TEXT: IIIINTRODUCTION
  NTRODUCTION
  NTRODUCTION
  NTRODUCTION    
  I 
  DISCLAIMER 
      
  Greetings friends and fellow travellers to Onnwal, a war-wracked and troubled land.   
   
  Once Onnwal was a lawful, peaceful and respected realm.  Its merchants plied the Azure and 
  Gearnat Seas, some even braving the Tilva Straits to trade with the Lordship of the Isles.  
  Onnwal’s navy, allied with that of Nyrond, the Lordship of the Isles and the other member states of 
  the Iron (and then Golden) League bravely sailed the waters around the Dragonshead countering 
  the aggression of South Province.  Her people prospered under the wise and benevolent rule of the 
  noblity. 
   
  During the Greyhawk Wars however, brave Onnwal fell to the mysterious and much feared Scarlet 
  Brotherhood.  Its Szek, Ewerd Destron, succumbed to an assassin’s poisoned blade.  Onnwal’s 
  warriors were either enslaved or slain and its vaunted navy fell almost wholesale into the hands of 
  the red-robed ones.  With the Brotherhood came savage warriors from the steaming jungles of the 
  south and legions of vicious Hochebi.  Other rumours, whispered only to those trusted by the teller, 
  speak of red-robed sorcerers bringing forth fiends and foul creatures to serve the Brotherhood's 
  cause.  Obelstone Keep, once an Aerdi fortress, seems now to be the crucible for these foul rites.  
  The truth is unknown for none have ever returned from that dreaded spire.  What is certain 
  however, is that Sister Kuranyie, so-called Shepherd of Onnwal, quickly became one of the most 
  hated people on the peninsula. 
   
  Of the occupation few tales have reached the outside world.  Those tales that have surfaced uniformly 
  tell of a persecuted and oppressed populace at the mercy of their new overlords.  Accounts of 
  kidnapping, murder, indiscriminate “justice,” extortion and cruelty are commonplace.  As elsewhere 
  many of the ruling class of the country were tracked down and killed.  One noble house is said to 
  have been completely extinguished by the blades of the Brotherhood.  Priests and mages not of Suel 
  descent were also particularly persecuted.   
   
  Who can tell what untold deeds of treachery and bravery were carried out during the dark days of 
  Onnwal’s subjugation?  Certainly perhaps the most infamous example was that provided by Rohal 
  Soldas.  Soldas was the Mayor of Sornhill at the time of the invasion before he betrayed the town 
  into the invader’s hands and assisted them in the capture of almost the entire ruling family.   
   
  Hope is not lost however.  Opposition to the Brotherhood’s rule seems to have collected about two 
  men – Jian Destron, son of the assassinated Szek, and Rakehell Chert, thief extraordinaire and 
  leader of the Wreckers.  The rebellion burst into life during Brewfest 586 CY.  Brotherhood forces, 
  surprised and disorientated, were quickly forced back towards Scant.  Today the Brotherhood still 
  holds Scant but much of the rest of the country is lost to them.  The situation is confused, though it 
  is known that fighting still rages over much of the peninsula. 
   
  Given the current state of Onnwal, accurate knowledge is obviously hard to come by.  It is therefore 
  with a cautionary comment that I must finish.  Read this account and take from it what you will, but 
  beware that everything presented herein is not necessarily true.  While I have made every effort to 
  corroborate the veracity of the information contained within this tome I except no liability for any 
  injury or death occurring from readers following the material I have collected. 
  Reydrich Sharn
  Nessermouth
  12th day of Coldeven, 591 CY.
  
  IIIINTRODUCTION
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  NTRODUCTION
  NTRODUCTION    
  II 
  TABLE OF CONTENTS 
   
  Chapter 1.  History of Onnwal 
  Chapter 2.  Rulership and Law 
  Chapter 3.  Trade, Taxes and Money 
  Chapter 4.  Peoples of the Dragonshead 
  Chapter 5.  Deities of the Dragonshead 
  Chapter 6.  Overview of Onnwal 
  Chapter 7.  The Storm Coast 
  Chapter 8.  Gilderond 
  Chapter 9.  The Eastern Marchlands 
  Chapter 10.  The Azure Coast 
  Chapter 11.  Adventuring in Onnwal 
  Appendix 1.  Personages of Note 
  Appendix 2.  Historical Figures of Note  
   
  DESIGN CREDITS 
  Editing: 
  Creighton Broadhurst, Paul Looby 
  Contributions: 
  Creighton 
  Broadhurst, 
  Gerard 
  Cummins, Sean Connor, Paul Looby,  
  John Leeper 
  Proof 
  Readers: 
  Simon Butler, Sean Connor, Gerard 
  Cummins, Paul Looby, Ratty  
  Cartography: 
  Simon Butler, Bill Howard 
   
  T HE DEVEL O PM ENT  T EA M 
  The team, as of the year 2001, that developed 
  Onnwal for the LIVING GREYHAWK Campaign 
  are: 
   
  Andrew Hewson is an IT Consultant (well it 
  sounds better than "computer geek”) who has 
  spent most of the last two years travelling 
  between Septic', Cloggie, Froggie and Blighty, 
  including one wonderful trip as a prison visitor 
  to the Convicts of Oz.  In the real world (er, oh, 
  ok that was the "real" world) ...  he games when 
  he can (anything!) and is a BITS member, as 
  well as being a scenario author, and Webmaster 
  for 
  Living 
  Greyhawk: 
  Onnwal 
  and 
  UK 
  GamesFest web sites.  He can be reached at 
  loup_wolf@hotmail.com 
   
  Creighton Broadhurst is a 27-year-old bar 
  manager who enjoys GREYHAWK almost as much 
  as he enjoys beer!  He has travelled the Flanaess 
  in various guises for 17 years and thinks he has 
  uncovered many of its secrets.  Creighton is a 
  TRIAD member for the Onnwal region and a 
  member of the Vision@Work Group.  He can be 
  reached on onnwal@rpgauk.com 
   
  Gerard Cummins a.k.a "The Man of a 1000 
  Personalities" is a 20-year-old college student 
  who has been gaming for about 8 years.  The 
  Irish Point of Contact for Onnwal he has way too 
  much spare time.  He can be reached on 
  gerardcummins20@hotmail.com  
   
  Paul Looby has graced the planet Earth 
  for an alarming (to him at least) 26 years.  
  At the tender age of 12, he discovered the 
  WORLD OF GREYHAWK, and things have 
  never quite been the same since.  When 
  not masquerading as a biochemist, Paul 
  has tried as player, GM and now writer to 
  bring his own peculiar brand of mayhem 
  and twisted logic to the Flanaess.  His 
  early experiences as an alter boy in Ireland 
  have been put to good use in devising the 
  religions of Onnwal - which just goes to 
  show there's no such thing as a misspent 
  youth.  He currently lives in Scotland, but 
  doesn't plan to make a habit of it.  He can 
  be contacted at woesinger@hotmail.com 
   
  John Leeper is 27 years old, single and  
  works as a civil servant.  He started 
  playing D&D (the purple box with the Erol 
  Otus cover art) way back in 1983, started 
  using GREYHAWK in 1990, and has enjoyed 
  it ever since.  Although his playing 
  experience is patchy (due to lack of local 
  players, he hasen’t actually played since 
  leaving University in 1994).  He prefers the 
  design and world-building aspects of being 
  a dungeon master to the refereeing 
  aspects.  As such, this is the perfect 
  opportunity for him to contribute his ideas 
  to the gaming community. 
   
  Sean Connor is a 30 years of youth with 
  21 years of gaming experience.  A TRIAD 
  member for Onnwal the new LIVING 
  GREYHAWK campaign using d&d3e he has 
  travelled a vast array of lands, and has 
  gathered various useful skills along the 
  way.  He wants to say thanks to Val his 
  better half, for letting him take over their 
  home room by room, floor by floor, and 
  the next house will have a gaming alcove 
  just for him OK...  He can be reached on 
  greyhawk@rpgauk.com. 
   
  Simon Butler is a 41-year-old computing 
  consultant, 
  who 
  enjoys 
  beer, 
  darts, 
  snooker and nine-ball pool.  He has 
  traversed the Flanaess on and off for the 
  last 8 years, and has had many memorable 
  encounters along the way.  Simon is an 
  Onnwal 
  support 
  team 
  member 
  and 
  mapper.  He has been gaming for over 20 
  years and has also played Tournament 
  Bridge at international level and chess at 
  national 
  level. 
   
  Simon 
  lives 
  near 
  Cambridge and is interested in all aspects 
  of science, technology and fantasy.  He can 
  be contacted at Rderunner@aol.com. 
   
    
  
  IIIINTRODUCTION
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  III 
  HOW LIVING GREYHAWK WORKS 
  LIVING GREYHAWK is the first RPGA campaign to 
  be truly world-wide in scope.  In effect the 
  countries of the Flanaess have been mapped 
  onto the real world and divided up amongst real 
  world countries, and in the case of the USA and 
  Canada, between states.  A Triad administers 
  each of these regions; 3 people tasked with 
  developing the local campaign.  TRIADS report to 
  the Circle of Six, who run the global campaign.  
  Each TRIAD must create a website and Gazetteer 
  showcasing their local campaign allocated 
  region of GREYHAWK.  Up to 26 modules will be 
  run every year throughout the UK. 
   
  INTRODUCTION TO THE WORLD 
  OF GREYHAWK 
  The WORLD OF GREYHAWK is the second oldest 
  Dungeons and Dragons campaign world and 
  was the first to see print (in 1980).  The WORLD 
  OF GREYHAWK was originally developed for E.  
  Gary Gygax as his own home campaign during 
  the winter of 1972. 
   
  Four boxed sets, one hardcover book, many 
  modules 
  and 
  sourcebooks 
  and 
  countless 
  magazine articles in Dragon, Dungeon and 
  Polyhedron have supported GREYHAWK over the 
  last 19 years. 
   
  T HE S ET T I NG 
  The WORLD OF GREYHAWK is set on the eastern 
  portion of the continent of Oerik known as the 
  Flanaess on the planet of Oerth.  A thousand 
  years ago two great empires (the Suel and the 
  Bakluni), far to the west, destroyed each other in 
  a magical conflict of cataclysmic proportions.  
  The survivors of this conflict migrated east to 
  escape the arid wastelands created by this 
  conflict.  For the next thousand years rival tribes 
  have warred across the length and breadth of the 
  Flanaess displacing the native Flan and pushing 
  the demi-humans into isolated pockets.  In that 
  time kingdoms have risen and fallen; a desert 
  has been formed -  the side effect of an evil curse 
  and countless heroes and villains have fought 
  across the Flanaess in search of glory and power. 
   
  In game terms the world has been moved 
  forward from 576 CY (the date of the original 
  boxed set) to 591 
  CY enduring a 3-year 
  continent-wide war and its aftermath in the 
  process. 
   
  Published materials have propelled adventurers 
  deep underground in the Drow and Giants 
  series, to bizarre demi- planes in Dungeonland 
  and The Land Beyond the Magic Mirror and into 
  space 
  in 
  the 
  Greyspace 
  supplement 
  for 
  Spelljammer.  GREYHAWK is the setting for many 
  other famous modules including The 
  Temple of Elemental Evil, White Plume 
  Mountain and the infamous (and deadly) 
  Tomb of Horrors. 
   
  Many famous characters also originally 
  hail from Oerth; Mordenkainen, Bigby, 
  Tenser, Robilar and Serten all have their 
  roots in the Flanaess.  Many AD&D players 
  will be familiar with these names from the 
  Players Handbook wherein are featured 
  spells crafted by some of these individuals. 
   
  Many famous villains can also trace their 
  origins back to GREYHAWK; Vecna, Kas, 
  Keraptis, Acererak, Iggwilv and Azalin to 
  name but a few! 
   
  As well as famous individuals Oerth is also 
  home to many of the best-loved artefacts 
  in AD&D.  The Orbs of Dragonkind, the 
  Hand and Eye of Vecna, the Sword of Kas, 
  the Machine of Lum the Mad, the Mace of 
  St Cuthbert and the Iron Flask of Tuerny 
  the Merciless all were first detailed here. 
   
  GREYHA WK  RET U RNS! 
  TSR was sold in 1998 to Wizards of the 
  Coast(WotC).  They decided to revive the 
  GREYHAWK setting.  Since then several 
  sourcebooks (The Adventure Begins, The 
  Scarlet Brotherhood, Slavers and the 
  Player’s 
  Guide 
  to 
  Greyhawk) 
  and 
  adventures (The Return of the Eight, The 
  Star Cairns, The Crypt of Lyzandred the 
  Mad) have been published.   WotC also 
  produced several generic modules, such as 
  The Shattered Circle and Return to the 
  Keep on the Borderlands that were placed 
  in the Flanaess.  In addition GREYHAWK 
  has become the default world for d&d3e.   
   
  
  IIIINTRODUCTION
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  IV 
  FURTHER READING 
  For further information about the GREYHAWK 
  Campaign Setting and Onnwal the following 
  sources are recommended: 
   
  Adventure Begins, the (1998), TSR.  This 
  sourcebook updates the history of Greyhawk 
  from the Greyhawk Wars to the present day.  
  Much of the information if relevant only to City 
  of Greyhawk Campaigns. 
   
  Dungeon & Dragons Gazetteer (2000), 
  WotC.  ISBN 0-7869-1742-3.   This d&d3e 
  introduction accessory has basic campaign 
  information. 
   
  From the Ashes (1992), TSR.  The boxed set 
  that dealt with the consequences of the 
  Greyhawk Wars.  It contains 2 sourcebooks and 
  updated maps of the Flanaess.   
   
  Living Greyhawk Gazetteer (2000), WotC.  
  This sourcebook offers a broad overview of the 
  history, geography and society of the Flanaess as 
  its stands at the beginning of the Living 
  Greyhawk Campaign.  As well as collating the 
  bluk of the information contained in the now out 
  of print boxed sets, it also contains a poster 
  sized map of the Flanaess in 591 C.Y.   
   
  Greyhawk Wars (1991), TSR.  Available as a 
  free download or as part of the Greyhawk Wars 
  Boxed Set this booklet details much of the 
  history of the Greyhawk Wars.  It also contains a 
  list of movers and shakers and is vital for 
  understand the conflicts known as the Greyhawk 
  Wars. 
   
  Ivid the Undying, TSR.  Never published in 
  paper form this supplement that deals with the 
  lands of the Great Kingdom after the 
  Greyhawk Wars is available for free 
  download from the TSR Website.  Portions 
  of it can also be found in Dragon 
  Magazine. 
   
  Living 
  Greyhawk 
  Journal 
  (2000), 
  WotC. 
   
  This 
  bimonthly 
  Journal 
  (sourcebook) has an ongoing campaign 
  history and feedback for members of the 
  RPGA. 
   
  Players Guide to Greyhawk (1998), 
  TSR.  ISBN: 0-7869-1248-0.  A good all-
  round primer that lists much useful 
  Greyhawk information although much of 
  the 
  information 
  is relevant only to 
  campaigns set in the Free City of 
  Greyhawk. 
   
  Scarlet Brotherhood, the (1999), TSR 
  ISBN 0-7869-1374-6.  This supplement 
  deals 
  primarily 
  with 
  the 
  Scarlet 
  Brotherhood and its dominions.  Listings 
  and information on Suel gods can also be 
  found within as well as descriptions of the 
  Amedio Jungle and Hepmonaland. 
   
  Slavers (2000), WoTC.  ISBN 0-7869-
  1621-4.  A sourcebook dealing with the 
  Wild Coast and the Pomarj.  It builds on 
  the previous Slavelords modules (A1-4). 
   
  World of Greyhawk Fantasy Game 
  Setting, (1983), TSR.  The original boxed 
  set detailing the setting.  It contains 2 
  sourcebooks and a set of large poster 
  maps. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  H
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  TABLE OF CONTENTS 
   
  A Brief History of Onnwal 
   
   
  1-6 
  PreHistory 
   
   
   
  1-6 
  The Twin Cataclysms  
   
   
  1-6 
  The Founding of the Great Kingdom  
  1-6 
  The Rise of the Iron League  
   
  1-7 
  Fall of the Pomarj 
   
   
  1-8 
  The Scarlet Brotherhood Appear  
  1-8 
  Resurgant Imperialistic Ambition  
  1-8 
  The Slave Lords  
   
   
  1-9 
  The Greyhawk Wars  
   
   
  1-9 
  Resistance and Rebellion  
   
  1-10 
   
  Onnwal Today   
   
   
   
  1-11 
   
  Will Onnwal Win its Freedom?   
   
  1-11 
   
  The Recording of Time   
   
   
  1-13 
   
  Onnwal's Calender  
   
   
  1-13 
  Needfest  
   
   
  1-13 
  Growfest 
   
   
  1-14 
  Richfest  
   
   
  1-14 
  BrewFest  
   
   
  1-14 
   
  Other Festivals in Onnwal 
   
  1-14 
  Dark Night  
   
   
  1-14 
  The Salmon Run  
   
  1-14 
  Banner Day  
   
   
  1-15 
   
  
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  Onnwal is located on the peninsula separating 
  the vast Azure Sea from the Sea of Gearnat and 
  Relmor Bay.  Its major city (and capital) Scant 
  is strategically located to control the Gearnat 
  Straits and all the trade that passes through 
  that 150-mile wide channel.  To the east it is 
  bounded by the Headlands, a rugged chain of 
  hills inhabited by clans of Dwur, Noniz and 
  Hobniz and a few Flan hillmen.  The City-State 
  of Irongate controls the few routes through the 
  almost impassable Headlands into Onnwal, 
  isolating the land from the rest of the 
  continent. 
   
  Prior to the Greyhawk Wars Onnwal had been 
  independent from the Great Kingdom of Aerdy 
  since the Turmoil Between Crowns and the 
  Battle of a Thousand Banners (447 CY), which 
  led to the lifting of the siege of Irongate.  Its 
  navy, operating in conjunction with that of 
  Nyrond, safeguarded it from the threats of the 
  Pirates of the Pomarj based in Blue and the 
  warships of the South Province operating from 
  the 
  Imperial 
  port 
  of 
  Prymp. 
   
  Since 
  independence Onnwal had never suffered a 
  full-scale invasion of its territory, being subject 
  only to sporadic raids from the forces of the 
  South Province. 
   
  In 584 
  CY however, Onnwal fell almost 
  overnight to the machinations of the Scarlet 
  Brotherhood, a victim of its own complacence. 
   
  A BRIEF HISTORY OF ONNWAL 
   
  PREH I ST O RY 
  Prior to the great migrations brought about by 
  the cataclysmic war between the ancient Suel 
  and Bakluni empires thousands of miles to the 
  west, 
  primarily 
  nomadic Flan tribesmen 
  inhabited the “Dragonshead”.  Ancient Flan 
  legends speak of an elder time when their 
  ancestors struggled against a forgotten enemy 
  for control of the peninsula.  In some places 
  strange and convoluted ruins can be found on 
  and near the coasts of Onnwal.  Regarded as 
  curiosities by the vast majority of the 
  population several scholars and academics 
  have studied them with no success.  As to the 
  identity of this foe the legends are silent.  
  Other myths tell of Great Wyrms that 
  supposedly lived in the Headlands, devouring 
  any whom entered their realms. 
   
  At around the time that the Flan struggled 
  with their ancient enemy for supremacy in the 
  fertile lowlands of the peninsula the Dwur and 
  Noniz were engaged in their own struggle for 
  dominance aginst the humanoids of the 
  Headlands.  Although ultimately victorious, 
  the demi-humans (particularly the Noniz) 
  would never again be numerous on the 
  Dragonshead.   
   
  T HE T WI N CA T A C L Y SM S 
  The first newcomers to the peninsula were 
  several small clans of Hobniz driven from 
  their traditional homes to the north by 
  successive waves of migrating Suel and 
  Oeridians.  Hardy folk, much like the 
  Dwur 
  in 
  their 
  outlook, 
  they 
  were 
  welcomed and allowed to settle in the 
  northern portion of the Headlands where 
  the hills descend nigh to the shores of the 
  Gearnat. 
   
  The conflicts raging to the east and north 
  affected the folk of the peninsula little in 
  the 
  early 
  years 
  following 
  the 
  Twin 
  Cataclysms.  The Headlands (and their 
  inhabitants) 
  barred 
  passage 
  to 
  the 
  peninsula and few to the north had the 
  inclination or time to construct enough 
  vessels to allow wholesale migrations 
  south.  A tribe of Suel known as the Onnwi 
  however, did make the perilous sea voyage 
  from what was to be the Pomarj and 
  discovering the Dragonshead Peninsula, 
  decided to take it as their own1.  They were 
  evil natured even for Suel and they quickly 
  established themselves in the lowlands of 
  the peninsula killing or driving away the 
  indigenous Flan. 
  By this time, the Flan were divided into 
  many warring tribes and, it was this 
  disunity that was a major cause of their 
  defeat by the Suel.  However some of the 
  lowlander 
  tribes 
  were 
  united 
  by 
  Garantheuld, the Warrior King, in the face 
  of the threats of the invading Suel forces 
  and the hostile, barbarous Flan clans of 
  the Headlands. 
   
  Uninterested in the hill country, the Suel 
  did 
  not 
  attempt 
  to 
  dominate 
  the 
  Headlands, being content to build a string 
  of forts across their eastern border.  Here 
  they dwelt for centuries perfecting their 
  magical arts, oppressing their Flan slaves 
  and occasionally launching punitive raids 
  against the Dwur, Noniz and Flan of the 
  Headlands. 
   
  T HE F OUNDING OF THE  
  GREA T  K I NG D O M 
  The Aerdi were the strongest and most 
  warlike of the migrating Oeridian tribes.  
  Leading other lesser tribes they migrated 
  to the east following Flan tales that told of 
                                                             
  1 Once they had established their own kingdom they 
  named it Onnwal, or place of the Onnwi.   
  
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  an incredibly fertile region fed by several large 
  rivers.  Crossing the Franz, Duntide and Harp 
  Rivers they finally discovered the Flanmi River 
  basin in which they founded the Kingdom of 
  Aerdy 
   
  The Kingdom of Ahlissa, named after the 
  famed enchantress, and Queen Ehlissa, was 
  conquered by the Aerdi in the 5th century OR 
  and eventually become known as the South 
  Province.  The Oeridians then continued 
  south, wresting control of Idee and Sunndi 
  from the Suel who had recently enslaved the 
  native Flan of the area.   
   
  Oeridian 
  eyes 
  turned next towards the 
  Dragonshead peninsula.  Scouts reported that 
  the Headlands were rich in mineral deposits, 
  particularly iron ore, of which the fledgling 
  kingdom was desperately short.  Alliances with 
  the Dwur of the area were made and troops 
  moved into camps in southern Ahlissa, which 
  the Suel viewed as a hostile act.  A vicious 3-
  way conflict erupted in the eastern Headlands, 
  which dragged on for several months until the 
  Oeridians (led by their legendary commander 
  Azharadian) surrounded and burnt a strategic 
  town near the present day location of Irongate.  
  Onnwal finally fell in 598 OR.  Some Suel fled 
  further to the south while others, tired of 
  fighting, accepted the rule of their new 
  Imperial overlords. 
   
  Irongate’s foundations were laid in 598 OR 
  near the site of a Suel town destroyed in the 
  conquest of the peninsula.  Scant was founded 
  in 12 CY to serve as the main route for the 
  colonisation of the peninsula and as the 
  conduit through which the wealth of Onnwal’s 
  silver and platinum mines flowed into the 
  ports 
  of 
  Prymp 
  and 
  Chathold. 
   
  The 
  establishment of these two towns effectively 
  cemented Aerdi control of the peninsula. 
   
  The Onnwal Peninsula was awarded by the 
  first Overking, Nasran Cranden, to the Herzog 
  of the South Province to administer as he saw 
  fit.  He divided the country into four provinces, 
  which he awarded to four of Azharadian’s most 
  faithful 
  war-captains; 
  Destron, 
  Coriell, 
  Cadwale, and Relaster.  Above them he placed 
  an overlord, to whom he gave the title “Szek”.  
  The first Szek, Eranian Garendiar, was chosen 
  not for prowess at arms but for his exceptional 
  organisational and administrative abilities.  
  Onnwal was a new imperial fief and needed to 
  be colonised.  Eranian was a dedicated man 
  and by the time he died in 45 CY he had 
  overseen the construction of Scant, the taming 
  of the rich, lush lowlands of Gilderond and the 
  founding of the other three regional capitals. 
   
  T HE RI SE O F T HE IRO N L EA GU E 
  The Szeks that followed Eranian however 
  were a mixed bag of political appointees, 
  favourites and relatives of the rulers of the 
  South Province.  As the Great Kingdom 
  grew decadent in the fourth and fifth 
  centuries, their reigns were characterised 
  by oppression, financial mismanagement 
  and nepotism.  So much so that in 446 CY a 
  deputation headed by the Lord Mayor of 
  Irongate appealed to the Herzog.  The 
  emissaries were imprisoned, given a mock 
  trial and, by the end of that year, executed 
  by ritual torture for the new Overking’s 
  amusement.  Their remains were displayed 
  for several weeks after in the Traitor’s 
  Garden in Rauxes.  By the following year 
  the whole of the South Provinces was in 
  open revolt against the Overking. 
   
  During a meeting in Irongate in the winter 
  of 446/447 CY the seeds of what was to be 
  the Iron League were formed.  Originally a 
  loose alliance between Onnwal, Irongate, 
  Idee, 
  and 
  the 
  demi-humans 
  of 
  the 
  Glorioles and Hestmark Highlands, within 
  two years the Iron League was an 
  economic and military union opposed to 
  the tyranny of the Great Kingdom and 
  allied with Nyrond.  Sunndi swiftly joined 
  the League that was further strengthened, 
  in 455 CY, by the addition of the Lordship 
  of the Isles. 
   
  Imperial 
  garrisons 
  were 
  immediately 
  expelled from Irongate and the other 
  members of the newly-forged alliance and 
  preparations were made to resist the Great 
  Kingdom's retalication.  In early 447 CY 
  Damalinor of Naelax2 called to his banner 
  an army composed of hundreds of his 
  vassals and relatives.  Many were landless, 
  penniless or both and Damalinor promised 
  to divide up the rebellious states amongst 
  his followers. 
   
  So numerous were these followers that the 
  siege of Irongate was dubbed the Battle of 
  a Thousand Banners.  Foiled by the 
  prowess of the defenders and by the 
  strength of the defences, Damalinor’s 
  forces settled in to starve the defenders 
  out. 
   
