's Cauldron #4

Come on in! If you are new to my comic series, follow the navigation links at the bottom or on the side of the front page. Now as you know, Greyhawk has been all abuzz with news in 2024, so naturally the hardest working D&D influencer is following the story. Check it out and enjoy!


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Sunday, November 3, 2024

Greyhawkery Comics: Cultists #4

Hail Greyhawk heroes! By now we are all familiar with the updated Flanaess map for 2024 D&D and as of this posting the new DMG with this "rebooted 576 CY" material is in people's hands. We also know as of this posting Greyhawk is open for third party submissions to DMsGuild. The future is quite uncertain for fandom. What IS certain is the Cultists of Tharizdun will play the hand they are dealt and will continue to do what they do best. If you are just joining, catch up! Follow the navigation links at the bottom. Enjoy!  


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Tuesday, November 28, 2023

New Map: Where are the Rhennee

Hello Greyhawk mavens! On the heels of my Minimalist Darlene Map I have another "useless" Greyhawk map. I say it's useless because this current bit of humor comes from a discussion in the Greyhawk community about people making useful infographic maps, such a population density map which I've seen someone do remarkably well. I love infographics, heck I've done serious ones before, such as my Regional Resource Maps from a year ago. This new map, on Rhennee in the Flanaess uses the same stock map originally from the World of Greyhawk Folio. While it may be a joke to long time gamers such as myself, this easy-to-follow map may actually help readers new to the setting on where Rhennee boatmen can be found. Now, if someone wants to come along later and do a map of Rhennee seasonal barge traffic then I will tip my hat to you! Until then, enjoy!

 


Friday, November 17, 2023

New: Minimalist Darlene Greyhawk Map

Greetings Greyhawkers and D&D map enthusiasts in general. Today I present a silly map concept I have been daydreaming about for months, a minimalist Darlene map. If you're like me, you might have a Greyhawk map as your computer wallpaper. And so, I often stare at this map and strange ideas form, this time however I have finally put it to the test. The World of Greyhawk setting map is hex-based, and because of the tendency of Darlene's calligraphic style to conform to this shape, this means a lot of the nations and geographical areas start to fall into these hex patterns on a larger scale. For example. in the Sheldomar Valley side, the tri-Ulek states, Gran March and Bissel fall into a nice row. So does the Sea Princes, Yeomanry, Sterich and Geoff. Some parts were harder to judge than others, but I got the Darlene map down to a minimalist state. It was a fun experiment. One thing though, don't ask what the scale per hex is, I don't know! One more thing, I haven't decided if I can do labels yet have a look for yourself. Enjoy! 







Saturday, September 23, 2023

Greyhawk Map Definitions

Welcome back Greyhawkers! If you've spent as much time as I have staring at the Darlene map of the Flanaess then you'll understand that you start to question the meaning and origins of every damn label Gygax used for his geography and towns. Sure, we know a ton of them are anagrams or homages of family and friends, or are using French, German or Latin words, but the ones that are left over still sometimes need defined to fully understand them. Gygax after-all was a wordsmith who was fond of using archaic English vocabulary in his Greyhawk works (often for NPC names). Let's explore some words from the map, see which ones you know already, and if you have any clarifications, please put them in the comments. Enjoy! 

(Plains of the Paynims) paynim: (noun) "heathen; pagan" I always assumed this was a reference to nomads or something Arabic adjacent. What I failed to understand all these years is that paynim is a real-world derogatory name (albeit an archaic term). From the meta-perspective of the World of Greyhawk Guide's author, yes, the men of the plains would be heathens or pagans compared to the Flanaess' cultures. This term of course fits in on a pulpy map that also lists barbarians, nomads, and savages. I can now only assume the peoples of the Baklunish West would have a different name for this region! 

(Lake Quag, Quag Keep)
quag(mire): (noun) "soft miry land that shakes or yields under the foot; a difficult, precarious, or entrapping position."
 I always knew Quag was a root of quagmire. I think the first time I heard the word was in reference to a war you cannot get out of once started. I wonder if Gygax envisioned Lake Quag as some place that is dangerous then? It doesn't seem especially bad, like it may freeze over but that's far from what you'd expect in a quagmire situation.  

(town of Shiboleth) shibboleth: (noun) "a word or saying used by adherents of a party, sect, or belief and usually regarded by others as empty of real meaning; a truism or platitude; a custom or usage regarded as distinguishing one group from others." I got to admit I've never seen this word used in general conversation only in writing, maybe it's one of these antiquated Gygaxian words. What is interesting though, is that the town of Shiboleth (one "b" less) is in Gran March, a (religious) militant state. So that choice of word is on the mark!  

