Wednesday, April 20, 2022

Sea Princes Nobles 576 CY - Prince Varek IV

Howdy Greyhawkers. Welcome to another installment of my Nobles of the Sea Princes (576 CY). If you haven't seen the previous post on Prince Jeon II of Monmurg, go back and check that out. This new post is b
y request. Much to my delight there has been a lot of interest in the community lately for Hold of the Sea Princes material. While Jeon appears in publication, his rival Prince Varek IV of Port Toli is wholly my creation. I hope you enjoy, and there is more to come!

His Exalted Highness, Prince Varek IV of Port Toli; Earl of Sasserine; Protector of Jeklea Bay; Lord of All the Jungles. (House Toli, Toli Armada, Fighter 7/ Rogue 10)
The Prince of Port Toli belongs to a very old house whose founders were slavers and cutthroat pirates. Since then, little has actually changed, though the fabulously wealthy Varek IV portrays himself to be regal as any king in the Flanaess. The prince is middle-aged with a distinctive mane of white hair though he is still quite robust, taking personal pride at his expertise with blades. Varek is a former captain and explorer of great renown. Now concerned with rulership of Port Toli, the prince still owns the warship Iron Trident, captained by his loyal son-in-law Jarrad of Poniard (Fighter 8). Varek IV spends most of his time ruling from his grand keep in Port Toli, one of the oldest Suloise constructions in all of the western Flanaess. Whether at home or abroad the prince is never without his personal guard, a dozen highly loyal, ruthlessly efficient killers. 
Politics and Intrigues:  Prince Varek supports a large family at his palace, and he is presently married to
Madelyne of Sulward (Rogue 5), an arranged marriage that sealed a treaty with the Lordship of the Isles. Varek is still bitter that his main rival, Prince Jeon II of House Rhola, allowed Sasserine to become an independent city. Ever since this loss by House Toli, and a recent attempt by Jeon to abolish slavery in the Hold, Varek has been in constant dispute with the Prince of Monmurg, no matter how trivial the matter. Meetings at the House of Peers are always fraught with tension when Varek attends. Indeed, he keeps his own constituent houses in line through a predictable mix of bribery and fear.  
The prince is often advised by the Archmage of the Sea Princes, Thelenkar the Gray (Wizard 18), whose talents are unmatched in the Hold. He is generally avoided by Varek however, due to a personal dislike of the mage since childhood. Despite this, the prince is unaware that the presence of Thelenkar has kept certain dangerous foreign agents from infiltrating his court.  
Prince Varek IV is a pivotal character to use for all levels of play in the Hold of the Sea Princes. He is central to much of the political theater of this setting, as well as his naval faction the Toli Armada. Port Toli is a major city in which to base nautical adventures involving piracy and exploration around the south seas or the jungles beyond. Prince Varek IV is a suitable patron for such amoral groups wanting to exploit the riches of these lands beyond the Flanaess.
House of Peers in the Sea Princes
The Hold of the Sea Princes comprises thirty domains, divided amongst a dozen noble houses. A few of these houses can trace their lineage back hundreds of years to the first Suel migrations, while most are merely fabricated hereditary titles of pirate captains who settled down a century ago. While the Hold is currently ruled by the Prince of Monmurg, the Prince of Port Toli has led the House of Peers for much of the Holds’ history. In political situations, the twelve houses are evenly divided between naval factions called the Princes’ Fleet and the Toli Armada. Those Sea Princes captains who choose to avoid house politics, nominally defer to a fleet named the Hold Flotilla in times of war.

Wednesday, April 13, 2022

Sea Princes Nobles 576 CY - Prince Jeon II

Hey again Greyhawkers! Continuing on with the relaunch of GREYHAWKERY I have another new column that I'll regularly add to, and this one may be familiar to anyone who has downloaded and read Oerth Journal #32. The nobility of the Hold of the Sea Princes (576 CY) is something I have used extensively in my campaign, and I've made supporting political maps for in the past. Be sure to get these maps if you haven't already so you can track this column better. In this column, starting with the ruler of the Hold, Prince Jeon II, I am expanding on material already present in my OJ #32 article, as well as giving suggestions and scenarios for what these assorted nobles are best suited in your own Greyhawk campaign. Feel free to comment and offer your own insights to this project and enjoy!