  While 
  besieging 
  Irongate 
  the 
  provincial 
  forces 
  were 
  themselves 
  surrounded by a large force of men and 
  Dwur.  A clever ruse was employed to rout 
  the Imperial forces from their positions.  
                                                             
  2 The new Herzog of the South Province and a direct 
  appointee of OverkingIvid I. 
  
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  In the resulting slaughter, thousands were 
  slain.  Only a handful of survivors straggled 
  back to Zelradton, capital of the South 
  Province, with the news that Irongate was 
  nowa Free City in both name and fact. 
   
  F AL L  O F THE PO M A RJ 
  In 510 CY the Hateful Wars came to an end.  
  Dwur, Noniz and the humans of Veluna had 
  banded to together to rid the Lortmil 
  Mountains of the humanoids that had infested 
  it for so long.  The wisest of the survivors fled 
  to the south gaining sanctuary under the 
  ancient trees of the Suss.  Entering the rugged 
  uplands of the Pomarj they found the human 
  rulers there weak, soft and divided.  Forming 
  an alliance, the humanoids fell on the Pomarj 
  and by 513 CY had conquered it completely. 
   
  After the land fell, surrounding states began to 
  be plagued by waves of pirates operating out of 
  the now humanoid controlled ports3 of the 
  Pomarj.  Between 520 and 584 CY the pirate 
  threat was at its worst, with merchantmen only 
  putting to sea in well organised (and escorted) 
  convoys.  Many states bordering the Gearnat 
  Sea and Woolly Bay indulged in privateering.  
  Onnwal’s navy fought long and hard against 
  the pirates of the Pomarj with notable success 
  in the late 570s but the Onnwalons never 
  managed to stamp out the scourge of piracy on 
  the Gearnat. 
   
  T HE S C A RL ET  B RO THERHOOD 
  A P P EA R 
  In the mid 550s CY the Chelors, cousins to the 
  Overking, were granted the rulership of the 
  South Province.  They immediately embarked 
  upon an aggressive campaign to strengthen 
  their new domain and to win back the 
  rebellious southern states. 
   
  In 573 CY, red-robed scholars and sages 
  appeared in the courts of the Iron League 
  professing to hail from the Land of Purity.  
  With some hesitation these learned individuals 
  were accepted and began to work their way 
  into sensitive and vital positions.  At the same 
  time 
  Scarlet 
  Brotherhood 
  assassins 
  also 
  infiltrated the lands of the League in more 
  subtle guises removing outspoken foes of the 
  Brotherhood and its ideals.  Indeed the sage 
  Morrev Ironseeker of Scant attributes almost 
  all pre-war deaths of nobles in the lands of 
  good to the Brotherhood. 
   
   
   
                                                             
  3 Principally Highport but to a lesser extent Blue was also 
  a pirate safehaven. 
  RESU RGA NT  IM P ERI A L I ST I C  
  A M B I T I O N 
  During the latter portion of the 570s 
  conflict again flared up in and around the 
  Onnwal peninsula, in what sages now call 
  the War of the Golden League.  In 577 CY 
  Onnwalish vessels fought several actions 
  against naval units of the South Province 
  in Relmor Bay and the Sea of Gearnat, as 
  the Herzog attempted to sever the trade 
  routes between the Iron League and 
  Nyrond 
  and 
  Almor. 
   
  No 
  decisive 
  engagements were fought though and the 
  routes remained open. 
   
  578 CY, however, heralded better tidings 
  for the Onnwal's navy as it won a decisive 
  victory over the pirate Blidg Fanger4 near 
  Blue in the Pomarj.  As well as bringing 
  prestige to the fleet, this action also netted 
  a huge amount of captured booty from 
  Fanger’s vessels.  Later in the year, a 
  squadron action in Dunhead Bay between 
  the Szek’s fleet and four of the Herzog’s 
  warships resulted in victory for Onnwalish 
  forces.  This victory allowed Onnwalish 
  vessels to range into Relmor Bay, raiding 
  along the coast of the South Province from 
  Prymp 
  to 
  Galdol 
  below 
  the 
  Tusk 
  Peninsula, forcing the Herzog to re-deploy 
  several thousand troops that he had been 
  massing at Zelradton. 
   
  Undaunted 
  however, 
  Herzog 
  Chelor 
  himself took the field with a force 
  numbering in excess of 7000 men in that 
  same year.  Another army under General 
  Reynard (10,000 strong) cleared the land 
  between the River Grayflood and the 
  Rieuwood of all hostile forces.  Forces of 
  Sunndi (around 2,000 strong) harassed 
  Reynard’s flank from the Rieuwood but by 
  late summer the general had successfully 
  crossed the northern arm of the Hollow 
  Highlands.  Linking up with the Herzog’s 
  own force this host, further strengthened 
  by several thousand humanoids, then 
  pushed south attempting to cut Idee, and 
  the Iron League, in half.  His host was 
  halted 
  and 
  surprisingly 
  driven 
  back 
  northward after a pitched battle to the 
  north of Naerie5, capital of Idee. 
  Imperial forces however, quickly recovered 
  and established a defensive position, 
                                                             
   
  4 Blidg Fanger was one of the most successful (and 
  feared) pirates to sail the Gearnat.  At the time of his 
  defeat he had a fleet of 5 ships.  The entire flotilla 
  was lured into ambush and destroyed. 
   
  5 The Battle of Naerie. 
  
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  which the forces of the Iron League could not 
  overwhelm.  The Herzog’s heavy cavalry 
  effectively checked every attempt made to out 
  flank his defensive positions.  By the end of the 
  year a tense stalemate had developed. 
   
  In the autumn of 578 CY the leaders of the Iron 
  League met at Killdeer in eastern Onnwal.  It 
  was agreed that although the Dwur and Noniz 
  of the Headlands would aid in the defence of 
  Irongate, they would not become any further 
  involved in human affairs.  As a result Szek 
  Ewerd decided to reinforce the marine 
  contingents aboard his vessels and to increase 
  the size of both his army and militia.  The army 
  was increased from a full strength of 1,600 
  men to 3,000.  The militia now began to train 
  all able-bodied men between the ages of 15 and 
  45, with around 4,000 men immediately 
  starting training. 
   
  Trouble also flared in Scant that year, when it 
  became evident that something or someone 
  was slaying sailors in and around the Great 
  Harbour.  The threat, revealed to be a band of 
  renegade Sahuagin, was destroyed by a small 
  band of heroes in the sewers of the city. 
   
  In 579 CY one third of Onnwal’s army (around 
  1,000 men) was sent eastward into Irongate 
  and Idee to strengthen the defences there.  
  These men were made up exclusively of light 
  infantry units.  To check Chelor’s ambitions 
  the Iron League formally expanded to include 
  Nyrond and Almor and so became known as 
  the Golden League. 
   
  Although he made no great inroads into the 
  lands of the Iron League Chelor’s initiatives 
  were not complete failures.  He managed to 
  deal several sharp checks to the demi-humans 
  of Sunndi.  In 582 CY, a series of naval 
  skirmishes fought in the Sea of Gearnat and 
  Relmor Bay against Nyrondal and Onnwalon 
  fleet elements resulted in a minor victory for 
  the imperial forces.  Nonetheless, with the 
  coffers of the South Province depleted by five 
  years of fruitless conflict, the war quietly 
  petered out in late 582 CY. 
   
  T HE S L AVE L O RD S 
  In 576 CY yellow-sailed vessels began raiding 
  the coastal settlements of the Gearnat Sea 
  from Onnwal to the Wild Coast.  Several 
  villages were completely destroyed by these 
  raiders and their populations carried off to the 
  Pomarj to be sold into slavery.  These raids 
  continued for four years and, although Onnwal 
  did not pay bribes like other states to stop the 
  attacks, 
  its 
  navy 
  seemed 
  incapable 
  of 
  intercepting and sinking the raiders. 
   
  To combat this threat Szek Ewerd granted 
  letters of marque to several prominent sea 
  captains and mercenaries with a charter to 
  seek out and destroy the yellow-sailed 
  raiders.  These irregular forces, freed from 
  the highly regimented chain of command 
  actually reported some small successes 
  against the Slave Lords.  However, the 
  bulk 
  of 
  the 
  slavers' 
  raids 
  went 
  uncontested.  Only in 580 CY, when a small 
  band of heroes managed to penetrate and 
  destroy the hidden lair of the Slavelords 
  was their power over the region broken.   
   
  T HE GREYHA WK  WA RS 
  When the Greyhawk Wars began, none in 
  Onnwal had the vision to foresee what 
  would befall their country in a few short 
  years.  When it became apparent that the 
  Great Kingdom would use the conflict as 
  an attempt to reclaim lost territory, the 
  Scarlet Brotherhood secretly despatched 
  gold and mercenaries through circuitous 
  routes to strengthen the states of the Iron 
  League. 
   
  With 
  Irongate, 
  Idee, 
  and 
  Sunndi 
  threatened, the land-based members of the 
  League met in Oldred at the invitation of 
  King Archbold III of Nyrond and signed 
  the 
  Eastern 
  Pact, 
  formally 
  allying 
  themselves against "the mad aggressions 
  of the Great Kingdom." The County of 
  Urnst also signed the pact, but the 
  Theocracy of the Pale, citing Nyrond's 
  many heresies, refused to join. 
   
  Soon thereafter however, a sudden coup in 
  the Lordship of the Isles replaced Prince 
  Latmac Ranold with his distant kinsman 
  Prince 
  Frolmar 
  Ingerskatti 
  who 
  immediately proclaimed his allegiance to 
  the Great and Hidden Empire of the 
  Scarlet Brotherhood. 
   
  In 584 CY the Sea Princes were given an 
  ultimatum by the Scarlet Brotherhood – 
  “Submit to the Scarlet Brotherhood or be 
  destroyed."  When the proposal was 
  rejected the ambassador presented the 
  Princes a list of 30 nobles of the Hold.  The 
  next morning 27 of the 30 were dead.  
  Cowed, the Sea Princes surrendered and 
  within 
  a 
  fortnight 
  Brotherhood 
  and 
  Lordship vessels docked in Monmurg and 
  Port Joli bearing legions of savages from 
  the jungles of the south. 
   
  Strengthened by the forces of the Sea 
  Princes, the Brotherhood immediately 
  
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  struck at Onnwal and Idee, both of which fell 
  swiftly.  In Scant, Szek Ewerd Destron was 
  struck down by an assassin’s blade as the 
  streets of his capital echoed to the sounds of 
  vicious and bloody battles between the 
  outnumbered warriors of Scant and the 
  Brotherhood’s savage allies.  Within days only 
  Irongate still stood.  The wily Lord-Mayor, 
  Cobb Darg, had known all along the precise 
  source of the mysterious aid.  His network of 
  spies 
  moved 
  quickly 
  to 
  eliminate 
  the 
  Brotherhood's agents within the city before 
  they could strike, so avoiding the fate that had 
  befallen his neighbours.  Totally surrounded 
  Irongate stood alone, the last bastion of 
  freedom in the Iron League. 
   
  With the fall of their country many Onnwalons 
  attempted to escape to southern Nyrond 
  making the perilous ocean crossing in any craft 
  that they could find.  Even Bigby, Archmage 
  and member of the Circle of Eight, was forced 
  to flee his residences in Scant for Veluna. 
   
  The occupation of Onnwal was so brutal that 
  the populace began to flee the country in such 
  numbers 
  that 
  Sister 
  Kuranyie 
  (the 
  Brotherhood’s appointed ruler) was forced to 
  take hostages from every family in the land to 
  ensure that no one else would attempt to 
  escape.  Wild rumours swept the land of 
  strange red-hued trolls said to be immune to 
  fire stalking the Headlands and of the 
  disappearance of many citizens who exhibited 
  Suel characteristics. 
   
  RESI ST A NCE A ND  REB EL L I O N 
  When Onnwal fell the only effective resistance 
  to the rule of Sister Kuranyie was the Wreckers 
  Guild (Scant’s thieves guild) under the 
  leadership of Rakehell Chert.  Chert had 
  somehow 
  gained 
  knowledge 
  of 
  the 
  Brotherhood’s imminent attack on Scant and 
  moved his headquarters into the countryside.  
  He spent the remainder of the year organising 
  his 
  followers 
  into 
  cells 
  that 
  operated 
  independently 
  throughout 
  Onnwal.  
  Meanwhile he established relations with the 
  demi-humans of the Headlands and surviving 
  soldiers hiding in the hills.  Chert also made 
  contact with the archmage Bigby.  An erstwhile 
  companion of his, Bigby gave him aid and the 
  names of several of his apprentices and 
  associates still in the area who could help 
  Chert’s cause. 
   
  Finally Chert made contact with Jian Destron, 
  son of the assassinated Szek, who had escaped 
  the blades of the Brotherhood not by skill at 
  arms but by being on a patrol vessel sailing the 
  Gearnat at the time of the attack.  Jian raised 
  his at Nessermouth in southern Nyrond 
  and wintered there, gathering to him 
  vessels and men who had escaped the fall 
  of Onnwal.  By winter's end he had 
  gathered 4 warships and almost 800 
  followers, the bulk of whom were either 
  marines or sailors. 
   
  Secure in Nyrond, Jian plotted throughout 
  the stormy autumn months and as soon as 
  the weather allowed he despatched a fast 
  ship across the Gearnat to gather news of 
  events on the peninsula. 
   
  On the first spring tides of 585 CY came a 
  Brotherhood vessel, ostensibly to trade 
  with Nyrond.  Jian’s followers promptly 
  sank the ship and warned that any other 
  Brotherhood vessels trying to put into port 
  would be similarly dealt with.  The 
  Brotherhood protested to the Bailiff of 
  Nessermouth who, lacking instruction 
  from Rel Mord and being sympathetic to 
  the 
  young 
  monarch-in-exile, 
  simply 
  ignored the matter. 
   
  In 
  Onnwal 
  meanwhile, 
  Chert 
  began 
  diplomatic efforts to gain aid from 
  Irongate.  Leading these was Duke Coriell 
  of the Eastern Marchlands who took 
  refuge there after the fall of his castle and 
  estates at Killdeer.  Although Coriell 
  managed to gain a trickle of aid for his 
  beleaguered nation from Cobb Darg, most 
  of Irongate’s resources were employed in 
  resisting the Brotherhood and Aerdi 
  armies that menaced the city. 
   
  While Sister Kuranyie became aware of 
  Chert’s resistance early on and although 
  expending considerable effort at rooting 
  out the rebels, she failed to make any 
  significant in-roads into the organisation.   
   
  After the burning of 34 farmers in Scant’s 
  Grand Market in Richfest of 585 CY, Chert 
  encouraged the populace of the country to 
  support their new rulers, at least tacitly, 
  but made clear that actual treason would 
  would be punished harshly.  This state of 
  affairs lasted into 586 CY until a dozen of 
  Sister Kuranyie’s Herdsmen were slain in a 
  magical attack of great ferocity.  Sister 
  Kuranyie survived the assault by dint of 
  her arcane protections and determining 
  that the assault originated from the 
  resistance prepared a “genocidal sweep” of 
  the countryside in revenge. 
   
  Warned of her intentions by his own 
  agents, Chert called for a general uprising, 
  
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  which began on the first day of Brewfest 586 
  CY.  Completely surprised, and in many cases 
  surrounded, 
  Brotherhood 
  resistance 
  was 
  surprisingly weak.  Initial fighting lasted 
  throughout the month of Patchwall and ended 
  with the Brotherhood loosing much of the 
  country to the rebel advance.  However 
  Brotherhood troops holding Scant, aided by 
  the formidable defences and the presence of 
  Sister Kuranyie, denied the rebels access to the 
  city. 
   
  The rebellion has now dragged on for five 
  years.  As before, the Brotherhood still hold 
  Scant, re-suppling their troops by sea at will.  
  Communication with the rebels is difficult but 
  Jian Destron, now returned to his homeland, 
  claims to rule “Free Onnwal”, although what 
  this name actually refers to is a matter of 
  conjecture amongst some outside observers of 
  the area.  Some believe that this refers simply 
  to the underground resistance while others 
  argue that it actually refers to portions of freed 
  countryside.   
   
  It is still unclear who leads the Brotherhood 
  forces in Scant, although it is assumed that if 
  Kuranyie has survived the intrigues of her 
  fellows and the blades of the resistance that 
  she must still be in power here. 
   
  ONNWA L  T O D A Y 
  The Onnwal of today is a battleground for the 
  two factions that dominate the land.  The 
  Scarlet Brotherhood holds Scant, from which 
  they operate a virtual blockade of the Gearnat 
  Straits with the aid of their pirate allies 
  operating from Blue, and some small portions 
  of the surrounding countryside. 
   
  Jian Destron, son and heir to the assassinated 
  Szek leads the other faction known as “Free 
  Onnwal”.  Free Onnwal now controls much of 
  the hinterland of Onnwal and has forged 
  diplomatic links with many former allies of the 
  country. 
   
  Small Hochebi warbands also roam the 
  Headlands, many with their females and 
  young in tow.  These ex-soldiers of the 
  Brotherhood were either left behind in the 
  retreat in 586 CY or are deserters.  They were 
  originally brought to the peninsula to fight the 
  Dwur and Noniz of the Headlands.  Several 
  groups 
  are 
  known 
  to 
  have 
  established 
  themselves in the hills, preying on all that pass 
  nearby. 
   
  Raiding parties of Hepmonaland savages stalk 
  the countryside killing and looting spreading 
  terror into the hearts of the people of Free 
  Onnwal.  Periodically they return to Scant 
  with booty and slaves for Kuranyie’s 
  pleasure.   
   
  Conditions within Scant are terrible.  
  Although the Brotherhood’s fleet manages 
  to keep the city supplied with essential 
  items, 
  most 
  of 
  these 
  go 
  to 
  the 
  Brotherhood, 
  their 
  troops 
  and 
  sympathisers.  All families in the capital 
  and throughout the land have lost at least 
  one member to the Brotherhood.  Their 
  fate is unknown. 
   
  Outside the city things are better – there is 
  sufficient food available for all to eat and 
  even some left over to be sent to Irongate.  
  Many 
  of 
  those 
  who 
  fled 
  into 
  the 
  Headlands, Irongate or Nyrond have 
  returned.  Jian Destron has raised his 
  battle-standard at Killdeer. 
   
  Large-scale actions are so far unknown in 
  this war of attrition.  Small skirmishing 
  groups attempting to gain control of a 
  village or strategic location characterise 
  most of the fighting.  Naval skirmishes are 
  also common as ships belonging to Free 
  Onnwal try to run the blockade of the 
  Gearnat Straits or make for Nyrond or the 
  Free City of Greyhawk. 
   
  WI L L  ONNWA L  WI N I T S 
  F REED O M? 
  Although the rebels now control most of 
  the country, the Brotherhood still control 
  the strategically located fortress-port of 
  Scant and a few other outlying areas.  
  Before the Greyhawk Wars, Scant was 
  considered almost impregnable to either 
  land or sea assault.  The Brotherhood still 
  control most of the Onnwalish navy, which 
  makes it impossible to blockade the port 
  into submission.  On land, Brotherhood 
  troops make skilful use of the port's 
  defences to fend off rebel raids. 
   
  Troubles elsewhere for the Brotherhood 
  have stretched its resources considerably 
  and as long as Sister Kuranyie manages to 
  maintain her grip on Scant no aid will be 
  forthcoming from the Tilvanot Peninsula.  
  Rumours are rife in the countryside of 
  Onnwal that Kuranyie is considering a 
  pact with Turrosh Mak of the Pomarj, 
  which would bolster her strength with 
  fresh humanoid forces.  It is thought that 
  she will pay for these troops with slaves 
  drawn 
  from 
  the 
  population 
  of 
  the 
  peninsula.  More worrying indeed is the 
  possibility that the Brotherhood might 
  
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  relinquish its grip on its remaining territories 
  in the Hold of the Sea Princes and re-deploy 
  forces from that conflict to Onnwal. 
   
  The rebels are not without friends of their own 
  however.  In 590 CY they managed to convince 
  Irongate’s Lord Mayor Cobb Darg of the 
  legitimacy of Jian Destron’s government and 
  that the struggle was almost over.  In exchange 
  for his recognition of their government in 
  exile, they export much needed supplies to 
  Irongate.  Sunndi also strongly supports the 
  rebels with supplies of desperately needed 
  weapons, supplies and intelligence. 
   
  The situation in Onnwal is currently in 
  stalemate.  The rebels cannot take Scant 
  without more troops and the Brotherhood 
  cannot exert much control on the hinterlands 
  of Onnwal because of their own manpower 
  shortages.  Thus, until one side develops a 
  substantial advantage in numbers or power, 
  there is no end in sight for the conflict that 
  rages across the peninsula. 
   
  
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  T HE CA L END A R O F T HE F L ANAESS
  MONTH 
  SEASON 
  PHASES OF LUNA 
  PHASES OF 
  CELENE 
  Needfest 
  Midwinter 
  Needfest 4th: � 
  Needfest 4th: � 
  Fireseek 
  Winter 
  4th: �, 11th: �, 18th: �, 25th: � 
  19th: � 
  Readying 
  Spring 
  4th: �, 11th: �, 18th: �, 25th: � 
  11th: � 
  Coldeven 
  Spring 
  4th: �, 11th: �, 18th: �, 25th: � 
  4th: � 
  Growfest 
   
  Growfest 4th: � 
  Growfest 4th: � 
  Planting 
  Low Summer 
  4th: �, 11th: �, 18th: �, 25th: � 
  19th: � 
  Flocktime 
  Low Summer 
  4th: �, 11th: �, 18th: �, 25th: � 
  11th: � 
  Wealsun 
  Low Summer 
  4th: �, 11th: �, 18th: �, 25th: � 
  4th: � 
  Richfest 
  Midsummer 
  Richfest 4th: � 
  Richfest: 4th: � 
  Reaping 
  High Summer 
  4th: �, 11th: �, 18th: �, 25th: � 
  19th: � 
  Goodmonth 
  High Summer 
  4th: �, 11th: �, 18th: �, 25th: � 
  11th: � 
  Harvester 
  High Summer 
  4th: �, 11th: �, 18th: �, 25th: � 
  4th: � 
  Brewfest 
   
  Brewfest 4th: � 
  Brewfest 4th: � 
  Patchwall 
  Autumn 
  4th: �, 11th: �, 18th: �, 25th: � 
  19th: � 
  Ready’reat 
  Autumn 
  4th: �, 11th: �, 18th: �, 25th: � 
  11th: � 
  Sunsebb 
  Winter 
  4th: �, 11th: �, 18th: �, 25th: � 
  4th: � 
   
  �: new moon: �: waxing half-moon �: full moon �: waning half-moon
  THE RECORDING OF TIME 
  There are 3 calendar systems currently in use 
  in Onnwal today; CY, OR and SD.  When using 
  one of these dating systems it is traditional to 
  note the systems abbreviation after the date, 
  e.g.  591 CY.   
  Of the 3 systems the CY (or Common Year) 
  system is the one most used by the general 
  populace. 
   
  SD (or Suel Dominion) has been reintroduced 
  to the country by the Scarlet Brotherhood and 
  they insist that all Onnwalons use it although 
  there is much resistance to this.  Originally 
  used by the Onnwi, the first Suel settlers of the 
  area, much of the first written records of the 
  country use this dating system. 
   
  The final dating system in use in Onnwal is OR, 
  or Oeridian Reckoning.  Introduced by the 
  victorious Aerdi after they subjugated the area 
  in 598 OR, it was supplanted by the CY system 
  in 645 OR when Grand Prince Nasran Cranden 
  declared 
  universal 
  peace 
  throughout 
  his 
  domain and took the title Overking.  As there 
  is no year “0” in the Common Year system, any 
  date that need to be referred to before that 
  time are done so using OR dates. 
   
   
  ONNWAL'S CALENDER 
  A year (or Dozenmonth as it is known around 
  the Flanaess) is broken down into 12 months 
  of 28 days each.  Each month can be broken 
  down into 4 weeks of 7 days each.   
   
  The standard 7-day week is as follows: - 
   
  Starday 
  Work 
  Sunday 
  Work 
  Moonday 
  Work 
  Godsday 
  Worship 
  Waterday 
  Work 
  Earthday 
  Work 
  Freeday 
  Rest 
   
  These months are further divided into 4 
  groups of 3 months each, which are 
  separated by a weeklong festival week.  
  The timing of the months was taken from 
  observation of the Oerth’s 2 moons – 
  Great Luna, the white moon and  the 
  smaller aquamarine Celene.  The phases of 
  Luna moves through the Dozenmonth on a 
  predictable basis because of the inclusion 
  of the 4 festivals.  Celene is always full on 
  the 4th day of the festival week.  The 4 
  festival weeks are Needfest, Growfest, 
  Richfest and Brewfest. 
   
  N EED FEST 
  The first festival of the year, Needfest 
  marks the beginning of a new year.  The 
  first day of this week long festival is the 
  most sacred with many faiths holding 
  gatherings to give thanks for the safe 
  transition from the old to the new.  Many 
  religions consider this a time of rebirth.  
  This festival it is a time of feasting and 
  merriment throughout Onnwal with many 
  small communities staging communal 
  events involving singing, dancing and tall-
  tale telling.   
   
  Godsday of this festival is known as 
  Midwinter Night, or Handmaiden's Glory, 
  CONVERTING DATES 
  The following formula should be used to convert
  between the various dating systems in use.   
   
  Conversion: CY + 5515 = CY in SD 
  Conversion: CY + 644 = CY in OR 
  
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  and only the aquamarine orb of Celene is 
  visible in the sky. 
   
  GRO WFEST 
  To the nobility of the realm Growfest marks 
  the occasion of the first of two official reviews 
  of Onnwal by the Szek and his four dukes.  
  This weeklong review is often the scene of 
  unparalleled political manoeuvring between 
  the Cantred rulers and their ducal overlords.  
  Traditionally, the Dukes of the Storm Coast 
  hosted the gathered nobility and held a tourny 
  at Sornhill to mark the event.   
   
  To the common folk of Onnwal this festival 
  marks the beginning of the planting season 
  and is a time of much preparation for the year 
  ahead. 
   
  Merchants celebrate the end of the storm 
  season on the Gearnat during this festival and 
  make offers for a prosperous year at the 
  temples of Zilchus and Xerbo (though worship 
  of Xerbo has collapsed due to the church's 
  collaboration with the Brotherhood). 
   
  On the fourth night of the festival, priests of 
  Jascar light bonfires on hilltops all along the 
  fringes of the Headlands, as a symbol of their 
  guardianship of the hills and in priase of their 
  master.   
   
  RICHFEST 
  The hottest of the festivals weeks.  Only 
  Midsummer Day is an actual holiday in 
  Onnwal, although normally workers are not 
  worked so hard during the rest of this week.  
  Both moons are full on Midsummer Night and 
  so it is the time of the year when the activity of 
  were-creatures is at its peak.  For the scattered 
  Flan throughout the Headlands this is a 
  particularly sacred night and their religious 
  leaders are thought to practise ancient 
  ceremonies designed to thank Beory for the 
  bounty she has bestowed upon them.   
   
