Showing posts with label dragon magazine. Show all posts
Showing posts with label dragon magazine. Show all posts

Wednesday, October 15, 2025

Greyhawkery Comics: Under #17

Welcome back dear readers! If you haven't followed my short story series Under then follow the links below to catch up. Those who are old school fans of Dragon Magazine like me will appreciate this next panel. It's a full-page homage to the comic that influenced me the most to do D&D comics. Yes, I am talking about Wormy by the late great Dave Trampier. The issue in question is Dragon #96 from April 1985, where Trampier shows us an "Underdark" town. Wormy and this issue in particular has captivated me for the last 40 years. Now I can rest easy that I have paid my respects to another D&D hero of the past. You are now at the halfway point of the story. There is much more to come as I ramp up the release of Under. Enjoy. 


Saturday, October 14, 2023

Dark Greyhawk Forum Letter

Well met Greyhawkers! Today I was reminded that way back in 2000, at the turn of 2nd Edition to 3rd Edition, before the internet became an everyday means of communication, I wrote a letter to the Forum page that was published in Dragon #273. This was in response to the Question of the Month" in issue #270: “Does your campaign have a particular theme? Is it swashbuckling, epic, gritty, or wahoo? Tell us all about your campaign style!”

Here is my response. Enjoy!

Dark Greyhawk

I wrote this in response to the "Question of the Month" and also to add to the discussion in #264 through #270 about evil characters. The campaign I run is set in the northwest of the Greyhawk campaign setting and uses heavy Al-Qadim sources. The Arabic feel is very refreshing. All the characters are foreigners and have had a wonderful time trying to blend in by learning new customs, dress, and especially language. They have adopted new names and even acquired their hirelings from this area. New and exotic locales always liven a static campaign. The land is full of mystery and intrigue, but the PCs fit in perfectly because they are all schemers and shady fellows as well. They always parlay or even deal with villains rather than just outright slay them. Every monster or encounter is assessed for its benefit, not just used as a stepping stone for the next encounter. Their motto is, dealing with evil is better than a pat on the back. Then, if necessary, you can always turn on evil and side with good in the end.

I do not rigidly control alignments, except in the case of priests. All the characters are decidedly shady but not evil. As long as the PCs can at least trust one another, then it doesn't matter what their alignments are. The lawful evil fighter in my group has shown many instances of paladinlike behavior toward the common man and even his foes. You don't wear alignment like a badge; your actions define your character.

In fantasy literature, the greatest heroes are what I term "shady." Elric, Conan, Fafhrd, and the Grey Mouser are all shady characters. Alignment never stopped any of them from doing the right thing in the end. The only recent characters from literature I can imagine fitting this description are Raistlin or Drizzt. Why are the shady ones the favorites? They have more fun.

It seems to me the only classes purely concerned with their alignment are the religious ones (cleric, druid, and paladin). They are the ones who have their beliefs dictated by a higher power. I am not saying you shouldn't play good guys, but some campaigns could use a change in locale and attitude.

Wednesday, August 30, 2023

Greyhawk A-Z: Named Fiends

Welcome again Greyfolk! I got another fun A-Z list coming at you! Some of my previous alphabetical lists of peopleplaces, deities, and most recently magic items, can be found on the Best of Greyhawkery Page. This time around I will try my hand at discussing named fiends (demons or devils) from the many editions of D&D. Fiends of the lower planes have always been an integral part of Greyhawk lore from the very beginning. I am quite sure there will be no ill side effects by listing all these evil beings, I mean it worked for Iggwilv in her Demonomicon right? Enjoy!

Arendagrost: (Dragon #290) Right off the bat I'm throwing out an obscure fiend. Arendagrost, the Maw of the Abyss, is the three headed, draconic offspring of Demogorgon and Malcanthet the Queen of Succubi. Arendagrost's significance is it was summoned as a byproduct of Lord Kargoth's betrayal of the Knight Protectors and the resulting creation of the death knights. While Arendagrost was sent back to the abyss by the forces of good, it waits to cause more carnage in the future.

Baphomet: (MM2) Now this is more like it, the Prince of Beasts. Good ol' Baphomet rules abyssal layer #600, the Endless Maze. Baphomet is one of those demons extracted from real world mythology though in D&D lore he is the patron of minotaurs as you'd expect. As a bonus tidbit, I wrote the Minotaur Mask of the Ulsprues with Baphomet in mind.

Charon:
(MM2) Another outlier on this list, Charon is obviously the famous skeletal boatman of the Styx from Greek myth. This doesn't change in D&D except he is a unique daemon (I believe yugoloth in 2E parlance) whose duty is to transport beings on the same river Styx that connects all the Lower Planes. What's fun is that Charon has his own look-alike daemon servants called Charonadaemons who also runs skiffs because I suppose the high demand for ferry services in the afterlife?

Dagon: (Dragon #349) You thought I might go Demogorgon here, eh? Too easy. The Prince of the Depths. Dagon is a classic baddy who lurks in layer #89 The Shadowsea. I like Dagon because he is an ancient evil (obyrith) from real world myth and is well-known in other fantasy lit (Cthulhu, Conan).

Ereshkigal: (MM2) Surprisingly not much going on in the E department so I'll punt. This female demon lord somehow has evaded detail in D&D, but Gygax definitely lifted the name from Sumerian myth. Ereshkigal is one of many gods of the underworld, and in these myths, she is married to another "fiend" on this list (see below).