His Royal Highness, Prince Jeon II of Monmurg; Ruler of the Azure Sea; Captain of all the Fleets; etc. (House Rhola, Prince’s Fleet, Fighter 17)
Prince Jeon II hails from a family who can trace their lineage back to heroes and kings from the earliest days of the Kingdom of Keoland. His great-grandfather and namesake Jeon I, famously died at the Battle of Jetsom Island aboard his legendary ship the Sea Prince. Jeon II has only ruled the Hold since 573 CY. Before the prince was elevated to the head of the House of Peers, he was an adventuring buccaneer who boastfully has sailed every sea in the Flanaess, and whose dalliances are the stuff of bardic song. In fact, foreign nobles from Rel Astra to Gradsul are known to winter in the Hold of the Sea Princes as guests of the famed Prince of Monmurg. Prince Jeon II is an ardent follower of Kelanen the Prince of Swords, and likewise he privately acts as a patron for aspiring adventurers.
Jeon’s mighty warship, the Azure Jewel stands as an imposing and inspiring symbol among the bustling harbor of Monmurg. The Prince’s palace in Monmurg is where the ruling House of Peers gather twice a year. Originally built by Keoland to pacify the pirates of Toli, this fortress overlooks the entire city and harbor. Inside its high buttressed walls is a veritable museum of Suel history; weapon displays, marble busts and statues of the Holds’ greatest heroes and captains line each hall.  
Politics and Intrigues: Jeon’s stance against slavery may have eased tensions with foes of the Hold like Yeomanry and Keoland, but his support in the House of Peers has suffered since he allowed Sasserine to become a free city in 575 CY. Traditionally, House Rhola’s main rival is House Toli. While the two princes are amicable in public, Prince Varek IV is constantly scheming to bring failure and scandal to Jeon. Commodore Oratero of Jetsom Isle is Jeon’s best friend and closest advisor. The two have endured many battles and duels over the years, forging an unbreakable bond. Jeon is notably the most eligible bachelor in the Sea Princes, and the fact he has no (known) heirs is the source of continual match-making efforts. 
Jeon II is a high-level NPC contact who can be used as the focal point for major political drama or even high-stakes naval warfare. He makes an excellent benefactor for dangerous missions on behalf of the Hold and House Rhola. Published examples are Jeon sending heroes to investigate deserted Sea Princes settlements in the Amedio, (Treasures of Greyhawk) and sending adventurers to acquire the ancestral Sword of the Dragon. (Treasures of Greyhawk)
House of Peers in the Sea Princes
The Hold of the Sea Princes comprises thirty domains, divided amongst a dozen noble houses. A few of these houses can trace their lineage back hundreds of years to the first Suel migrations, while most are merely fabricated hereditary titles of pirate captains who settled down a century ago. While the Hold is currently ruled by the Prince of Monmurg, the Prince of Port Toli has led the House of Peers for much of the Holds’ history. In political situations, the twelve houses are evenly divided between naval factions called the Princes’ Fleet and the Toli Armada. Those Sea Princes captains who choose to avoid house politics, nominally defer to a fleet named the Hold Flotilla in times of war.

Wednesday, April 6, 2022

Ull: Land of a Thousand Villains - Nura bint Ramil

Welcome back Greyhawk faithful! Today is the start of another new blog column. This one is dedicated to the late Jason Zavoda, who would post NPCs and monsters on his blog Hall of the Mountain King. Jason is why I'm naming this series, Ull: Land of a Thousand Villains. My first post is on the alluringly deadly Nura bint Ramil. Originally an NPC from my own 2E home campaign, this villain first appeared in 2010 as my entry in Postfest XIV on Canonfire. Twelve years later it is time to re-examine this shady lady from Ull so she can be used in your own Greyhawk campaign. Enjoy!

"There are few sights in Ull rarer than a woman who wields power and wealth. In the seedy heights of Kester is one such woman, and though she is not a native of Ull, none dare contest her right to live and prosper in that harsh frontier land.”