  The height of the celebrations are normally 
  timed to coincide with Celene eclipsing Luna.  
  Star gazers and astrologers view this night as 
  full of portents of the future and can normally 
  be found intently studying the night sky.  
  Many young lovers get married or betrothed 
  during this time with weddings taking place 
  during the week being viewed as particularly 
  blessed. 
   
  B REWFEST 
  Traditionally, the last major celebration of the 
  year used to mark the successful completion of 
  the harvest.  Brewfest is the time when new 
  batches of ales and other potables were 
  presented for the first time.  Typically it is 
  a time when the normally respectful 
  Onnwalons relax and make merry.  It is 
  also a time to give thanks for the bounty of 
  the harvest.   
   
  Since 586 CY, however, the festival has 
  gained special significance as the time 
  when the Onnwalons first rose up against 
  their Brotherhood oppressors.  The actual 
  Day of Rebellion or Rising Day was the 
  fourth day of the festival.   It is a solemn 
  affair with prayers said for the 34 farmers 
  burnt to death in Scant's marketplace and 
  all the other martyrs who have lost their 
  lives in Onnwal's struggle for freedom.  In 
  the main rebel towns, the names of the 
  fallen from the previous year are read 
  aloud in the marketplaces and the bells of 
  the temples toll in rememberance.   
   
  In the normal course of events the Szek 
  would meet with his Dukes during the 
  Freeday of this period for a formal review 
  of the state of his nation.  This is the 
  second of two reviews normally carried out 
  each year. 
   
  OTHER FESTIVALS IN 
  ONNWAL 
  The people of Onnwal also celebrate many 
  other festivals both locally and nationally 
  in addition to the four main festival weeks.  
  A selection of such events is detailed below 
  in chronological order.  This is by no 
  means an exhaustive list. 
   
  DA RK  N IGHT 
  On the 11th of Goodmonth both Luna and 
  Celene stand new in the sky.  Said by many 
  to be the darkest night of the year it as 
  earned such titles as Black Night, Dark 
  Night, Star Night and the Night of the 
  Long Watch.  Thought by the peasant folk 
  to be a night full of evil and dark omens, it 
  is 
  normal 
  to 
  observe 
  communities 
  maintaining fires and vigils all night to 
  ward of the evil that lurks in the darkness.  
  In recent times, attacks by Hochebi are 
  especially prevalent on this night because 
  of the natural advantage that the pitch 
  black darkness allows them.  Folk also 
  whisper that the night is sacred to various 
  fiend worshipping cults that still linger in 
  the Headlands. 
   
  T HE S A L M O N RU N 
  Principally celebrated in Longbridge and 
  the south of the country, keen fishers have 
  been known to travel from all over the 
  peninsula to Longbridge for this event.  
  
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  Longbridge sits astride the River Fallnos, one 
  of the principle routes that the sea salmon 
  found off the coast of Onnwal use to reach 
  their spawning grounds.  For three days in the 
  month of Patchwall the river is packed with 
  salmon trying to swim upstream.  During this 
  event the banks of the river are packed with 
  contestants, their families and observers. 
   
  Duke Cadwale traditionally gave prizes each 
  day for the largest fish caught and to the 
  individual who caught the most fish.  In the 
  evenings large bonfires are lit and much 
  merrymaking ensued.  All the fish caught that 
  day were cooked and then eaten by the 
  participants.  Since the coming of the 
  Brotherhood the Salmon Run has not been 
  celebrated.  Instead the Kesh of Longbridge 
  ordered nets cast across the river to catch as 
  many fish as possible.  These nets were often 
  sabotaged. 
   
  B A NNER DA Y 
  Celebrated throughout Onnwal, Banner Day 
  has its origins in the Battle of Thousand 
  Banners.  After the successful campaign that 
  broke 
  the 
  siege 
  of 
  Irongate, 
  victorious 
  Onnwalons 
  returned 
  to 
  their 
  newly 
  independent 
  country 
  bearing 
  with 
  them 
  banners captured at the battle. 
    
  On the 12th of Goodmonth every year these 
  banners are taken out and the telling of their 
  capture is recounted.  Heroes of old are 
  revered and bards recount their many deeds 
  throughout the night.  It is a night of 
  remembrance not just of heroes but also of the 
  common folk who have gave their lives in the 
  past to ensure that Onnwal is free.  Martial 
  displays are also commonplace on this day 
  with many warriors competing to prove their 
  own valour and skill.  It was also traditional for 
  local lairds to provide prizes for the winners of 
  these combats. 
   
  In recent years this ceremony has gained 
  particularly significance for the participants 
  although in Brotherhood controlled areas the 
  ceremonies are carried out in secret 
  
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  TABLE OF CONTENTS 
   
  Onnwal’s Nobility  
   
   
   
  2-17 
  The Great Houses  
   
   
  2-17 
  Minor Houses of Onnwal  
   
  2-17 
   
  Legal System  
   
   
   
   
  2-18 
   
  The Scarlet Brotherhood in Onnwal  
   
  2-19 
  The Office of Diplomacy  
   
  2-19 
  The Office of Arms  
   
   
  2-19 
  The Office of Sovereignty  
   
  2-19 
  The Office of Faith  
   
   
  2-20 
  The Office of Purity  
   
   
  2-20 
  The Office of Thralls  
   
   
  2-20 
  The Office of Sorcery  
   
   
  2-21 
   
  Onnwal and Other Nations  
   
   
  2-21 
  Allies 
   
   
   
   
  2-21 
  Irongate 
   
   
  2-21 
  Nyrond  
   
   
  2-21 
  Sunndi   
   
   
  2-21 
   
   
  Enemies  
   
   
   
  2-21 
  The Scarlet Brotherhood 
  2-21 
  United Kingdom of Ahlissa  
  2-21 
  The Pirates of the Pomarj  
  2-22 
   
  The Military of Onnwal   
   
   
  2-22 
  The Army  
   
   
   
  2-22 
  The Hillstalkers  
   
   
  2-23 
  The Militia  
   
   
   
  2-23 
  Onnwal’s Navy  
   
   
  2-23 
  The Marines  
   
   
   
  2-23 
  The Order of the Golden Sun  
   
  2-23 
   
  The Forces of Free Onnwal 
   
   
  2-23 
  The Army of Rebellion   
   
  2-24 
  The Militia  
   
   
   
  2-24 
  The Navy of Free Onnwal  
   
  2-24 
  Marines  
   
   
   
  2-25 
  Noble Contingents  
   
   
  2-25 
  Order of the Golden Sun  
   
  2-25 
  Knights of the Chase  
   
   
  2-25 
  The Hillstalkers  
   
   
  2-26 
  The Wreckers   
   
   
  2-26 
   
  
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  Traditionally a Szek has ruled Onnwal.  
  Originally appointed by the Herzog of South 
  Province, 
  after 
  the 
  assumption 
  of 
  independence the title passed to Parmus 
  Destron in whose family it has remained ever 
  since.  Jian Destron is now Szek in all but 
  name and the last of his line.  Theoretically the 
  Szek is the absolute ruler, though in practice 
  the Destron Szeks usually sought the counsel 
  of the leaders of the other Great Houses in 
  determining and executing matters of policy.   
   
  Onnwal is split into four provinces: Gilderond, 
  The Azure Coast, The Storm Coast and the 
  Eastern Marchlands.  A Duke, who held the 
  territory for the Szek, oversaw each of these.  
  The four ducal families are Destron, Cadwale, 
  Coriell and Relaster ruling (respectively) 
  Gilderond, The Azure Coast, the Eastern 
  Marchlands and the Storm Coast.  Duke Coriell 
  has the additional title Seneschal of the East.  
  Of these individuals only Duke Coriell survived 
  the fall of the country.  The third most 
  important man in Free Onnwal, Coriell has 
  remained in Irongate where he agitates for 
  Irongate's intervention in the struggle. 
   
  Rulership of Gilderond typically passed to the 
  eldest Destron child to prepare them for ruling 
  the whole country.  The Szek was responsible 
  for the upkeep of the armed forces of Onnwal, 
  the levying of taxes, law and order and for the 
  maintenance 
  of 
  Onnwal’s 
  dwindling 
  woodlands. 
   
  Responsible to the Dukes were a collection of 
  Barons, Village Mayors and other landholders, 
  many of whom were slain or carried off during 
  the occupation.  Each had responsibility for a 
  fief (or Cantred) within a province.  Some of 
  these positions were hereditary while others 
  were within the purview of the Dukes to grant.  
  Normally centred upon a village or small town, 
  several of the hereditary fiefs had multiple 
  settlements 
  and 
  were 
  politically 
  quite 
  powerful. 
   
  Officially the capital of Free Onnwal is 
  Killdeer, a fortress town in the Eastern 
  Marchlands, although it is doubtful that this is 
  where the leaders of the resistance actually are.  
  Both Jian Destron and Rakehell Chert have 
  been subject to several assassination 
  attempts by the Brotherhood and must 
  therefore mask their movements and true 
  locations. 
   
  ONNWAL’S NOBILITY 
  Before 
  its 
  capture 
  by 
  the 
  Scarlet 
  Brotherhood, Onnwal was a feudal state.  
  The majority of the land, and therefore 
  power, was held by the nobility.  The Lords 
  of the Great Houses – the four Dukes of 
  Onnwal - divided their holdings into 
  Cantreds which, they granted as fiefs to 
  their vassals in return for military service 
  in time of war and taxes in time of peace.  
  The cantred lairds – the hereditary Barons 
  and the appointed Mayors - in turn 
  divided their fiefs among their own vassals 
  who owed them feudal service.  At the 
  bottom of this feudal pyramid were the 
  peasantry, who relied upon their noble 
  lords for their lands and for protection.  
  Only since the rebellion from the Great 
  Kingdom has the numbers of freemen – 
  those able to purchase their own property - 
  become significant.  The nobility were the 
  masters of the land, and its society and its 
  customs were designed to accommodate 
  them.  Nonetheless, Onnwal’s nobles have 
  been, by and large, wise and their rule just. 
   
  T HE GREA T  H O U SES 
  The four Great Houses of Onnwal claim 
  descent from the captains of the Aerdi 
  general 
  Azharadian 
  who 
  conquered 
  Onnwal centuries ago.  As a reward for 
  their loyal service to the Malachite Throne, 
  they were granted extensive lands in the 
  new Imperial fief.  The Great Houses have 
  ruled as Dukes of the Provinces of Onnwal 
  since this time.  It was they who led the 
  rebellion, which saw Onnwal throw off the 
  oppressive rule of the Great Kingdom.   
   
  M I NO R H O U SES O F ONNWA L 
  Onnwal’s barons – the rulers of the 16 
  hereditary Cantreds – consisted of nobles 
  from 
  the 
  great 
  houses 
  of 
  Destron, 
  Cadwale, Coriell and Relaster as well as 
  from minor houses.  Mayors, on the other 
  hand, are appointed directly by the 
  provincial Dukes.  Originally, they were 
  THE SZEKS OF ONNWAL SINCE INDEPENDENCE
  Reign (CY) 
  Szek 
  446 - 473 
  Parmus Destron.  Parmus led the nation to freedom and was rewarded by the nobility with 
  the hereditary title Szek. 
  473 - 495 
  Elverd Destron.  A warrior well schooled in naval action.  He held the pirates of the Pomarj 
  in check throughout his reign.  Nicknamed the Sea Wolf. 
  495 - 497 
  Triolar Destron.  Slain early in his reign during a skirmish with pirates in the Gearnat. 
  497 - 521 
  Parmus Destron II.  A skilled negotiator and diplomat, Parmus forged closer relations with 
  the demi-humans of the Headlands. 
  521 - 534 
  Warnalf Destron.  Able but unimaginative. 
  534 - 554 
  Farnuk Destron.  An unimaginative man given to relying on advisors for council. 
  554 - 572 
  Parmus Destron III.  Parmus spent much of his reign energetically defeating the plotting of 
  the newly appointed Chelors. 
  572 - 584 
  Ewerd Destron.  Assassinated by the Scarlet Brotherhood.   
  584-591 
  No crowned Szek but Jian Destron is widely accepted as the ruler of the land. 
  
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  appointed to oversee the Duke’s affairs in the 
  four provincial towns.  During the sixth 
  century of the Common Reckoning, mayors 
  were appointed to more of the wealthier 
  cantreds in the lowlands – usually where the 
  ruling line became extinct – a sign of the 
  slowly 
  growing 
  influence 
  of 
  wealthy 
  commoners in Onnwalish society.  Though 
  they 
  hold 
  equivalent 
  legal 
  powers 
  and 
  responsiblities to the hereditary nobles, they 
  are still considered commoners and tend to be 
  looked down upon by the Barons as a result.   
   
  Cantred lairds are responsible for upholding 
  law and order, the collection of taxes and the 
  organisation and training of the peasant levies.  
  Nobles are required to furnish their household 
  troops to the Szek in times of crisis, while 
  mayors (or more precisely their fiefs) shoulder 
  the costs of garrisoning Onnwalish regulars. 
   
  When the Scarlet Brotherhood invaded, the 
  lairds were among their first targets for 
  assassination and up to twelve are thought to 
  have been slain in the first terrible night of 
  blood.  The remainder were hunted by the 
  Brotherhood and publicly executed if captured.  
  A further seven lairds fell in this manner.  Of 
  the remainder, four escaped - the lairds of the 
  Dwur March, High Bergard, Fallnos Vale and 
  Silvervale – and one became infamous for his 
  treachery. 
   
  Rohal Soldas, mayor of Sornhill, admitted an 
  advance force of Brotherhood troops into Duke 
  Relaster’s tower in the town, resulting in the 
  capture of the Duke and most of his immediate 
  family.  When Brotherhood ships were sighted 
  entering the bay next morning, Soldas ordered 
  the surrender of the town in the name of the 
  deposed Duke.  Only the refusal of a young 
  marine commander – Barrend Desharn – to 
  obey this order prevented the town falling 
  without a struggle. 
   
  Though resistance was ultimately in vain, it 
  allowed several ships to flee the port including 
  a naval caravel packed with marines and other 
  refugees and the burning of several other 
  vessels, denying them to the Brotherhood.  
  While Desharn is believed to have fallen in a 
  valiant rearguard action on the quays, Soldas 
  went on to become an adviser to the Kesh of 
  Sornhill.  The traitor was not found when the 
  town fell to the rebels in the autumn of 590 CY.  
  Recent reports place him at the side of the 
  deposed Kesh in the hills around the town. 
   
  Despite the liberation of much of the country 
  since the Brewfest Rebellion, Jian Destron has 
  not appointed any lairds to the recovered 
  territories.  To do so would be to condemn 
  the men to certain assassination or 
  subversion by the Brotherhood.  Instead, 
  Free Onnwal is largely administered 
  anonymously by local resistance cells – 
  usually led by members of the Wreckers.  
  This has angered some of the surviving 
  nobility – affronted to see brigands and 
  criminals usurping their rightful place in 
  society.  Jian has promised to make 
  amends once the Brotherhood is driven 
  from the country and he retakes his throne 
  in Scant. 
   
  LEGAL SYSTEM 
  The Onnwalish legal system is taken 
  almost directly from the famed Legal Code 
  of Schandor Cranden, Lawgiver, set down 
  in the golden age of the Great Kingdom 
  when the empire was yet good and just. 
   
  Justice and law in Onnwal is officially the 
  province of the Szek.  However, in practice 
  this right is formally delegated to the 
  Prime, the Chief Justice of Onnwal – 
  usually the High Priest of Pholtus.  Petty 
  crimes and disputes between peasants or 
  freemen are dealt with by Justices of the 
  Peace appointed by cantred lairds.  These 
  Justices are generally constrained in 
  sentencing by guidelines issued by the 
  Office of the Prime, though there is some 
  leeway for lairds to adjust the sentences in 
  certain cases. 
   
  More serious crimes (such as murder, 
  arson, theft of goods to the value of 500 
  gold gulls, magical crimes, sedition etc) 
  and disputes between peasants or freemen 
  and the lairds are dealt with by travelling 
  Judges of the Sessions.  These were almost 
  always 
  priests 
  of 
  Pholtus 
  (though 
  occasionally some where of Heironious’ 
  faith).  As a restriction to help ensure 
  impartiality, neither they nor any relative 
  though blood or marriage could own land 
  within 50 miles of the place of judgement.  
  Disputes between nobles are dealt with by 
  the Prime himself and three other High 
  Priests (usually Zilchus, Heironeous and 
  Osprem), or in exceptional circumstances, 
  where the security of the country is 
  deemed to be endangered, by the Szek. 
   
  The old legal system was, of course, 
  replaced by the Brotherhood’s own harsh 
  laws.  All those enslaved were denied any 
  legal 
  rights 
  or 
  status 
  – 
  effectively 
  becoming the property of the Brotherhood.  
  The remainder, now sub-citizens in the 
  new order, were bound by the laws of the 
  
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  Brotherhood.  The three cardinal laws were: 
   
  The Destiny of the Suel: Do not take actions 
  that slow the Suel people on the path to their 
  true destiny. 
   
  The 
  Bonds 
  of 
  the 
  Brotherhood: 
  The 
  Brotherhood has a shared birthright.  Behold 
  their superiority above the slave races. 
   
  The Words of the Fathers: Acknowledge the 
  authority of your superiors and obey their 
  commands. 
   
  Aside from these precepts – subcitizens were 
  bound by a lexicon of specific statutes.  
  Subcitizens were not allowed to carry weapons 
  longer than 6 inches in length unless they 
  served the Brotherhood.  Wilful or incidental 
  acts causing damage to an excess of 100 square 
  feet of property, causing the injury or death of 
  a citizen by wilful or accidental acts or theft of 
  damage to the property of a citizen were 
  punished by imprisonment, enslavement or 
  death.  Torture and/or execution punish wilful 
  acts of treason against the Brotherhood.  
  Thralls breaking these laws were generally 
  executed publicly as an example to others. 
   
  In Free Onnwal – the legal system of Schandor 
  has been restored in name.  In practice 
  however, the Office of Prime remains vacant 
  and few Judges of the Sessions survived the 
  Occupation.  Local rebel commanders enforce 
  the rule of law on an ad hoc basis.  However, as 
  many of these are members of the Wreckers, 
  enforcement tends to be lax to say the least.  
  Only serious crimes such as murder and 
  treason tend to be rigorously enforced – 
  generally with a death sentence. 
   
  This state of affairs is a further cause among 
  the noble supporters of Jian Destron, who 
  want to see him take a stronger line in this 
  regard and appoint a new Prime.  Also keen for 
  this to happen is the new High Priest of 
  Pholtus, Purcennd Kerondas.  He has already 
  encouraged his clergy to enforce the old laws 
  wherever they are.  This they have done with 
  zeal – though the church’s adoption of 
  intolerant dogmas from the Theocracy of the 
  Pale has caused some disquiet among some 
  rebels and other faiths, notably Trithereon's, 
  and may be the cause of Jian Destron’s 
  reluctance to appoint Kerondas as Prime. 
   
  THE SCARLET BROTHERHOOD 
  IN ONNWAL 
  The Brotherhood replaced the traditional 
  system of government with a network of Kesh 
  (in effect a Mayor), each of whom was 
  responsible for the running of a village or 
  town.  All reported to the Kesh of Scant, 
  Maranefel Toktot, who in turn answers to 
  Exalted Sister Kuranyie, Keshkal and 
  Shepherd of Onnwal.  Now however, most 
  settlements of any size apart from Scant 
  are under the control of the rebels.  The 
  fate of the few Kesh who survived the fall 
  of their territories is unknown.   
  The 
  sections 
  below 
  relate 
  some 
  information 
  regarding 
  the 
  internal 
  workings of the Brotherhood in Onnwal 
  that is generally thought to be correct. 
   
  T HE OFFI CE O F DI P L O M A C Y 
  It has been asserted by the Dwur sage 
  Morrev Ironseeker of Scant that agents of 
  the office have been operating in Onnwal 
  since before the public appearance of 
  Brotherhood emissaries in 573 CY.  It is 
  apparent 
  that 
  the 
  Brotherhood 
  has 
  managed 
  to 
  infiltrate 
  all 
  levels 
  of 
  Onnwalish society to one degree of the 
  other.  The Office of Diplomacy was 
  probably responsible for the espionage and 
  assassination which so quickly disabled 
  and 
  destroyed 
  resistance 
  to 
  the 
  Brotherhood invasion.  Ironseeker is 
  certain that the Office still maintains the 
  Brotherhood’s 
  network 
  of 
  spies 
  and 
  assassins in Onnwal. 
   
  T HE OFFI CE O F A RM S 
  The Office of Arms co-ordinated the naval 
  assault on Scant and the other Onnwalish 
  ports, the landing of troops and the 
  destruction of what scattered military 
  resistance there was inland.  Brotherhood 
  forces 
  continued 
  their 
  drive 
  inland 
  towards Irongate, but were recalled after 
  the failure of the coup in Irongate.  
  Command of the land armies in Onnwal 
  and of the naval forces maintaining the 
  blockade of the Straits of Gearnat and re-
  supplying Scant and Onnwal is thought to 
  have remained in the hands of the Office of 
  Arms after the invasion.  It is notable 
  though that where the forces of the 
  Brotherhood acted with great tactical and 
  strategic 
  co-ordination 
  during 
  the 
  invasion, this was almost completely 
  absent during the Brewfest Rebellion.  
  What this might mean in terms of the 
  command structure of the Office of Arms 
  is still unclear. 
   
  T HE OFFI CE O F S O VEREI GNT Y 
  The Office of Sovereignty was given 
  control of Onnwal after the crushing of all 
  open resistance in 584 CY with Sister 
  
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  Kuranyie as Keshkal of Onnwal.  The Office 
  enforced the rule of Brotherhood law in the 
  territory and co-ordinated the activities of the 
  other Offices.  Kesh were appointed to oversee 
  each of the major towns and cantreds.  
  Kuranyie and her subordinates ruled with an 
  iron fist, determined to crush dissent and 
  sedition wherever it was thought to exist. 
   
  However, the Brewfest Rebellion in 586 CY, 
  caught Sovereignty totally unprepared.  The 
  Office was overconfident after the speed of the 
  Onnwalish collapse in 584 CY.  Added to this, 
  the speed of the rebel advance left the Kesh 
  and their military commanders disorientated 
  and disorganised.  Only Kuranyie's personal 
  intervention halted the rebels before Scant. 
   
  Since then the Office has tried to regain some 
  of the ground lost during the rebellion 
  seemingly by any means necessary.  In light of 
  this rumours of yellow sailed ships moored in 
  the Great Harbour of Scant certainly bode ill. 
   
  T HE OFFI CE O F F A I T H 
  Agents of the Office of Faith arrived soon after 
  the fall of Onnwal to bring the pure Suel faith 
  to the conquered land.  The delegation was 
  headed by groups of priests of the five main 
  Brotherhood religions: Bralm, Llerg, Pyremius, 
  Syrul and Wee-Jas; as well as a mixed group of 
  priests representing the remainder of the Suel 
  pantheon (Chiefly Dalt, Kord, Lydia, Osprem,  
  and Xerbo).  The churches of Suel faiths such 
  as Osprem and Xerbo were taken over and 
  their clergy "re-educated" in the ways of the 
  Pure Faith.  Non-Suel religions were brutally 
  suppressed, their priests executed or enslaved, 
  their temples levelled and the masonry used to 
  construct temples to the Brotherhood gods. 
   
  The Church of Bralm has aided the efforts of 
  the Office of Thralls in managing and 
  mobilising the populace in building and other 
  labour and in the indoctrination of the thralls 
  to their new status.  The Church of Llerg has 
  chiefly aided the army, lending guidance, 
  morale and healing where needed. 
  The Pyremians are greatly feared by the local 
  populace for their depravity and cruelty.  They 
  have declared the hot springs of Scant (and 
  thus the rest of the city) sacred to their lord 
  and have vowed to defend it to the last.  They 
  also have considerable interest in the Hell 
  Isles, which they call the Spires of Pyremius.  
  The Church of Syrul also aids  the Office of 
  Diplomacy in their efforts against the Rebels.  
  Both organisations have placed a considerable 
  reward upon the head of the rebel spymaster. 
  Finally the Church of Wee Jas, as well as 
  aiding in the enforcement of law and order, 
  has close ties to the Office of Sorcery in 
  their efforts in using sea creatures to 
  blockade the Straits of Gearnat and harass 
  rebel shipping. 
   
  T HE OFFI CE O F PU RI T Y 
  Members of the Office of Purity too arrived 
  soon after the fall of Onnwal and quickly 
  spread out across the land visiting each 
  town and village assessing the "purity" of 
  the 
  inhabitants. 
   
  Onnwalons 
  were 
  classified as either subcitizens (for those of 
  pure or nearly pure Suel descent) or slaves 
  (those of significantly mixed blood, Oerids 
  or demi-humans).  Slaves had their lands 
  and properties confiscated and were 
  subject to the tender mercies of the Office 
  of Thralls.  Subcitizens were allowed to 
  keep their property but were compelled to 
  obey the commands of the Office of 
  Sovereignty.  Those of pure Suel blood 
  were seized and shipped to unknown 
  destinations. 
   
  The cataloguing of the populace was 
  interrupted in its final stages by the 
  Brewfest rebellion.  Since the rebellion the 
  Office of Purity has maintained only a 
  small presence in Scant which is mainly 
  involved in indoctrinating the populace as 
  to the destiny and superiority of the Suel 
  race and of the Brotherhood.  Followers of 
  Lydia assist the Office of Purity in its task. 
   
  T HE OFFI CE O F T HRALLS 
  The Office of Thralls arrived in the wake of 
  Purity to take control of the large slave 
  population in Onnwal.  With the aid of the 
  Church of Bralm, the Office enslaved all 
  those deemed slaves by the Office of 
  Purity.  They then mobilised them in the 
  restructuring of Onnwal – mainly the 
  repair of damaged fortifications, the 
  destruction of non-Suel temples and 
  monuments 
  and 
  the 
  erection 
  of 
  appropriate 
  replacements. 
   
  In 
  the 
  countryside, the lands of slaves were 
  seized 
  and 
  amalgamated 
  into 
  large 
  plantations worked by slaves to provision 
  the large Brotherhood armies in the 
  country and elsewhere.  The Office has 
  also moved significant numbers of slaves 
  to the dreaded Obelstone Keep.  Though 
  many enter, none have been known to 
  emerge and terrible and wild tales abound 
  about the goings-on there. 
   