(Spindrift Isles) spindrift: (noun) "sea spray; fine wind-borne snow or sand" This is a word I didn't know the definition of until I wrote this article and is what started me down this dictionary rabbit hole in the first place! Now I have never spent time on the sea, the desert or in the arctic, so it's new to me, but maybe this is a commonly used term? In any case, kudos to Gygax for naming an island chain with such an appropriately descriptor. It is amusing to me though, that he could have just as easily called the Bright Desert the Spindrift Desert and this entry would be unchanged!

(Gamboge Forest) gamboge (noun) "a strong yellow; an orange to brown gum resin from southeast Asian trees of the Saint-John's wort family that is used as a yellow pigment and cathartic." 

(Celadon Forest) celadon (noun) "a grayish-yellow green; a ceramic glaze originated in China that is greenish in color."
A two-for-one on this entry. I covered both these words in a previous article on Colorful Places of Greyhawk. Gygax uses A LOT of colors in his naming schemes. These two rare words however eluded my consciousness for many years before I started blogging. Celadon makes sense for a forest descriptor, whereas gamboge perhaps is referring to the forest's changing leaves during the autumn season.

(Woolly Bay) woolly (adjective) "consisting of wool; like the rough, vigorous atmosphere of the early West in America." This is one of my favorite choices of Gygax's. And I don't think this is about woolly mammoths or wool sweaters. Here we literally have "wild and woolly" labelled side by side on the map. Gary likely envisioned the Wild Coast and Woolly Bay as his medieval fantasy version of the Wild West. He even gave us the gunslinging paladin Murlynd after all (have gun will travel). 

(town of Knurl) knurl (noun) "a small protuberance or knob; one of a series of small ridges on a metal surface to aid in gripping." Coincidence or clever Gygaxian naming for this town? I don't know much lore about Knurl, but maybe the town is built on a hill? It is kinda at the tip of the Blemu Hills I think.

(Suss Forest) suss (verb) "to inspect or investigate so as to gain more knowledge." This one I knew about, but it's still weird to my ears, like yes, we do need to investigate this evil woodland more. No, what I think is actually happening in this case is Gygax used a root of the word of susurrus "a whispering or rustling sound." Now that sounds like a cooler reason to name an evil forest.

(Gnarley Forest) gnarly (adjective) "twisted with or as if with gnarls or knots; distasteful or distressing, gross." Everyone's favorite forest (an added "e" for variation) is an aptly described place that gives you an immediate mental image of being old, dense and twisted. If you grew up in the 80's however the latter definition certainly made this forest into a running joke. Good times.

(Welkwood) welk (verb) "to lose freshness or greenness, dry up; to become less." This one I'm not totally sure about but again, Gygax is known for using obsolete words in Greyhawk. Welk can be a synonym for fade, wilt or wane. This definition doesn't evoke the image of a lush sylvan forest though, unless it is already in decline from ancient times. Another thought with the benefit of hindsight, I'd speculate that the "Suss and Welk" forest names should be swapped. One other possibility, Gygax was a fan of Lawrence Welk? Shrug!

(Nutherwood) nuther (conjunction, pronoun or adjective) "not either; not the one or the other of two or more." This one is a stretch so bear with me. According to the internet, (which is always right) nuther is a dialectal variant of the word neither. So, taken in context of the Flanaess on the opposite side of the river is the ghostly Phostwood and the locals are calling this side "Neitherwood" meaning this is also not a place you should enter. My other suspicion is that "nuther" is a play on "nether" implying this woodland is some kind of otherworldly place of the dead. Now that seems more fitting for a fantasy setting! 

(Flotsom Isle)
flotsam (noun) "floating wreckage or a ship or its cargo; a floating population (emigrants/castaways); miscellaneous or unimportant material." 
 

(Jetsom Isle) jetsam (noun) "the part of a ship, its equipment, or its cargo that is cast overboard to lighten the load in time of distress and that sinks or is washed ashore." 
I have another two for one entry. You know I gotta mention these two words because they're part of the Hold of the Sea Princes. Not kidding, I went many, many years before I knew the definition of flotsam and jetsam. Jetsam kinda sounds like jettison, which has to share the same root meaning. Also, I guess Gygax used a variation of the spelling, "flotsom and jetsom" cause fantasy world, right? Whatever the spelling or meaning, these islands are perfectly named for their location, a high seas haven for buccaneers.

(Griff Mountains) griff (noun) "a deep narrow glen or ravine; news or reliable information." I'm uncertain about this one as well. I see this word is a dialectal variant, or a slang English word. It's most likely just the shortened version of the mythical creature griffon (griffin) of course. This is D&D after all. Still, calling a mountain range griff because of its numerous glens and ravines doesn't seem all that implausible. 
 