Nura bint Ramil the Pit Mistress (human female, rogue 12)

   Nura bint Ramil arrived in the far-flung trade-town of Kester during the reign of Draske the Short in 581 CY, and she brought enough wealth and attitude to effectively buy her way into the upper echelon of Kester’s popular gladiatorial market. Her sudden fame, and influence was considered remarkable by locals, because in Ull a woman of any lineage has to be twice as ambitious and aggressive as her rivals. Nura bint Ramil operates from a walled compound on the edge of Kester, that includes holding pits and a training yard for her hand-picked stable of gladiators. Known across the region as the “Pit Mistress”, she is frequently found at Kester’s markets appraising new talent or at the Grand Pavilion by the fighting pits. placing bets with her fellow Pit Masters on their upcoming fights. Nura is always accompanied by a retinue of loyal eunuch bodyguards and other sycophant servants. Whispers tell that she also has a very powerful, but secret benefactor watching over her in return for some unknowable bargain. Indeed, no one in Ull seems to know Nura’s history, and the Pit Mistress does not tolerate personal questions about her past.


  
DM’s Background: Nura bint Ramil was born in 564 CY in the city of Sefmur in Tusmit. She is the daughter of a small-time guild thief named Nadira and the notorious assassin, Ramil the Serpent of Ceshra. Nura never knew her father, she was only a year-old when he was apprehended on a mission in Ket, never to be seen again. Nura grew up on the streets of Sefmur, running with a youth gang after she was abandoned by her mother at age eight. She faced the judgment of the qadi magistrates several times for pick pocketing and cut-pursing, spending her formative years in more than one detention house and finally as an indentured servant to a clothier. At the age of sixteen Nura caught the eye of a lieutenant in the Sefmur thieves guild named Mirak al-Massari, who often came to the clothier to have custom garments made. By chance one day, he saw young Nura casually concealing sewing needles, strong thread and even a pair of shears on her as she worked. Mirak watched her pocket these items from afar and was impressed with what he saw so he took her aside during a break. Nura was told she had special talents and that she was wasting her time here, so Mirak managed to get her released from the sweatshop after bribing the head seamstress with promises and fake jewelry.

   Sponsored by Mirak, Nura became a valued guild-thief in only a few years, concentrating on house burglaries at night, or bait and switch jobs during the day. One fateful night at the guild-house, she overheard talk about how she was the spitting image of her mother Nadira, who once spurned the Guildmaster’s advances and fell for a Ceshran assassin. Nura became obsessed with learning more about Ramil the Serpent, what happened to him, and even what kind of debts the guild may have owed him. A couple years later, her curiosity led to trouble when one day she broke into the Guildmaster’s chambers and found a journal. To her dismay, Nura discovered that the mission Ramil was sent to Ket on was in fact a set-up with the Ketite authorities by the jealous Guildmaster. Nura had just finished reading the account when Mirak, and the other senior lieutenants caught her in the act. Rather than kill Nura, the Guildmaster punished the daughter of Ramil by turning her over to Sefmur’s corrupt qadis, who were handsomely paid to convict her on false charges.

   Nura was sentenced and sold to an unscrupulous caravan master whose last recorded expedition was south through Ull toward the Dry Steppes. Istus intervened however, and the caravan was scattered by a freak dust storm that took the life of the caravan master and left everyone to survive on their own. Nura surprisingly turned up in Kester a week later, a free Baklunish woman again with new-found wealth to start her life over. While she now enjoys an extravagant career beyond her wildest dreams, Nura bint Ramil privately plots revenge for her father on the Sefmur thieves’ guild in the near future.

   Description: By all standards in the West, Nura is a comely individual, fit and youthful in appearance with lustrous black hair down to her waist. However, her severe hazel-colored eyes and harsh demeanor show what a rough life she has in fact lived. Nura is normally dressed in the finest robes and dresses that can be found in Kester, along with an endless assortment of veils and jeweled accessories won from bets with other Pit Masters or gifted from visiting merchants. When travelling outside the comforts of Kester through the rugged land of Ull, she dresses in leathers, a light cloak and often a heavy turban to disguise her appearance. Nura is highly proficient in many light weapons and will always have at least one blade hid on her during any given encounter. Since moving to Kester, Nura bint Ramil is not above the use of poisons. Her eclectic collection includes exotic poisons that can be delivered with a kiss or from her painted fingernails. Given her resources and contacts, any of the above items in her possession could be magical with an emphasis on worn protective devices. In certain dangerous situations, Nura may also have access to magical dusts, sands and possibly even a one-use item with the ability to summon an earth elemental.

