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

Wednesday, April 15, 2026

Wars of Greyhawk: Battle of a Fortnight's Length

Welcome World of Greyhawk enthusiasts to a rare but special update to the Wars and Battles of Greyhawk series. Follow the link for some of my previous historical accounts. Everyone knows the Battle of Emridy Meadows, but in my opinion there is no battle more epic or more consequential to the history of the Flanaess than the Battle of a Fortnight's Length. This article is the culmination of literally 17 years of thought, work, procrastination and now thanks to Nyrond sage Michael "Vonmolkew" Mossbarger, inspiring collaboration. Enjoy!


Battle of a Fortnight’s Length

By Michael Mossbarger and Michael Bridges


Conflict & Date: 

The Battle of a Fortnight’s Length occurred across fourteen days in -110 CY (534 OR) along the border of the Kingdoms of Nehron and Aerdy.


Armies & Commanders: 

Kingdom of Nehron (16,000 total)
General Donnel Remeoh (Cordrend)
Vassalage of Nehron (North and East Provinces)

6,000 light infantry, 2,700 medium infantry, 800 heavy infantry, 1,000 light cavalry, 2,000 medium cavalry, 2,000 heavy cavalry, 1,500 archers (200 elven).

*****

Kingdom of Aerdy (45,000 total)

Grand Prince Almor II (House Cranden), Central Host
Grand Marshal of Aerdy (House Rax), Northern Host
Vassalage of Aerdy (Rax, Cranden, Garasteth, Darmen, Naelax, Torquann)
Daern (tactician and architect) 

(Northern Host 25,000 total) 12,000 light infantry, 3,000 medium infantry, 1,000 heavy infantry, 4,000 medium cavalry, 3,000 pikemen, 2,000 archers.

(Central Host 20,000 total) 9,000 light infantry, 2,500 medium infantry, 500 heavy infantry, 1,000 light cavalry, 2,000 medium cavalry, 2,000 archers, 3,000 pikemen.

Lathu Hillmen (750 total)

750 archers.


Result: 

The Kingdom of Aerdy defeated and conquered the Kingdom of Nehron.


Casualties:

Kingdom of Nehron (12,500 total)

5275 light infantry, 1925 medium infantry, 475 heavy infantry, 800 light cavalry, 1,275 medium cavalry, 1,625 heavy cavalry, 1,125 archers (75 elven).

General Donnel Remeoh (executed)

Nehron Provincial Command (slain or executed)

*****

Kingdom of Aerdy (14,000 total)

(Northern Host) 7,500 light infantry, 1,700 medium infantry, 475 heavy infantry, 2,100 medium cavalry, 1,000 archers, 1,225 pikemen.

(Central Host) minimal losses.

Lathu Hillmen (350 total)

350 archers.


Intro

The military of Nyrond has been the envy of the Flanaess for several hundred years, dating back to its burgeoning start as the Kingdom of Nehron, before the country was but a viceroyalty of the Great Kingdom of Aerdy. Historically, the greatest battle the Kingdom of Nehron fought in was one they lost. Most scholars consider the Battle of a Fortnight’s Length the most important engagement since the ancient wars that brought on the Great Migrations. The battle was a series of skirmishes and maneuvers that took place over a fourteen-day period during the month of Reaping in -110 CY. 



Prelude
The largest and most powerful tribe of Oerids, the Aerdi, migrated east across the Flanaess and did not settle until they reached the Solnor Ocean. From this foundation, the Great Houses of Aerdy stretched their principalities north and south then even turning back westward, absorbing the ancient Flannae realm of Ahlissa. The largest rival Oeridian tribe, the Nehron had followed the Aerdi progression and formed a kingdom around the eastern shores of the Nyr Dyv adjacent to the Suloise nation of Urnst. The Nehron gradually expanded further to the Flinty Hills and southward into the fertile Harp River valley (present day Almor) where the Flannae tribe of Lathu had existed for years untold, fiercely turning aside Suel and Oerid alike. That is, until they ultimately relented to the indomitable cavalry squadrons of the Kingdom of Nehron.


Grand Prince Almor II of House Cranden, only six years into his ascendancy, was concerned about his legacy since his predecessor Dorran had barely ruled for two years. This coupled with intense political pressure from the other Great Houses of Aerdy, compelled Almor II to once again test his mettle against the Kingdom of Nehron despite the fact that Aerdian armies had been held in check for decades since the reign of Almor I. Therefore, in his latest attempt to catch the Nehron off guard, Almor II sent several trade emissaries to delay their ruler, King Talmar while concurrently calling upon all his vassals to muster. 