  Given their treatment of the populace, it is 
  hardly surprising that the Office lost many 
  members during the rebellion as liberated 
  slaves lynched their oppressors.  The 
  
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  Office now appears to manage the large slave 
  population of Scant, helping to bolster the 
  defences of the beleaguered city.  However 
  given the shortage of food, the condition of 
  many of the slaves is appalling and many die 
  every day, despite the efforts of the Office to 
  stem the loss of their "beasts of burden".   
   
  T HE OFFI CE O F S O RCERY 
  The mages of the Office of Sorcery are chiefly 
  occupied in aiding the blockade of the Straits 
  of Gearnat and the harassing of Rebel 
  shipping.  Their base of operations is 
  Obelstone Keep on the western tip of the 
  peninsula.  Here also storm mages wreak 
  havoc on enemy shipping.   
   
  ONNWAL AND OTHER NATIONS 
  The notes detailed below apply exclusively to 
  that portion of Onnwal referred to as the Free 
  State of Onnwal.   
  Jian Destron maintains diplomatic relations 
  with a number of sovereign states in the south-
  eastern Flanaess.  Allies of Onnwal include the 
  demi-humans of the Headlands and Iron Hills, 
  Irongate, Sunndi, Nyrond, the Duchy of Urnst 
  and Greyhawk.  Enemies of the rebels include 
  (obviously) the Scarlet Brotherhood, Lordship 
  of the Isles and some piratical elements in the 
  Pomarj.  It is rumoured in Onnwal that the 
  yellow sailed vessels of the Slavelords have 
  again been seen in the western portions of the 
  Gearnat although no ship baring such sails has 
  actually been seen east of Blue.  What this 
  unwelcome development could herald for the 
  resistance is unknown. 
   
  A L L I ES 
  Irongate:  Since the founding of the Iron 
  League, Irongate and Onnwal have been 
  closely allied both in matters of mutual 
  defence and trade.  Since 590 CY when 
  Irongate officially recognised the “government 
  in exile” of Jian Destron, Onnwal has sent 
  much needed foodstuffs east to Irongate.  
  Diplomatic efforts fronted by Duke Coriell of 
  the 
  Eastern 
  Marchlands 
  now 
  frantically 
  revolve around convincing Cobb Darg to 
  commit troops to the struggle in Onnwal. 
   
  Nyrond: As a member of the Golden League 
  and signatory of the Eastern Pact, Nyrond is 
  still very much allied with the free portion of 
  Onnwal.  Jian Destron wintered in the port of 
  Nessermouth in southern Nyrond after the fall 
  of his country and still has many friends there 
  who agitate for stronger support from Nyrond 
  to assist him in his campaigns.  Unfortunately 
  Nyrond has more pressing concerns of its own 
  and cannot commit itself to any major 
  programs of support.  Elements of the 
  Nyrondal fleet do however assist rebel 
  vessels whenever they can, although they 
  are forbidden to attack Brotherhood ships. 
   
  Sunndi: Sunndi’s main attention is 
  focused 
  in 
  two 
  different 
  directions: 
  keeping an eye on Ahlissian imperialistic 
  ambitions to the north and in guarding 
  against Brotherhood attempts to subvert 
  this land from within (attempts that until 
  now have been impressively unsuccessful). 
   
  As a former member of the Iron League 
  Sunndi supports Destron and his followers 
  with intelligence, training and provisions 
  smuggled through Ahlissa via Irongate.  
  Unfortunately while the intelligence it 
  provides is excellent, most deals with the 
  internal political machinations of the 
  United Kingdom of Ahlissa.  Little real 
  support (weapons, armour and troops) 
  manages to trickle through to the rebels.  
  King Hazendel has seen fit however to 
  dispatch several military advisors to assist 
  the rebels. 
   
  Messages from Sunndi arrive infrequently 
  via courier from the elfking’s court in 
  Pitchfield.  These couriers have to make 
  the long run from the Rieuwood across the 
  Hollow Highlands, through occupied Idee 
  into the Iron Hills and thence to the 
  Headlands via Irongate. 
   
  E NEM I ES 
  The Scarlet Brotherhood: Free Onnwal 
  is currently waging a bitter all-out war 
  with the Scarlet Brotherhood for control of 
  Onnwal.  The two nations have no 
  diplomatic ties at all.  The rebels of course 
  want nothing more but the complete 
  destruction of all Brotherhood forces 
  within the borders of their nation.  During 
  the 
  occupation 
  Sister 
  Kuranyie 
  was 
  responsible for many atrocities against the 
  civilians of Onnwal and so this is a 
  particularly viciously fought war. 
   
  United 
  Kingdom 
  of 
  Ahlissa: 
  Universally distrusted by all in Onnwal, 
  the New Kingdom of Ahlissa currently has 
  no stated plans of conquest in the south.  
  Indeed Overking Xavener I is currently 
  engaged in limited (and cautious) trade 
  with Irongate.  Xavener is engaged in 
  attempting to gain control over the 
  shattered remains of Medegia, rebuilding 
  his neglected navies, in checking the 
  advances of his northern cousins and 
  Nyrond and in stamping out internal 
  disorders brought about by renegade army 
  
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  units.  The build up of Ahlissa’s naval forces is 
  of primary concern to the rebellion.  However, 
  Xavener is known to hate and fear the power of 
  the Brotherhood and it is thought that his need 
  to rebuild is primarily an attempt to secure his 
  coastlines from the threat of Brotherhood 
  invasion.  He is aided in his campaigns against 
  the Brotherhood by Prince Reydrich, an 
  archmage of great power and the ruler of the 
  Principality of Zelradtron - the former South 
  Province, Onnwal's foe of old.  Reydrich seems 
  obsessed with avenging himself against the 
  Brotherhood 
  whom 
  it 
  assumed 
  was 
  instrumental in his death and subsequent 
  return to life. 
   
  The Pirates of the Pomarj: The pirates of 
  Blue are a degenerate bunch consisting of 
  humans, orcs and half orcs.  After the fall of 
  the city in 513 CY the two races slowly 
  intermingled, the humans teaching the orcs 
  maritime skills and the orcs instilling in the 
  humans an appreciation of strength and 
  violence.  Blue is ruled by the Council of Three 
  made up of the most successful and powerful 
  individuals in the city.  Pirates operating from 
  Blue sailed the Gearnat up to around 578 CY 
  when the Onnwalish navy defeated Blidg 
  Fanger in a fierce action near the port-city. 
   
  Turrosh Mak, the self-syled Emperor of the 
  Pomarj, won over the Council of Three with 
  lavish praise and gifts and within weeks had 
  transformed the whole city into a fortified port 
  used as a base for piracy, slaving and trade.  
  Today it is not unremarkable to see many 
  allied ships in the harbour including other 
  Pomarj vessels, the yellow-sailed craft of the 
  newly resurgent Slavelords and the flagless 
  ships of the Brotherhood.  The pirates 
  themselves assist the Brotherhood in keeping 
  the Gearnat Straits closed to all that will not 
  pay the levy, although they are not above 
  attacking a ship that has already paid.  
  Rumours abound in Onnwal that Kuranyie is 
  planning an alliance with the orcish hordes of 
  Turrosh Mak who would fight for her on the 
  peninsula in return for slaves and booty.  A 
  development 
  of 
  this 
  magnitude 
  would 
  undoubtedly make things very difficult for the 
  rebels and cause much woe amongst the free 
  inhabitants of Onnwal. 
   
  THE MILITARY OF ONNWAL 
  Traditionally,  Onnwal supplied naval units to 
  honour its treaty obligations with the Iron 
  League.  It also built up a small but skilled 
  army, backed up by well-trained peasant 
  militias.  The army relied upon a very rigid and 
  well-defined chain of command with one in six 
  men being either a sergeant or officer.  
  Unfortunately, this chain of command 
  stunted many junior officer's initiative, 
  hampering their ability to operate without 
  clearly defined orders from their superiors.  
  This situation saw many officers blindly 
  following the last orders received from 
  their superiors even when these orders 
  were clearly rendered void by the changing 
  tactical situation. 
   
  The notes below are intended to portray 
  the condition of the Onnwalish military 
  prior to the fall of the country. 
   
  T HE A RM Y 
  Onnwalish troops were well equipped.  
  Wearing scale mail (chain mail for officers 
  and sergeants), they either bore crossbows 
  and short sword or long sword and spear.  
  In addition, crossbowmen bore small 
  shields while spearmen carried medium 
  shields.  Cavalry were rare in Onnwal 
  because of their unsuitability for use in the 
  Headlands and the difficulty inherent in 
  transporting them by ship.  Several 
  noblemen 
  however 
  maintained 
  small 
  cavalry forces. 
   
  Onnwal relied upon a relatively small 
  standing army directly under the control 
  of the Szek to protect its borders.  To 
  counter the aggression of the South 
  Province Onnwal increased its army 
  strength from 1,600 to 3,000 in the 
  autumn of 578 CY.  A proportion of these 
  troops was dispatched east, to be semi-
  permanently 
  based 
  in 
  Idee, 
  thus 
  countering the manoeuvres of South 
  Province. 
   
  Dukes and Barons also maintained small 
  personal forces that could number up to 
  400 men at arms.  Armed and armoured to 
  the personal taste (and pocket) of the 
  noble involved these troops would in time 
  of war come under control of the Szek.  
  Law prohibited their use outside Onnwal 
  however and so any expeditionary force 
  had to be made up of the Szek’s personal 
  command. 
   
  During the Battle for Onnwal, Duke Coriell 
  fled to Irongate with over 200 followers 
  while 
  Jian 
  Destron 
  in 
  Nessermouth 
  managed to gather to his banner around 
  800 sailors, marines and soldiers.  Many 
  more soldiers however perished in the 
  vicious fighting around the Inner Harbour 
  in Scant and still more have been 
  incarcerated or used as slave labour in the 
  
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  plantations of the south or to reinforce 
  fortifications in Scant. 
   
  T HE H I L L ST A L K ERS 
  The Hillstalkers were an elite unit within the 
  Onnwal military.  Never more than 50 in 
  strength, these resolute and resourceful men 
  existed independent of the normal chain of 
  command, answering directly to the Szek.  
  Skilled outdoorsmen all, they worked closely 
  with the demi-humans of the Headlands in 
  their vigil for South Province aggression.  
  Equipped for stealth and never operating in 
  groups of more than three, Hillstalkers have 
  been used by the Army of Rebellion as 
  messengers carrying tactical information and 
  orders from Jian and Chert to their units in the 
  countryside of Onnwal. 
   
  T HE M I L I T I A 
  The militia was also reorganised and increased 
  in size in the autumn of 578 CY to include all 
  able-bodied men between the ages of 15 to 45.  
  In the past each Duke had been responsible for 
  the training and upkeep of the militia.  The 
  reorganisation put the onus on the rulers of 
  the cantreds to service the militia's needs.  
  Szek Ewerd hoped that in this way the militia 
  would be more flexible and better trained. 
   
  The majority were armed with spears and 
  outfitted in leather or studded leather armour.  
  The militia fared better than the regular armed 
  forces during the occupation.  Not given time 
  to form by the swiftness of the Brotherhood’s 
  campaign, many members simply hid their 
  weapons and armour and waited.  At the first 
  sounds of revolt, many took to the Headlands, 
  joining the Wreckers in their fight for freedom. 
   
  ONNWA L’S N AVY 
  Onnwal traditionally relied on its powerful 
  navy to keep it safe and to protect its maritime 
  trading interests.   Split into two fleets each 
  commanded by a Sea Eagle - Onnwal's 
  admirals of the fleet.  Both Sea Eagles (Lord 
  Elias Maldrenn and Lord Delmad Edanis) 
  were slain by assassins in the first days of the 
  conflict and, leaderless, only a few vessels 
  managed to escape to Nyrond.  The majority 
  fell into the hands of the Brotherhood. 
   
  The navy was made up of caravels and galleys.  
  Most of these are now in the hands of the 
  Brotherhood, crewed by a mix of savage 
  warriors, 
  Brotherhood 
  agents, 
  co-opted 
  sailors, hobgoblin soldiery and mercenaries.  
  Some Suel sympathisers and converts to Suel 
  deities have also found places here. 
   
  The few remaining vessels under Jian 
  Destron’s control are mostly stationed at 
  Killdeer and Sornhill.  A few regularly 
  make the run to Nessermouth in southern 
  Nyrond carrying messages of import to the 
  Nyrondese 
  crown 
  and 
  much needed 
  supplies on the return trip.   
   
  Rumours persist in Onnwal of one vessel, 
  still unaccounted for.  The Chimera was 
  last seen fleeing the fighting in Scant 
  chased by 2 Lordship warships.  She was 
  last seen seeking sanctuary in a fog bank 
  westward of the port.  Her wreck has never 
  been found and neither of the two vessels 
  chasing her has to date returned to port.  
  All three ships ultimate fate remains 
  unknown. 
   
  T HE M A RI NES 
  The Marines of Onnwal were particularly 
  hardy fighters proficient in fighting on 
  either land or sea.  Equipped with studded 
  leather armour, broad swords, crossbows 
  and 
  polearms 
  a 
  40 
  strong 
  Marine 
  contingent was stationed on all naval 
  vessels as a matter of course.  However the 
  marines 
  suffered 
  particularly 
  heavy 
  casualties in the fighting loosing perhaps 
  60% of their total strength killed or 
  captured. 
   
  T HE ORD ER O F T HE GO L D EN S U N 
  Known more commonly as the Knight's of 
  Azharadian, this order of chivalry is made 
  up exclusively of members of the nobility.  
  The knights all have a devotion to 
  Heironeous, and the core body of knights, 
  which before the war numbered about a 
  score, is supported by a number of priests 
  of the Invincible One - known as the 
  Glaives Cohort.   
   
  The Knights and their retinues of mounted 
  men at arms comprised almost the entirety 
  Onnwal's medium and heavy cavalry - 
  numbering about 100 before the Wars.  
  The knights saw action in northern Idee 
  during the Wars and won distinction.  
  However, they were betrayed during the 
  Brotherhood's invasion of the country and 
  only a handful of the Order remains, with 
  scarcely a score of their cavalry. 
   
  THE FORCES OF FREE 
  ONNWAL 
  The 
  following 
  section 
  details 
  the 
  composition, condition and leadership of 
  the rebel forces.  After 5 years of conflict a 
  rather informal command structure has 
  evolved in the rebel ranks.  In overall 
  
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  command of Free Onnwal is Jian Destron, 
  Szek of Onnwal.  He holds direct command 
  over Free Onnwal’s navy and marine forces, 
  and the allegiance of his surviving nobles and 
  their 
  household troops as well as the 
  remaining Knights of the Order of the Golden 
  Sun (both of the latter refuse to take orders 
  from Rakehell Chert).   
   
  Rakehell Chert is the leader of the Wreckers, 
  formerly Scant’s Thieves Guild, but latterly the 
  armed resistance to the Scarlet Brotherhood in 
  Onnwal.  Jian Destron has also given him 
  command of the remains of the regular army 
  and of the peasant militias – now collectively 
  called the Onnwalish Army of Rebellion 
   
  T HE A RM Y O F REB EL L I O N 
  Onnwal’s regular army was decimated during 
  the invasion.  Of a force of 3,000, less than 
  900 remain, although training of new recruits 
  from the Militia is ongoing.  Now under the 
  direct command of Rakehell Chert, the Regular 
  Army is being restructured for guerrilla 
  warfare as part of the new Army of Rebellion.  
  Before the Wars, the Army was top heavy, with 
  one in six men being an officer or sergeant at 
  arms.  This “weighting” in favour of officers 
  and sergeants in the command structure bred 
  inflexibility and a lack of ability to cope with 
  rapid changes in the tactical and strategic 
  situation.   
   
  Chert 
  has 
  reformed 
  the 
  Regulars 
  into 
  Companies of ten commanded by a sergeant.  
  Four Companies, commanded by a captain, 
  combine to make a Column.  Five Columns in 
  turn make up a Brigade.  Columns are 
  designed to travel light and fast, foraging off 
  the land and are capable of operating 
  independently of orders from above.  Their 
  role is as mobile units capable of striking at the 
  enemy and withdrawing before they can 
  concentrate their forces to reply.  Equally, 
  Columns react to block and repulse enemy 
  thrusts into Rebel territory.  Columns are 
  generally made up of light to medium infantry, 
  with a good proportion of crossbowmen or 
  other missile troops.  Only one column is 
  mounted, given Onnwal’s traditional emphasis 
  on infantry for its Regulars.  This force is 
  generally kept in reserve to react speedily to 
  threats.  Chert’s reforms have been largely 
  successful in producing a more effective 
  fighting 
  force. 
   
  Despite 
  this, 
  many 
  traditionalist officers resent him for his 
  criminal connections and for what they regard 
  as cowardly brigand tactics.   
   
   
   
  T HE M I L I T I A 
  The Militia – peasant levies  - fared better 
  in the occupation that the more regular 
  forces as there was insufficient time for the 
  levies to be mustered before Onnwal fell.  
  Thus, most of Onnwal’s fighting strength is 
  now made up of Militia units.  For the 
  moment, Chert uses the Militia in a 
  defensive role  - providing protection for 
  the local people from attack, at least until 
  help arrives in the form of Regulars.  They 
  are to attempt to repulse attacks by 
  Brotherhood forces if they can but if the 
  enemy force is too great, they are to lie low 
  and harry the attackers in hit and run 
  raids, until aid arrives.  Commanders are 
  picked 
  from 
  their 
  own 
  ranks, 
  supplemented 
  by 
  Regular 
  officers, 
  members of the Wreckers and even priests 
  of Trithereon and Mayaheine, rather than 
  nobles – a notable break with tradition.   
   
  Chert 
  has 
  embarked 
  on 
  ambitious 
  programme of training  - with the aim of 
  turning 
  the 
  disorganised 
  and 
  undisciplined militia into a an effective 
  fighting force of proper soldiers, to fill the 
  gaps 
  left 
  in 
  the 
  Regulars 
  by 
  the 
  Occupation.  Some among the nobility 
  have expressed concern about this, fearing 
  that arming and training the peasantry 
  and 
  encouraging 
  them 
  to 
  command 
  themselves now will encourage a climate 
  of rebellion after the Brotherhood have 
  been driven out.   
   
  T HE N AVY OF F REE ONNWA L 
  As of Needfest of 59o CY, the Navy of Free 
  Onnwal consists of seven warships and 
  two converted merchantmen (on loan 
  from the merchant family of Carbani).  
  Jian was known before the Wars to have 
  been a fine sailor and naval tactician.  
  However, 
  given 
  his 
  responsibilities 
  elsewhere, he has appointed two Sea-
  Eagles to command his naval forces.  Lord 
  Carthen Relaster commands the Sornhill 
  Squadron of three vessels and has taken 
  the step of renaming his vessels to signify 
  his resolution to hold Sornhill at all costs.  
  He commands the galley Fearless6 (and 
  the caravels, Tempest and Galliant7.  Lord 
  Carthen is charged with the defence and 
  re-supply of the beleaguered garrison in 
  the disputed town, as well as providing a 
  screen for ships making the perilous run to 
  Nessermouth in Nyrond. 
   
                                                             
  6 formerly The Relaster) 
  7 (formerly The Trident and Hydra respectively). 
  
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  In command of the Killdeer squadron is Degan 
  Corlennd.  The galleon Revenge8, the galleys 
  Vehement9 and Relentless10 and the caravel 
  Fury11, make up this squadron.  Also attached 
  to 
  the 
  Killdeer 
  force 
  are 
  the 
  caravel 
  Indomitable and the cog Valourous  - a pair of 
  converted merchantmen on loan from the 
  merchant house of Carbani.  The duties of the 
  squadron include defending the approaches to 
  Killdeer, 
  keeping 
  Dunhead 
  Bay 
  free 
  of 
  Brotherhood 
  shipping 
  and 
  running 
  the 
  Brotherhood blockades to Nessermouth and 
  the Free City of Greyhawk.   
   
  Most of Onnwal’s navy fell into the hands of 
  the Brotherhood in 584 CY.  Free Onnwal is 
  desperately short of ships and needs to either 
  construct more or to recapture lost vessels.  
  Another pressing task facing the Navy is 
  running the Brotherhood blockade of the 
  Straits of Gearnat and getting naval vessels to 
  defend the port of Longbridge.  The town is 
  currently without a naval screen and relies on 
  small fishing vessels and shore defences to 
  fend off attacks by Brotherhood and Lordship 
  of the Isles craft.   
   
  M A RI NES 
  Lynhern 
  Deshend 
  (brother 
  of 
  Barrend 
  Deshend, hero of Sornhill), commands Free 
  Onnwal’s marines.  The force took heavy losses 
  during the invasion, occupation and rebellion, 
  always being where the fighting was fiercest.  
  They now number less than 300.  Their main 
  base is now in Killdeer (it formerly having 
  been Scant).  The marines man all the ships of 
  Free Onnwal’s navy, with usual contingents 
  numbering about 20 - less than half the 
  strength of pre-war forces.  The remainder are 
  used for garrison duty in the ports or training 
  of new recruits (for which there has been no 
  shortage of volunteers). 
   
  N O B L E CO NT I NGENT S 
  Like their masters, the household troops of the 
  nobility suffered greatly during the occupation 
  – being forced either into hiding or exile.  
  Given that most of the ruling barons were 
  killed during the Occupation, many noble 
  retinues have disbanded entirely - with men at 
  arms either joining the Army of Rebellion or 
  becoming mercenaries or bandits elsewhere.  
  Others have remained loyal to the noble 
  houses they served and either fled into exile or 
  stayed and fought in Onnwal as guerrillas.  
  Duke Coriell and his brother, the Baron of 
  Dwur March, were both able to escape to 
                                                             
  8 (Jian’s flagship and formerly Glory of the Gearnat) 
  9 formerly the Sea Eagle 
  10 formerly the Gryphon 
  11 formerly the Iron Crown 
  Irongate with their household guards – a 
  combined force of some 300 men at arms.  
  This force now provides the core of 
  Killdeer’s garrison.  Baron Geldren of 
  Silvervale led his household troops into 
  the Headlands where they waged a 
  guerrilla 
  campaign 
  against 
  the 
  Brotherhood.  They liberated Silvervale in 
  late 586 CY.   
   
  The nobles and their retinues have refused 
  to recognise Rakehell Chert as their 
  commander.  Thus they are under the 
  direct command of Jian Destron and 
  outside the chain of command of the Army 
  of Rebellion.  Consisting of a mix of 
  infantry and a small number of medium 
  horse, they are mainly used for garrison 
  duties in their native Cantreds.   
   
  ORD ER O F T HE GO L D EN S U N 
  The Knights of Azharadian have always 
  been 
  beholden 
  to 
  the 
  Szek 
  alone.  
  However, they are now only a shadow of 
  their former strength – able to field 
  scarcely a score of medium to heavy horse 
  and divided by mistrust and suspicion.  
  Furthermore, they are unsuited to the hit 
  and run nature of the war being waged, 
  and have seen few engagements since their 
  return to Onnwal in 587 CY.  The two 
  factions within the Order are divided 
  between 
  Longbridge 
  (Cadwale) 
  and 
  Dunheern (Lorendrenn), where they aid in 
  garrisoning the towns.   
   
  K NI GHT S O F T HE CHA SE 
  The few Knights of the Chase in Onnwal 
  recognise no authority but that passed 
  down from the Pursuer through Nialle the 
  Wanderer.  Dangerously unpredictable (in 
  some people’s eyes) they profess allegiance 
  to neither Chert nor Destron, instead 
  preferring to act as their conscience 
  dictates.  No few of the Knights do 
  however admire Rakehell Chert and the 
  steps he has taken to free Onnwal of the 
  Brotherhood’s oppression.  Of impressive 
  individual prowess the Knights prefer to 
  act alone or with small groups of followers.  
  Operating behind enemy lines they can be 
  out of contact with the regular chain of 
  command for weeks or months at a time.  
  If they have a leader amongst themselves it 
  is likely to be Kelmur Trantis.  Many of the 
  nobles view this particular Knighthood as 
  useful to the rebellion, but dangerous to 
  the “natural order of things” none-the-less. 
   
   
   
  
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  T HE H I L L ST A L K ERS 
  The army’s elite, these hardy patriots have no 
  time for the politics of the rebellion and report 
  to both Rakehell and Chert.  However they 
  have all sworn oaths to defend Onnwal and 
  view Jian as the ultimate leader of the 
  movement.  Of its pre-war strength of 50 fewer 
  than 30 members still warm themselves 
  around rebel campfires.  The rest have either 
  disappeared while carrying despatches or have 
  been captured by Brotherhood agents and 
  tortured to obtain the information they were 
  carrying.  A few new recruits have entered the 
  ranks of the Hillstalkers, mainly from the 
  Eastern Marchlands and the eastern Cantreds 
  of Gilderond. 
   
  T HE WRECK ERS 
  Though called the Thieves Guild of Scant – the 
  Wreckers operated throughout the country, 
  and their network of safehouses and hideouts 
  proved useful when they were forced to go to 
  ground prior to the invasion of Onnwal in 584 
  CY.  The guild is structured into cells capable of 
  working independently of the rest of the guild.  
  Though this structure was originally adopted 
  to hinder infiltration of the Wreckers by 
  Onnwalish authorities, it proved equally 
  effective against the Brotherhood.   
   
  The Wreckers waged a low-level guerrilla war 
  though out Onnwal during the occupation – 
  ambushing 
  small 
  units 
  of 
  Brotherhood 
  soldiery, engaging in assassination, arson and 
  sabotage to disrupt their rule and ease the 
  suffering of the common folk.  During the 
  Brewfest 
  Rebellion, 
  they 
  mustered 
  and 
  organised the common people to rise up 
  against the oppressors, and as well as taking 
  and holding villages and towns, they disrupted 
  the Brotherhood lines of supply, hamstringing 
  the ability of the Scarlet Sign to halt the 
  advance of the rebel forces.   
   
  The gangs are still in place across most of 
  Onnwal – acting in concert with the rest of the 
  Army of Rebellion – but specialising more now 
  in what they are good at; intelligence 
  gathering, 
  subterfuge, 
  sabotage 
  and 
  assassination.  In some regions, however  - 
  particularly in the west of the country, the 
  gangs provide the only effective leadership and 
  law.  For the most part, gang bosses have dealt 
  fairly with the people they now rule in practise, 
  if not in name.  Others however, have set 
  themselves up almost as robber barons or 
  petty despots, exploiting the common folk who 
  depend on them to protect them from the 
  vengeful Brotherhood.   
  
