TEXT: © and ™ designate trademarks of Wizards of the Coast. All rights reserved. 
  A QUICK TOUR OF VELUNA 
   
   
  Veluna is situated in the center of
  the western lands of the Flanaess. The
  Velverdyva River marks our northern
  border with Furyondy. Veluna stretches
  west to the Fals Gap and east to the Iron
  Woods. The northern edges of the
  Lortmil Mountains mark our southern
  border and protect us from harsher
  weather seen in the land to the south.
  Veluna enjoys warm summers and mild
  winters with a long growing season,
  making farms common across the
  central and northern lands. There are
  only a few stands of forests left inside
  the boundaries of Veluna. The Asnath
  Copse is of Veluna and is home to the
  elven city of the same name. The Iron
  Woods marks the border between
  Veluna and Verbobonc, though where
  the border is in the woods depends on
  what patrol you run into while in the
  woods.  
   
   
  Mitrik is the capital of Veluna.
  Situated on the western edge of Veluna
  on the Fals river, Mitrik is a town of
  ancient temples and villas floating on the 
  gentle current of the river. Veluna City
  is a planned city constructed by Canon
  Markiev ages ago. The city is very
  religious and is made up of merchants
  and large open markets from the farming
  communities that surround it. Devarnish
  sits in the eastern end of Veluna and 
  marks the start of the Great Western
  Road. Many powerful merchant houses
  are based in Devarnish, and religion and
  money often clash here. 
   
  Proper Name: Archclericy of Veluna 
  Ruler: His Venerable Reverence, the Canon of Veluna, Hazen, Shepard of the Faithful 
  Major Towns: Devarnish, Mitrik, Veluna City, Whitehale, Grayington, and Falsridge 
  Kingdom Alignment: Lawful Good, with strains of Neutral Good and Lawful Neutral.  
  Allies: Furyondy, Highfolk, Bissel, Verbobonc, Kron Hills, Ulek States, Knights of Hart and Luna 
  Enemies:  The Empire of Iuz, Ket, The Pomarj (minor) 
   
  eace and harmony to you, Brothers and Sisters! Your character has been graced with the honor of adventuring 
  in the Archclericy of Veluna. I am Brother Darius, and I will be your guide to the heart and soul of Oerth which 
  is Veluna. The face of the Flanaess changed greatly during the Greyhawk Wars and the years that followed it. 
  The Great Kingdom has fractured into pieces. The Scarlet Brotherhood has destroyed kingdoms from within and the 
  forces of Iuz the Old have ground entire kingdoms into dust. Through 
  all of this, Veluna has stood as a beacon of light against the forces that 
  would destroy good in the world. Unlike most kingdoms, Veluna came 
  through the great wars unscathed. Our forces are strong and our coffers 
  are full and we support many of our neighbors with troops and supplies. 
  The opportunities for adventure and service to the kingdom are around 
  every corner as we help to rebuild our neighbors as well as prepare 
  ourselves for the struggles that are sure to come. 
   
  We are led by his venerable reverence, Canon Hazen, Shepard of 
  the Faithful. Our leader for over 50 years now, his wisdom and divine 
  guidance have been a moral compass for our country and those who 
  look to us for help. The canon stands as the central figure of our 
  country’s pride and honor, and he is respected by all who know him. 
  With the help of the Archmage Bigby and the Crook of Rao, the Canon 
  purged the demons from the land in the Flight of Fiends. He stood 
  beside his longtime friend King Belvor of Furyondy upon the calling of 
  the Great Northern Crusade, and Veluna and Furyondy’s eternal was 
  against Iuz. 
   
  As the year 591 CY begins, the forces of good are rebuilding. Iuz, 
  the Scarlet Brotherhood, and others look to consolidate what they have 
  gained and those standing on the sidelines look for signs of weakness to 
  strike. The time for mighty heroes to come forward and make 
  themselves known is at hand. It is time for adventures about which 
  bards will write songs and will make heroes that small boys can look up 
  to in awe. It is time for the forces of light to rise up and stem the tide of 
  darkness before all is swept under it, and evil reigns supreme.  
   
  ��Rumors out of Devarnish tell of people acting strangely. When 
  confronted, they collapse onto the ground and wither into zombie-
  like corpses. The church of Rao is obviously concerned and is 
  offering a reward for any information leading to the cause. The 
  High Roads Trading Company is also looking for help in 
  Devarnish, but whether the two have anything to do with each other 
  remains to be seen. 
    
  ��Lady Jolene, Supreme Mistress of the Order of the Moon, is 
  offering a general reward to any citizen who has information 
  concerning her betrothed, Prince Thrommel of Furyondy, who went 
  missing in the Year 573 CY.  
   