  1. A mighty host assembled in the Principality of Rel Deven. Banners of all the Great Houses from throughout the Flanmi Basin were represented here, including loyal Aerdian veterans withdrawn from an ongoing war in the south with the Suel nation of Zelrad. When the Southern Host was nearly 50,000 in number, the call was made to march north towards the Harp River. Not that the grand prince lacked valor, but the Aerdian nobility fought for position in the vanguard, while Almor II rode with his own royal guard in reserve. He was attended by the venerable Oeridian architect and tactician Daern, whose only interest in the campaign was to scout the borderlands for new sites to build castles. 

  2. As reports of this great mustering eventually spread to Nehron, their own vaunted cavalry squadrons were activated, and the vassalage began to raise levies as they had done many times in the past against the Cranden princes. These gathering forces were evenly divided on both sides of the Flessern River at the two points along the Harp River from which Aerdy historically invaded.

  3. As the massive Aerdian train was well along the east bank of the Harp River, the King Talmar of Nehron was meeting with the final trade envoy, this one carrying a declaration of war. In response to the swift buildup of Nehron forces across the river, Almor II split the Southern Host, directing the most glory-seeking princes in his army to cross the Harp River to confront and delay the Nehron. The grand prince then continued to lead the new Central Host northwest between the river and the Adri Forest as he had planned. 

  4. While Almor II drew Nehron’s attention to his armies in the south, the grand prince had also named his main political rival, the prince of House Rax, to be Grand Marshal of Aerdy and directed him to muster a second army in the north. This fearsome Northern Host consisted of contingents from the frontiers of the still nascent North Province (some speculate this included orcs), seasoned units of Hextor worshipers from the Medegian Bladelands and numerous mercenary companies paid for by reserved Rel Astran nobility. The Northern Host had assembled in Edgefield and near present day Knurl. Upon news that the Central Host was on the move, they marched west along woodsmens’ trails to arduously tear a new path through the Adri Forest in order to take the Nehron by surprise.




Battle:
The eastern vassals of the Kingdom of Nehron were ever vigilant against incursions from Aerdy yet they had no defensible castles, instead relying on numerous garrisons within Lathu and Nehron settlements to govern their territory. One such garrison at Cordrend was responsible for watching over the Flinty Hills and the western Adri Forest along the Harp River. The rangers of Cordrend mainly covered the lightly wooded areas of the Adri Forest along the Harp River (near present day Innspa), where they had discovered and decisively repelled three separate smaller Aerdian forces in the past few years.The Nehron rangers did not frequently patrol the wooded area of the Flinty Hills however, because they believed the Aerdians would never try to move a large force through that section of wilderness. Instead, Cordrend relied on a fair relationship with the gnomes of the Flinty Hills for information. Unfortunately, the gnomes of the eastern highlands were decidedly secluded and distrustful of both Aerdy and Nehron kingdoms. It would take friendly gnome scouts too long to warn Cordrend of the massed host pushing its way through their territory.

(Day 1: Reaping 18, -110 CY)
The Northern Host, some 25,000 strong, burst from the Adri Forest and attacked the Nehron garrison stationed at Cordrend on the borderland of what is now the Principality of Innspa and the Duchy of Womtham. Led by the imperious Grand Marshal of Aerdy, the invading force was mainly composed of light and heavy infantry along with mercenary footmen, medium cavalry and archers. The fight at Cordrend did not last very long, as it housed a relatively small force of mostly light and medium infantry with a small amount of heavy cavalry. It was the cavalry that proved to be the savior of the Nehron forces that day as the Aerdi were fanatical in their desire to rout and destroy as much of the vaunted heavy lancers as they could, though much of the Northern Host was still delayed moving out of the forest. 

The commander of the Cordrend garrison was a stalwart leader named General Donnel Remeoh. General Remeoh rallied his disarrayed forces and realizing that the Aerdi were concentrating on his cavalry, ordered the entire garrison to withdraw south along the Valenseau Tributary toward the Harp River basin. Likewise, the villagers and woodsmen of Cordrend hastily fled before the blades of Aerdy to warn the southern commanders of Nehron. The news of the sacking of Cordrend spread quickly allowing provincial forces and local militias to mobilize northward to the bend of the Harp River. 

(Day 2: Reaping 19, -110 CY)
General Remeoh personally commanded his cavalry to turn and skirmish as conditions permitted.  The Aerdians in their bloodlust followed through the narrow trails and woodland to the west slowed their advance, while providing ample cover for the smaller Nehron infantry to march along the Valenseau.