Fraz-Urb'luu: (MM2) Fraz, the Prince of Deception comes from abyss layer #176, Hollow's Heart. He is quite familiar in Greyhawk lore, like Zagig Yragerne once trapped Fraz as a trial run for capturing real gods. One you may not know is Fraz-Urb'luu once had a side gig as drummer on the Graz'zt Show.

Gargoth:
(Dragon #91) Nope, not going to do Graz'zt either, too over-exposed in Greyhawk. Let me show you an arch-devil you can use in your campaign! The Lord Who Watches, Gargoth was once only second to Asmodeus in the Nine Hells but now he wanders the Prime Material Plane on his own terms! If you want to read more about what Gargoth is up to and what this devil can do, check out Nine Hells Revisited in Dragon #91 by Ed Greenwood. I also hear a rumor "Gargauth" is dabbling in godhood in the Realms...

Hutijin: (MM2) This Duke of Hell is found in the 8th layer of Hell, Caina serving his master Mephistopheles. He looks like a pit fiend which is by design because he personally leads two companies of pit fiends. Though I couldn't find it in writing, the best I could find online is that there are 333 devils in a company. An army of 666 pit fiends sounds pretty epic!

Ilsidahur: (Dungeon #10) I had to dig deep for this demon. The Howling King is from the adventure "The Shrine of Ilsidahur". From layer #99 The Guttering Grove, he is a giant ape with ram horns who is the patron of bar-lguras. This module might be worth looking into!

Juiblex: (MM1) Yes of course I have to mention the Faceless Lord here. This famous ooze demon lord is from layer #222, Shedakalah which he shares with another featured fiend on this list (see below). Little known fact, Juiblex loves stand-up comedy.

Kostchtchie:
(MM2) I would've gone with Kerzit on this letter, but Kosty will forever be a favorite thanks to the classic cover of Dragon #119 (left). The aptly named Prince of Wrath rules layer #23 The Iron Wastes. According to his background, Baba Yaga had a hand in his ascension to demon lord status which is fitting because both are based on Russian folklore.

Lolth: (D&DG) Everyone and their cousin knows Lolth, Demon Queen of Spiders who runs abyss layer #66 the Demonweb Pits. No demon lord or duke of hell has probably influenced Greyhawk or D&D for that matter, more than Lolth. I mention her nonhuman entry in Deities & Demigods, but I also first saw her evil glory in Fiend Folio.

The Malgoth: (Dungeon #117) You're probably wondering, what, no Mephistopheles? No Malcanthet? Well folks this is a sleeper pick, check out the Dungeon module, Touch of the Abyss by Greg Vaughan. The Malgoth was once an ancient obyrith that was so awful he was destroyed by an alliance of demon princes (sorta like Tharizdun level badness). His evil was so great that his essence continued to linger invisibly over the aeons, until Lolth unsuccessfully tried to take the city of Istivin into the abyss. This brief overlap allowed the Malgoth to enter Oerth, where he can now possess a single creature, becoming his "voice." It's an insidious demon, and one helluva module.

Nergal: (Dragon #75) This "devil" is intriguing. The Bringer of Pestilence and Fever is an exiled Duke of Hell, one of the "Rabble of Devilkin" who roam Avernus looking to regain his status. That's cool and all but I know a more prominent Nergal from the original Deities & Demigods where he is an underworld god of the Babylonian pantheon (and according to myth is married to Ereshkigal). My favorite however is Nergal the pestilent Chaos god from Warhammer fantasy lore. All in all, there is probably a lot of crossover in these Nergals.

Orcus:
(MM1) No brainer on this letter. Orcus, ruler of layer #113 Thanatos, is the classic Prince of the Undead and wielder of the iconic artifact, the Wand of Orcus. Orcus has featured heavily in D&D and Greyhawk lore, though in my opinion he's best known for his efforts to become a true god in the Planescape module Dead Gods

Pazuzu: (MM2) AKA Pazrael from Iuz the Evil, this demon lord is well known in Greyhawk lore. The Prince of the Lower Aerial Kingdoms is unique in that he rules the skies of all, I repeat ALL the skies in the 666 layers of the Abyss. Pazuzu's main enemy is Graz'zt yet he makes deals on Oerth with the Dark Prince's demigod son Iuz. Like any good demon lord, ol Paz' cannot be trusted!

Queen of Chaos: (Rod of Seven Parts) Thank goodness for the Queen on this letter. She is the elder evil ruler of all abyssdom before Demogorgon. She is so old in fact she has no name except "Queen of Chaos." The Queen was the demon lord who was infamously defeated by the lawful Wind Dukes of Aaqa at the Battle of Pesh. The Queen now lurks in defeat on level #14, the Steaming Fens. 

Rhyxali: (Fiendish Codex I) Quick question, would Raxivort count as a fiend since he spent so much time serving Graz'zt before becoming god of xvarts? At any rate speaking of Graz, Rhyxali the Queen of the Shadow Demons is his sister! Allegedly. Rhyx resembles Graz'zt though, six fingers and all that. There isn't much on her, but she rules layer #49 Shaddonon where all shadow demons originate. Cool!

Shami-Amourae: (Dungeon #148) The Lady of Delights. She is a rival of Malcanthet whom was once the consort of Demogorgon. Shami however was imprisoned in abyss layer #73 The Well of Darkness. She appears in the adventure path Savage Tide because she knows intimate information about the Prince of Demons. Oh my!