   DM’s Campaign Notes: Nura bint Ramil was in fact rescued from the dust storm by the enigmatic necromancer Abi Dalzim, recently returned to the outskirts of Kester after his long banishment at the hands of his nemesis Alhamazad the Wise. Nura is completely in his thrall, secretly doing his bidding without fail, and fearing his omnipresent attention from the crumbled ruins of his tower in the Ulsprue foothills. When not tasked with some fell quest by her shrouded master, Nura is independent to pursue her own goals. This is an arrangement she freely chose, thus making her even more cunning than most would-be villains. Her position as a Pit Master in the lawless trade town of Kester makes her an excellent source for information or minor missions for Player Characters who don’t mind her shady nature. In the most extreme situation, she can even buy captured PCs and put them to work in Kester’s deadly fighting pits until they can win their freedom back.

Wednesday, March 30, 2022

Rulers of Ull: Ulaghai Ora Khan

Welcome back stalwart fans and scholars of the World of Greyhawk to the return of GREYHAWKERY. In this post and others to come, I vow by the quill of Delleb and the staff of Boccob that I shall endeavor to continue developing and documenting all things related to the disreputable land of Ull. To start us off, I present the third installment of Rulers of Ull a series where I educate you civilized folk on the history and exploits of Ull's mighty Orakhans. Before you continue on however, be sure to read about Ull's two greatest heroes, Kuchakar the Dragon Slayer and Ulzhak the Golden. Once you are caught up, sit back by the campfire and ponder the ancestral origin of Ull from over 900 years ago: The Rise of Ulaghai Ora Khan.


Ulaghai Ora Khan "the Conqueror" 
Orakhan of Ull from 2310 to 2340 BH (-350 to -320 CY)
(CN male human barbarian 15)

When discussing the remote land of Ull and its vague history, any respectable lore-keeper will start at the very beginning, over nine hundred years ago with one man, Ulaghai Ora Khan. Stories told about his adventures and accomplishments will wildly vary. This is one sages' account. 

Shaped by Destiny
    With the ancient Baklunish Empire shattered by the Invoked Devastation, the horse nomads of the plains were unbound and free to roam into the newly created Dry Steppes for plunder, while other tribes fought against each other working as mercenaries for the burgeoning realms of the Dramidj coast. Over several decades, one warlike tribe named the Uli had grown rather large and powerful by virtue of their equally abundant horses. The Uli were led by the ambitious warlord Ulaghai Khan, a ferocious warrior who could trace his lineage to before the Great War. As a young man, Ulaghai had been taught well by his father, and the new khan carried on his ancestors' battles; settling feuds with opposing tribes, vanquishing humanoid raiders, and by example of his strength and bravery attracted many disaffected nomad families to his banner. By the time the Uli were nearly dominant on the plains, Ulaghai Khan had even caught the attention of the shining realm, Ekbir to the north. Ten times did Ulaghai rebuff gifts and invitations to Ekbir so he could swear fealty to the caliph. When the overtures stopped, the ever-wary warlord became certain that new enemies would someday rise up against the Uli. Indeed, vicious rumors had spread to the khan's ear that the Satraps of Ghayar and Ekbir both had designs on the Uli. While the battle tested Ulaghai welcomed a new challenge, the young warrior's wisdom had surpassed his forebears. He knew something had to change for his people to survive in the long run.   

    As the size of the tribe increased, so did their need for more water and grazing lands. In -350 CY Ulaghai turned his gaze to the grasslands between the Ulsprue Range and the Barrier Peaks. These lands, unaffected by the Invoked Devastation, were now ripe to conquer since the massive exodus of Oeridian tribes during the Great War had left little except the determined Yorodhi to defend their villages and flocks. Diverting suddenly from their normal nomadic pattern, the Uli horde led by the resplendently armored Ulaghai descended upon the Yorodhi, razing a handful of villages to the ground. Within a few weeks, the invading nomads occupied the fertile northern territory with very little resistance. Faced with a massacre, the greater part of the Yorodhi had fled south, while the Oerids who stayed behind were instead subjugated and put to work. Ulaghai the Conqueror took the title Ora Khan over several large Uli families now with their own loyal khans. Thus, Ulaghai founded the land of Ull. 