  ��The Diocese’s of Falsridge and Whitehale are looking for new 
  recruits for their standing forces. These are both stepping stones 
  
  © and ™ designate trademarks of Wizards of the Coast. All rights reserved. 
  RACES IN VELUNA 
   
  High Elves: Veluna boasts a large
  elven 
  community, 
  with 
  several
  primarily 
  elvish 
  sites 
  within 
  its
  borders. Several important members of
  the College Arcane are elves, as well
  as one of the reported advisors to the
  Canon. Elves are treated with the
  utmost respect in Veluna. 
   
  Dwarves: The Lortmil Mountains
  contain many dwarven clans, but they
  are considered independent of Veluna.
  Most dwarves in Veluna itself are
  craftsmen or adventurers. Devarnish
  contains the largest single collection
  of dwarves in Veluna. Dwarves are
  viewed as a hardy and respected
  people by the general population.  
   
  Gnomes & Halflings: Most gnomes
  and halflings are in the Lorridges hills
  in western Veluna. They are viewed
  with caution, as they are not seen often
  but are given the benefit of the doubt
  by most.  
   
  Half-Elves: Veluna has a large
  number of half-elves who are accepted
  by many as equals. They have no
  settlements of their own, but can be
  found in any of the larger towns. 
   
  Half-Orcs: Seen as cousins to evil and
  hated creatures, half-orcs have a very
  hard time in Veluna. They will be
  given no leeway by local law officials
  and most merchants will not do
  business with them. 
  into the Knights of Falsridge and the Knights of Whitehale. The process is a long one, but this is a start for those 
  who aspire to this lofty goal. 
   
  CHARACTER CREATION IN VELUNA 
   
  he Living Greyhawk™ campaign allows you to choose any character of any race and class combination in 
  the PH. Characters playing in Veluna, however, should do their best to work with the spirit and feel of Veluna 
  to make their character come alive. Below are some guidelines for creating a character appropriate to 
  adventuring in Veluna. For more details on the people of Veluna, check out our online Gazetteer at 
  http://www.veluna.com.  
   
  �� Your character lives and adventures in Veluna, but that does not 
  mean he was born here.  It is important, however, that the character 
  has chosen Veluna as his homeland, and that he has some reason 
  for being there.  
   
  �� No character may begin play belonging to any group with an in-
  game benefit. This includes but is not limited to any knighthood, 
  thieves guild, nobility, clerical organization, city guard/watch, or 
  merchant/trade guild. 
   
  �� Most races are represented and tolerated in Veluna. Half-orcs are 
  the exception and are frowned upon by the local population. They 
  are not hunted down or harassed in public, but they can expect to 
  find people generally uncooperative and sometimes down right 
  unfriendly.  
   
  �� Veluna is a very civilized land, and therefore no barbarian is truly 
  “native” to Veluna.  Such characters come from barbarian lands, 
  but have chosen Veluna as their “home” in the civilized world.  
  Barbarians are tolerated by most in Veluna, though they often run 
  into the same prejudices that half-orcs do.  
   
  �� Religion, to say the least, is the heart of Veluna. The Grand Library 
  of Rao in Mitrik is a sight to see. Standing on the site where the 
  Crook of Rao was found over 500 years ago, it’s a bastion of 
  knowledge and enlightenment. The most popular religion in Veluna 
  is Rao, God of Reason. Gaining popularity over the past hundred 
  years is St. Cuthbert. The dioceses of Falsridge and Whitehale have 
  strong Cuthbertine factions in them. Heironeous is popular as of 
  late with many young sons of the northern nobles. Other then that, 
  a few Oeridian agricultural gods and the gods worshipped by the 
  demihuman population round out the generally worshipped gods in 
  Veluna. 
   
  Veluna boasts a very robust and profitable economy. Food is 
  exported north and east and the wealth of the Lortmil mines flows down 
  into Devarnish.  The Great Western Road, which starts in Devarnish, 
  heads west to the Baklunish states and many merchant houses are based 
  in and around the Veluna area. Veluna’s coins are known as the 
  following: PP- Brilliant, GP- Crook, EP- Staff, SP- Tower, CP- Hand.   
   
   
  THE VELUNA TRIAD IS: 
  Victor Long 
  PLOTS & EDITING 
  thenodrin@aol.com 
  David Christ 
  POC, WEBMASTER, METAGAMING, AND 
  GAZETTEER 
  waveman@nls.net 
  David Hirst 
  MODULES, GAZETTEER & EDITING 
  lrdgreystk@aol.com 
  HTTP://WWW.VELUNA.COM is the official site for information about the Living Greyhawk™ campaign in Ohio, 
  including an informative Gazetteer, local Con information, news about module premieres, and much more!   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Veluna/Area Introduction - Veluna - RPGA Living Greyhawk.pdf