Titivilius:
(MM2) I'm picking Titivilus because the wily ambassador/messenger of arch-devil Dispater looks fun to use in a roleplay sense. This goat-legged devil is wicked because he can spew the most corrupted twisted words and causes fear and confusion like no other. Fiends even hate talking to him!

Ugudenk: (Dragon #333) The Squirming King is an obyrith demon rules that layer #177 the Writhing Realm. He is best known for having his wormy creatures burrow into Fraz-Urb'luu's realm while he was imprisoned by Zagyg. Let's leave it at that. Nasty.

Verin: (MM2) Tricky letter. This demon lord is mentioned in Monster Manual 2 but is not given any detail. Later on, Verin would be made the "Voice of Graz'zt", the demon who filled in for his demon prince while he was imprisoned by Iggwilv. I believe this role is synonymous with the demon Vuron from Gygax's Gord novel series. Either way, Verin is a cool customer.

Wejinhastala: (Dragon #357) Okay this is an obscure reference, but W isn't a popular letter with fiends evidently. Wejin is the Tempest, a demon lord from antiquity that allied with several others to take down the Malgoth (see above) before falling into ruin themselves.

Xaxx'aa: (Rary the Traitor) This is a hidden gem. Xaxx is an Ultroloth (the toughest of daemon-kind) who is in the service of Rary the Traitor. Xaxx is in the Bright Desert voluntarily to aid Rary, overseeing the epic teleportation of Rary's tower from Ket to the desert. He has uncertain motivations, perhaps displacing the mage as ruler? Xaxx'aa is not only highly intelligent, but deadly in combat, carrying a sentient sword +3 called Doomcutter whose special purpose is to slay demons and devils. This guy needs to be used more!

Yeenoghu: (MM1) The Demon Prince of Gnolls is well known from early D&D lore. He lives on layer #422 "Yeenoghu's Realm" a barren plane that once belonged to other demon lords. Yeenoghu has many enemies, including Baphomet (see above) who have been scheming over events in Western Oerik

Zuggtmoy: (TOEE) Let's finish this list properly. Zuggtmoy has been featured in adventures and novels from the very beginning of Greyhawk. The Lady of Fungi is of course most famous for her um, association with Iuz, and her role in the classic adventure Temple of Elemental Evil. When not imprisoned, Zuggy lives on abyssal layer #222 Shedakalah along with her slimy friend Juiblex. Spoiler: this realm is where Zuggtmoy hides Iuz's soul object. This fiendish show of devotion reminds me of an old blog post from 2019. Enjoy and until next time!

Wednesday, August 9, 2023

Greyhawk A-Z: Magic Items 2

Welcome back Greyhawkers! It's time for another fun A-Z list! Some of my previous alphabetical lists of 
peopleplaces, deities and yes magic items can be found on the Best of Greyhawkery Page. This time around I will look at some magical items that are not swords or artifacts. Wish me luck! I hope you'll enjoy!

Apparatus of Kwalish: Debatably this is an artifact, but it's always been listed among wondrous items in DMG's. We all know this most famous of aquatic magic items, but for future readers I want to make clear, Kwalish is human, and he originally worked out of the Baklunish West in Zeif.

Bucknard's Everfull Purse: This is an item I rarely gave out in my old campaigns, though every group had a Bag of Holding or Heward Haversack. The purse just seemed game breaking to me at low level and useless at high level. Why did Bucknard, a former member of the Circle of Eight, need to make this item? I guess he always got stuck paying for drinks at the tavern.

Cloak of the Couatl: Here's a rare one from The Scarlet Brotherhood. This feather cloak is only found in Amedio or Hepmonaland. As you'd expect it allows the wearer to fly. It also lets you turn invisible. Wow, talk about game breaking!

Dream Cap of Veluna: Greyhawk Adventures really is the best source for GH specific items as you'll see throughout this column. The dream cap gives premonitions in your sleep, usually of bad stuff that will happen. Later on, you get a bonus to save when whatever happens. I never used this before, but it sounds like a good roleplay device for DMs!

Ebon Skull: Possibly a relic (since only three were made), but this major magic item is found in Iuz the Evil. The user can do typical necromancer stuff, animate dead, cloud kill, etc. I believe the book lists which NPCs has the three skulls. I can't recall if I ever used these, I think I'd remember if my players acquired one though...

Flaming Mirror of Tenh: Yes, another gem from GHA. The Flaming Mirror is a cool plane-travelling device (elemental plane of fire) that I did use in the past but for the Baklunish West instead. Tenh sounds cool, but I don't see the thematic connection except to give this item a place name. Personally, I'd trade this one with the Whip of Zeif to make the Flaming Mirror of Zeif.

Gargoyle Cloak: From the Temple of Elemental Evil, this garment obviously polymorphs the wearer into a gargoyle! (helpful if one plays the module Gargoyle?) Interestingly if the wearer takes 20 hp damage from edged or fire attacks the cloak is ruined and stops working. The worst drawback is each 10 minutes you remain a gargoyle there is a 10% chance (cumulative) that your mind is changed to a gargoyle permanently. One more note, the module says there is other cloaks that turn wearers into other types of creatures. See below!

Hasty Barge of Nyr Dyv: Another from Greyhawk Adventures, this is a Rhennee barge that has magical movement, and it automatically repels unintelligent sea creatures. This is one of the only items attached to Rhennee culture that I'm aware of, so this makes the hasty barge valuable indeed!