Legacy Fulfilled
    At first, the Uli were content returning to their nomadic ways, assured by their strong ruler that they at least had the encircling mountains to protect their families. Ulaghai Ora Khan was not content, however. As time passed, the Conqueror expanded Ull further southward, this time absorbing entire villages intact. Despite this, the Yorodhi fought the occupiers at every turn. The Orakhan was so impressed by the Oeridians' use of polearms to repel his riders that these long weapons are still employed in southern Ull to this day. Eventually, Ulaghai's forces pushed the remaining Yorodhi into the foothills as their last refuge. The experienced warlord had no intention to bring his riders into those craggy highlands though. With the Yorodhi contained, Ulaghai ended his campaign at the ruins of Old Kester, the largest of Oeridian settlements from the age before the Twin Cataclysms. Looking down the wind-swept escarpment and toward the Dry Steppes on the horizon, he knew that Ull was finally secure.

    Time passed by swiftly for the first Orakhan. The warlords of Ull settled into a semi-nomadic lifestyle and their numbers grew. Rival Paynim tribes that once competed for resources, now gave Ull a wide berth. The Conqueror had no more enemies to fight. In fact, the Baklunish states to the north had all but forgotten the Uli and would not try to have dealings with them for many years to come. Now well past his prime, the aging Orakhan looked ahead to passing on his rulership and desired to create rather than destroy. Following the example of the Yorodhi, the Conqueror rebuilt Kester from the bones of the Oeridian foundation in -323 CY. Still a warrior at heart, his vision was for the town to be a walled outpost to defend against hostile tribes from the Dry Steppes. As his health rapidly declined, Ulaghai made sure to pass on his knowledge of war, diplomacy and also nation building to his eldest son and heir, Khuzhun who would go on to be named "the Builder". A few years later on the open prairie, as the sun set behind the Ulsprue Range, Ulaghai Ora Khan joined his ancestors and went into legend. 

Thursday, March 24, 2022

Wars of Greyhawk: Gahru's Folly

Greetings loyal fans of Greyhawk! GREYHAWKERY is alive. (or is it undead?) At any rate my hiatus is over, and for those of you who are with me at GaryCon 2022 I'm sure it's been wonderful celebrating our favorite setting together in person again. So, I need to explain that this post starts my new blogging model. I will not be posting at the same rate as before, I intend to post at least once a week (maybe to coincide with my weekly Legends & Lore streams on Twitch. Content-wise I probably won't be promoting D&D products and news as much as before either. I am going to try to focus on some new original material. So, expect new stuff from the 576 CY Sea Princes campaign, Ull (of course), maybe some 5E creations, and finally, some entries in my long-overdue Wars of Greyhawk series.

Wars of Greyhawk will cover many of the famous (or less well known) battles in the history of the Flanaess. Believe me, there is ALOT of them so no promises on how many I will do for now. My original article on the Battle of Emridy Meadows was just the start, now I'm pleased to present this gem from Dragon #63: Gahru's Folly. Enjoy! 


 Battle of Gahru’s Folly (or Grandwood’s Grandest)

Conflict & Date: 
The Battle of Gahru’s Folly occurred during the dozenmonth of Wealsun in 578 CY.

Armies & Commanders: 

Grandwood Rebels (5,000 total)

2,000 light infantry, 100 crossbows, 850 archers (and slingers), 2,000 sylvan elves.

*****

Censorial Army of Medegia (7,000 total)

    Captain-General Gahru of Medegia.

1,700 light infantry, 300 medium cavalry, 4,000 orcs, 1,000 goblins.


Result: 

The Censorial Army of Medegia is trapped and decisively routed by the Grandwood Rebels.


Casualties:

Grandwood Rebels (250 total)

    165 light infantry, 15 crossbows, 50 archers, 20 sylvan elves

*****

Censorial Army of Medegia (4,900 total)

    Captain-General Gahru (missing, presumed dead)

900 light infantry, 100 medium cavalry, 3,300 orcs, 600 goblins (no humanoids were taken alive)


Prelude

A): In 578 CY, Holy Censor Spidasa named an Imperial Constable by the Malachite Throne, was keen to appease the Overking by aiding his goal to smash the Iron League, while at the same time gaining more territory for his Holy See before their rival the South Province. Though his best Censorial troops remained behind at Mentery and Pontylver, the Holy See began amassing forces for a campaign to invade the County of Sunndi through the well-defended Hestmark Highlands and Glorioles mountains.