(Day 3: Reaping 20, -110 CY)
Skirmishing continued to slow down the Aerdian advance, allowing the Cordrend garrison to escape farther south in an effort to meet with the Nehron army that was swiftly massing at the Harp River (near modern day Harpbend Keep). The forces moving north were mixed regiments of infantry and archers (including elven and half elven allies), and the balance of the Nehron cavalry squadrons called to the area. Severely bottlenecked, the Grand Marshal of Aerdy sent a detachment of cavalry and light infantry to the west, deeper into the rugged highlands with the intention of cutting off the Nehron before reaching the Harp River.

(Day 4: Reaping 21, -110 CY)
A battalion of light and medium Nehron cavalry were in the hills dealing with unruly Lathu tribes that had been raiding Nehron farms and villages. Upon discovering that Nehron citizens and their own garrison was in flight from a massive Aerdian army overrunning Cordrend, they abruptly abandoned their assignment. The fresh cavalry units rode hard through the wilderness to the east in order to rally with General Remeoh. This action provided the tenacious Cordrend garrison welcome relief in that day’s skirmishing. When the Lathu hillmen learned why the Nehron had ended their pursuit, they likewise put out a call to the neighboring Flannae tribes to organize. Though the Lathu did not engage with Aerdian forces spreading into their lands, their presence slowed and misdirected the Aerdy advance. Nehron reinforcements continued northward expecting to meet with Cordrend’s forces that day, but they found General Remeoh delayed in his fighting withdrawal.

(Day 5: Reaping 22, -110 CY)
The Nehron provincial army received mixed information from scouts concerning enemy troop strengths and skirmishing between Nehron and Aerdian forces, as well as the movements of the Aerdi host led by Grand Prince Almor II that was camped at the Flessern-Harp confluence. The Nehron vassalage decided at council to force march north into the verge of Adri Forest to give succor to General Remeoh. Skirmishing for the fifth day, the forces from Cordrend were exhausted and had suffered over half their original number in casualties. Only their training and the unmatched leadership of General Remeoh kept the Nehron from being completely routed. 

(Day 6: Reaping 23, -110 CY)
Morale was up as the banners of the Nehron cavalry squadrons, and their infantry support arrived to reinforce the beleaguered forces of General Remeoh. This development gave pause to the Rax prince whose army had finally pushed through the bottleneck but was still stretched thin. Using the delay, the united Nehron leadership devised a plan to continue drawing the Northern Aerdy Host southwest between the Lathu hills and another small stream feeding the Harp River called the Rimmont Rill. The Nehron command sought to eliminate the Aerdi invaders as fast and decisively as possible before the Central Host of Almor II could cross the Harp River.  

(Day 7: Reaping 24, -110 CY)
Screened by superior cavalry and rugged woodland, the combined Nehron forces fell back as planned, drawing the Northern Aerdy Host toward the battlefield of their choosing. Light skirmishing occurred in the woods where the Aerdians eventually halted at the Rimmont Rill. As the Nehron were encamped about a hill on the narrow edge of the flatlands bordering the Adri Forest, the Grand Marshal of Aerdy gathered his host in the woods to disguise his full strength that had finally turned west from the Valenseau Tributary. The Rax prince also received a report that his detachment of cavalry and infantry had finally emerged from the hills, now giving the Aerdi two fronts to attack from on the following day. 

(Day 8: Reaping 25, -110 CY)
This day proved to be the largest engagement of the storied battle thus far, and it saw the largest number of casualties for both sides. Seeing a secondary force of Aerdians coming from the northwest, General Remeoh and the Nehron command split their smaller army into two “battles” and outmaneuvered the superior numbers of the Aerdi. Nearly 3000 Nehron were killed and many more wounded in a series of cavalry skirmishes and archery battles that concluded in a bloody melee which ultimately resulted in a draw.  By the end of the day the Northern Aerdy Host had suffered twice the losses overall than the well-trained and well-led Nehron Army. Despite holding the battlefield, that evening the Nehron pulled back yet again, intentionally giving ground to the grand marshal.

(Day 9-12 Reaping 26 - Goodmonth 1, -110 CY)
The Nehron strategy to pull the Aerdi into a more tactically advantageous location for their heavy cavalry squadrons was moving at a snail pace. The Grand Marshal of Aerdy was careful after the previous day’s bloodshed, taking what ground Remeoh had conceded but then reigned in his bloodthirsty commanders and consolidated his forces. That day the Aerdian patience paid off as they were met by an envoy of the northern Lathu Flannae. Judiciously the grand marshal gained the services of the same hillmen who only days ago were harrying the Nehron cavalry. The disaffected Lathu chieftains desired revenge on the Nehron who for generations gradually pushed their people from the Harp River valley to the wilderness and now further encroached on their lands. 