(town of Glot) -glot (adjective combining form) "having knowledge of or using languages." This last word I enjoyed more than I thought I would. Polyglot is a word I've always known, and glottal and glottis refer to vocal cords. So here we have the capital of the Cruskii, did Gygax intend Glot to be monosyllabic because they are barbarians? Maybe it's a clever inference that the Ice Barbarians are multilingual, or good at war cries, I don't know! Or maybe I give Gygax too much credit in naming the Flanaess, and Glot is just four random letters. That's all I got for now! If anyone has a cool obscure map word definition, let me know! 

Thursday, August 17, 2023

Greyhawk Quiz #5: Five Letter Chain

Welcome again Greyhawk mavens! 

It's been a fun lazy summer and since I have no GenCon 2024 news of any importance, how about a new Greyhawk quiz? If you haven't already, check out my previous four quizzes on Human CulturesCapital CitiesModule Covers and Vecna. Good luck, this next one requires a bit of typing. Enjoy!


GREYHAWK 5-LETTER CHAIN QUIZ

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.

Monday, December 26, 2022

New Maps: Pre-Wars Flanaess 576 CY

Merry Needfest Greyhawkers! I got one more present for everybody before the end of the year! I've been working on this map project for a few weeks now. There is a map of "Post-Was" Flanaess in the booklet with the Greyhawk Wars boxed set. I always enjoyed how it was a simple B&W map with dotted lines for borders that changed during the story line. I eventually photocopied that map and made additional changes for my campaign's progress into other wars. See Best of Greyhawkery for more on these 2E Greyhawk Wars Campaigns.

The Pre-Wars Flanaess map is the same map but cleaned up a bit and with additional content thrown in that I believe would exist during the start of the 576 CY game setting. This is retroactive canon like Sasserine from Savage Tide, or popular community additions like Melkotia from Maldin's Greyhawk. Lastly, I may have got carried away and did borders/labels for the individual Wild Coast towns, Bandit Kingdom lands, and the various principalities of the Great Kingdom. If this map is well received, I have pondered doing a first level breakdown of the other major kingdoms, but for now this map feels finished. I have thrown in an unlabeled version of the map as well in case someone wants to do a different info-map using these borders. If there are any glaring errors let me know but trust me, I tried my best to research from several different sources when laying this out. Until then, download and enjoy!





Wednesday, November 30, 2022

New Greyhawk Regional Product Map

Welcome back Greyhawk readers! We have had a discussing going on the classic Regional Product map found in the 1983 Greyhawk setting books. I've always loved the runic symbols used to denote the resources found in each country. It's a quick and easy reference for a DM to know what can be found or traded in an area. The Living Greyhawk Gazetteer further expanded on this information by including new resources and elaborating on those already presented. In this post I'm not trying to go into more detail than what was done in the LGG. The purpose is to somehow merge two good sources into one easy referenced set of maps. 

There is only a few caveats and liberties taken, first being the map is set in 576 CY. The LGG is set in 591 CY so there is some variance in resource access and export for nations. Second, I did not adapt all the new referenced resources out of the LGG for the sake of brevity, indeed I combined the listing of some resources to save space, such as platinum and electrum, livestock and horses, or standard timber and rare wood. Third, I added the city of Sasserine from Savage Tide as a region. Its resources are based on the proximity of the Amedio Jungle and on info from the Savage Tide Players Guide. I feel the inclusion of Sasserine is important in better understanding the Hold of the Sea Princes and the south seas during 576 CY and beyond. Lastly, after some consultation, I made a few judgment calls concerning the lack of published goods or services out of the Wild Coast and Horned Society. The Vale of the Mage was removed and Lendor Isle while on the map, has been left blank for now. There is just too little trade or contact with these two places. Otherwise, the majority of the data should be listed as it's referenced in the published source. 

Feel free to voice your thoughts on this document and maybe in the future, a more comprehensive Flanaess product map can be constructed. Until then, enjoy the download!

DOWNLOAD REGIONAL PRODUCT MAP




Wednesday, October 26, 2022

Greyhawk Quiz #2: Capital Cities

Welcome back Greyhawk enthusiasts! 

Let's do something fun today. A few months ago, I did an article on all things Vecna which included a nifty trivia quiz. Check it out if you haven't already! Making the quiz was so much fun, and I had people tell me I should make more. Well happy day, I finally remembered this advice! Here is my next Greyhawk quiz, Capital Cities of Greyhawk. Good luck and enjoy!

Saturday, October 1, 2022

New Map: World of Greyhawk 2.0

Welcome Greyhawkers! I don't typically contribute to Virtual Greyhawk Con, but this year I did have an idea for a Greyhawk map that should drum up some interest in the community. If you've been playing Greyhawk as long as I have you might have the Darlene map labels memorized right? That's when I thought, for fun, can I reorder the nations of the Flanaess and still make it logical? What do you think of my first attempt? Am I completely out of line? How would you do it differently? Comment below or catch me on Discord. Enjoy!



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.