 

B): Part of the forces for this risky campaign was drawn from the Censorial Army stationed on the west bank of the Mikar River within the southern bounds of the Grandwood Forest. Led by the zealous Captain-General Gahru, it fell on this army to defend the Holy See (and by extension Rel Astra) against raids by human and elven “rebels” sympathetic to the Iron League, who dwelled in the deep Grandwood. The Censorial Army numbered 5,000 humanoids, and 2,000 humans (mostly levies and a contingent of 300 medium cavalry). This camped force was always large enough to patrol the river border, with humanoids employed mainly to conduct counter-raids. Indeed, up until low-summer of 578 CY, it had never been directly attacked. 


Battle 


C): In the month of Wealsun, a gathered force of roughly 1,000 sylvan elves and allied woodsmen suddenly advanced on the camp, close enough to alert and allow Captain-General Gahru time to muster his entire army. Gahru was convinced he could crush the rebels in the field (and some say he was eager to show a major victory to Censor Spidasa), so his army spilled from the camp and went on the offensive. The rebels had anticipated the Captain-General’s reaction. So, by using a series of planned feints and skirmishing retreats, they were able to draw the Censorial Army far away from their encampment and deeper into the forest to a well-laid trap about 4 leagues to the west. 


D): The trap consisted of two phases. First, the main body of the Censorial Army was lured to an area of nearly impassable terrain (the bottom of a large ravine it is speculated). Here, well-placed units of nearly 2,000 more sylvan elves and men were readied for an ambush from the high ground and surrounding canopy. Captain Gahru’s troops had become closely bunched in this killing-zone; the vanguard of humanoids grinding to a halt, while the human Censorial forces in the rear kept pressing the chase from behind. By the time Captain-General Gahru ordered his forces to turn about, it was too late, and the trap was sprung. Missiles from bow, sling, and crossbow rained upon the Censorial Army creating a panic. This is when phase two of the trap was initiated.

 

E): A reserve of 2,000 forester infantry emerged from hiding at the rear as the Censorial Army was already in a complete rout. The rebels pursued the fleeing forces back to the banks of the Mikar; it was presumed the Censorial camp was burned and looted in the days after the massacre.  


Aftermath 

F): Early reports to Mentery showed that about 400 human Censorial troops survived, however later that month, stragglers and released captives brought the total to 950. The sylvan elves made sure no humanoid prisoners were taken, and those goblins and orcs who survived that day scattered in other directions, some crossing into Rauxes or Rel Astran lands. For his part, Captain-General Gahru went missing and was presumed slain by the Holy See.


G): As the battle would be later called by bards, “Gahru’s Folly” or “Grandwood’s Grandest” dealt a serious blow to the Censor’s plans for a southern campaign. With the Grandwood border in turmoil, Spidasa was forced to make a controversial pact with Drax, the Mayor of Rel Astra. In return for the Holy See’s support of Rel Astra’s continued independence from the Malachite Throne, Drax agreed to bolster new Censorial forces along the forest’s borders. The Rel Astran contingent of about 3,000 would include many humanoids who were at Gahru’s Folly, a fact that made their commanders reconsider venturing deep into the Grandwood. 


H): Meanwhile in Rauxes, the Overking took the news of the Captain-General’s defeat just as hard. To end this threat, Ivid began to coordinate with the Holy See with the intention of sending an Imperial force led by General Banwald to flush out the troublesome forest denizens, and hopefully catch them in a pincer movement with Censorial and Rel Astran forces coming from the Mikar once again. The Grandwood rebels would not fall for any such large-scale operation however, instead remaining mobile enough to evade detection within the dense forest. Thus, the decisive distraction of Gahru’s Folly continued to benefit the member states of the Iron League.


Heroic Hooks 

   DMs who wish to feature the battle of Gahru’s Folly for their own campaign should note this event takes place two years after the starting timeline of the World of Greyhawk boxed set, and six years before the published events of Greyhawk Wars. The following hooks are suggested for DMs who want to have player characters affect the events of Gahru’s Folly without necessarily reenacting the entire battle. 


Reconnaissance: It’s the day before the trap is to be set. The heroes are an advance scouting party to find what troop strengths, leadership and possible patrols are around the Mikar river camp. Stealthy PCs are advised here. If a captive is taken, then interrogation skills will be handy.  


Skirmishing party: Your party has been sent ahead to the Censorial Army camp to harass their forces and draw them into the Grandwood toward the planned ambush. There are too many enemies to fight overall, so the PCs will need to be mobile and fast to make sure no opposing skirmishers can outflank the rebel's army until they reach the ambush site.