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  3-27 
  TABLE OF CONTENTS 
   
  The Big Picture   
   
   
   
  3-28 
   
  Taxes   
   
   
   
   
  3-28 
   
  The Scarlet Brotherhood  
   
   
  3-28 
   
  Transport  
   
   
   
   
  3-29 
   
  Coinage of Onnwal  
   
   
   
  3-29 
  The Sea Eagle   
   
   
  3-29 
  The Gull  
   
   
   
  3-30 
  The Wader  
   
   
   
  3-30 
  The Goose and the Duck  
   
  3-30 
   
  Merchants Active in Onnwal  
   
   
  3-30 
  The Merchant House of Carbani   
  3-30 
  Larea Farmoor   
   
   
  3-30 
  Muamman and Sons Company   
  3-31 
  Royal Guild of Merchants of Aerdy  
  3-31 
  The House of Feralen  
   
   
  3-31 
  The House of Galthrena   
   
  3-31 
  The Waymen of the Storm Coast  
  3-31 
  The House of Zelthred   
   
  3-31 
  Yornal Kataga   
   
   
  3-31 
   
  Pirates of the Gearnat and Azure  
   
  3-32 
  Baren Harnsheer  
   
   
  3-32 
  Black Kristoph   
   
   
  3-32 
  Jokra of Blue  
   
   
   
  3-32 
  
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  THE BIG PICTURE 
  Before the Greyhawk Wars, Onnwal was a 
  vibrant trading country; a vital link between 
  Irongate and Idee and the rest of the Flanaess.  
  Onnwalese vessels plied the Azure Sea as far 
  west as the port of Gradsul in Keoland while 
  also travelling as far eastwards as the Lordship 
  of the Isles and beyond.  A few brave 
  merchantmen and privateers also travelled to 
  the 
  mysterious 
  jungle 
  continent 
  of 
  Hepmonaland and traded with the natives that 
  they found there.  Its naval forces patrolled the 
  Gearnat Sea as well as Relmor Bay attempting 
  to check the roving warships of the Herzog of 
  the South Province as well as the pirates (both 
  human and humanoid) operating out of the 
  Pomarj port cities. 
   
  An agrarian country, Onnwal produced plenty 
  of food and traded much of it with Irongate in 
  exchange for metals, weapons and armour.  
  The Iron League was as much a trading pact as 
  a military alliance with trade being carried out 
  between the member states at preferable rates.  
  Due to the far-flung nature of the alliance, 
  most of this trade was carried out by sea, 
  which was quicker, easier and less costly. 
   
  After the Greyhawk Wars the Iron League lay 
  shattered: Irongate alone had managed to 
  remain independent and although Sunndi 
  regained its freedom from the forces of the 
  Great Kingdom, it was virtually cut off from its 
  allies.  The Lordship of the Isles had become a 
  puppet-state of the Scarlet Brotherhood and 
  both Idee and Onnwal lay prostrate beneath 
  the heel of the Scarlet Sign.  Of the mainland 
  states allied with the League, Almor was no 
  more, blasted and smashed out of existence by 
  the might of the Overking and although 
  Nyrond still stood, it had lost territory and 
  many good men in the tides of war. 
   
  Today Idee, or the Principality of Naerie as it is 
  now known, is free of the Brotherhood yoke 
  but part of the United Kingdom of Ahlissa.  
  Therefore its trade practises are almost 
  completely governed by the Royal Guild of 
  Merchants of Aerdy, which is itself backed by 
  House Darmen and the priesthood of Zilchus 
  in Ahlissa.  The Free Onnwalese are therefore 
  left with few viable trading partners.  Trade 
  has however resumed with Irongate: Onnwal 
  sends desperately needed food stuffs east in 
  exchange for the recognition by Cobb Darg of 
  Jian Destron’s government in exile.  A trickle 
  of trade has also resumed with Nyrond, 
  centred on the southern port of Nessermouth 
  and a few brave Onnwalon captains have made 
  the perilous journey to The Free City of 
  Greyhawk.  Rebel vessels are however at a 
  premium 
  and 
  most 
  are 
  “reserved” 
  primarily for combat duties. 
   
  TAXES 
  Prior to the Battle of a Thousand Banners 
  and Onnwal’s independence the Szeks 
  appointed by the Herzog of the South 
  Province taxed the province harshly.  The 
  level of taxes, and the brutality of their 
  rule, were two of the main catalysts that 
  prompted the nation to rise up in arms 
  against their rulers. 
   
  This was a lesson well learnt by House 
  Destron.  Hence the rulers of Onnwal 
  traditionally taxed their subjects lightly, 
  instead concentrating the bulk of their 
  attention on the merchants both foreign 
  and domestic that passed through Onnwal. 
   
  The rulers of the cantreds, both elected 
  and hereditary, had a duty to collect the 
  taxes required of them by the Szek.  The 
  taxes collected, minus the amount needed 
  for the upkeep of the cantreds.  The dukes 
  would then pass the residual sum onto the 
  Szek who used the monies to maintain and 
  equip the military of Onnwal. 
   
  Cantred rulers were responsible for the 
  up-keep of any major roads and port 
  facilities in their lairdships as well as the 
  funding of sufficient armed forces for 
  security and general law enforcement.  In 
  addition they were required to equip each 
  member of the militia with, at least, a 
  spear and leather armour. 
   
  THE SCARLET 
  BROTHERHOOD 
  The Brotherhood initially undertook a 
  census of its new domains, seizing any 
  property owned by those not of Suel 
  descent.  The remaining populace were 
  afforded the position of subcitizen and 
  allowed to keep their assets but were taxed 
  heavily.  Some individuals protested 
  bitterly against the levels of taxation levied 
  by Sister Kuranyie.  Many were punished, 
  the most notable of these events being the 
  burning to death of 34 farmers in Scant’s 
  Grand Market in 585 CY.   This gruesome 
  event 
  quashed 
  the 
  immediate 
  protestations 
  against 
  taxation 
  but 
  redoubled the general populaces’ desire to 
  be free of the burden of Brotherhood rule. 
   
  After the Brewfest rebellion all meaningful 
  attempts 
  to 
  gather 
  taxation 
  by 
  the 
  Brotherhood were abandoned, although 
  
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  3-29 
  their warriors loot and pillage any Onnwalons 
  they come across. 
   
  TRANSPORT 
  Prior to the Greyhawk Wars Onnwal was 
  primarily a seafaring nation.  Most travel and 
  movement of trade goods was carried out over 
  water; either along the coasts of the realm. 
   
  Travel by road, particularly for merchants was 
  comparatively rare.  Onnwal did have however 
  a moderately well developed network of tracks 
  and trails centred on Scant that linked the 
  settlements of the interior to the coastal areas.  
  A paved road (the Cliffway) also exists that 
  links Scant to Irongate along the Azure Coast.  
  Two trails, collectively known as the Hind 
  Road, traverse the Headlands, but are prone to 
  being washed away by summer flooding and 
  are generally in poor repair.  With the 
  Occupation however, many of these roads, 
  particularly those ones in the interior, have 
  fallen into disrepair.  The rebels were 
  disinclined 
  to 
  repair 
  them 
  and 
  the 
  Brotherhood did not have the resources or 
  need.  Both coasts have moderately well 
  maintained roads that run the length of the 
  country. 
   
  Thought by many to be an extension of 
  Ahlissa’s Lantern Road, a well-maintained trail 
  runs down the Storm Coast linking the 
  settlements of Sornhill, Scant and Killdeer.  In 
  the past this branch of the Lantern Road 
  linked up with the main route that runs along 
  the Ahlissan coast.  With the loss of Imperial 
  rule after the Battle of a Thousand Banners 
  however, the portion that ran through the 
  Headlands fell into disrepair and the road was 
  split asunder.  A faint trail does lead from the 
  eastern border of the Eastern Marchlands to 
  Irongate and this is now seeing more traffic as 
  the rebel government strengthens its links with 
  Cobb Darg. 
   
  COINAGE OF ONNWAL 
  Traditionally 
  minted 
  in 
  Irongate 
  and 
  transported to Scant under heavily armed 
  guard, 
  Onnwal’s 
  coinage 
  has 
  remained 
  essentially unchanged 
  since 
  after 
  Imperial 
  rule was thrown off 
  circa 447 CY.  After the 
  Battle of a Thousand 
  Banners 
  and 
  the 
  creation of the Iron 
  League the then Szek 
  desired the creation of 
  a new set of coinage to 
  stamp his authority on the new realm.  
  Consequently his aides designed a set of coins 
  that have remained essentially the same 
  for over 150 years. 
   
  Although plans were drawn up by Sister 
  Kuranyie to remake Onnwalish currency in 
  the Brotherhood’s image, she has had 
  neither the time nor resources to put her 
  scheme into effect.  Onnwalish coins use 
  the standard D&D3E conversion rates. 
   
  All Onnwalish coins have a hole drilled 
  through them somewhere allowing a 
  strong cord or thin chain to be threaded 
  through them.  This tradition originated 
  with 
  sailors 
  crewing 
  trade 
  vessels 
  traversing the Gearnat during the stormy 
  seasons.  The sailors were constantly 
  losing coin in gales as pouches were 
  drenched or sea chests smashed open by 
  the violent movements of the ship.  Each 
  man would have a chain or leather braid 
  with his name or emblem upon it.  Thus 
  there was no argument as to who owned 
  what.  Sailors in port often carried their 
  coins around their waist or upon their 
  wrists.  Many a sailor has swaggered into 
  port with the soft clinking of coin about 
  him, only to leave several days later a lot 
  quieter! 
   
  T HE S EA  E AG L E 
  The platinum coin of the realm is named 
  after Coran Calimbore.  As a young 
  lieutenant on one of the Herzog's ships at 
  the time of the Turmoil Between Crowns, 
  Coran slew the captain of his vessel – a 
  loyalist 
  named 
  Adriali 
  Herzagmor.  
  Assuming command, he led a successful 
  mutiny that spread throughout the fleet 
  and defeated an invasion force sent from 
  Prymp in battle just beyond the Great 
  Harbour of Scant, thus saving the city.  He 
  was nicknamed the Sea Eagle, after the 
  huge birds that still inhabit the southern 
  Headlands, for his ability to anticipate 
  what his enemy was planning.  The 
  appellation passed into common usage 
  and became the name for the leader of the 
  Onnwalish fleet.  Thus it has four 
  meanings in Onnwal. 
   
   
  ONNWALISH EXCHANGE RATES 
   
  Exchange Value 
   
  CP 
  SP 
  EP 
  GP 
  PP 
  Copper Duck 
  1 
  1/10 
  1/50 
  1/100 
  1/1000 
  Silver Goose 
  10 
  1 
  1/5 
  1/10 
  1/100 
  Electrum Wager 
  50 
  5 
  1 
  1/2 
  1/20 
  Gold Gull 
  100 
  10 
  2 
  1 
  1/10 
  Platinum Sea Eagle 
  1000 
  100 
  20 
  10 
  1 
  
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  T HE GU L L 
  The Gull is the gold piece of Onnwal.  Named 
  for the birds that in their thousands inhabit 
  the many cliffs and crags around Scant, this 
  coin was the standard used in much of the 
  trade carried out on the peninsula.  It has a 
  stylised gull in flight on one side and the 
  Onnwalish coat of arms on the other.  It can be 
  found far afield in Nyrond, The Free City of 
  Greyhawk, Irongate and even Ahlissa 
   
  T HE WA D ER 
  The Electrum coin of the realm shares its 
  name with the nickname given to the Marram 
  Cranes 
  indigenous 
  to 
  southern 
  Onnwal.  
  Differentiated from normal cranes by their 
  yellow/brown 
  neck 
  markings 
  and 
  their 
  preference for nesting in the thick grasses 
  found in the dunes of the Azure Coast, the 
  Cranes are a familiar sight in the skies above 
  Onnwal.  The coin bears the heraldic device of 
  Onnwal on one side and a depiction of 2 
  Cranes nesting on the other. 
   
  T HE GO O SE A ND  T HE DU C K 
  The original Flan inhabitants of Onnwal relied 
  on ducks for eggs and poultry-meat, never 
  having had chickens.  The invading Suel 
  brought with them a stock of geese that have, 
  over time, multiplied throughout the populace.  
  The Duck and the Goose where therefore 
  “honoured” by the incumbent Szek because of 
  the vital role they play in the agrarian economy 
  of the country.  As before, the coins bear a 
  representation of their type of bird on one side 
  and the heraldic device of Onnwal on the 
  other. 
   
  MERCHANTS ACTIVE IN 
  ONNWAL 
  Though before the Greyhawk Wars, Onnwal 
  was a prosperous trading nation, the nature of 
  its feudal society meant that power remained 
  firmly in the hands of the land-owning 
  nobility. 
   
  Thus 
  while 
  Onnwal's 
  and 
  particularly, Scant's merchant's were wealthy, 
  they wielded little political clout.  This was 
  mainly because the nobility discouraged the 
  formation of a Merchant's Guild, preferring to 
  keep the merchant's divided into rival, 
  competing houses and companies.  The Church 
  of Zilchus -with its strong ties to the nobility - 
  aided this in large part.  The tradepriests made 
  no effort to organise the merchants, and spoke 
  out against those who did.  
  Mercantile life in Onnwal therefore tended to 
  be fiercely competitive - with each individual 
  house or trader vying with the other for the 
  best markets and profit margins.  Such was the 
  fractious nature of Onnwalish merchants that 
  the popular phrase " to squabble like a Scant 
  trader", was coined, meaning a noisy and 
  boisterous dispute. 
   
  T HE M ERCHA NT  H O USE O F 
  CA RB A NI 
  A prominent merchant family based in 
  Scant before the Wars, the Carbanis are in 
  fact native to the city of Blue in the 
  Pomarj.  The founders of the family were a 
  group 
  of 
  unrelated 
  merchants 
  and 
  burghers of that city who were fortunate 
  enough to be able to flee the port before it 
  fell to the orcish hordes in 521 CY.  Finding 
  safe haven in Scant, the refugees banded 
  together with what resources they had 
  sealing their pact with intermarriage and 
  forging the group into one united, if 
  sprawling family.  Through much hard 
  work and effort, the Carbani's regained 
  much of their lost wealth and established 
  themselves as one of the richest merchant 
  families in Scant.  However, they never 
  forgot their lost homeland and have been 
  unwavering foes of the humanoids and 
  pirates of Blue and the Pomarj ever since.  
  They have repeatedly urged the Szeks of 
  Onnwal to send their forces to reclaim 
  Blue.   
   
  The Carbanis were once more forced to 
  flee to escape the rule of the Scarlet 
  Brotherhood.  Led by Tygeld Carbani, they 
  escaped 
  to 
  Nessermouth 
  in 
  Nyrond.  
  Having already had the experience of 
  losing everything - the Carbanis had 
  prudently distributed their assets widely 
  across the eastern Flanaess - from Dyvers 
  to Rel Mord - rather than concentrating all 
  their wealth in one place.  Thus, unlike 
  many 
  Onnwalish 
  merchants, 
  they 
  managed to survive the invasion with a 
  substantial portion of their fortunes intact.  
  Tygeld has used this money to purchase 
  two vessels, which he has loaned to Jian 
  Destron to ferry supplies from Nyrond to 
  Killdeer.  Furthermore he has also made 
  several large loans in coin to the Szek.   
   
  L A REA  F A RM O O R 
  A wealthy and powerful merchant of 
  Scant, 
  Larea 
  conducts 
  her 
  business 
  unhindered by the Brotherhood using the 
  three vessels under her control.  It is 
  unknown why the Brotherhood have 
  allowed her to continue in business, but 
  she does urge compliance with their edicts 
  in 
  Scant. 
   
  Due 
  to 
  her 
  preceived 
  collaboration with the Brotherhood, Larea 
  is not welcomed in Rebel-held ports and 
  now deals via the free ports in the Hell 
  Isles. 
  
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  3-31 
   
  M U A M M A N A ND  S ONS 
  Based in Killdeer and led by the craft and 
  financially astute dwarf Morathor Muamman, 
  this 
  company 
  had 
  considerable 
  pre-war 
  interests 
  that 
  included 
  guano 
  mines, 
  warehouse property, a fleet of three ships, a 
  small distillery and a company of renowned 
  Dwur builders.  Muammon has returned to 
  Killdeer in the wake of that town's liberation 
  and has set about rebuilding his business 
  interests.  He has contributed to the building 
  of a temple to Mayaheine in Killdeer.  
  Muamman hates the Ahlissans with a passion 
  and will not trade with them describing them 
  as a “curse in a silk purse”. 
   
  RO Y A L  GUI L D  O F  M ERCHANTS OF 
  A ERD Y 
  Although this trading organisation has no 
  known agents active in Onnwal at this time, it 
  has just created tentative business links with 
  Irongate.  Tensions are known to be high on 
  both sides, however the Ahlissians seem 
  extremely keen to trade with the Dwur and 
  humans of Irongate for steel and other mineral 
  resources.  In exchange, they offer luxury 
  goods that have become all too scarce in the 
  capital of the Iron League.  As the Royal Guild 
  are in effect run by Overking Xavener, and are 
  therefore opposed to the Brotherhood, some 
  observers expect the rebels to open trade with 
  this rich and powerful organisation in the 
  future. 
   
  T HE H O USE O F F ERA L EN 
  The House of Feralen was once the main 
  human dealers in iron and steel goods in 
  Onnwal.  Surprisingly, the advent of war has 
  seemingly unaffected their ability to get hold of 
  large quantities of quality weapons.  Many of 
  their competitors are curious to this sudden 
  source of fine grade steel and do not believe 
  the tale being spun by the House Feralen of a 
  new vein being tapped in an isolated mine.   
   
  T HE H O USE O F GA L T HRENA 
  The House of Galthrena are a family of 
  humble, if affluent merchants.  However, 
  rumours have persisted of their involvement in 
  many illegal activities, none of which have ever 
  been proven.  The house is led by Derl 
  Galthrena, the aging and stern patriarch of the 
  family, who has made the unpopular choice of 
  naming his successor as his daughter Helana 
  Galthrena.  The extended family lived in a 
  palatial mansion on the cliffs near Longbridge, 
  which was occupied by the Brotherhood Kesh 
  of Longbridge, before the liberation of the 
  town.  Derl has since reclaimed the half-
  burned shell of the house.  The Galthrena have 
  cultivated close ties with several noble 
  families. 
   
  T HE WA Y M EN O F  T HE S T O RM  
  CO A ST 
  A small group of like-minded individuals, 
  the majority of this group's business 
  ventures 
  were 
  either 
  destroyed 
  or 
  appropriated by the Brotherhood.  The 
  Waymen dealt in the import of wood 
  suitable for shipbuilding from Nyrond and 
  more rarely Sunndi.  They currently deal 
  exclusively with Jian Destron, shipping 
  desperately needed supplies to the rebel 
  stronghold at Killdeer.  In the past 
  members of this group have even funded 
  expeditions to Hepmonaland to gather 
  rare hardwoods for special projects.  The 
  Waymen’s 
  current 
  leader 
  is 
  Fabriga 
  Farwanderer a portly, middle-aged, ex-
  military man known for his iron will, 
  inflexibility and patriotism. 
   
  T HE H O USE O F ZEL T HRED 
  This merchant dynasty has existed since 
  the time of Aerdi rule, almost constantly 
  growing in wealth and prestige.  Formerly 
  based in Scant, they now reside in Killdeer.  
  Like most of the other Merchant Houses, 
  they were set back by the invasion and 
  liberation, losing their patriarchal leader 
  Golomus 
  Zelthred 
  to 
  the 
  Scarlet 
  Brotherhood.  The loss of this great leader 
  has split the once united house into several 
  small, petty, squabbling camps divided 
  along family political lines, each out to get 
  the other.   
   
  The Rebels seized several of the families’ 
  cogs in order to boost the strength of their 
  navy before their true ownership was 
  ascertained.  Unfortunately both vessels 
  have since been sunk.  This act has earned 
  Jian the animosity of much of the family.  
  The House of Zelthred’s device is a royal 
  blue sail and yellow sunburst.  They were 
  known in many ports, principally for their 
  luxury 
  goods, 
  especially 
  gems 
  and 
  ceramics. 
   
  Y ORNAL  K A T A G A 
  A native of Irongate, this astute, self-made 
  man, settled in Onnwal around 565 CY and 
  purchased a large plantation outside 
  Longbridge, well irrigated and possessed 
  of fertile soils.  Yornal grew sugar cane 
  interspersed with limes on his estates and 
  was soon producing a clear spirit that 
  became known simply as Yornal. 
   
  
  TTTTRADE
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  , T
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  3-32 
  Instantly 
  popular 
  in 
  the 
  environs 
  of 
  Longbridge, the drink had become much 
  sought after throughout the peninsula prior to 
  the Greyhawk Wars.  His workers put much of 
  the estate to the torch in the face of the 
  advance of the Scarlet Brotherhood.  Yornal 
  himself was imprisoned by the Brotherhood.  
  Released during the fighting in Longbridge, 
  Yornal has returned to his ruined estates 
  where he is thought to be rebuilding his 
  shattered mercantile empire. 
   
  PIRATES OF THE GEARNAT AND 
  AZURE 
  As befits sea-lanes that have traditionally seen 
  heavy 
  use 
  by 
  merchants 
  and 
  trading 
  companies, the Azure and Gearnat Seas have 
  long been infested with pirates, privateers and 
  slavers.  Many of these individuals like Blidg 
  Fanger operated with relative impunity from 
  the port of Blue in the Pomarj but many others 
  have their base of operations much closer to 
  Onnwal. 
   
  The Storm Isles located in the Gearnat and the 
  Hell and the Serpent Isles in the Azure, are all 
  used by pirates and like individuals to strike at 
  passing shipping.  Some work for the Scarlet 
  Brotherhood, others have sided with the 
  resistance.  The vast majority, however, care 
  little for the struggle wracking the mainland 
  and will strike at any vessel they find. 
   
  B A REN H A RNSHEER 
  A pirate without a ship, Baren is extremely 
  bitter.  He travels the Isles stirring up 
  resentment against Wuthur the Wild.  He has 
  been rumoured to have dealings with the 
  Brotherhood.  Outwardly poor in appearance. 
   
  B L A C K  K RI ST O PH 
  A man feared by all that know him, Kristoph is 
  known to prey on mages and to covet magic 
  above all else.  An elderly but extremely 
  charismatic man, he is arrogant and vicious.  
  His ship, The Reaver, is crewed by a crew 
  fanatically loyal to him.  Black Kristoph had 
  such a large bounty on his head before the 
  Wars that even fellow pirates attempted to 
  collect.  His last vessel, The Black Ram, was 
  sunk beneath him and in the ensuing fight he 
  lost his right hand to Wuthur. 
   
  JO K RA  O F  B L U E 
  A half orc that operates mainly around the 
  Storm Isles and the Storm Coast.  She deals in 
  soma seed and retchweed.  Known to have 
  some small skill with magic, she is ever hungry 
  for knowledge both magical and mundane. 
   
   
  WUTHUR THE WI L D 
  This powerful warrior captains The Sea 
  Serpent, a cog that can be found patrolling 
  the seas around the Storm Isles.  He preys 
  on any vessel that crosses his path and as a 
  result both sides in the conflict bare him 
  enmity.  He acquired the Sea Serpent from 
  Baren Harnsheer after a duel.  Wuthur has 
  a wide collection of enemies included (but 
  not limited to) Huthor Draug, Black 
  Kristoph. 
   
  
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  TABLE OF CONTENTS 
   
  Races of the Dragonshead 
   
   
  4-34 
   
  Scarlet Brotherhood Suel  
   
  4-34 
  Savage Warriors  
   
  4-34 
  The Hochebi (Hobgoblins)  
  4-35 
   
  The Dwur (Dwarves) 
   
   
  4-35 
  The Noniz (Gnomes) 
   
   
  4-35 
  The Hobniz (Halflings)  
   
  4-35 
  The Olves (Elves) 
   
   
  4-36 
  Half Orcs  
   
   
   
  4-36 
   
  Languages “Commonly” in Use in Onnwal  
  4-36 
  Ancient Suloise   
   
   
  4-36 
  Common 
   
   
   
  4-36 
  Ferral   
   
   
   
  4-36 
  Old Oeridian  
   
   
   
  4-36 
  Rasol   
   
   
   
  4-36 
   
  Other Languages Used in Onnwal  
   
  4-36 
   
  Greetings and Farewells  
   
   
  4-36 
   
  Titles and Forms of Address  
   
   
  4-37 
   
  Character Classes In Onnwal 
   
   
  4-37 
  Scarlet Brotherhood Player Characters 
  4-37 
  Barbarian  
   
   
   
  4-37 
  Flan Hillmen  
   
   
   
  4-37 
  Bard 
   
   
   
   
  4-38 
  Cleric   
   
   
   
  4-38 
  Druid  
   
   
   
  4-38 
  Fighter  
   
   
   
  4-38 
  Monk  
   
   
   
  4-38 
  Paladin  
   
   
   
  4-39 
  Ranger  
   
   
   
  4-39 
  Rogue  
   
   
   
  4-39 
  The Wreckers 
   
   
  4-39 
  Sorcerer  
   
   
   
  4-40 
  Wizard   
   
   
   
  4-40 
  The Aerie 
   
   
  4-40 
  The Greenleaf Society 
   
  4-40 
   
  War Companies of Onnwal  
   
   
  4-41 
  The Breakers 
   
   
   
  4-41 
  The Teldur Sisters  
   
   
  4-41 
  The Gilded Hammers of Sarakast  
  4-42 
  Whiteburrow and Glimworth  
   
  4-42 
   
   
   
   
   
   
   
   
   
   
  
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  The 
  humans 
  predominant 
  within 
  Onnwal today hail from two main racial 
  groupings: the Oerid and the Suel.  Of the Flan 
  (the original inhabitant’s of the area), only a 
  few descendants living in the Headlands 
  remain.  The only clues of the Flan presence in 
  the lowlands are the survival of several 
  impressive hillforts on the fringes of the 
  Headlands and the periodic discoveries of 
  ancient burial mounds.  The latter seem to fall 
  into two categories; burial sites that have been 
  discovered 
  in 
  the 
  course 
  of 
  sinking 
  foundations for new buildings or those that 
  survive 
  in 
  their 
  natural 
  state 
  in 
  the 
  countryside. 
   
  Of the modern-day human inhabitants of the 
  Onnwal peninsula there are very few examples 
  of pure breed Suel or Oerid, except in the 
  Eastern 
  Marchlands, 
  where 
  pure 
  Oerids 
  predominate.  Most have a typically muddied 
  background, borrowing characteristics from 
  both races although the Oeridian influence is 
  predominant in most individuals.  Onnwalons 
  are a fair-haired race – various shades of blond 
  and auburn being the most common hues.  
  Predominantly grey eyed, some individuals 
  have pale blue or even violet eyes.  The climate 
  has given most Onnwalish at least a slight tan, 
  although 
  those 
  who 
  spend 
  much 
  time 
  outdoors, such as sailors and soldiers, tend to 
  develop slight freckles on exposed skin areas. 
   