Iron Bands of Bilarro: Well, this item is pretty standard across D&D editions (and we know by now what the anagram name is about), but what I just realized on re-reading it is the bands start off as a "ball" of iron that you throw at an opponent. The bands unwind and wrap around the target to catch it. Holy crap guys, it's a Pokemon ball!

Jug of Geshtai: Throwing you all a curve ball here. This item was created by ME way back in 2005! Check it out over on Canonfire!

Keolish Plate Mail of the Seas: Interestingly demonym spelling from GHA. Keolish? Misprint or intentional? At any rate this item is great because it has historical relevance. The King of Keoland gave it to his admiral for defeating the Sea Princes. That's the Battle of Jetsom Isle folks! Naturally the armor allows the wearer to not sink in water. Makes you wonder if the Sea Mages of Gradsul made more of these?

Leomund's Labile Locker: I'm a sucker for alliteration. From TOEE once again, Leomund sure knows how to make extra-dimensional storage space. This small box does it all, it shrinks, grows and can be used as a Leomund's Secret Chest spell. More of this please!

Mantle of Celestian: A unique magic item from Unearthed Arcana. This black cloak allows the wearer to breathe and act normally in space! It also has numerous extra-dimensional pockets to store things like food & water while you um, float around in space?

Necklace of Missiles: Found in the DMG, this fireball inducing item isn't necessarily uniquely Greyhawk. But I will tell you a story from my campaign when the players got a bunch of missile beads from the module Greyhawk Ruins. No joke (spoiler) there is a room with 13 jars holding 300 beads each. A chart in the module says 94% are missile beads of various strength (the remaining 6% are beads of force, no big deal). That means this dungeon yields 3666 fireball missiles. Needless to say, my players invented carpet bombing in Greyhawk.

Oracles of Greyhawk: Oracles in this case are specialized crystal balls (likely created by Zagig Yragerne). There is seven of them and once per day the oracle will answer a sagely question about a specific area such as Greyhawk City, Horned Society or the Wild Coast. I like these items because it can allow a DM to insert meta-knowledge into a game. The added danger to this orb is that the rulers of these areas may not want an oracle that can reveal their secret troop strengths or hidden resources. I need to use this next time!

Purple Robes of Tharizdun: Hilariously, these robes first seen in Forgotten Temple of Tharizdun, are given magic item status in Return to the Temple of Elemental Evil. It just protects against the magical cold of their temples, pretty basic, like their cultists. There I said it.

Quaal's Feather Tokens: A classic from the DMG. These were always easy to dish out because they are one shot items. I think my players liked the Anchor best because they would use it offensively like a Looney Tunes cartoon. Tell me I'm not the only one.

Rary's Ring of Memories: This plain ring is from Slavers surprisingly (not Rary the Traitor). I thought it would be cooler, but all it actually does is cast Rary's Memory Alteration. I guess that could be evil if played right. *activates ring* "No Tenser, I didn't try to kill you and Otiluke! It wasn't me, I swear."

Shoes of Fharlanghn: Another very cool item from UA and also Land Beyond the Magic Mirror. The wearer never fatigues from walking and if they are neutral the boots give extra movement powers. But wait, that's not all! If the wearer is a Fharlanghn worshipper, they get even MORE powers. I don't think we ever had someone play a Fharlanghnite, so this item never got used in my campaign. A shame.

Tenser's Girdle of Giant Strength: From Return of the Eight. This module has a bunch of Tenser created items mainly for fighter-types to use, but this one is of particular interest because it's for only for wizards. This is significant because the original DMG says strength girdles do not work for magic-users. A custom magic rope belt that gives a mage hill giant strength is definitely on brand for Tenser.

Universal Solvent: A classic magic item but who has ever used this actually? It's funny to have an item whose main purpose is to negate its opposite, Sovereign Glue. That's the Gygax era though!

Vecnan Wafers: Okay this one is from way out there. Found in the 2E module, Die Vecna Die this unholy magical flat bread is consecrated to Vecna. If one who worships Vecna eats the wafers it will give a variety of buffs/heals, whereas non-Vecnans can expect reallllly bad stuff to occur. Fun!

Wand of a Wonder: You've heard of the Wand of Wonder, yes? Well, when that item runs out of charges, try the Wand of A Wonder from the TOEE mega-module. It's similar to the DMG version and has a whole new list of random wild effects. Good times!

Xaren Cloak: This is a nifty cheat for the list. Technically it's a variation of the Gargoyle Cloak above, but in the Encyclopedia Magica Vol 1, the listing for this cloak includes a d20 list of other monster cloaks. Xaren was unexpected, why not Xorn? At any rate, there ya go!

Yagrax's Spellbook: Here's another obscure one for the A-Z list compliments of Encyclopedia Magica. In Dragon #82 there is a tome subtitled Alterations of Tangibles and Intangibles. This has the spells melt, transmute water to dust, item, material, fabricate, and the always classy crystalbrittle.

Zagyg's Flowing Flagon: One more from UA to finish off this column. Zagyg is a whimsical mage who has some eccentric magic item tastes. This one is a vessel that refills itself up to six times with ever more potent alcohol each time. Somehow, I have never used this item but I'm putting this one in my next game you can bet!

Sunday, April 23, 2023

Greyhawk Gods Walk on Oerth

Greetings Greyhawk faithful! Today I'm going to look into a situation that has always bothered me about Greyhawk setting lore, and that is a contradictory suggestion that deities of Oerth do not directly get involved in mortal affairs. This is one area where I'm for classic Greyhawk over latter day authors. Let me explain in more detail...