Reserve ambush party: The rebels have brought the fight to the characters! The Censorial Army is routing from a storm of missile fire. Due to their formidable skills, the PCs are specially tasked with taking down Captain-General Gahru and his mounted guards before they can get away.


Got Them on the Run: The orcs and goblins in Gahru’s doomed army know the forest almost as well as the sylvan elves, which makes them dangerous even when they rout. One large unit is making their escape and are headed towards a woodsman encampment. The heroes have to make sure this splinter group doesn’t cause any damage.


Sources:

Gary Gygax. World of Greyhawk Fantasy Game Setting (1983).

Robert J. Kuntz. Greyhawk’s World: Events of the Eastern and Southern Flanaess. Dragon Magazine #63.


Tuesday, March 8, 2022

Greyhawk Fans! Gary Con 2022 - See You There!

Psst! I will be at Gary Con 2022 in Lake Geneva, Wisconsin from March 24-26. There is two Greyhawk themed seminars on Thursday, March 24th. One is the 2nd Greyhawk Fandom Renaissance put on by Kristoph Nolen of Greyhawk Online, the other is a live show of Legends & Lore with me, Jay Scott and Anna Meyer. Exciting stuff. See you there! 



Tuesday, January 25, 2022

In Memory of Two Greyhawk Sages

Welcome back readers of Greyhawkery. Yes, this is my 1002nd post overall, and my second since going on hiatus last year. If you are new to the blog, well, thank you for joining in. You have a lot to catch up on! If you are reading this as it's posted, thank you for keeping on top of my activity in the Greyhawk community. I haven't gone anywhere, and I appreciate those who encourage me to get back to blogging. 

This post is special however, so no promises. As many in the Greyhawk community know, we lost two friends over December 2021. It took me a while to process the loss, to decide if I wanted to blog about them, or leave it at sharing kind words on Legends & Lore stream. Well folks, I'm finally in the frame of mind to do a post. 

Michael, or Leahcim the Learned, was a kind soul, witty and quick with a bit of Greyhawk lore. Michael was a fixture in the Greyhawk community and on streams. I remember first meeting him through the Greyhawk Channel, as he was quick to educate the new players in Greyhawk lore through the chat window, and later he got involved through Lord Gosumba channel and the community Discords. I was lucky enough to play some Greyhawk with Michael before he died, and I could tell he relished every session playing a Suel wizard. Michael was also a contributor to Canonfire, Oerth Journal, and I'm sure more if only he had more time. I wish I had got to know more about the man behind Leahcim, maybe at a convention, or guesting on a stream. Now he'll just have to remain a legend, along with the pantheon of other learned Greyhawk deities.

Jason Zavoda by contrast, needed no introduction in our community. Or if you didn't know him, one only had to point out his body of Greyhawk work. If I was to sum Jason up in on word I'd say "prolific". He is first and foremost known for his Zavoda Index a tool that has no equal in the D&D community. There is no one writing in fandom who hasn't used his index for reference. If that was all JZ did, he'd still be a legend to me. But no, he also started a blog Hall of the Mountain King which in his words, was inspired by Greyhawkery. That's an honor. Of course, Jason grew tired of Blogger. Yeah it's not the best, I agree. Well, he moved his posts to Canonfire Journal: Hall of the Mountain King where Jason had already been a long-time member of Canonfire. In fact, Jason used to post Greyhawk fiction there such as Nosnra's Saga

Speaking of fiction, I don't know anyone who loved Gary Gygax's Gord novels more than Jason Zavoda. Anytime Jason would guest on Legends & Lore or Gabbin' streams, he was ready to dispense sagely lore about these books. His love of these novels led him to another innovative idea: Jason Zavoda Presents: Reading and Annotating the Gord Novels, with Chris (Cthaeh). Audio readings of Greyhawk novels (or any D&D book for that matter), is an incredible idea, and with annotations makes it even more fun to experience. I hope Chris and someone else can take up where Jason left off and finish this project. And I think that's what drove Jason to be so prolific. We all knew his health wasn't the best (nor was Michael's) and he was posting blogs, reading books, and talking in streams and voice chats daily. He knew his time was limited and was making the most of it. Now, Jason can kick back and have a drink with Gygax, Arneson, and all the other legends of the game.

Let these two guys be your motivation to contribute your fan work with the Greyhawk community (or any D&D community). You may start small, but if you are consistent and your body of work grows, people will be inspired by you in turn, and that's a fitting reward for being a part of this community.