  The Onnwalish style of clothing runs to wide-
  legged pantaloons with a lightweight vest to 
  cover their chests of basic, solid colours.  In 
  cold weather a cape or cloak is added to keep 
  the chill air at bay.  Here an Oeridian influence 
  can be detected as many Onnwalons add a 
  necktie, hat or sash with a checked pattern. 
   
  In temperament they take much from their 
  Suel and Oerid ancestry.  Stubborn and proud, 
  they can be aggressive and quick to anger.  
  They have a strongly developed sense of 
  community – a legacy of the almost constant 
  attacks by the South Province and a strong 
  awareness of the strength that can be gained 
  from family.  Family is very important to these 
  folk and many know their ancestry back 
  several generations. 
   
  RACES OF THE DRAGONSHEAD 
   
  S C A RL ET  B RO THERHOOD S U EL 
  Most examples of pure blood Suel in Onnwal 
  are members of the occupying Brotherhood 
  forces.  They are a uniformly fair skinned, 
  some being albinos.  The hair colour is 
  similarly light – strawberry blondes, yellows 
  and platinums being predominate.  Their eye 
  colour ranges from pale blue and violet 
  through to deep blue.  A few have grey 
  eyes.  They wear loose fitting pantaloons 
  and airy blouses of solid colours.  Red is 
  the favourite colour (unsurprisingly) but 
  white and light blue are also popular.  
  Many monks refuse to wear any colour but 
  red.  When it is particularly hot a 
  lightweight vest is substituted in place of 
  the blouse.  When the weather cools light 
  robes are added. 
   
  They 
  love 
  adornments, 
  particularly 
  broaches, with people of high rank having 
  them fashioned out of silver or green, red 
  or yellow gold.  Items of lesser value are 
  carved from ivory, bone and rare woods.  
  Much of the jewellery also contains semi-
  precious stones, the colours of which are 
  chosen to contrast the colours of the rest of 
  the piece.  Monks tend to wear black or 
  white jewellery, made of blackened or 
  white gold.  Some examples of these are 
  ancient, 
  created 
  before 
  the 
  Twin 
  cataclysms.  Many are old and bear the 
  family crest of the owner (and are 
  therefore easily traceable). 
   
  S AVAGE WA RRI O RS 
  The Brotherhood's warriors, imported to 
  the peninsula from Hepmonland, are 
  originally of Suel descent.  A millennia in 
  the jungles of the south has altered them – 
  many are at least as deeply tanned as the 
  average Oeridian.  Freckles are common.  
  Hair colours are if anything slightly lighter 
  than mainland Suel.  Some red heads 
  amongst the population hair colours 
  approaches auburn in hue.  Eye colour is 
  likewise as the Brotherhood Suel.  For 
  dress many of the savages wear nothing 
  but a loincloth although some add a simple 
  cloth 
  covering 
  over 
  their 
  shoulders, 
  particularly when it is cold.  In Onnwal 
  many wear stiff leather sandals and tie fur 
  around their ankles, perhaps to invoke 
  protective magicks.  They are a decorative 
  people; spiral and barred-spiral patterns 
  tattooing 
  and 
  body 
  painting 
  being 
  common 
  amongst 
  them. 
   
  Similarly 
  primitive jewellery is common consisting 
  of bone, animal skin and parts, bright 
  stones, pebbles and simple metal items. 
   
  The warriors wear no armour preferring to 
  go into battle unencumbered, although a 
  few use shields.  Their weapons are 
  predominantly 
  constructed 
  of 
  wood, 
  sharpened bone, animal horn and stone.  
  In combat they mainly use wooden spears 
  tipped with bone or horn, bone short bows 
  
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  (with stone or bone tipped arrows), stone axes 
  and stone knives.   
   
  T HE H O CHEB I  (H O BG O BL I NS) 
  Imported by the Brotherhood to fight, the 
  Hochebi were chosen for their lawful natures 
  and prowess in battle.  Used primarily by the 
  Brotherhood to battle the Dwur and Noniz of 
  the Headlands, many bands of Hochebi were 
  left behind rebel lines after the Brewfest 
  Rebellion and have settled in areas of the hills.  
   
  T HE DWU R (DWA RVES) 
  Migrating to the Headlands many thousands 
  of years before the Twin Cataclysms, The Dwur 
  established their citadels and holds with the 
  blessings of the already resident Noniz who 
  had suffered a grievous toll in their war with 
  the humanoids of the area.  Dwarvish 
  civilisation in the area is centred around three 
  main 
  citadels: 
  Nerakern, 
  Sarakast 
  and 
  Verganin.   
   
  Nerakern is ruled by a Council of Elders, but 
  used to be a theocracy, ruled by priests of 
  Moradin. Standing on a small plateau in the 
  Headlands, its four great towers dominate the 
  skyline.  As with most other Dwur settlements, 
  however, most of it is actually underground.  
  Many of the walls are decorated with great 
  stone carvings of the Dwur pantheon, although 
  Fortubo is a prominent absentee.  It is built 
  across two great bridges spanning the River 
  Nera (Silverstream).  Religion is a very 
  important part of life in Neraken with the 
  priests of Moradin ruling in all but name. 
   
  Sarakast is the newest of the major citadels.  
  An off-shoot of Nerakern, here rulership is in 
  the hands of a council of merchants, who are in 
  negotiations with the priesthood of Zilchus.  
  Sarakast is thought to control many of the 
  passages 
  and caverns that traverse the 
  Headlands linking the citadels to Irongate.   
   
  Vergannin is the most isolated of the three 
  citadels and is famed for its mighty warriors 
  and skilful smiths.  Now however, the citadel 
  has fallen on hard times with many of its 
  mines being played out.  Dwur from here are 
  thought to be busily exploring portions of 
  UnderOerth to locate new sources of precious 
  metals and gems. 
   
  Pre-wars 
  the 
  Dwur 
  mined 
  silver 
  and 
  gemstones from the hills which was traded 
  with Irongate or Onnwal.  Now the trade flows 
  exclusively to Irongate. 
  The Dwur of the Headlands were allied with 
  the Iron League (at least in matters of defence) 
  and have resisted the incursions of the 
  Brotherhood into the hills strenuously.  
  However they are dubious about getting 
  involved in human affairs and have so far 
  declined offers to join the resistance 
  movement in a more active role. 
  Religion is an important part in the lives of 
  the Dwur of the Headlands. While the 
  priests of Nerakern cling strongly to the 
  worship of Moradin and the traditional 
  pantheon, Fortubo is greatly revered in the 
  other two citadels. It is a popular myth 
  among the Dwur that Fortubo himself led 
  their sires to the Headlands, though the 
  Priests of Nerakern strongly denounce 
  such "foolish heresies".  
   
  T HE N ONIZ (GNOM ES) 
  The first good aligned inhabitants of the 
  Headlands, the Noniz occupation predates 
  that of the Flan.  Never numerous, the 
  Noniz with the aid of the Dwur managed to 
  defeat and drive out the many tribes of 
  Celbit and Jebline that infested the 
  Headlands. 
   
  The 
  Noniz 
  suffered 
  particularly heavily during this long series 
  of wars and their numbers have still not 
  recovered. 
   
  Preferring the protected fertile valleys to 
  the wind-blasted slopes of the hills the 
  Noniz made their homes deep under the 
  limestone cliffs of the Headlands.  Their 
  civilisation criss-crosses the Headlands 
  following the valleys that cut through the 
  hills.  Settlements are typically small but 
  within easy travelling distance of others.  
  Baerian Vangaer leads the Noniz of the 
  Headlands. 
   
  The Noniz greeted later Dwur migrations 
  with enthusiasm as their presence was 
  seen to offer increased security to the 
  Noniz.  Of a similar mind to the Dwur, the 
  Noniz have declined a more active role in 
  the resistance, although they too have 
  resisted Brotherhood incursions into the 
  hills. 
   
  T HE H OBNIZ (H AL FL I NGS) 
  Hobniz migrated to the area during the 
  time of the Great Migrations when 
  successive waves of Oerid and Suel settlers 
  displaced them from their traditional 
  homes to the north.  Landing on the 
  northern coast of the peninsula, they 
  settled 
  the 
  northern 
  fringes 
  of 
  the 
  Headlands, along the upper reaches of the 
  river Bergard. It is here that their main 
  settlement, Fenlee, can be found. 
   
  
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  Hardy souls and experienced fishermen, the 
  rugged life style of the Hobniz attracted them 
  to the Dwur with whom much trade is carried 
  out.  Most Hobniz live in subterranean homes 
  with perhaps only a few windows cut into the 
  hillsides to let in light.  Many are skilled 
  miners, jewellers, stone smiths or mushroom 
  farmers.  Wrestling is a favourite pastime 
  amongst these folk who will even challenge 
  visiting Dwur.   
   
  T HE OLVES (E LVES) 
  Pre-occupation, many Olves hailing from 
  Sunndi, Irongate and points east made Onnwal 
  their home.  With the coming of the 
  Brotherhood most fled and the Brotherhood 
  persecuted the remainder.  Some have now 
  begun to return to their homes in the freed 
  portion of Onnwal.  There are no known 
  enclaves of indigenous Olves in Onnwal 
  however. 
   
  H A L F  ORCS 
  Half Orcs making their home in Onnwal most 
  originate on the Wild Coast, fleeing here to 
  escape the onslaught of Turrosh Mak’s 
  humanoid legions and the prejudices of 
  Greyhawk City and the remaining free cities of 
  the Wild Coast.  No orcs are known to be 
  indigenous to Onnwal and so all half orcs in 
  the region must originate somewhere else, 
  although they could have been resident in the 
  peninsula for some time.  Half orcs can be 
  found on both sides of the conflict, although 
  those siding with the rebels are treated 
  considerably better than those allied to the 
  Brotherhood.  There is significant prejudice 
  against half orcs, especially in the Storm Coast, 
  where exiles from the Pomarj are most 
  commonly found.   
   
  LANGUAGES “COMMONLY” IN 
  USE IN ONNWAL 
  Ancient Suloise: The language spoken in the 
  Suel Imperium, Ancient Suel is now only 
  spoken by members of the Scarlet Brotherhood 
  and a few learned sages.  Most outside the 
  Brotherhood who understand the language do 
  so in its written form.  It is used in this way to 
  decipher surviving documents, tomes and 
  spellbooks of the Suel Empire destroyed by the 
  Rain of Colourless Fire over 1000 years ago. 
   
  Common: As it name suggests “Common” is 
  the most widely spoken language in Onnwal 
  (and indeed the Flanaess).  It is the language 
  of trade and negotiation.  It is also the 
  youngest language in the Flanaess being a 
  blend of Ancient Baklunish and Old Oeridian.  
  Its origins allow mutually exclusive languages 
  to be first translated into it and then into the 
  other.  Common is the essential language 
  for all those who travel across national and 
  cultural boundaries. 
   
  Ferral: Once an ancient Oeridian tribal 
  language Ferral was a well-kept secret by 
  officials of the Iron League.  It is used, 
  mainly for identification and command 
  functions, exclusively by officials and 
  officers of the Iron League.  It is not 
  possible to classify Ferral as a living 
  language as today it amounts to little more 
  than a code.  Ferral is a stagnant tongue 
  and does not have the capability to express 
  new concepts. 
   
  Old Oeridian: Old Oeridian was, until 
  the works of Revort Leyhar, believed to be 
  a pure language, free of outside influences 
  until a few centuries ago.  It is still used 
  within the boundaries of the old Great 
  Kingdom mainly by nobles, scribes, clerks, 
  lawyers and other professionals.  Many 
  libraries are filled with documents and 
  books in this language.  Translation of Old 
  Oeridian into any language apart from 
  Common is impossible because of its 
  unique linguistic components. 
   
  Rasol: Existing primarily as a spoken 
  language amongst the warriors of Suel 
  descent from Hepmonland, this language 
  is derived from Ancient Suloise and 
  Olman, from which names for the flora 
  and fauna of the jungles was taken.  Many 
  higher concepts are absent from Rasol as 
  are terms and phrases inappropriate to the 
  jungle environment.  Speakers of Ancient 
  Suloise can understand perhaps 40% of 
  what is said.  Primarily a spoken language 
  comparatively few written characters exist 
  in Rasol.  Those few in existence are 
  related to food, water, creatures and land 
  and take the form of runes recognisably of 
  Suel origin.  Magic is needed however to 
  divine their meanings.   
   
  OT HER L A NG U A G ES USED  I N 
  ONNWA L 
  Dwur-voca 
  Olven-voca 
   
  Noniz-voca 
  Hobniz-voca 
   
  Ho-Jebline 
   
  GREETINGS AND FAREWELLS 
  The following greetings, sayings and 
  phrases are in common use in and around 
  Onnwal. 
   
  Are You Athought? is used exclusively by 
  those in the Scarlet Brotherhood.  It is a 
  challenge used by superiors to their 
  
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  juniors.  The implication is that those loyal to 
  the Brotherhood should not think but should 
  carry out the orders of their leaders. 
   
  Remember the Farmers! A rallying cry used by 
  the Resistance to stiffen morale and to 
  underline the vengeful nature of their struggle.  
  The saying refers to the 34 farmers burnt to 
  death by the Brotherhood in 585 CY. 
   
  Stone Endures and its variants is used by those 
  allied with Irongate as a greeting or sign of 
  friendship.  It is also used to acknowledge the 
  heroic defence of that city.  Other formats of 
  the saying include: So long as stone endures 
  and stone endures still. 
   
  ‘Ware the Breakers is a farewell used between 
  sailors.  It literally means to beware of the 
  breakers that pound the coasts of Onnwal 
  when returning to port. 
   
  TITLES AND FORMS OF 
  ADDRESS 
  Old Onnwalon society was very rigid and 
  codified and it was vital that holders of 
  important ranks were hailed in the correct 
  fashion.  As many members of the resistance 
  are from this “old school” a list of a ranks and 
  the correct form of address are listed below. 
   
  Szek 
   
  Your Majesty 
  Duke 
   
  Your Highness 
  Prince  
  Your Grace 
  Baron  
  Your Prominence 
  Mayor  
  Worthy Sir 
  Knight  
  Sir 
   
  CHARACTER CLASSES IN 
  ONNWAL 
   The following notes may be useful when 
  developing a Player Character for use in 
  Onnwal.  Develop a character’s individual 
  history so that you have something to make it 
  your 
  own 
  character. 
   
  Describe 
  their 
  appearance, where and how they got to 
  Onnwal etc.  Maybe keep a history of activities, 
  people they met etc… 
   
  If you wish to play a character that originates 
  in another part of the Flanaess, we recommend 
  you contact the relevant TRIAD for information, 
  include in your history how you came to be a 
  resident of Onnwal. 
   
  S C A RL ET  B RO THERHOOD PL AY ER 
  CHA RA CT ERS 
  It is not possible to play a Player Character 
  who is a member of the Scarlet Brotherhood, 
  Savage Warrior or Hochebi; or any evil 
  character. 
   
  B A RB A RI A N 
  There are two main locales from which 
  Barbarians in Onnwal can hail from.  
  Barbarians native to the peninsula are of 
  Flan decent and hail from the steep, 
  almost 
  impassable 
  valleys 
  of 
  the 
  Headlands to the east of Onnwal.  Those 
  not native to the area originated in the 
  jungles to the south. 
   
  FLAN HILLMEN: Remnants of the Flan 
  civilisation swept aside by successive 
  migrating waves of Suel and Oeridians still 
  survive dwelling high up in the Headlands.  
  Only a few trappings of civilisation survive 
  amongst these folk who have in the main 
  regressed back to a more primitive state.  
  They have not forgotten the secrets of 
  agriculture or metalworking but eschew 
  many of the trappings of modern society.  
  They no longer live in large communities 
  preferring instead to exist in a series of 
  small well-fortified hill top communities.  
  Power in their society remains in the 
  hands of hereditary tribal chieftains who 
  rely on advice from the tribal druids and 
  other spell casters. 
   
  Worshipers of Beory, they have claimed 
  the high peaks of the Headlands as their 
  own and not even the Dwur contest their 
  claim.  As their ancestors did, they live in 
  peace carrying out some small amount of 
  trade and with the other residents of the 
  hills, and fighting amongst themselves.  
  Representatives of the resistance have met 
  with several tribal chieftains in a bid to 
  convince them to join in the struggle to 
  free Onnwal from the grip of the Scarlet 
  Brotherhood, so far without success. 
   
  The Flan are acknowledged as fine hill 
  fighters, many of whose remote fortresses 
  have never fallen to an external foe.  These 
  warriors prefer to use javelins, hand axes 
  and daggers. 
   
  The Flan of the Headlands commonly have 
  dark brown or black eyes although a few 
  have eyes of brown or amber hue.  Their 
  hair is usually black, but some individuals 
  possess brown-black, dark brown and 
  brown hair.  Tribesmen tend to go about 
  wearing little more than a loincloth, a cape 
  in bad weather, and leather wrappings on 
  their feet.  Body painting, for war or 
  ceremonial purposes, is also common with 
  
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  yellow and vermilion colours being favoured.   
   
  B A RD 
  Prior to the Occupation bards tended to 
  wander the peninsula bringing news and cheer 
  to the inhabitants of the towns and villages of 
  Onnwal. Some held positions in the courts of 
  Onnwal's nobles entertaining their masters as 
  well as embellishing tales of their deeds. 
  Others took passage on the many vessels that 
  docked in the ports of Onnwal, bringing back 
  new tales and news of the outside world.  With 
  the coming of the Brotherhood however, bards 
  were persecuted, imprisoned or killed to stop 
  their knowledge of the outside world reaching 
  the inhabitants of this beleaguered state.  
  Many bards joined the resistance in search of 
  new sagas and stories and became not just 
  observers 
  but 
  valued 
  members 
  of 
  the 
  movement. 
   
  With the liberation of many parts of the 
  country, bards once again returned to the 
  general populace bring good cheer and raising 
  the morale of the common folk of the country.  
  Bards prodigious knowledge and memory 
  proved useful to the Resistance who used them 
  as messengers and spies.   
   
  CL ERI C 
  Due to the successive waves of migrations 
  across the peninsula the religious situation in 
  Onnwal is a complex one.  Prior to the invasion 
  the populace worshipped Suel, Oeridian and a 
  few Flan gods.  The Brotherhood outlawed all 
  religions not of Suel decent and incarcerated 
  or killed all the priests of these “deviant” 
  religions that they could find, forcing many 
  more to flee.  All the communities of Onnwal 
  had some kind of shrine or temple within it, 
  although 
  who 
  was 
  worshipped 
  where 
  depended on the racial bias of the community 
  and what primary industries it was involved in.   
  Priesthoods 
  in 
  Onnwal 
  were 
  highly 
  hierarchical in nature, as befitted a lawful 
  society.   
   
  Commonly worshipped deities of Onnwal 
  include Osprem, Zilchus, Procan and Norebo.  
  Currently however, folk are turning to deities 
  with more of a martial aspect such as 
  Trithereon, Mayaheine and Heironeous. 
   
  For more information on the deities on the 
  peninsula refer to the Chapter 5, Deities of the 
  Dragonshead. 
   
  DRU I D 
  Druids are rare in Onnwal, being almost 
  exclusively of Flan stock.  Living in the 
  Headlands, surrounded as they are by such an 
  example of Beory’s bounty, few feel the 
  need to travel to the lowlands of the west.  
  Some few do however, feel compelled to 
  witness all the forms of Beory’s creation.  
  Such individuals are exclusively female, as 
  the priesthood of Beory in the Headlands 
  is 
  stricly 
  matriarchal. 
   
  However 
  occasionally a male will manifest spell 
  casting abilities in the name of Beory.  
  Considered heretical by the (all-female) 
  hierarchy of Beory, these individuals are 
  cast out of their tribes and forced from the 
  Headlands into a life of exile.  It is 
  considered a sin to slay these individuals 
  until they have left the Headlands.  If they 
  return they are dealt with as if they were 
  any other lowlander.  Refer to the entry for 
  “Barbarians” for a physical description of 
  these folk. 
   
  F IGHTER 
  Fighters are the most common single 
  character class in Onnwal.  Before the 
  Occupation they could be found guarding 
  caravans, acting as city guards, serving in 
  the Szek’s standing forces, Onnwal’s navy 
  or noble’s private contingent.  Others hired 
  themselves 
  out 
  as 
  mercenaries 
  or 
  bodyguards.  With the coming of the 
  Brotherhood however this changed.  Many 
  skilled fighters were slain, incarcerated, or 
  forced to flee.  Many joined the resistance 
  while a few others changed allegiances and 
  now side with the Brotherhood. 
   
  Onnwal is a subtropical land and this, 
  coupled with the need for many fighters to 
  operate over water has made heavy, 
  encumbering armour such as plate mail 
  rare.  Natives of Onnwal tend to use 
  crossbows more than other kinds of bows 
  because of the lack of suitable wood.  Some 
  groups, like the Hillstalkers, do make use 
  of longbows and are famous (in part) for it.  
  Fighters are also the most common class 
  found in the War Companies of Onnwal. 
   
  M ONK 
  Those devoted to a monastic life were rare 
  in Onnwal before the Greyhawk Wars.  
  Ideals of mental and physical mastery and 
  perfection were somewhat alien to the 
  somewhat 
  more 
  practically 
  minded 
  Onnwalons.  The few monks that there 
  were tended to be devotees of religious 
  faiths, though generally they existed 
  outside the official church hierarchies as 
  solitary wandering hermits.  Thus, with 
  the possible exception of the Dwur Citadel 
  of Nerakern, there are no established 
  monasteries in Onnwal currently.   
  
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  Of the churches whose beliefs lend themselves 
  to a monastic outlook, the Church of Pholtus is 
  the one which has by far the most monks in 
  Onnwal today.  Many of these are missionaries 
  from the Theocracy of the Pale, where there 
  are established monasteries to the Blinding 
  Light.  These Radiant Brothers of the One True 
  Path have come to Onnwal to teach the locals 
  the harsh structures of their faith and have had 
  a number of converts particularly in the 
  Eastern Marchlands.   
   
  Among the Dwur of the Headlands, monks of 
  Fortubo and Moradin's faiths are known to 
  exist.  Nerakern is the centre of the monks of 
  Moradin, while Fortubo's monks tend to be 
  more solitary - living along or in small 
  communities in the hills on the fringes of the 
  Dwur lands.   
   
  Some of Jascar's wandering followers in the 
  Headlands are monks, rather than priests.  
  Monks of Heironeous and Mayaheine are 
  unknown in Onnwal - though the creeds of 
  these churches do not rule them out.   
   
  It is not possible to play a monk of the Scarlet 
  Brotherhood 
  in 
  the 
  Living 
  Greyhawk 
  campaign. 
   
  PA L A D I N 
  Paladins are rare in Onnwal, the best examples 
  of whom can be found following the Oeridian 
  power, Heironeous.  Champions of justice, law 
  and good many paladins refused to retreat 
  before the advance of the Brotherhood 
  invasion forces and were killed.  The faith of 
  Heironeous, although never numerous, was 
  however a powerful one, sponsoring as it does 
  the Order of the Golden Sun.  Most of its 
  adherents were members of the various noble 
  families of Onnwal.  Many of the servants of 
  these families also venerated Heironeous and 
  it is from these that the new ranks of paladins 
  are coming.  Newly ordained paladins of 
  Mayaheine are also not unknown in Onnwal, 
  as this relatively new faith has gained many 
  converts since the Brewfest Rebellion. 
   
  RANGER 
  Predominantly drawn from the rustic folk of 
  the interior of the peninsula, the rangers of 
  Onnwal are hardy folk, skilled in traversing the 
  twisting 
  valleys 
  of 
  the 
  Headlands.  
  Alternatively, other rangers native to the 
  Dragonshead could be Flan hillmen.  Rangers 
  are most at home away from the civilisation of 
  Onnwal, be it in the woods of the lowlands or 
  in the wild ridges of the Headlands.  Many 
  members of the Hillstalkers, an elite unit of the 
  old standing army were rangers.  The 
  Szek’s also maintained another small 
  group of Rangers – The Timber Wardens - 
  who were tasked with protecting and 
  maintaining the many small enclaves of 
  woodland dotted throughout the country.  
  Favoured enemies that a ranger could have 
  developed in his career now include 
  Savage Warriors, Trolls, Hochebi and 
  undead, the numbers of which are on the 
  rise. 
   
  RO G UE 
  Prior to the Occupation, the thieves of 
  Onnwal had been united under the 
  leadership of the Guildmaster of the 
  Wreckers.  Membership of the Wreckers 
  was open to all followers of the larcenous 
  way and this policy almost cost the group 
  dearly during the initial phases of the 
  operation.  Rakehell Chert however caught 
  wind of the Brotherhood’s infiltration of 
  Scant days before the fall of the city and 
  spirited the bulk of his thieves out into the 
  country side where he organised them into 
  a series of independent cells. 
   
  The Wreckers: Before the occupation 
  the Wreckers were predominantly made 
  up of smugglers, privateers, hijackers, 
  wreck-looters and confidence men who 
  preyed upon rich merchants and their 
  cargo, rarely bothering the common folk of 
  Onnwal.  Well organised by their leader 
  Rakehell Chert, they were a constant thorn 
  in the side of the authorities.  Based in 
  Scant they operated mainly along the 
  coasts of the country.  They had operations 
  and safe houses in all settlements of note 
  in the country and had contacts in Idee, 
  the South Province and Nyrond. 
   
  After the fall of Onnwal, they became the 
  only true organised resistance to the 
  Brotherhood and even today maintain a 
  prominent place in the resistance.  Many 
  of its members are dubious about working 
  so closely and sharing so many of their 
  secrets with their old enemies – namely 
  the soldiery and sailors of Onnwal. 
   
  Membership to the guild is now by 
  invitation only and prospective candidates 
  are rigorously observed before being 
  granted admittance to the group.  This 
  defence had served them well against 
  agents 
  of 
  the 
  Brotherhood 
  whom, 
  continually tried to infiltrate the group 
  since they originally slipped through 
  Kuranyie’s fingers. 
   
