Wednesday, November 30, 2011

Greyhawk Reading: Greyhawk Adventures

...Now a reading from the book of Greyhawk Adventures, chapter five, page 91:


"In mid-flocktime of CY 198, the Great Kingdom was astounded by a ball of fire which appeared over the Oljatt Sea, passed over Sunndi, Idee, Ahlissa, and Onnwal, and vanished somewhere beyond the Sea of Gearnat. It was visible as far south as the Olman Isles and as far north as Eastfair and Rel Mord, and was cause for wonder and concern even in those prosperous and confident times. Selvor the Younger, after careful extrapolation to its origin in the constellations, declared the shooting star to signify “wealth, strife, and a living death.”
"The pronouncement caused a panic in certain of the larger cities, particularly Rauxes, where a number of prominent nobles took the pronouncement to be a signal for the end of the world, or at least of an era, and created several disturbances. Accordingly, when after several years the predicted events failed to make themselves evident, Selvor was banished from his post and from the court, and held by his colleagues as a laughingstock. There matters were to lie for more than 300 years, while chaos enveloped the greater part of the Flanaess and few had the time or patience to study the work of a discredited astrologer."


-The Pits of Azak-Zil


The excerpt above is purely a random topic. When it comes to Greyhawk lore there are general subjects everyone should know about since they've been rehashed and covered many times over by numerous authors. For example, locations like Greyhawk City, NPCs like Iuz or Mordenkainen, dungeons like the Tomb of Horrors, etc. This is why I take delight in highlighting obscure lore of Greyhawk. More often than not you can open a Greyhawk book to a random page and read about something you thought you knew about, but then the details turn out slightly different than you remember them and maybe sometimes much richer. This intro to the Pits of Azak-Zil by James M. Ward is one such esoteric piece. Some of you may be familiar with the mysterious place already and have used it in your campaign, but to others this might be a rediscovery worth a second look. That's the beauty of the World of Greyhawk. Old can be new.

Saturday, November 26, 2011

New Article: Castle Ravenloft in Greyhawk

I have another new article to report over at the Greyhawk fansite, Canonfire! This one is entitled Castle Ravenloft in Greyhawk, and it is the second article for the author masterarminas. The subject of his work is by no means new to the Greyhawk community, but here the author shows us one possible version of how Barovia can fit into the Flanaess...Masterarminas writes:

"From its founding during the height of the Great Kingdom, to the fall of Strahd, we present this adventure location in a manner that ties it into the history and timeline of the World of Greyhawk."

Tuesday, November 22, 2011

Rare Greyhawk Map Part 2

Okay Greyfolks, the last time I had a headline about a rare Greyhawk map I burned you all by discussing a certain despised novel with a pretty decent illustration of the Wolf Nomads-Tiger Nomads region. My apologies for that post.

Unfortunately, I need to apologize in advance this time because the rare Greyhawk map in question is not only quasi-canonical, but it is also found in another Rose Estes novel The Demon Hand. Written for TSR in 1988 this novel sports another top quality front cover by gem-loving Clyde Caldwell. Knowing nothing about Estes or her subject matter, the cover looks compelling. A Wolf nomad carrying a magic tome and the biggest gem (check) you've ever seen in his demonic hand. Of course you can't judge a book by its cover. Here is the blurb on the back cover:

"GREYHAWK...

In search of the gemstones, deep in the salt caverns of the island of Dramidja...

The wolf-shaman Mika, the enchanted princess, the faithful TamTur and the brave companions, all frozen in time...

Meanwhile...a certain little harpy and two intrepid werewolves join together in a quest to uncover the secret of their heritage, and to break the curse of the kingdom...

Return to the land of Greyhawk, where the demon Maelfesh is up to his usual unusual mischief, where magic abides and danger rules, where the beleaguered Wolf Nomad Mika must defeat yet another incredible array of other-worldly sinister forces-the deep-dwelling cavernquatch, the granite moles, the rock beasties and more..."

Fun eh? Now I've never read this book, but what is a cavernquatch (my guess is a Quaggoth?), granite mole and rock beastie? I'm not even sure who Maelfesh is or who he is analogous to in Greyhawk canon. I doubt anyone. Hey, but The Demon Hand has werewolves, they're hot property now right? I digress, the main eyepopper in this blurb is the topic of the post, the enigmatic island Kingdom of Dramidja.

Inside the book one soon sees an illustration of this island. Not bad looking eh? As it's name fits, Dramidja is in the Dramidj Ocean. Not surprisingly this place is on no other Greyhawk map as nothing Estes wrote appears in game material. However, if someone wanted to incorporate this huge island off the coast of the Baklunish lands, it wouldn't be hard. There is already a mysterious place in the Dramidj Ocean called the Pinnacles of Azor-Alq, where its peaks contain dragons and hidden wonders. Dramidja seems less like a mysterious place however and more like a whole setting of its own as it is an entire kingdom. There is no scale on this map so there is no way of knowing if its supposed to be as big as Sicily or Greenland. It is big enough to have two mountain ranges though.
Now knowing nothing about the dangers and denizens of the Great Salt MarshesDramidjhaven or Pyramid Lake (except from the blurb), the best way of blending the Pinnacles and this huge island in my opinion, is to sink Dramidja under the water and have just a cluster of the Cliffs of Dramidja remaining above. If anyone is brave enough to have read this novel and knows what this island contains and its Estesian version of Greyhawk history feel free to comment on how it fits.  