The Aerdians gladly paid the Lathu for information in the form of treasure and armaments. The hillmen were very familiar with the skirmishing tactics of the Nehron, having lived through their incursions over the years. The hillmen also provided rough maps of the area ahead, pointing out a certain wetland barely a mile-wide that the Nehron appeared to be luring them. The Lathu chieftains then personally met with the grand marshal and an alliance was made where the Flannae promised the Aerdian host support in several hundred archers and slingers. It was agreed that as the Aerdi would engage the Nehron on the field, the Lathu would flank the Nehron cavalry, moving up through the heavy grasses of the western hills to supply missile fire against the charging Nehron cavalry.

There was little fighting for four days except for minor magical exchanges and questionable challenges to combat between Nehron and Aerdian nobles. Indeed, a long period of heavy rainfall had brought both camps to a standstill. By the twelfth day of the conflict, after days of measured withdrawal, the Nehron had pulled the Aerdi into a dry, narrow plain between the tall grasses of the western hills and the Rimmont Rill putting wetland at their back made marshy by the previous day's rainfall. The Grand Marshal of Aerdy was fully aware of his precarious position, but despite the uncertainty among his ranks, the Aerdian commander was assured that the Lathu trap was set. His resolve was also strengthened by a last-minute relay that reported Grand Prince Almor II had finally crossed the Harp River.

(Day 13: Goodmonth 2, -110 CY)
On the fateful thirteenth day, the weather cleared and both sides signaled to engage at midday. The ranks of the Nehron provincial army were arrayed to maximize a shower of arrows that would cover the famed wheel and charge of their heavy cavalry lances. The Northern Aerdian Host was arranged with a frontline phalanx of pikemen backed by archers, covering the reserve of Medegian heavy infantry and the remainder of their cavalry. To their right, conscripted light infantry tensely stood with rugged hills at one side, while the Rax prince’s battle-hungry mercenaries held the left wing along the Rimmont Rill. As predicted, Nehron men-at-arms slowly advanced on the Aerdian line while a hail of arrows arced overhead. At the same time, the entirety of the heavy cavalry lancers moved up in columns then began to wheel into a charge on the less disciplined Aerdian right flank with the intent to break the whole Aerdian army into a rout where they could then be cut down in the muddy flatlands to the north. The classic Nehron maneuver had bested many Aerdian princes in times past, but this time tragedy struck as scores of Lathu hillmen emerged from hiding in the hills. They let loose with waves of arrows upon the unsuspecting Nehron cavalry, disrupting their charge and sending General Remeoh’s well-trained army into chaos. 

The carnage was brutal. The Nehron advance stalled as Aerdian archers turned to send more volleys at the cavalry squadrons, now hitting them from two directions. As the wall of pikemen held off the suddenly shocked Nehron infantry, the grand marshal sent his seasoned mercenaries in to join the melee. Finally, the Medegian heavy infantry surged forward past the Aerdian levies and routed the Nehron cavalry for the first time in history. The Nehron losses were staggering as the Grand Marshal of Aerdy refused to take prisoners, even knights and gentry who could be ransomed were killed. The Nehron army hastily retreated south, as General Remeoh managed to command his remaining cavalry to screen the infantry in a series of skirmishes that lasted through the rest of the day and into the night.

(Day 14: Goodmonth 3, -110 CY)
By the next day, the Central Host of Aerdy, another 20,000 combatants led by Grand Prince Almor II, arrived from the Adri where Nehron rangers originally expected an attack. The losses from the previous day were too much to bear for the Nehron, who had battled through the night with opportunistic mercenaries and remnants of the Lathu tribes still bent on destroying their enemy.  The Central Host had sacked the Nehron supply line early that morning. Now the combined Aerdian forces encircled the remnants of the provincial army and slowly began to tighten the noose. Understanding their predicament, the surviving Nehron command had no choice but surrender, with Almor II ceremonially claiming the honor. While peaceful at first, once the majority of those captured were disarmed, the Rax prince began executing all the Nehron high command, including General Donnel Remeoh, who was the last to be cut down.

The Battle of a Fortnight’s Length was over.