  
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  S O RCERER 
  Sorcerers are independent but charismatic 
  loners in the main.  Sorcerers are actually 
  more common on the peninsula than wizards.  
  Many learned (and not so learned) individuals 
  have proffered many reasons for this, but no 
  one has proved definitively why this is so.  
  Some sorcerers claim to have the blood of 
  dragons running through their veins, but again 
  none can substantially prove this.   
  Whatever the truth of it Sorcerers most 
  commonly 
  hail 
  from 
  the 
  Storm 
  Coast, 
  Gilderond and the Azure Coast.  Few come 
  from the Eastern Marchlands.  Sorcerers 
  amongst the Dwur and Hobniz are distrusted 
  with some being forced from their clanholds.  
  The Noniz, exposed to magic through the 
  practises of their illusionists, have a higher 
  degree of tolerance of sorcerers who are 
  allowed to dwell amongst them as normal 
  members of society. 
  The role of sorcerer is one that individuals are 
  born into.  Whereas wizards have spent many 
  years poring over manuscripts and books a 
  sorcerer comes into his power naturally at 
  puberty.  There are no known groups of 
  sorcerers in Onnwal as they have little need to 
  share their knowledge.  Those with sorcererous 
  abilities were also detained by the Brotherhood 
  with many disappearing beneath Obelstone 
  Keep.  Their fate, although almost certainly 
  gruesome, remains a mystery.   
   
  WI Z A RD 
  There are no established “wizard’s guild” in 
  Onnwal, wizards from the peninsula being 
  notoriously individualistic.  Quite simply there 
  are not enough wizards in Onnwal to sustain 
  any large groupings of wizards.  Known 
  wizards were systematically hunted out by the 
  Brotherhood, their spellbooks and research 
  were confiscated and if the individual was not 
  of Suel descent, he was then slain.   
  Prior to the Occupation there were a few 
  informal groups of wizards in Scant.   
   
  The 
  Aerie: 
  A 
  famed 
  group 
  of 
  Air 
  Elementalists and Weather Mages, renowned 
  throughout the Iron League and beyond for 
  their power and skill.  Some of their members 
  have crafted great magical items, among them 
  the Scant Wand of Storms and the Rod of 
  Onnwal.  Before the invasion, members could 
  be found working in many parts of Onnwal 
  whether it be the farmlands, a ship or the navy.  
  The invasion forced many of them flee to 
  Nyrond, The Wild Coast, the Isles, the 
  Headlands and beyond taking with them many 
  magic items and secrets.  The few that stayed 
  are either interned in Obelstone or working for 
  the Rebellion. 
   
  Founded in 76 CY by the Aerdi Mage 
  Cyrannden Darstyne, it has had several 
  distinguished members since its inception 
  and still highly prides itself on their secrets 
  and power over the elements (some more 
  conservative priests of Procan saw these 
  claims and actions as heresy).  They made 
  their base in the Old Darstyne Mansion in 
  Scant.   
   
  The Aerie is very exclusive with several 
  initiation rites that must be completed in 
  order to join.  Its members wear blue or 
  silver robes.  The Szek often encouraged 
  members to work with the navy for certain 
  missions. However, the members of the 
  Aerie rarely liked to get involved with 
  government 
  unless 
  it 
  affected 
  them 
  directly, preferring to carry on with their 
  research. 
   
  The Greenleaf Society: This was the 
  name given to the loose group of mages 
  who gathered on occasion at Bigby’s 
  townhouse on Greenleaf Street in the town 
  of Halmarn, just outside Scant.  Formed 
  soon after Bigby settled in Onnwal, the 
  Society consisted of the Archmage, his 
  apprentices, past and present, as well as 
  some of the brightest and best of Onnwal's 
  magi including Milos Relaster and Kelen 
  the Grey.  The Society had practically no 
  formal structure - though Bigby was 
  generally acknowledged as the leader.  It 
  served as much as a talking shop and 
  opportunity for the members socialise as 
  anything else.  Nevertheless, matters of 
  great import were often discussed by the 
  Society and given the members' power, 
  decisions reached by the group often had 
  far-reaching influence in Onnwal and 
  beyond.   
   
  For all it knowledge and farsightedness - 
  the Brotherhood's invasion caught the 
  Society by surprise.  Bigby withdrew to 
  Mitrik in Veluna, while other members 
  fled to Irongate, Nyrond, the Urnsts and 
  the Domain of Greyhawk.  The Society has 
  effectively ceased to exist now - though the 
  members do remain in contact, and old 
  ties of friendship remain strong.  Many 
  work what means they can to aid the cause 
  of Free Onnwal and the Iron League.  It is 
  known that two members of the Society 
  aided Bigby in the creation of the gate 
  linking Irongate to Mitrik. 
   
  Scant had, prior to the Occupation, been 
  the base for a small group of sages and 
  
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  historians intent on unravelling the ancient 
  history of the peninsula and its people.  Some 
  believed that the peninsula had been the site of 
  great conflict millennia ago.  Others had 
  chosen to specialise in the Great Migrations 
  and the Onnwi – the original Suel settlers of 
  the peninsula.  The best known sage in recent 
  years is Morrev Ironseeker, a Dwur of long 
  years and much knowledge who was forced to 
  flee to Irongate in the face of advancing 
  Brotherhood forces.  His work on the Scarlet 
  Brotherhood is widely read thoughout the 
  Flanaess. 
   
  WAR COMPANIES OF ONNWAL 
  The phrase “War Companies” is a colloquial 
  term used to refer to adventuring bands active 
  or originating from Onnwal. War Companies 
  can number any amount of members within 
  their ranks although most can muster less than 
  ten adventurers.  It is traditional for War 
  Companies to decide upon a name by which 
  they are known.  Most have also developed 
  some form of heraldic device, which the 
  members wear.  
   
  The Breakers: The most famous of the 
  current War Companies of Onnwal, the 
  Breakers have been active in and around the 
  peninsula for many years.  Taking their name 
  from the great waves that crash against the sea 
  defences of Onnwal, the Breakers were 
  originally seven in number.  Three of their 
  members 
  perished 
  fighting 
  against 
  the 
  invading forces of the Scarlet Brotherhood.  
  The survivors fled to the City of Greyhawk for 
  a time, before returning to Onnwal to fight 
  under Jian Destron’s banner.  They are all well 
  equipped with items of powerful magic. 
   
  The group has not recruited any new members 
  to their ranks, worried about the possibility of 
  Brotherhood spies and assassins.  They can 
  either be encountered as a single group or as 
  two pairs – the humans and the half elves 
  forming separate ”sub groups”.  All four 
  members of the Breakers wear the stylised 
  device of the War Company – a huge wave 
  breaking against a well-buttressed sea wall.  
  The members of the Breakers are: 
   
  ��Danvirius Soron: an extremely strong, 
  charismatic and skilled warrior, Danvirius 
  is the leader of the Breakers.  His preferred 
  weapon is the broadsword.  He is a 
  follower of Heironeous. 
  ��Ellinka Vanar: a strong willed woman 
  Ellinka has physical strength to match her 
  devotion to Heironeous.  Ellinka favours 
  fighting with sword and dagger.  A former 
  marine of Onnwal, she is fiercely patriotic. 
  ��Uthather Kais: A half elf Invoker 
  Uthather is almost as wild as his 
  human colleagues are lawful.  A 
  worshipper of Bocccb he is also 
  beginning to worship Trithereon in his 
  aspect as a liberator. 
  ��Tahllean Baeltas: This female half elf 
  is a real rarity: skilled in arms, she also 
  wields both divine and arcane magic 
  with equal proficiency.  Devoted to 
  Deep Sashelas she also venerates 
  Procan!  A truly unique individual, 
  Tahllean has many friends amongst 
  the good denizens of the Gearnat. 
   
  The 
  Teldur 
  Sisters: 
  Three 
  sisters 
  hailing from Myrhill, they mainly act as 
  bounty hunters for the Rebellion and other 
  non-Scarlet Brotherhood factions.  They 
  have worked thus for nine years, since 
  their drunkard father squandered their 
  inheritance.  They are now based in 
  Killdeer and have used their accumulated 
  booty to maintain a comfortable lifestyle.  
  Their members are: 
   
  ��Ariah Teldur: The sorcerer, she is the 
  middle child, in height and age.  Her 
  hair is auburn and wavy.  Ariah is 
  considered brash and a show off, quite 
  charismatic and beautiful.  She has 
  many suitors whom she delights in 
  embarrassing, tricking and generally 
  make them look fooish. 
  ��Margatha Teldur: The rogue and the 
  youngest child, her hair is black and 
  short.  She is quite acrobatic, quick 
  with hands, and an accomplished 
  pickpocket.  She has had run ins with 
  the law and is the most rebellious and 
  daring of the sisters.  Margatha enjoys 
  shocking folks with tales of her latest 
  antics. 
  ��Geril Teldur: The warrior, the eldest 
  child, the tallest and most serious of 
  all the sisters. Her hair is shoulder 
  length and auburn and she wears a 
  mixture of plate and chain armour.  
  She is considered quite talented with 
  the sword, but is quite bitter towards 
  men.  A former suitor of hers ran away 
  with another woman on the day of 
  their wedding. Geril has never lived 
  down the shame and is quite icy and 
  cold to men. 
   
  They use the symbol of Myrhiss repeated 
  thrice and entwined as their coat of arms. 
   
   
   
  
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  The Gilded Hammers of Sarakast: These 
  seven Dwur from the Citadel of Sarakast are 
  legendary among younger Dwur, although they 
  are not currently active since the death of 
  Vergaduin by the hand of the Flan Chieftain 
  Arawn Bloodweaver.  Their exploits are still 
  told to this day in Sarakast especially their 
  daring stand at Gol-Daer against a horde of 
  120 Hochebi warriors.  They have all since 
  gone their separate ways. 
   
  ��Glarathred the Golden: Son of a powerful 
  member 
  of 
  the 
  merchant 
  caste 
  of 
  Nerakarn, he shunned the materialistic life 
  of his family and against their wishes 
  joined the Temple of Fortubo as a Temple 
  Guard.  Seeing that he could do more than 
  protect buildings he ventured into the 
  outside world spreading the faith and 
  protecting the innocent.  He was the leader 
  of the Gilded Hammers and was, and still 
  is very, introspective.  After the break up of 
  the group he joined the temple of Fortubo 
  in Sarakast and became a hermetic priest. 
  ��Throna "the Wild" Balamalk: A warrior 
  from the hinterlands past Vergannin, she 
  proved her fierceness and courage in battle 
  time and time again.  She never gained 
  Glarathred’s love and disliked the rigidity 
  of life in the three citadels.  Upon the 
  break up of the group she left for parts 
  unknown in the Iron Hills. 
  ��Nalila "The Blessed": A Priestess of 
  Berronar from Sarakast, she is warm and 
  caring even being known to give aid to 
  fallen enemies.  She joined the group to 
  help ease the suffering she had seen 
  throughout the land.  Merciful and kind 
  she used all the wealth gained on her 
  journeys 
  to 
  set 
  up 
  a 
  hospice 
  and 
  orphanage in Killdeer. 
  ��Boruphus "The Merchant": A Dwur Priest 
  of Zilchus raised in human society, often 
  torn between his human upbringing and 
  his Dwur nature he travelled with the 
  group to spread the word of Zilchus and to 
  find his place in society.  He became more 
  and more despondent over time and has 
  recently been almost continuously using 
  alcohol to forget his worries. 
  ��Ovraim "The Spy": Born in the slums of 
  Sarakast , this rogue used his wealth to 
  finance his taking over of Vergannin's 
  thieves guild, not by wit or guile but by 
  greed.  A clever Dwur with a mind for 
  finding weaknesses in characters and 
  traps. 
  ��Vergaduin "The Fallen": This Noble-born 
  warrior 
  of 
  Vergannin 
  fell 
  in 
  battle 
  defending a Dwur Temple from the forces 
  of Awran Bloodweaver.  His body was 
  buried under a great stone monument 
  erected in Vergannin. 
   
  Whiteburrow and Glimworth: A small 
  War Company only having two members. 
  This company-for-hire will take on most 
  jobs, although they will not willing hurt 
  innocents.  In existence for around 10 
  years after the two members met while 
  incarcerated in Killdeer the pair have 
  travelled over much of the peninsula.  The 
  members are: 
   
  ��“Goody” 
  Whiteburrow: 
  a 
  cheerful 
  jovial halfling who sees himself as a 
  knight of old he is a gullible, trusting 
  individual.  An acrobat in his youth, 
  “Goody” will often us these skills in 
  combat to gain the advantage. 
  ��Glimworth: An Illusionist by trade and 
  a 
  self 
  described 
  "rogue 
  and 
  ladiesman", he stands tall for a gnome 
  and is quite vain and theatrical in his 
  manners, often oiling his moustache 
  or fixing his fine clothes and jewels.  
  He 
  prefers 
  to 
  use 
  trickery 
  and 
  planning when in combat disliking the 
  "brute method" as it shows no "style or 
  wit".  He uses his illusions to either 
  scare his victims into compliance or to 
  lead them into traps.  He enjoys 
  making those who think they are 
  mighty and brave look like foolish 
  half-wits. 
  
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  TABLE OF CONTENTS 
   
  Major Faiths 
   
   
   
   
   
   
  5-44 
  Osprem  
   
   
   
   
   
  5-44 
  Zilchus  
   
   
   
   
   
  5-45 
   
  Affiliated Orders: 
   
   
  Fellowship of the Coin  
   
  5-46 
  Procan  
   
   
   
   
   
  5-47 
  Norebo  
   
   
   
   
   
  5-48 
  Xerbo  
   
   
   
   
   
  5-48 
  Jascar  
   
   
   
   
   
  5-49 
  Fortubo  
   
   
   
   
   
  5-50 
   
  Minor Faiths 
   
   
   
   
   
   
  5-51 
   
  Pholtus  
   
   
   
   
   
  5-51 
   
  Tritherion 
   
   
   
   
   
  5-52 
   
   
  Affiliated Orders: 
   
   
   
  Knights of the Chase 
   
   
  5-53 
   
  Mayaheine 
   
   
   
   
   
  5-53 
   
  Oeridian Agricultural Gods 
  Telchur, Atroa, Sotillon, Wenta, Velnius  
  5-54 
  Heironeous 
   
   
   
   
   
  5-55 
  Joramy  
   
   
   
   
   
  5-57 
  Delleb  
   
   
   
   
   
  5-57 
  Beory  
   
   
   
   
   
  5-57 
   
  Other Faiths 
   
   
   
   
   
   
  5-58 
  Phaulkon 
   
   
   
   
   
  5-58 
  Daern  
   
   
   
   
   
  5-58 
  Olidamarra 
   
   
   
   
   
  5-58 
  Kurell  
   
   
   
   
   
  5-58 
   
  Scarlet Brotherhood Faiths 
   
   
   
   
  5-59 
  Bralm  
   
   
   
   
   
  5-59 
  Llerg 
   
   
   
   
   
   
  5-59 
   
  Pyremius 
   
   
   
   
   
  5-59 
   
  Syrul 
   
   
   
   
   
   
  5-60 
   
  Tharizdun 
   
   
   
   
   
  5-60 
   
  Wee-Jas 
   
   
   
   
   
  5-60 
   
  Lydia 
   
   
   
   
   
   
  5-60 
   
  Kord 
   
   
   
   
   
   
  5-60 
   
  Deities of the Demi-humans 
   
   
   
   
  5-60 
  The Dwur 
   
   
   
   
   
  5-60 
  The Hobniz 
   
   
   
   
   
  5-60 
  The Noniz 
   
   
   
   
   
  5-61 
  The Olve 
   
   
   
   
   
  5-61
  
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  5-44 
  MAJOR FAITHS 
   
  OSPREM 
  Lady of the Waves, Soother of Storms, Light 
  of the Havens, Star of the Sea 
   
  Pre-Occupation: Osprem was a popular 
  goddess 
  in 
  Onnwal, 
  given 
  the 
  nation's 
  dependence on the sea for trade and fishing.  
  She is seen as a protective figure, watching 
  over her faithful as they venture out upon the 
  often stormy seas, filling their nets, steadying 
  the ship in the tempest and guiding them 
  home once more.  Among many in Onnwal, 
  especially around Scant and on the Azure 
  Coast, she is depicted as the wife of Procan.  
  Her 
  singing 
  soothes 
  her 
  husband's 
  tempestuous rage and lulls him to sleep, 
  calming the seas.  Though a Suel goddess, her 
  faith was adopted by the Oeridian settlers, 
  though even now her church is strongest in the 
  west, in Scant and Sornhill but takes second 
  place 
  behind 
  Procan 
  in 
  the 
  Eastern 
  Marchlands.  The faith was of course very 
  popular with mariners of all kinds, be they 
  ships' masters, common sailors or fishermen - 
  and most Onnwalons traditionally make an 
  offering to the Lady of the Waves.  Such 
  offerings usually take the form of a scattering 
  of flower blossoms on to the water before 
  setting out upon a voyage.  A candle is lit in the 
  temple at the departure of each ship, to keep 
  the vessel safe and guide her crew home.  Only 
  when the ship returns or is declared lost is the 
  light extinguished.  Dolphins in particular 
  were held as sacred to the faith of Osprem, 
  being sent by her to guide ships home to port. 
   
  The heart the Church of Osprem in Onnwal 
  was a large cathedral in Scant overlooking the 
  harbour and the approaches to the bay.  The 
  priests maintained a beacon light upon the top 
  of the green copper dome, to guide ships home 
  to the haven.  The clergy traditionally offered 
  prayers for good fortune at the beginning of 
  voyages and for protection of the ship and 
  sailors.  Priests of Osprem also blessed every 
  keel that was laid and some were capable 
  shipwrights themselves.  In addition, the 
  cathedral maintained a comprehensive library 
  of sea charts detailing the coasts and islands of 
  Onnwal and beyond.  Some priests also served 
  with the Navy, especially in actions against 
  pirates.  Furthermore, Osprem was the patron 
  of the Loyal Company of Pilots, who were 
  entrusted 
  to 
  guide 
  vessels 
  though 
  the 
  treacherous reefs of Scant harbour into port. 
   
  Post-Occupation: The Church of Osprem 
  was one of the first to be infiltrated by the 
  Scarlet Brotherhood's Office of Diplomacy in 
  the 570's.  Agents worked their way into 
  the Church and the Company of Pilots - 
  thus gaining access not only to accurate 
  charts of the Onnwalish coast, but to the 
  safe passages though the reefs protecting 
  Scant from seaward attack. 
   
  This knowledge was key to the fall of 
  Scant, for it allowed the Brotherhood fleet 
  to sail into the harbour and land troops 
  unhindered.  Infiltrators seized the map 
  library early in the attack.  Since then all 
  copies except those in the hands of the 
  Office of Sovereignty have been destroyed 
  and most of the members of Scant's Guild 
  of Cartographers have been murdered.  
  Unauthorised possession of sea charts is 
  punishable by death.  In addition, all 
  known members of the Company of Pilots 
  not loyal to the Brotherhood have been 
  captured and executed by drowning. 
   
  Most of the Priesthood in Scant were 
  captured with the fall of the city, though 
  some few managed to flee the city in the 
  last vessels out of the port - helping them 
  to evade the Brotherhood pursuit. 
   
  One Andera, a relatively minor Priestess 
  from the Brotherhood’s Office of Faith, has 
  replaced the High Priestess of Scant, Breal 
  Geremak.  The clergy has been imprisoned 
  and re-educated by the Office of Faith.  
  Those priests of Suel descent have been 
  taught that the Brotherhood bring the pure 
  ideology 
  of 
  Osprem, 
  unpolluted 
  by 
  corrupting influences, while those of Oerid 
  descent who convert are used as examples 
  for the rest of the populace.  Under this 
  extreme pressure most of the captive 
  priesthood has collaborated, though those 
  small few who resist remain imprisoned in 
  Scant.   
   
  In the rest of the country, many of the 
  clergy had time to escape the invading 
  forces - though those who were captured 
  were taken to Scant for re-education.  
  Most fled to Irongate or Nyrond by sea - 
  the majority of these having been in 
  service with the Navy at the time of the 
  invasion.  A Church in Exile was declared 
  in Nessermouth in the winter of 584 CY 
  under the leadership of Marya Jernal  - 
  though this has been moved to Killdeer 
  since the Rebellion.  The Church in Exile 
  has denounced the collaborators as pawns 
  of the Brotherhood and its clergy are 
  chiefly occupied with serving on Navy 
  vessels and blockade-runners plying the 
  dangerous route between Onnwal and 
  
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  5-45 
  Nyrond.  The temples in Killdeer and 
  Longbridge 
  have 
  been 
  reclaimed 
  and 
  reopened.  However, despite the efforts of the 
  Church in Exile, some of those who lived under 
  Brotherhood rule have been reluctant to return 
  to the Church, preferring the Brotherhood 
  suppressed church of Procan instead. 
   
  Affiliated Orders: The Loyal Company of 
  Pilots (believed destroyed); The Guild of 
  Cartographers of Scant (believed destroyed). 
   
  ZI L CH US 
  Lord of Coin, the Flail of Propriety; the Purse 
  of Plenty 
   
  Pre-Occupation: Zilchus is a deity who 
  oversees affairs of money and business, but is 
  also a temporal power concerned with prestige 
  and influence.  He looks benevolently on those 
  who wish the better themselves though 
  acquisition of wealth and temporal power.  
  Zilchus is a Power revered by those who are 
  fair, scrupulous in their dealings, and honest; 
  shady merchants do not look to him.  In 
  Onnwal, the church of Zilchus supported the 
  growth of Scant as a trading port, with 
  competition from the Church of Xerbo.  When 
  the rule of the Hertzogs of South Province 
  became oppressive and tyrannical - the 
  Onnwal church tacitly supported the local 
  nobility in the rebellion. 
   
  Nevertheless, it remained in contact with the 
  Zilchans in Ahlissa.  Political matters were 
  studiously avoided and discussions were 
  confined to commercial matters.  Despite this, 
  in the political turmoil that followed the 
  rebellion and the foundation of the Iron 
  League, the Onnwal church grew apart from its 
  parent, establishing its independence from the 
  Aerdi hierarchy.  It then forged direct links 
  with the Zilchan churches of Nyrond, and the 
  Free City of Greyhawk. 
   
  The main Cathedral for the Lord of Coin in 
  Onnwal was based in Scant, with substantial 
  temples in Killdeer and Longbridge, though in 
  Sornhill, Xerbo was preferred and the Zilchan 
  temple here was accordingly smaller.  As well 
  as making offerings to the Lord of Coin to bless 
  commercial contracts and trade expeditions 
  (usually incense burning, and small offerings 
  of goods), priests of Zilchus regularly oversaw 
  that fair trading was observed in  the Grand 
  Market of Scant and in other marketplaces 
  throughout the land.  The clergy undertook 
  and supported their own commercial ventures 
  including providing investment, and many 
  were wealthy merchants in their own right.  
  More active members of the Church acted as 
  trade scouts, travelling widely in search of 
  commercial 
  opportunities 
  both 
  for 
  themselves and their church and making 
  contacts with the Church of Zilchus in 
  other lands, especially Nyrond and the 
  Free City of Greyhawk.  Along with their 
  commercial roles - Zilchans were involved 
  in governance, often acting as Onnwal's de 
  facto 
  diplomatic 
  staff 
  abroad 
  and 
  supporting the rights and privileges of the 
  nobility at home.  The Church has 
  traditionally had very close relations with 
  the nobility with the younger sons of many 
  noble houses being encouraged to enter 
  the Church of Zilchus as a prudent career 
  move.  In addition, both the Church itself, 
  and a number of individual priests have 
  substantial land holdings especially in the 
  central Lowlands and along the Azure 
  Coast.  The High Tradepriest of Zilchus 
  has 
  traditionally 
  been 
  an 
  influential 
  advisor 
  to 
  the 
  Szeks 
  of 
  Onnwal, 
  particularly on matters of economy and 
  foreign relations. 
   
  Post-Occupation: When Onnwal fell to 
  the Scarlet Brotherhood, the Church of 
  Zilchus was outlawed by the new regime.  
  Its main cathedral in Scant and temples in 
  the other towns were closed by the Office 
  of 
  Faith, 
  their 
  wealth 
  systematically 
  stripped, and then levelled and the stone 
  used to construct Brotherhood temples.  
  Priests were arrested and forced to be 
  party to the looting of their own temple 
  and other indignities such as being forced 
  to scrub the cobbles of the Grand Market 
  before being led off to slavery.  The High 
  Tradepriest of Scant was martyred by 
  being flayed to death with flails threaded 
  with gold coins. 
   
  Some of the clergy, especially in the 
  eastern towns managed to flee to Irongate 
  or go into hiding in the Headlands.  In 
  Irongate 
  they 
  were 
  greeted 
  sympathetically by their co-religionists 
  there and given succour.  Despite this, 
  many priests were financially ruined by 
  the Occupation and some never recovered 
  from the shock - some preferring suicide 
  to having to live in poverty. 
   
  Others however rallied around the court-
  in-exile of Duke Coriell and played key 
  roles in negotiating with the government 
  of Irongate for the provision of supplies 
  and aid, first to the Onnwalish refugees 
  and later to the Free Onnwal movement.  
  A number of prominent members of the 
  Onnwal church have remained in the 
  
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  5-46 
  Count's 
  retinue 
  in 
  Irongate 
  acting 
  as 
  ambassadors for the rebels lead by Tradepriest 
  Kerlan Arrand, the second most senior 
  surviving member of the Church.  Other 
  priests have been dispatched to Greyhawk 
  City, the Urnsts and Nyrond to plead the rebel 
  case, and to re-establish vitally needed trading 
  links between Free Onnwal and the outside 
  world. 
   
  When the rebellion retook large sections of the 
  country, the Zilchans, with their new leader 
  High Tradepriest Barund Laramore, returned 
  to reclaim what they could of their lost wealth.  
  New makeshift shrines have been erected in 
  Longbridge, Killdeer and most recently in 
  Sornhill, and those of the clergy who held 
  lands in the east have begun the onerous task 
  of reconstruction.  However most of the 
  church's land is currently unclaimed.   
   
  The first priority for the church is to re-
  establish trade, which the rebels need for the 
  war effort and to rebuild Onnwal's shattered 
  economy.  Trade with Irongate is beginning - 
  though currently it is more or less all one way.  
  Sea trade is perilous due to the predation by 
  the Scarlet Brotherhood vessels operating out 
  of Scant as well as Pomarji and Ahlissan 
  pirates.  Nonetheless, a tenuous link has been 
  established with the Nyrondese port of 
  Nessermouth. 
   