One last tidbit (thank you for hanging in there to the end), in the back pages of The Demon Hand is an ad for a brand new novel line that also came out in 1988. I bet you read this one, it's called The Crystal Shard by R.A. Salvatore. And get this, it's a novel about a large gem, a demon and a barbaric hero (Wulfgar), all in a remote part of the main setting. I'm just saying... *shakes head*

Saturday, November 19, 2011

Greyhawk Art: Kara Fruit

Over at the Canonfire forums, a member by the name of suezou has posted a pic of kara fruit modelled out of clay. I must say, as Greyhawk related projects go, I'm used to maps, illustrations and so forth, but once in a great while someone does something simple yet truly creative like this, and that makes my day. Suezou apparently has plans to do clay Usk and Galda fruit too. I can't wait!
For reference on Kara fruit check out this old Greyhawk comic on the subject. Enjoy!

Recent update: Suezou didn't take long to craft an Usk and Galda. Follow the link above to see more Greyhawkian fruit.

Tuesday, November 15, 2011

Ring of Five Questions: Paul Looby

It's time for another installment of my ongoing interview series, the Ring of Five Questions! Last time around we read some great commentary from old school advocate Allan Grohe and before that Rary plotter Creighton Broadhurst. Facing off against the Ring today is another veteran author of the Living Greyhawk Campaign and also a contributor to Canonfire, Paul "Woesinger" Looby. Paul is best known for his work on the Flanaess' Mysterious Places and his involvement in the highly successful Living Onnwal region. Now let's see how he fares in the Ring. Enjoy!

Q1. As a tried and true Greyhawk fan, you should know the Darlene map without looking. What is your personal land of choice in the World of Greyhawk?

Paul: Hmm - hard question. Somewhat controversially in the Greyhawk fan community, I'm a big fan of the Carl Sargent era. Ivid the Undying and The Marklands are two of my favourite Greyhawk source books. I especially liked what Carl did with the Darmen lands, and how that developed through Roger Moore's tenure into Living Greyhawk. Post-Wars Ahlissa is (literally) a very intriguing place to play and GM.
All that said, though, for the last 18 years (man, that's a scary number!), Nyrond has been my home as a player. I've been lucky to have played in a simply awesome campaign based in not-quite-canon Marklands-era Nyrond. We started in Coldeven 585 and we're in late summer 590 now. So after all those years, real and in-game, it's got to be Nyrond.

Q2. If you could be any one Greyhawk deity which one would it be?

Paul: Kelenan, Johydee, Mayaheine, Tritherion, Pholtus and Zilchus are some of my favourite gods - but that's not the question you asked. Which one would I be? Olidammara is too obvious an answer (and I have a national stereotype to avoid!). And while Zagyg would be a laugh too, I think it has to be Istus. There'd be something immensely satisfying about knowing how it was all going to play out. Kinda like a GM power trip, except this one goes to 11. 
 
Q3. England was assigned the Onnwal region for the Living Greyhawk Campaign. What was the best development to come out of Onnwal during that long run?

Paul: England, Scotland, Wales, and Ireland! Don't forget us Celts!  We're almost like wizards in Middle-Earth - sunburned and quick to anger. From the point of view of the campaign, I think the best thing was that we got so many players really enthused by Greyhawk and by Onnwal specifically. There were a lot of skeptical people in the region when we were given Onnwal - I know; I was one of them! Then we looked at the possibilities and started to get excited. I think we were able to pass on that sense of excitement to our players - many of whom were dyed-in-the-wool Forgotten Realms players (how's you like them apples, Elminster?).
From a Canon-ista point of view, the best development for me has to be Bigby's role in the original fall of Scant and what we were saying with that about him, his relationship with Mordenkainen, and about the ways and means by which the Circle work to maintain the Balance. We wrote a scene where the PCs get to see a flashback of Bigby is standing on his tower overlooking Scant Harbour, watching the red-sailed ships of the Scarlet Brotherhood entering the port unopposed, tears running down his face. And though it means betraying his adopted home, he does nothing. A voice (Mordenkainen) behind him says, "Time to go, old friend" and Bigby teleports away.
We always thought it was weird that the Circle would have been blind-sided by the Scarlet Brotherhood's attacks on the Iron League. Yes, they had their hands full with Iuz, but even a warning to the defenders of Onnwal and Idee would have made a huge difference.  But nope - not a word. We rationalised that their inaction was a gambit by Mordenkainen to draw the hitherto shadowy Scarlet (and Black) Brotherhood out where he could see them. But the price was letting Onnwal fall to the Scarlet Sign. That's a tough call to make - for Bigby at least (Mordenkainen is far more...clinical), but if you're convinced that you hold the fate of the Oerth in your hands, well, what does one city, or one country, weigh in the Balance against the entire world?