Aftermath:
As the Battle of a Fortnight’s Length was just beginning, the King Talmar of Nehron had already been contending with a broad front of smaller battles between the Southern Aerdian Host and his remaining provincial armies. Upon receiving the news of their decisive loss to the north and the prospect of facing two more regrouped Aerdian armies in the coming months, Talmar unconditionally surrendered to the grand prince. This official act doubled the size of the nation that Almor II triumphantly renamed the Great Kingdom of Aerdy. The former Nehron kingdom was split evenly. The western half was awarded to the victorious Marshal of Aerdy, the Prince of House Rax which took on the name Rax-Nyrond following the absorption of the Nehron nobility. Thereafter the western region became known as the Viceroyalty of Nyrond. The eastern half of Nehron was retained by Grand Prince Almor II for House Cranden. Returning to Rauxes, the grand prince judiciously decreed the conquered eastern lands would be administered by Priestess Rhiandrel of Sol (the Oeridian aspect of Pelor). The ambitious new Prelate transformed the Harp River basin, starting a clerical fief that came to be known as Almor.

Three years after the Battle of a Fortnight’s Length, a group of Aerdian commoners saved King Almor II from an assassination attempt by Ur-Flan insurgents. This act of heroism resulted in the foundation of the Knight Protectors of the Great Kingdom. This fabled order, whose members were selected on merit not affluence, would go on to influence all other knightly orders in the Flanaess. Undoubtedly the early Knight Protectors inherited much of their skill and bravery from the remnants of the legendary Nehron cavalry.

The famed architect Daern would go on to design a number of fortifications throughout the Great Kingdom, many in the annexed lands of the Nehron. She would not see the completion of most of her projects, however. Daern passed away less than a decade after the Battle of a Fortnight’s Length, though her apotheosis to a hero-god is one legacy of the Aerdian imperialistic era.

Though subdued by the Aerdi, the Nehron-Oeridian culture persisted for centuries by discreetly passing down its names and traditions. This cultural pride would see a reprisal as House Rax-Nyrond claimed the throne of the Great Kingdom nearly two hundred years after the Battle of a Fortnight’s Length. The ancient lineage of old Nehron would rule for almost four hundred years, until the kingdom fractured and the newly established Kingdom of Nyrond declared independence. 

Heroic Hooks

DMs who wish to feature the historic Battle of a Fortnight’s Length in their own campaign should note this conflict takes place 686 years before the starting timeline of the World of Greyhawk boxed set. This campaign is set during the early years of the Kingdom of Aerdy, before the reign of the Overkings and the breakaway Kingdom of Nyrond. This battle could make a good historical flashback, or a climatic event for a military-based campaign. The following hooks are suggested for DMs who want to have player characters participate in the Battle of a Fortnight’s Length without necessarily reenacting all the events.


Evacuate Cordrend: The player characters are residents of Cordrend or allies of the Nehron garrison when the Northern Aerdian Host invades. The capable heroes must act in haste to help Cordrend’s citizens flee into the countryside. In doing so, they will have to fend off Aerdian patrols and possibly negotiate with gnome lairds for shelter in the Flinty Hills.


Skirmishing: The heroes are called upon by General Remeoh to assist the Cordrend cavalry in holding off the Aerdian advance until reinforcements arrive. Combat scenarios in this setting vary from mounted combat against foes along the river to guerilla warfare on enemies in the Adri Forest.


Hillmen Alliance: The player characters serve the Marshal of Aerdy as a special envoy. They must encounter the chieftains of the Lathu hillmen and negotiate an alliance against the Kingdom of Nehron. The hillmen may require more than treasure to prove their side is trustworthy. A service is required such as defeating a local monster preying on their tribes.


Night Reconnaissance: The Nehron command is looking for the right conditions to decisively win the battle, so they first need to know the full strength of the Aerdian army. The player characters are tasked by General Remeoh to gather intelligence. The party must go under the cover of night and rainstorms to slip past Aerdian patrols and bring their findings back to the Nehron camp before they are caught.


Sources:
Gary Gygax. World of Greyhawk Fantasy Game Setting (1983).
Gary Holian; Erik Mona, Sean K. Reynolds, Frederick Weining. Living Greyhawk Gazetteer.

Roger E. Moore. Greyhawk, The Adventure Begins.

Greyseer. Almor Gazetteer, Part 1. Canonfire!

Sunday, June 29, 2025

Greyhawk Quiz: Battles of Greyhawk

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


TAKE THE QUIZ

Thursday, December 7, 2023

New Greyhawk Fanzine: The Grey Grimoire #1

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

DOWNLOAD THE GREY GRIMOIRE ISSUE #1

Wednesday, September 27, 2023

Aerial Items of Greyhawk

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thursday, February 9, 2023

Extra-Planar Influences on Greyhawk

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

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

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

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

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

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

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

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

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

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

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