From the Ashes by Carl Sargent on How Do Powers Look Upon Mortals:

"The Powers of Oerth rarely intercede directly in the affairs of Oerth. They expect their servants to be their right (and left) hands in the world...The Powers have an implicit understanding that if one of them should act too directly, others will act in concert to oppose the meddler, for if all acted in such a manner, Oerth would be destroyed by the Powers.

This helps us understand why the demigod Iuz has been able to effect so much evil in the Flanaess. The Prime Material Plane is his home plane, and therefore, he has a direct involvement in its affairs that other Powers do not...One partial exception is St. Cuthbert of the Cudgel. Other Powers allow St. Cuthbert to act in limited ways to oppose Iuz."

Indeed, this Cuthbert-Iuz rivalry is suggested previously in Temple of Elemental by Gary Gygax and Frank Mentzer but it is not explicitly stated the gods overall are barred from Oerth:

"Because of the plots of Iuz and various demons and evil elemental types, St. Cuthbert has become actively aware of events, and has indirect assistance from Beory (who resists elemental destruction). The enmity between Iuz and St. Cuthbert may result in direct confrontation!"

What does Beory giving assistance look like?!? Cuthbert interferes with Iuz, and in turn Iuz has interfered in the affairs of Vecna more than once (Vecna Lives!). The Living Greyhawk Gazetteer meanwhile, follows what I shall now term, Sargent's Law, and further clarifies this limitation to the "Powers" of Oerth:

"No god above demigod level may enter the Prime Material Plane of Oerth without the consensus of a majority of the gods of Oerth. A few exceptions to this are Ehlonna, Fharlanghn, Obad-Hai, and Olidammara (who chose the Prime Material Plane as their native realm), Beory (who may actually be the Oerth itself), and St. Cuthbert (who was allowed to come to Oerth to fight Iuz on more than one occasion)."

Older sources paint a slightly different picture than what Carl Sargent initiated in the 2nd Edition era of Greyhawk (if there is an earlier source of this law let know in the comments). Len Lakofka and Gygax seemed to have a more classic mythology flair to the pantheons of Oerth. In addition, Greyhawk Adventures by James Ward states in the first paragraph of the first chapter:

"The gods often visit the Prime Material Plane in avatar form to aid their worshipers or just to enjoy themselves. In one way or another, they influence actions of all creatures on the Plane...For some unknown reason, the city of Greyhawk gets an unusual amount of attention from these deities-at least one of these beings usually has an avatar in the city. Many ballads tell of awe-inspiring confrontations between avatars of opposing alignments on the city's crowded streets."

The gods may not directly appear to mortals in their true form in most cases, but they DEFINITELY walk among mortals frequently. Have a look at more of these instances:

Syrul lesser goddess of deceit (Dragon #88) "When a member of the Scarlet Brotherhood who is an assassin, illusionist, thief or monk attains the 9th level of experience, Syrul will personally attend the level-advancement ceremony to wish the character "evil-luck". Such a character is granted a vision spell with no strings attached."

To remind you, the Scarlet Brotherhood is comprised entirely of assassins, thieves and monks. Syrul doesn't just visit her special worshippers then, but ALL those high-level characters in the organization. That's not to say the goddess of deceit does this overtly in front of everyone, but she is there in person for a ceremony! 

Wee Jas greater goddess of magic and death (Dragon #88) "She can summon groups of lawful undead or lawful dragons (not Tiamat or Bahamut) to do her bidding...Summoned creatures will come to her in Acheron or on the Prime Material Plane..." 

Wee Jas is a vain deity, so why wouldn't she want to meddle in mortal affairs? Now admittedly this example is not as concrete as the one for Syrul, but it does infer that Wee Jas can call down heavy aid if she is on Oerth and needs to fight. That's not subtle at all for a greater deity.

Kord the Brawler greater god (Dragon #87) "Kord is quite the fool for a pretty face. He favors elven and human women, but has also consorted with other humanoids and even giants. The world is full of his sons and daughters, but few, if any, of them can claim demigod status (less than 1%)."

Kord, another greater god, is a classic example of meddling in mortal affairs, in the fashion of Zeus, by having actual affairs with mortals! The article in Dragon goes on to explain how a PC can possibly be a child of Kord and the game bonuses inherited. Later sources like From the Ashes completely omit this behavior by the Brawler in deference to the new "non-interference pact".

Phaulkon greater god of air and avians (Dragon #87) "Phaulkon is a relatively active traveler, and enjoys the company of men and elves. He can shape change into any normal or giant bird at will, as well as into the form of an elf or sprite."

Even Kord's dad likes to hang out on Oerth, and though it doesn't state he is promiscuous, there is no reason to believe he couldn't sire hero-gods like his son.

Norebo lesser god of luck and gambling (Dragon #86) "Norebo enjoys visiting taverns and gambling houses in the guise of a cheerful, innocent stranger and setting up dice games against other patrons...it is impossible for someone to know Norebo's true identity unless the deity wills it."

This roguish deity is discreet about his interactions at least!

Heironeous lesser god of chivalry and justice (Dragon #67) "Heironeous often leaves the Seven Heavens in order to move around the Prime Material Plane, aiding heroic causes and championing Lawful Good...he has the power to create an illusion which makes him appear as a young boy, a mercenary soldier, or an old man. In the latter guises he will be garbed appropriately, but he always wears a suit of fine, magical chainmail."

