TEXT: ‘The Dullstrand’ at a glance
  With thanks and apologies to Roger Moore whose notes and ideas on Dullstrand we have largely plagiarized as a basis for the setting.
  Proper Name
  The city’s correct name is ‘The independent city of Dullstrand’ but colloquially Dullstranders refers to it as
  simply ‘Dullstrand’. The entire area is referred to as ‘The Dullstrand’.
  Rulers
  The current city masters are Erdan Kaamrev [NG human male], Kjirg Grefstov [LN human male], Chirney
  Retnev (Chirney the Blue) [CN human male]
  Government
  Three masters who have legislative as well as judicial powers administer the city in a somewhat authoritarian
  fashion. The masters normally choose replacements from their immediate families.
  Major Settlements
  The City of Dullstrand is the only big settlement in the Dullstrand Region.  Approximately 1500 inhabitants
  most of whom are Suloise farmers are scattered inland and along the Dullstrand coast.
  Resources
  Trading nexus into Sunndi over the Hestmark Highlands.
  Population
  Human 79%, Dwarf 9%, Halfling 5%, Gnome 3%, Elf 2%, Half-elf 1%, Half-orc 1%
  Humanoids
  The few humanoids to be found in the region are mainly strays from the Vast Swamp and some goblins deep
  in the highlands.
  Coinage
  Dullstrand does not have any coin of its own; hence anything of which the authenticity is verifiable will be
  bartered with.
  Coat of Arms
  The Dullstrand coat of arms consists of a standard shield with a gold stripe, representing the coast running
  diagonally across it from left to right. The upper portion represents the inland and is coloured green. The
  lower portion is blue and represents the ocean.
  Languages
  Common
  Law
  Chaotic Neutral
  Allies
  No real allies due to its neutral stance but will give aid if a fair profit at acceptable risk can be guaranteed.
  Merchants making their home in Dullstrand trade with Rel Astra, Ountsy and especially Sunndi.  Recently
  some of the ships from the Lordships of the Isles have begun frequenting Dullstrand too.
  Enemies
  None, Dullstrand is quick to promulgate its independence as a neutral entity.
  Religions
  Procan, Zilchus, Osprem, Xerbo, Berei, Bralm, Phyton
  Historical overview
  The Dullstrand coast has long been a haven for those fleeing oppression. Centuries ago, fleeing Suloise hid in the Dullstrand where
  their descendants survive to this day. Around 250 C.Y. smugglers began to use the coast to ship goods from the sea over the Hestmark
  Highlands into Sunndi.  They could follow a minor watercourse entering an inlet up to a little-known pass through the Hestmarks into
  Sunndi. The settlement at this inlet grew and quickly developed a cosmopolitan character. The three men left in charge at the original
  pirate base became known as the Masters of Dullstrand. This authoritarian government continues to the present day, keeping its hands
  off all business in the town so long as it receives the proper "fees."
  Around 455 C.Y. trade ties with Sunndi strengthened and turned Dullstrand into a bustling seaport. Ships from the Lordship of the
  Isles, Lendore Isle, and Hepmonaland docked frequently to trade for Sunndi and Hestmark goods. The Masters lack of concern about
  the use of the town for smuggling and piracy made it a ready haven for Buccaneers. The pathway climbing from Dullstrand into the
  Hestmarks was improved for wagon traffic and named the Highland Trail. The most recent influx of refugees was during the
  Greyhawk wars. The ousted rulers of the Lordship of the Isles have also settled in Dullstrand with some of their trusted friends and
  family. The Blockade of the Scarlet Brotherhood of the Tilvan Strait has caused most of the trade between Central and East Flanaes to
  go overland brining more trade opportunity. Dullstrand has managed to stay relatively unscathed during the Greyhawk wars by staying
  neutral in the matters of the surrounding regions.
  Geographical overview
  The Dullstrand coast is a subtropical area of approximately 3500 square kilometers that lies on the southwestern coast of the Flanaess.
  The coast is isolated from the rest of the Flanaess by the largely barren Hestmark Highlands and the warm Aerdi Sea. The land slopes
  gradually upward to the west a few hundred feet to where it meets the Hestmark Highlands. The area within a few miles of the coast is
  relatively flat except for occasional hills.  Tall sea grass covers much of the coast. Palm, broadleaf trees and thorn bushes can also be
  found on the coast. The ground is rocky, and the soil is thin and not fertile. Land yield is not high. Local flora and fauna generally
  reflects that of the rest of the southeastern Flanaess, though naturally imported species from Hepmonaland are not uncommon, carried
  here by ocean currents and occasional storms sweeping in from the east from the spring through the fall. The palms and tall sea grass
  came from Hepmonaland, as did many brightly colored parrots and songbirds, snakes, and small mammals. Large sea reptiles like
  monitor lizards and alligators are reported but rarely take any lives; sharks are more of a problem, but only to fishermen. Dogs and
  pigs released here long ago by early pirates now dominate the fauna as wild dogs and wild boar. Dullstrand itself can barely be
  discerned in the daytime from offshore, unless one actually enters the inlet (Dullstrand Bay) to see around the artificial hills and
  carefully planted brush and trees, built up over many decades by the local people.