Q4. I know this one is up your alley. Fast forward Greyhawk's timeline to 998 CY. What happens to Iuz?

Paul: Iuz has to go away. The fact that there is a 998 CY and a University of Rel Mord is evidence enough of that. In the long run, Iuz is only going to get more powerful. The Oerth is his home plane and given the number of former mortals who seem to attain godhood, it's only a matter of time before he attains full godhood. Worse still, through his actions, he could become a vehicle by which Tharizdun returns. I always had the idea that the Oerth was so important because it was the keystone of Tharizdun's prison; put that keystone in Iuz's hands and, well, it's probably not going to end well.
So Iuz has to go. How? Well - the recession of magic that Pluffet Smedger mentions is a clue. My guess is that the only way to get rid of him and secure the keystone once and for all was to remake the Staff of Law and remove magic from the Oerth, or more to the point, removing the Oerth from magic. Shift the entire world from the magical Prime it exists in to a mundane Prime like ours, where magic and fantastical beings like gods, dragons, demons and olve cannot exist (or at least cannot thrive, but rather dwindle and fade).
Obviously that's far easier said than done. Such a change would condemn anything other than humans to doom or exile. Instead of good versus evil, you've got a much messier, and more interesting, final conflict. In any case, the side that wants to remove magic from the world wins, but only just (because where's the fun if you can't snatch victory from the jaws of defeat?). Those that can flee the Oerth to other dimensions; those who can't or won't, stay. Iuz, by dint of binding himself to the Oerth as part of his full apotheosis, can't flee and just as he is about to triumph in the final battle of the terrible war, the Oerth passes from the Prime and he is shorn away from the world in a suitably epic light show. So passes Iuz the Evil, but also the Age of Magic. Those fantastical beings that remain are diminished and diminish further every day thereafter, until they are but shades and stories. Is Iuz dead? Well, possibly not, but he's gone as far as the Oerth is concerned.

Q5. You're known for your work on Greyhawk's "Mysterious Places". Is there any mystery you never got around to writing?

Paul: Oh plenty - the Flanaess has no shortage. There's some great places in Aerdy that would have been fun to adorn with some more background and current whispers and rumours - the Blood Obelisk of Aerdy, Permanence, Rinloru to name but a few.
If you look back at some of the rumours and whispers we put out - there's one that hints at a wyrm-ruled isle somewhere west of the Amedio. It was a nod towards the old Beyond the Flanaess map with the various, um, "interestingly" named realms. I was picturing a militaristic kingdom the middle of the Sea of the Dragon King (which would not be called Nippon) with a culture that referenced a mix of south and south-east Asian cultures - so more kalaripayattu than kenjitsu. That would have been fun to write up.

Sunday, November 13, 2011

New Article: Nitalae, the Lonely Blade

There's a brand new article over at the popular Greyhawk fansite, Canonfire! This offering titled Nitalae, the Lonely Blade, is the debut article for a new community author going by the name masterarminas. The Lonely Blade is an intelligent weapon with an ego like none other, but make no mistake, Nitalae is quite powerful and ancient...Masterarminas writes:

"The Suel Imperium died under the Rain of Colorless Fire, its treasures hidden under the ever-shifting ashes of the Sea of Dust.  And in one lost crypt, deep in the trackless desert, the sword Nitalae waits for the hand of a hero to grasp her hilt and wield her once more.  Is she waiting for you?"

This unique magic item article is useful in a pinch for any DM looking to add a major item to their treasure beyond an ordinary weapon bit, but fair-warning, be ready to do some extra role-playing! Enjoy.

Thursday, November 10, 2011

Beyond the Crystal Cave: 4e

I've written about Wizards of the Coast's popular in-store campaign, D&D Encounters a few times by now, and most recently in August during Gencon they revealed their newest storyline that now debuts on November 16th. In case you missed out, this one might sound familiar to discerning Greyhawk fans since it is called Beyond the Crystal Cave. Yessir, score another one for the World of Greyhawk. That well never runs dry!
How does this new adventure compare with the original Greyhawk module? Well luckily for me there is an excellent preview article about it over at the blog Dungeon's Master. Check it out.

In the meantime, read this blurb from Wizard's own site concerning the story-arc:

"For a year, unnatural winds and mists have battered the area around the town of Crystalbrook. Worse, bizarre blue-skinned fey creatures have emerged from the fog to pillage and murder. Townsfolk blame these misfortunes on the fey of the nearby Sildaine Forest. The fey, who also suffer, claim innocence, faulting Crystalbrook’s people for hidden black magic that has attracted the wrath of primal spirits."

If anyone has been playing these D&DE story arcs, let me know what you think about this newest one.