Yes, even the patron of paladins and knights everywhere in the Flanaess cannot help but get involved. He isn't directly appearing in all his glory, but he is there (perhaps even on the front lines helping Shield Lands and Furyondy vs Iuz!) in contradiction to later canon law. Then there is his brother...

Hextor lesser god of war (Dragon #67) "Hextor dwells on the Planes of Acheron but can wander to those of Hell or even Nirvana. Most frequently, though, Hextor treads the Prime Material Plane in search of warfare, aiding lawful evil, opposing good...Hextor appears as a normal, handsome man when in disguise, for he can cause four of his arms to meld with his torso whenever he so desires. His complexion is fair and his hair jet black, as are his eyes. He is well spoken and charming, a hale fellow and a man’s man, yet irresistible to women."

Hextor is MOST FREQUENTLY on Oerth doing his business. Why wouldn't a war god hang out on battlefields with mortals? It's what Ares would do. Speaking of war gods...

Erythnul lesser god of hate and slaughter (Dragon #71) "Erythnul stalks battlefields in order to strike fear and rout whenever possible...when Erythnul engages in combat, his visage mutates from segment to segment, flowing in form from human to gnoll to bugbear to ogre to troll."

Think about this, mean ol' Erythnul could potentially be on the SAME battlefields as Heironeous and Hextor. Erythnul is not as subtle as the brothers though. Oeridian gods don't seem to play by Sargent Law. How about Baklunish gods?

Istus greater goddess of fate (Dragon #69) "Istus does certainly make appearances on other planes, including the Prime Material. Sometimes she is an old crone, other times she appears as a noble dame, then again as a lovely lady or even as a shepherd girl."

Istus is another deity that can meddle in disguise as much as she wants, but she is also responsible for the Oerth-spanning retcon during 1E-2E that was Fate of Istus. I suppose she had permission from a majority of gods for that one...

Nerull greater god of death (Dragon #71) "Nerull stalks the many planes-particularly the Prime Material when shrouded by night...However, most of the time he does not venture from Tarterus save to wreak havoc on the Prime Material Plane."

The grim reaper likes the hands-on approach, do not accept any lesser imitations.

There is more exceptions and instances than I can possibly list in this post. So just saying all Powers are flat-out barred from Oerth is just lazy writing in my opinion (which I never accuse Sargent of being any other time) and it robs the deities of much of their flavor and uniqueness. Was it done for game balance? Most likely. But for years we at least had DM agency to have divine intervention if we wanted as authors heaped us with game stats for D&D gods. No one wants a god-killing Time of Troubles situation like in Forgotten Realms of course. Deities shouldn't be superfluous in appearance like the Syrul example above, nor dropping like flies in the street like Greyhawk Adventures suggests. Also using avatars versus actual deities manifesting on Oerth is a semantic argument. Either they influence mortals directly at will or they only allow exceptions like St. Cuthbert. Whatever you decide for your own game, the examples from Dragon Magazine above are all reasonable ways to reward (or punish) PCs for learning mythic lore and having patron deities by showing the players that the gods are real in the World of Greyhawk.

Saturday, April 8, 2023

Fantastic Metal and Stones of Greyhawk

Greetings Greyhawk scholars! Today's topic is one that has been eluding me for several years. I would get a glimmer to write about, then forget, or I'd take some notes and lose them. But it's always been popping up taunting me. The topic is fantastic metal and stones of Greyhawk! Most of these entries are from Greyhawk lore, some are unique or perhaps sentient formations, and others are general D&D tropes. Also, given the research on this topic is insanely time intensive, I am sure I'll overlook some examples, so if you know a rare metal or stone in Greyhawk that I missed, let me know in the comments. Enjoy!
ADAMANTITE & MITHRAL
Both these fantasy metals are commonly found in Greyhawk as well as D&D lore, owing to fantasy fiction like Lord of the Rings. Adamantine objects are generally harder, Mithral items are also durable but lighter. 
"Adamantine is an alloy created from a glossy black metal known as adamant. Adamant is the pure metal form of a jet-black, ferromagnetic ore known as adamantite. In its pure form, adamant is a lustrous, gleaming black color with rainbow edges. It is one of the hardest substances known (save obdurium), but also brittle. A stylus made from adamant will shatter if dropped.
The alloy adamantine is also black, but it has a clear green sheen in candlelight. This sheen turns purple-white under most magical radiances. Adamantine is pliable but very difficult to work with. It must be forged at very high temperatures by master smiths with special oils to slake and temper the hot metal. Adamantine features the strength of adamant without the brittleness.
Adamantite ore is found only in meteorites and the rarest of veins in magical areas deep beneath the earth beyond where human miners go, sometimes found in spherical pockets in volcanic areas. The drow are rumored to have an abundance of it. A few clans of deep-delving dwarves have also come across it, and most adamantine items found on the surface are of dwarven make. Adamantite has been discovered in the Pits of Azak-Zil."

"Mithral, also spelled mithril and known as truemetal among the dwarves, is a precious metal produced from ore found in the underoerth as well as mountain ranges in certain areas of the Flanaess. Mithral ore is an exceedingly rare silver-and-black mineral in its natural form. It becomes a glistening silvery-blue when it is forged."

OBDURIUM

Expedition to the Ruins of Greyhawk by Jason Bulmahn, James Jacobs and Erik Mona.
Stronghold Builders Guidebook by Matt Forbeck and David Noonan

This fantasy metal is less well known than the previous two materials. It goes to show there is always a stronger substance somewhere out there. Indeed, there is more to come...