  
  DULLSTRAND TRIAD CONTACTS ARE
  Andre Vermaak (avermaak@naspers.com)
  Rijk Stofberg (rijk@attix5.com)
  Heinright Venter (hfventer@ing.sun.ac.za)
  MORE INFORMATION CAN BE FOUND AT
  www.rpga.co.za/dullstrand
  Join the Dullstrand chat-group by sending an empty email to
  living-dullstrand-subscribe@egroups.com
  Social overview
  The Dullstrand is made up of a mix of opposing languages, religions, races, alignments and beliefs. Unfortunately the population
  growth in the region far exceeds the available resources leading to tension between longstanding residents and new arrivals. This is
  especially true for the rural areas where resources are especially scarce. This tension usually dissipates quickly upon the realization
  that survival in the regions depends solely on an individual’s ability to coexist in the face of aversion. In this way even longstanding
  enemies are forced to work together for mutual benefit. Residents with a past live in constant fear of ever-present spies, assassins and
  bounty hunters; hence visitors are treated with outright distrust or met with bland conversation at best.
  Economic overview
  Dullstrand is very much dependant on the viability of the trade route via the Hestmark Highlands into Sunndi for economic survival.
  The region is unable to support the population naturally by means of local production, a fact the masters are keenly aware of. The City
  of Dullstrand has taken somewhat of a boomtown character, with the cost of living excessively high and opulent, thanks to the influx
  of revenue due to the abounding trade. This newfound opportunity has brought about considerable wealth and power to those able to
  take advantage of the situation. This is in marked contrast with the living conditions in the rural and outlying areas of the region.  The
  rural areas are mostly populated with subsistence farmers with some families managing to eke out a living near the coast from the sea.
  Political overview
  The Masters of Dullstrand usually present a united front on public issues. The decision-making processes usually happen behind
  closed doors, but sometimes they consult the opinions of advisors in matters of importance to the community. The recent arrival of the
  Lordships of the Isles threatened their leadership position for the first time, they where able to hold to their power base by means of
  considerable political maneuvering and favor from those who wished the status quo unchanged.
  Further more they command the Watch in matters of public order and safety, but the Watch is a largely independent body, being run
  by astute businessmen for profit. The Watch has remained ‘neutral’ in matters of politics, diligently carrying out their assigned tasks,
  loyal to their paymaster. The Watch garrison and command structure is situated outside of the city master’s compound.
  The smaller elite honor guard is fiercely loyal to the Masters, protecting them from harm and carrying out sensitive errands of
  importance. The honor guard’s command structure and quarters are within the walls of the Masters residence. The honor guard very
  rarely gets involved with issues of public order and safety. The harbor and the market stewards are two prominent posts of office of
  considerable power and influence. Merchants are usually well advised to be in favor with the Masters and both these office bearers if
  their transactions are to show profit.
  The Present Day (591 C.Y.)
  There are more opportunities for financial gain than ever for enterprising merchants, adventurers and tradesmen. Most believe that the
  upswing in fortune is sustainable but there is a growing fear in some quarters that the boom will falter and with it the town’s newfound
  status and wealth. Historically Dullstrand has managed not to draw attention from the powers surrounding it, a situation that is
  changing rapidly in the current environment. Consensus has not yet been reached if this new state of affairs will be of advantage to the
  city in the long term.
  Playing a Dullstrander
  Player characters can be of any nationality or race as specified in the living Greyhawk character creation guidelines. Players cannot be
  a member of or be aligned to the Scarlet Brotherhood. Dullstranders in general have disdain for any humanoids. Half-orcs will
  definitely be met with distrust to outright hatred in most quarters in the region. Elves, though tolerated are regarded with suspicion.
  Dullstranders are generally suspicious of each other and usually will not engage in idle chatter with newcomers as most have
  something to hide. New arrivals to the region usually have a good reason to have left their previous homes and will go too great
  lengths protect their privacy. The authorities in Dullstrand do not mind the culture of non-disclosure and are happy to allow it to
  continue as long as the appropriate fees and taxes have been paid. Player characters that where born in regions other than Dullstrand
  will suffer the appropriate penalties as described in the character creation guidelines when interacting with others from outside their
  home region. Player characters cannot be members of the Dullstrand watch, government or honor guard when creating their initial
  character backgrounds, although these positions can be attained during appropriate game play.
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Dullstrand/DullstrandFlyer.pdf