"A fantastically rare metal that is even harder than adamantine. Obdurium is a pale violet metal which is harder than adamantine. This incredibly rare metal represents the pinnacle of nonmagical metal strength. It is also nearly prohibitively expensive, building with it costs ten times as much as carving stone walls and sixty times what a normal wooden wall would cost to build.
The doors leading to the Godtrap in Zagig's Prison beneath Castle Greyhawk are made of obdurium."

TUMKEOITE & LACOFSITE
D3: Vault of the Drow by Gary Gygax
Dragon #298 Vault of the Drow: Dark Elf Metropolis by Frederick Weining
"The true splendor of the Vault can be appreciated only by those with infravision, or by use of the roseate lenses or a gem of seeing. The Vault is a strange anomaly, a hemispherical cyst in the crust of the earth, an incredibly huge domed fault over 6 miles long and nearly as broad. The dome overhead is a hundred feet high at the walls, arching to several thousand feet height in the center. When properly viewed, the radiation from certain unique minerals give the visual effect of a starry heaven, while near the zenith of this black stone bowl is a huge mass of tumkeoite — which in its slow decay and transformation to lacofcite sheds a lurid gleam, a ghostly plum-colored light to human eyes, but with ultravision a wholly different sight. The small "star" nodes glow in radiant hues of mauve, lake, violet, puce, lilac, and deep blue. The large "moon" of tumkeoite casts beams of shimmering amethyst which touch the crystalline formations with colors unknown to any other visual experience."
"Deep beneath the mighty Hellfurnace Mountains lies the Vault of the Drow, an immense hemispherical cyst in Oerth’s crust over six miles long and nearly as broad. Its mineral-veined ceiling rises more than 1000 fathoms above its crystal-strewn floor; near the zenith of the dome is a huge mass of tumkeoite, which as it slowly decays and transforms into lacofcite glows like a ghostly, plum-colored moon in the firmament of the Vault, while other phosphorescent nodes dimly gleam like stars in the same stony heaven."
Tumkeoite and Lacofsite (lack of sight) is two more of Gygax's usual anagram/pun creations that he name-drops throughout the setting. Taken literally though, Tumkeoite is a very rare radioactive substance that, depending on your ability to see different spectrums, sheds a light that is not harmful to normally light-sensitive Drow. Surely the dark elves picked the Vault because of this substance and the area it covers. One can also assume that give the radioactive nature of Tumkeoite, this is what gives some Drow gear their special properties and causes their decay when away from the Underdark. There is no mention of these unique minerals appearing anywhere else besides the Vault of the Drow, so I would ask, are these natural formations, or is Tumkeoite something that fell to Oerth in prehistory?
THE BLUE ELLIPSOID
Speaking of meteorites, the Pits of Azak-Zil in the Abbor-Alz hills is a famous impact site where everything from gold to adamantite have been dug up, but one odd piece of ore has caused a lot of trouble at the mine... 
Greyhawk Adventures by James Ward
"For five years (dwarvish clan) Highforge swelled with wealth...Then abruptly the flow was cut off...a few suppose that the mine was visited by a curse, either by something imported from the heavens or by something wakened by the shooting star or the activities of the miners."
"There will be unusual numbers of undead, especially ghouls and ghasts, many of dwarven origin...The cause of this horrible transformation is an ellipsoid of bluish metal about 2 feet long and one foot diameter. All who die within five miles of it raise at the next full moon as undead creatures...The stone also causes consuming greed and transformation to a lichlike state in its possessor."

THE PURPLE STONE
Think the Blue Ellipsoid was weird? Well, there is a sentient Purple Stone that was actually worshipped by a cult...
Mordenkainen’s Fantastic Adventure by Robert J Kuntz
Dungeon #112 Maure Castle by Robert J Kuntz and Erik Mona
"Ancient Suel migrants fleeing the Rain of Colorless Fire carried the Purple Stone from its temple and installed it here...The cults came to a tragic end many decades ago when the Purple Stone tried to subvert them all along with the nearby masters of Maure Castle. The Maures responded by sealing the Purple Stone and all the cultists within the dungeon and raising the Unopenable Doors to prevent anyone from coming to their rescue."
"...a single oblong purple stone. The stone is ten feet long, four feet high, and three feet wide, its surface smooth and polished. The stone seems partially translucent and pulsates dimply with an inner violet light...The Purple Stone is not wholly disembodied spirit, not wholly magic artifact, but somewhere in between."
THE BLACK OBELISK & OERTH STONE
The Purple Stone wants others' attention, but two even more powerful sentient rocks, the Black Obelisk and the Oerth Stone just want to be left alone. The Obelisk's sole purpose is to hide the more important Oerth Stone, and it would still be hidden itself if not for a certain pesky archmage and his outrageous plan to capture nine deities...
Greyhawk Ruins
by Blake Mobley and Timothy B Brown
"One of the main reasons Zagig chose this area to build his castle on was the great magical obelisk he discovered...Unable to move it, he sought to use it in other ways..."
"Within lies the obelisk which drew Zagig to this area. The obelisk is a large 9’ diameter stone which looks as if made from obsidian. One large shield-sized chip is missing from it as well as four smaller such chips...The obelisk is actually frozen in space in relation to Oerth. It can only be moved or scratched by powers equivalent to multiple deities under the careful guidance of a brilliant mind. Any magic used in this room will strip that item or PC of all magical powers...Zagig placed several of his original creations in this room as a tribute to the obelisk. These items have been so exposed to the obelisk that they have gamed several special properties. They have been filled with the obelisk’s powers of existence (thus they are as difficult to break or destroy as an artifact)."
"The obelisk also blankets everything in a cloak through which deities (except Boccob) simply will not see. Priests won’t immediately realize they are being ignored. Thus a priest can cast spells here, but no new spells will be granted in this area..."
"In his search for the great obelisk, Zagig happened upon this chamber. It is filled with intense powers of earth and rock. Yet, he could never determine the source (he never realized how close he came). Finally, he assumed it had to be a side effect of the obelisk somewhere below. Located at the center of the main rock column is a huge chip of brown smoky quartz...It is actually a fragment of the shattered Earth (Oerth) Stone, which was a relic of immense power used long ago by the creators to fill the Prime Material Plane with the heavenly bodies of earth and rock. The creators themselves decided that this relic was too powerful to allow any one of their numbers to guard, thus it was shattered, and a single fragment given to each to hide or guard as they desired. Then, only with their combined knowledge could the item easily be reformed. This sliver was placed here by one of the ancients and has gone unnoticed over the eons."
"This was once the holding cell of the (Oerth) Stone. Its location was hidden from Zagig by the obelisk until after the Stone escaped this area. When Zagig summoned the nine deities, the obelisk had to exert a tremendous amount of energy so that they would not notice the presence of the Oerth Stone."
OERTHBLOOD
As we've already seen, the central Flanaess is a hot bed of fantastic materials. Some are extremely hard and dangerous to get, like Oerthblood, found primarily below Tenser's castle and also the rich city of Irongate. This substance has nonetheless seen much use in the creation of famous artifacts.
Return of the Eight by Roger Moore
Dragon #351 Irongate: City of Stairs by Gary Holian & Denis Tetreault
"Oerthblood seeps into The Endless Well from deep beneath the Fortress of Unknown Depths, the dwelling place of the archmage Tenser, His ancient keep was built by migrating Oeridians to guard and harvest this rich magical ore. Few know Oerthblood exists—Tenser has been studying the substance in seclusion for decades- and no one knows exactly what it is. Tenser recently reactivated his keep’s mining operations (which had been shut down after his death during the Greyhawk Wars), and minor earthquakes and strange grinding vibrations occasionally rumble into the surrounding area from deep beneath the citadel, hinting at the immense golems currently at work harvesting the world's magical essence."
"The Endless Well can draw up molten, dark red, ferrous metal there, when cooled, is black, dense, easily enchanted and nearly impervious to damage. This substance is called oerthblood and from it several famous artifacts were made, such as Heward’s Mystical Organ and parts for the infamous Machine of Lum the Mad."
"Oerthblood is dangerous to handle, and much of the work involved in tapping it, pouring it into sheets of molds, working it and finishing it is done by golems and automatons that can withstand the molten substance’s unpredictable radiation, as well as the local heat and poisonous gases."
"Oerthblood weapons and armor must be made of a specific alloy of Oerthblood, known mostly to the artificers and smiths of Irongate, to gain the following benefits. Only primarily metallic objects gain these bonuses."
Oerthblooded iron, so-called "blood-iron," is an exceedingly rare and precious material, created from an amalgam of iron and oerthblood. Discovered as early as the age of Queen Ehlissa, oerthblood is a highly magical element found only on Oerth and thought by some to be the residue of creation. Oerthblood is extremely rare even on Oerth, and Irongate is one of the few locations where it can he found and forged. By reputation, it’s as strong as adamantine and just as effective. Shimmering black flecks on their surface distinguishes Oerth-blooded items."
DWEORNITE & DWEOMERSTONE
Some say the World of Greyhawk is not high magic, but those sages have never researched the depth of magical mysteries on Oerth, from strange weather phenomena to innately magical minerals such as these last two entries...
Iuz the Evil by Carl Sargent
From the Ashes by Carl Sargent
"Dweomerstones: A small clan of gnomes have discovered a few score small, utterly smooth, black, pebblelike stones which, if held in the hand of a wizard, can grant extra spellcasting power. Each stone has one use only...The gnomes selling the stones are fearful and eager to sell at reasonable prices."
"The Horned Lands are unique in having very rare deposits of a unique magical gem: dweornite. Small clusters of dweornite gems, tear-shaped, semi-opaque, blue-white stones, are found in totally unpredictable subterranean locations. The gems have diverse magical powers. Those which have been documented include spell gems, gems which yield magical potions when crushed and dissolved, gems with empathic effects, gems with teleport, dimension door or extraplanar travel properties, and gems of a divinatory nature. These are similar to the dweomerstones of the Cairn Hills; and some sages suggest a common origin for both these and the reputed ioun stones Rary seeks in the Bright Desert."
In closing, I haven't found any specific lore yet that shows Ioun Stones are naturally produced on Oerth besides the aforementioned hook by Sargent, that Rary seeks them in the Bright Desert. In other D&D lore, Ioun stones are enchanted from specific expensive gems, or in 4E are the creation of a new deity of knowledge, Ioun. Either way, Ioun stones could be rare gems that have innate floating properties, and either come with magical powers or are later imbued with them. To each their own. Lastly, D&D also mentions the material, Cold Iron, but I'm unsure that's regular iron found in a special situation or if its a new metal? Someone fill me in on that lore. Until next time!

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.