  It is a strongly held opinion among the 
  surviving Zilchans that overtures should be 
  made towards Ahlissa.  Xavener, the new 
  Overking in Kalstrand is the head of the House 
  of Darmen, the Aerdi Celestial House that 
  traditionally was the Church of Zilchus’ 
  greatest patron.  There is feeling among many 
  members of the Onnwal clergy that Ahlissa 
  under the Darmens can be trusted.  With the 
  strangling of sea routes by the Brotherhood, 
  Onnwal would benefit from overland trade.  
  Further, the resurgent Ahlissan navy would be 
  powerful 
  allies 
  against 
  the 
  Brotherhood 
  blockade.  The high standing of the Church of 
  Zilchus in Ahlissa and the opening of trade 
  between 
  Ahlissa 
  and 
  Nyrond 
  has 
  only 
  reinforced calls by influential Zilchans to begin 
  normalisation of relations with Kalstrand.  
  Many Zilchans in Onnwal envy the power the 
  Ahlissan church has, and privately wish that 
  things could be similar in Onnwal.  In 
  addition, they are conscious that dealing with 
  Ahlissa would enable to rebuild their shattered 
  fortunes. 
   
  A small minority of Zilchans have urged 
  caution however.  Not only have calls for 
  negotiations with Ahlissa aroused long-held, 
  but latent suspicions as to the loyalty of 
  the Church of Zilchus among some nobles 
  and influential rebels, but they have 
  watched with disquiet, the increasingly 
  acrimonious division in the hierarchy of 
  the 
  Ahlissan 
  Church. 
   
  Matriarch 
  Schleretha of Zelradton has repeatedly 
  accused Patriarch Larissen, the head of the 
  Church in Ahlissa, of being Overking 
  Xavener’s puppet and of making the 
  Church an instrument of the Overking’s 
  political designs.  The Patriarch has denied 
  the allegations, denouncing the matriarch 
  as being paranoid.  The Onnwalons fear 
  that the matriarch may be correct and that 
  dealing with the Ahlissan church may 
  draw Onnwal closer into the embrace of 
  Ahlissa than is healthy. 
   
  Affiliated Orders: Fellowship of the 
  Coin. 
   
  Fellowship of the Coin: This is a group 
  of about two to three dozen warriors 
  devoted to the service of the Lord of Coin.  
  The Fellowship have sworn oaths to 
  protect merchants and travellers upon 
  Onnwal's roads from bandits and other 
  parasites 
  threatening 
  the 
  flow 
  of 
  commerce and trade.  Before the wars, 
  they were sought after as honest and 
  efficient caravan guards.  In addition to 
  guarding trade they also on occasion 
  hunted down bandits in the Headlands, 
  bringing them either to justice or to an 
  early grave. 
   
  They fought with the retreating Onnwalish 
  forces during the Scarlet Brotherhood 
  take-over, 
  acquitting 
  themselves 
  well, 
  though not without losses.  The Fellows 
  refused to leave Onnwal and so withdrew 
  into the Headlands where they have fought 
  a 
  guerrilla 
  campaign 
  against 
  the 
  Brotherhood, 
  putting 
  their 
  extensive 
  knowledge of the terrain to good use.  
  Though they are allied with the Rebel 
  forces, the leader of the Fellowship, Jerrul 
  Bardens, and many others in the band find 
  working with the thieves and brigands 
  they once pursued distasteful and there is 
  no love lost between Jerrul and Rakehell 
  Chert.  Equally many with the Wreckers 
  have lost friends and colleagues over the 
  years due to the actions of the Fellowship 
  and there is a definite feeling that old 
  scores 
  will 
  someday 
  be 
  settled.  
  Nonetheless, the Fellowship play their part 
  in the struggle, though they generally only 
  take orders from Jian Destron, refusing to 
  recognise Chert's authority. 
  
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  PRO C A N 
  Sealord, Sender of Storms, Roar of the Ocean, 
  Eye of the Tempest 
   
  Pre-Occupation: Worship of Procan was 
  brought to Onnwal with the Aerdi.  He is 
  depicted as a wrathful and intemperate god, 
  prone to venting his ire in the form of storms 
  and tempests in which he is thought to 
  manifest himself.  In the west and south, he is 
  described as the husband of Osprem who is 
  said to moderate his rage with her soothing 
  songs.  In the east however, where worship of 
  Osprem is eclipsed by that of Procan, The Roar 
  of the Ocean is seen as the primary god of the 
  sea. 
   
  A small cult called the Stormseekers was based 
  in Sornhill.  This bizarre offshoot of the main 
  church, believing that Procan is actually 
  manifest in the heart of tempests, seeks to be 
  closer to him by actually holding ceremonies 
  on ships in the middle of storms, sometimes 
  sailing directly in the heart of a tempest to 
  commune with their god.  Many do not survive 
  which 
  obviously 
  keeps 
  the 
  cult 
  small.  
  However, those that do are often hailed as 
  living saints.  One such was the founder of the 
  cult - Burisan Stormseeker, who was said to 
  have survived three score “communions” 
  before finally as an old man of 70 years he 
  sailed away and never returned. 
   
  Procan’s temples are always placed on the sea 
  shore and are centred around a pool of sea 
  water.  Worship of Procan generally takes the 
  form of an appeasement sacrifice (commonly a 
  offering of salt or a small clay doll representing 
  the sailor dropped into the pool in the temple) 
  – generally made by sailors before setting out 
  on a voyage.  Procan was revered by all those 
  who ventured out upon the often stormy seas 
  around Onnwal and by those who await their 
  return on the shore.  He is also the patron of 
  the salt harvesters of the Azure Coast and of 
  the Guild of Navigators in Scant. 
   
  Priests of Procan make offerings and prayers 
  on behalf of their flock to avert the rage of the 
  Sealord and for a plentiful harvest of fish.  
  Their knowledge of tides and sea weather is 
  second 
  to 
  none 
  and 
  borders 
  on 
  the 
  precognisant for high ranking priests of the 
  church.  Generally, however in the past, priests 
  of Procan did not serve aboard vessels – 
  though many are accomplished sailors in their 
  own right.  They worship the sea itself rather 
  than the act of moving across it. 
   
  The main Cathedral to Procan was in 
  Killdeer set upon the seashore.  Large 
  temples were also found in Scant, Sornhill 
  and Longbridge. 
   
  Post-Occupation: The Temple of Procan 
  in Scant was beset early in the fighting, 
  and was taken only after a quick but 
  bloody struggle.  Those priests not killed in 
  the attack were publicly starved to death, 
  given only salt to eat.  The temple itself 
  was levelled while the Guild of Navigators 
  was outlawed, its records seized and those 
  members captured by the Brotherhood 
  were enslaved and put to the service of the 
  Brotherhood navy.  Some members of the 
  Guild either escaped the fall or were 
  aboard ships at sea at the time.  Most of 
  these have entered the service of the 
  Rebels. 
   
  Elsewhere in Onnwal the Brotherhood 
  made a point of eliminating the Church as 
  soon as possible, fearing the powers of the 
  priests might wreak havoc on their fleets 
  and disgusted by the local belief that 
  Procan was Osprem’s husband.  The clergy 
  were ruthlessly hunted down, temples 
  levelled and the church crushed.  Many 
  priests especially in Sornhill and Killdeer 
  managed to escape on fleeing ships, their 
  powers aiding the vessels’ escape from the 
  Brotherhood fleets.  The Head of the 
  Church in Onnwal, Delvan Gasparen 
  refused to abandon the Cathedral and, 
  sending his priests into exile, alone 
  remained 
  to 
  face 
  the 
  advancing 
  Brotherhood 
  forces. 
   
  When 
  the 
  Brotherhood troops came to seize him, he 
  summoned an enormous wave to sweep 
  away the temple, drowning the soldiers 
  and himself and a section of Killdeer’s 
  waterfront. 
   
  The clergy mostly fled to Nessermouth and 
  Irongate, though a few priests remained at 
  large in the Storm Isles, and the rocky 
  cliffs of the Storm Coast.  This included the 
  Stormseekers, led by their “Living Saint” 
  Iseln Guiral, who since then has waged a 
  savage guerrilla war against Brotherhood 
  shipping.  This has increased the profile, 
  popularity 
  and 
  influence 
  of 
  the 
  Stormseekers and Iseln is now treated on a 
  similar footing with Delvan’s successor 
  Holshend Wildren. 
   
  The main church too has taken a more 
  active role in aiding Rebel shipping.  
  Wildren, invoking the memory of his 
  predecessor’s sacrifice, has declared a holy 
  
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  war against the Brotherhood for the outrages 
  they have committed against the church.  
  Many priests therefore now serve aboard rebel 
  ships and do their utmost to bring the wrath of 
  the Sealord down upon the heads of the 
  Brotherhood and their allies. 
   
  The Cathedral at Killdeer is being rebuilt as is 
  the temple at Longbridge.  Given the collusion 
  of members of the other maritime faiths with 
  the Brotherhood, many especially in the east 
  have turned to Procan, which like them was a 
  victim of rather than a party to the Occupation. 
   
  N O REB O 
  Father of Chance, The Dice of Fortune 
   
  Pre-Occupation: Norebo is the Suel god of 
  luck, gambling and risks and his name was 
  widely invoked for good fortune whether it be 
  in work, business, play or love.  Said to be 
  daredevil rogue at heart, Norebo smiles upon 
  those who throw themselves headlong at life, 
  with no mind of the odds or the consequences.  
  He is the patron of gamblers and of gambling 
  establishments and all in Onnwal bear a small 
  shrine to the Dice of Fortune. 
  Another Suel faith adopted by the Oerid 
  settlers, he was more revered in the towns - 
  especially in Scant and Sornhill – and in the 
  west.  He had only a small following among the 
  somewhat dour Oeridian folk of the Eastern 
  Marchlands.  Norebo was especially popular 
  with sailors (who, given the stormy seas 
  around Onnwal were not averse to making as 
  many friends among the gods as possible) as 
  well a large following among the Wreckers. 
   
  In Scant, a temple of middling size was set in 
  the heart of the poorer end of the city – not 
  coincidentally on Scant’s Street of Dice – 
  where the gambling houses tended to cluster.  
  Many of these were either run by priests of the 
  temple or at least by devotees of the Father of 
  Chance.  The Priests of the temple routinely 
  placed their blessing upon the gambling 
  houses and most of the inns of the city – in 
  return for generous donations from these 
  establishments of course.  As a result, the 
  church 
  was 
  surprisingly 
  wealthy. 
   
  The 
  flamboyant, and highly unpredictable High 
  Priest 
  Gerden 
  Treda, 
  prone 
  to 
  making 
  decisions determined by the cast of a die, was 
  known to distribute some of the wealth to the 
  poor of the city, should the dice demand it.  
  Curiously the dice always seemed to know 
  when the recipient was most needy.   
   
  Post Occupation: Most of the priesthood, 
  including Gerden remained in the Scant when 
  it fell and were subsequently absorbed by the 
  Office of Faith. Given the low esteem in 
  which the reckless Father of Chance is held 
  in the orderly Brotherhood society, the 
  temple in Scant was converted into the 
  temple for the Suel pantheon.  The Priests 
  go about their business as commanded by 
  their superiors in the Office of Faith, and 
  are model converts. 
   
  Elsewhere, those members of the church 
  that were forced to flee the Brotherhood 
  have served as part and parcel of the 
  Wrecker’s resistance cells – where they 
  have been valued members – as much as a 
  morale boosting talisman as a source of 
  clerical magic.   
   
  XERB O 
  Master of the Mains, the Unwavering 
  Rudder, Vault of the Oceans 
   
  Pre-Occupation: The Church of Xerbo, 
  popular with the Suel inhabitants of the 
  Onnwal peninsula, was adopted by the 
  Aerdi invaders after their conquest of the 
  region.  The Church was traditionally 
  strong 
  in 
  the west of the country 
  particularly in Scant and Sornhill, where 
  maritime trade was the strongest - though 
  in the east and south Zilchus proved the 
  stronger.  A long standing rivalry existed 
  between this faith and the Church of 
  Zilchus.  While Zilchus tended to deal 
  more with the wealthier merchants and 
  enjoyed the patronage of the nobility, 
  Xerbo catered more for the humbler 
  merchants and also for overseas traders. 
   
  The Temple of Xerbo in Scant stood close 
  to the docks and acted as meeting place for 
  merchant's to find ships and ship's 
  masters to find cargo and crews, all 
  overseen by the priests of the temple.  
  Many of the priests themselves own shares 
  in merchant vessels and grew wealthy 
  from the trade.  Mariners and merchant's 
  alike made offerings of goods to the temple 
  to bring the blessings of Xerbo upon the 
  voyage.  Thus, the wealthy temple in Scant 
  vied with the Church of Zilchus for control 
  of the devotion of the city's merchants.  
  Priests of Xerbo were also active in the 
  struggle against pirates and served on both 
  Navy vessels in actions against Pomarji, 
  Wild Coast and Ahlissan buccaneers.  Less 
  widely known is that some high ranking 
  priests 
  of 
  the 
  Church 
  bankrolled 
  Onnwalish privateers to make reprisal 
  raids against pirate ships and ports. 
   
  
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  Post-Occupation: The Church of Xerbo - 
  like that of Osprem  - was infiltrated by agents 
  of the Office of Diplomacy many years prior to 
  the Greyhawk Wars.  A significant number of 
  the senior clergy were persuaded that under 
  the rule of the Scarlet Sign that they would 
  have primacy over their Zilchan rivals and that 
  they would have a monopoly over trade in 
  exotic items from the jungles of the south.  
  Indeed a number of the present hierarchy were 
  "bought" by being secretly given access to 
  goods from Hepmonaland by the Brotherhood.  
  It was though the Church of Xerbo in Scant 
  that the Brotherhood was able to secretly 
  funnel supplies and aid to the Iron League 
  early on in the Wars. 
   
  When Onnwal fell, those in the Church who 
  were not in league with the Brotherhood were 
  quickly seized and imprisoned, often by their 
  own co-religionists These have undergone re-
  education at the hands of the Office of Faith 
  and many have either died in the process or 
  been brainwashed.  A small number of 
  dissenters escaped from Sornhill - though the 
  retreating Onnwalish forces burned the temple 
  in Killdeer on the orders of Duke Coriel.  The 
  few priests opposing the Brotherhood are 
  treated with universal distrust and suspicion 
  by the rebel forces and Jian Destron has 
  forbidden navy ships to allow them on board.  
  This group, led by Saras Jernigan and calling 
  themselves the Loyal Church of Xerbo, though 
  stung by the rejection by the rebels, still fights 
  to clear the name of the Church.  Thus they act 
  in any way it can to fight the Brotherhood - 
  even to the point of serving with privateers - so 
  long as they raid Brotherhood vessels. 
   
  Under the Brotherhood, the Church, led by its 
  High Priest Elias Relho, was rewarded for its 
  "loyalty" by being given a large portion of the 
  wealth of the Church of Zilchus as well as the 
  ships and goods of all merchants not of Suel 
  descent (and therefore thralls).  Traders of 
  Suel descent (and therefore classified by the 
  Office of Purity as sub-citizens) were allowed 
  to keep their business - though it had to be 
  registered with both the Office of Sovereignty 
  and the Church of Xerbo.  Furthermore vessels 
  belonging to members of the Church were 
  allowed free passage at all Brotherhood ports 
  and though the blockades of the Tilva Straits.  
  Indeed, this traffic has proved essential in re-
  supplying the garrison at Scant.  Some have 
  taken to slavery and have grown rich shipping 
  slaves from Onnwal and Idee to the south and 
  Hepmonaland and Amedio savages north.   
   
  The Rebels have dealt with collaborators 
  swiftly and brutally.  Practically every member 
  of the Church outside Scant has been 
  lynched, 
  executed 
  or 
  imprisoned 
  (depending on the whim of the Rebel 
  commander and the anger of the liberated 
  mobs).  All the priests in Scant fear the fall 
  of the city, which they know will mean 
  their death should they fall into rebel 
  hands.  Many have therefore thrown their 
  full weight behind the Brotherhood, aiding 
  the resupply of the garrison.   
   
  JA SC A R 
  Lord of the Dells, Mist upon the Hills, 
  Dweller upon the Heights, Voice of the 
  Hills 
   
  Pre-Occupation: Jascar, the Suel god of 
  Hills and Mountains was another faith 
  adopted by the Oeridian settlers.  Jascar is 
  Lord of the Dells and is thought to be 
  manifest in the hills and the vales and 
  watches over all that dwell within his 
  realm.  His faith was always a rural one – 
  confined to the villages and herdsmen of 
  the 
  Headlands 
  and 
  the 
  settlements 
  huddling about their feet – particularly in 
  the western and northern reaches.  Most 
  villages have a small shrine of chapel to 
  Jascar in the centre of the settlement and 
  many hilltops have small cairns of stones 
  dedicated to him.  Furthermore, his 
  priesthood have constructed many dry 
  stone huts for travellers and shepherds to 
  take shelter in bad weather or overnight.  
  These are mainly in the more inhabited 
  fringes of the Headlands and along the 
  main tracks and roads.  The main temple 
  of the church was at Notil (in Suel – hill-
  home) in the northern Headlands.  Here it 
  said there are extensive maps of the hills 
  and some of the caves and caverns that 
  riddle them. 
  The priesthood mainly concerned itself 
  with caring for the Headlands and the folk 
  that dwelt there.  Some, generally older 
  priests or acolytes remained tied to 
  particular areas.  Others – generally those 
  recently ordained and younger priests 
  wandered the Headlands, travelling from 
  village to village and shrine to shrine.  In 
  many of the hill villages, priests of Jascar 
  were the only clergy ever seen.  As well as 
  practical aid to the highland folk, most 
  priests spend some time each day on hill 
  tops or high places in contemplation of the 
  beauty of their master’s realm, and their 
  place within it.  Some priests call this 
  “listening to the Master” or “listening to 
  Voice of the Hills”.  Offerings were made 
  to Jascar both in open-air chapels, in 
  sanctuaries set in caves –(generally upon 
  
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  the higher tors with cave mouths giving a 
  grand vista over the surrounding lands), and 
  even on top of hills at festivals.  At Growfest, 
  the festival is celebrated by the lighting of 
  bonfires atop many hills and along the 
  northern hills the lines of blazing beacons 
  makes a spectacular sight. 
   
  Jascar is also revered and respected by many 
  of the Noniz and Dwur of the Headlands.  
  There are even a few Demi-human priests of 
  Jascar, though generally this is more among 
  the Noniz than the Dwur.  The Demi-humans 
  have great respect for the priests of the faith, 
  glad to meet humans who share their love of 
  highlands and stone.  Priests of Jascar have 
  been 
  known 
  to 
  accompany 
  prospecting 
  expeditions into the hills, and these are 
  generally the more successful ones.  However, 
  this is only on condition that no open cast 
  quarrying takes place, and that the Headlands 
  are not defaced. 
   
  The only urban temple in Onnwal was a small 
  chapel as set into the rock of the Palace Hill in 
  Scant – itself a city of hills.  The temple had 
  few visitors – and even those were mainly 
  Dwur or Noniz – often feeling a longing for the 
  highlands once more. 
   
  Post-Occupation: When the lowlands fell to 
  the Brotherhood, most of the clergy retreated 
  with into the Headlands – often aiding 
  lowlanders in the process.  Many a tired 
  column of refugees or Onnwalish soldiers were 
  led to safe places in the hills by the followers of 
  Jascar.  Although, Jascar is Suel god, he is 
  estranged from the Brotherhood, and so his 
  faith, led by Erveg Kosral, a venerable and 
  hardy hill wanderer, also rejected them.  They 
  were invaluable to the guerrilla fighters hiding 
  in the Headlands, acting as guides, offering 
  their temples as shelters, tending the wounded 
  and defending the hills with force when need 
  demanded. 
   
  In Scant, the shrine tended by the priestess 
  Brinia Earthshadow was allowed to remain 
  open, given that Jascar is a Suel god, even if he 
  does not grant powers to the Brotherhood.  
  However, Brinia is kept under close watch by 
  the Office of Sovereignty, despite the fact she 
  has made assurances that she would not resist 
  the Brotherhood,  
   
  Elsewhere captured priests were imprisoned or 
  if found to be acting with the rebels, tortured 
  for information in the dungeons of Obelstone.  
  Several have been martyred in this way.  
  Unusually among Suel faiths in the present 
  time, Jascar’s remains popular in Free Onnwal  
  - and many rebels treat priests of the faith 
  with respect.  Some of those who fought in 
  the Headlands in the years after the Fall of 
  Onnwal have even converted. 
  Recent incursions by Hochebi into the 
  Headlands have outraged the clergy of 
  Jascar.  The church considers the hills 
  pure and sacred in the eyes of their god – 
  given that they have been free of the taint 
  of humanoids for centuries.  Talk of a holy 
  war of purification has been rife among the 
  priests of the church of late. 
   
  F O RT U B O 
  The Bountiful Seam, the Pure Ore, the 
  Master Smith, the Unyielding Rock 
   
  Pre-Occupation: Fortubo is the Suel god 
  of 
  Stone, 
  Metal, 
  Mountains 
  and 
  Guardianship.  However after the Suel 
  created the Derro from enslaved Dwur 
  during the days of the Imperium, he 
  turned his back on his people in revulsion.  
  In the days since the Rain of Colourless 
  Fire however, some humans, Suel and 
  others, have drifted back to the worship of 
  the Bountiful Seam and these he has 
  forgiven. The bulk of his followers are 
  Dwur however. 
   
  In Onnwal his faith among humans was 
  rooted in mining communities and among 
  artisans working metal and stone – 
  generally in the west and south.  He is also 
  held in special reverence by the Dwur and 
  Noniz of the Headlands.  Ancient Dwur 
  legends claim that Fortubo himself led the 
  Dwur to the Headlands, though this is 
  rejected by the more hard-line priests of 
  the 
  Dwur 
  pantheon 
  - 
  especially 
  in 
  Nerakern. 
   
  His faith maintained a small temple in the 
  Gate Hill district of Scant – where as well 
  as the Dwur and Noniz communities most 
  of the city’s artisans congregated.  In the 
  lowlands, Fortubo was mainly seen as a 
  patron of metal and stoneworkers, and 
  most 
  of 
  his 
  priesthood 
  there 
  were 
  craftsmen themselves.  Many forges in the 
  western lowlands had the symbol of 
  Fortubo set in a prominent position, and 
  no few masons carved the hammer of 
  Fortubo on keystones and corner stones of 
  buildings.  The faith was less strong in the 
  north and east.  Offerings of finely crafted 
  metal and stonework were made in his 
  temples and priests routinely blessed 
  smithies and building materials before 
  constructions, especially in Scant and its 
  hinterland. 
  
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  In the Headlands, Fortubo is the Bountiful 
  Seam who bestows his great wealth up those 
  he favours.  While he was extensively 
  worshiped in human mining villages, Offerings 
  of gems, raw ore and beautifully carved 
  stonework were made at the shrines, which 
  often stood at the centre of mining villages. 
  The true centres of his worship, however are 
  the Dwur citadels of Sarakast and Vergannin, 
  both of which house large temples to the 
  Unyielding Rock. 
   
  Post-Occupation: Fortubo has a passionate 
  hatred of the Scarlet Brotherhood, which is 
  shared by this faithful.  When the Brotherhood 
  took Scant – the last resistance was on Gate 
  Hill at the temple of Fortubo.  Here the priests, 
  aided by many craftsmen and artisans (mostly 
  Dwur and Noniz) made a valiant, but 
  ultimately futile stand for three days against 
  the Brotherhood’s hordes.  The Sixty Martyrs 
  of Gate Hill have not been forgotten among the 
  people of Scant nor the Faithful of Fortubo. 
   
  The Office of Faith declared the Church 
  impure and priests have been hunted – though 
  efforts have been made to take them alive so 
  that they might be re-educated.  However, the 
  clergy of Fortubo have little intention of 
  surrendering and prefer to die rather than face 
  capture.  Those that have been captured have 
  resolutely resisted all efforts at indoctrination 
  despite horrific extremes of mental and 
  physical torture.  Temples and shrines to 
  Fortubo have been claimed and occupied by 
  the Brotherhood but not destroyed. 
   
  Elsewhere the priesthood similarly resisted 
  fiercely, only reluctantly withdrawing into the 
  safety of the Headlands, where they aided the 
  guerrillas 
  there 
  in 
  defending 
  against 
  Brotherhood probes into the hills.  Priests have 
  blessed 
  forges 
  making 
  weapons, 
  applied 
  healing where needed and fought where 
  needed, often being last to retreat and even 
  prepared to bring down caves and mines on 
  top of themselves to kill Brotherhood forces.  
  The 
  Church 
  under 
  its 
  leader 
  Tergend 
  Forgeflame, have worked also to strengthen 
  support among the Dwur citadels for the 
  rebellion and have loudly encouraged them to 
  march to war against the Brotherhood. 
   
  Since the Brewfest Rebellion, priests of 
  Fortubo have once more returned to the 
  lowlands, 
  reclaiming 
  the 
  temple 
  in 
  Longbridge.  They  and their lay faithful are 
  active as ever in supplying the rebels with 
  materials and weapons. 
   
  MINOR FAITHS 
   
  PH O L T US 
  The Blinding Light, the One True Path 
   
  Pre-Occupation: Pholtus, the Oeridian 
  god of Light, Order and Law and 
  Resolution was brought to Onnwal with 
  the forces of Aerdy.  The Church of the 
  Blinding Light was one of the three main 
  churches of the Great Kingdom, especially 
  in its early years.  However with the 
  simultaneous rise of the House of Naelax 
  and the Church of Hextor, the influence of 
  Pholtus within the heartlands of Aerdy 
  began to wane.  Many priests found refuge 
  from the hostile environment of the Great 
  Kingdom under the Hextorites in the far-
  flung provinces and former provinces of 
  the Kingdom.  Onnwal was no exception to 
  this and though the numbers of priests 
  was small, it stabilised the dwindling 
  native clergy.  Due to this influx, the 
  Church in Onnwal had a strong Good bent 
  (as opposed to stricter sects, which tended 
  to cling on longer in Aerdy proper). 
   
  Since the days of the great Aerdi lawmaker 
  Schandor and his famous Code of Laws, 
  the clergy of Pholtus have been acted as 
  Judges of the Sessions, presiding over the 
  law courts of the land.  Though the legal 
  code was frequently ignored, overruled 
  and openly flaunted by the South Province 
  appointed rulers of Onnwal, after the 
  rebellion of 447 CY, the Destron Szeks 
  restored 
  Schandor’s 
  Legal 
  Code and 
  system, administered by the clergy of 
  Pholtus.  The Prime – or Chief Justice – of 
  Onnwal was traditionally the high priest of 
  Pholtus. 
   
  The Church never had a widespread 
  following among the common folk except 
  in the Eastern Marchlands.  Among the 
  ruling classes, the church was well 
  respected and patronised.  The temple of 
  the Blinding Light was a shining white 
  marble building directly adjacent to the 
  law court in the High Quarter of Scant, 
  and acted as the seat of the Prime.  
  Elsewhere the chapels of the Blinding 
  Light were usually actually inside the 
  Session Courthouses themselves, except in 
  Killdeer where it was a separate building.  
  Services to Pholtus included long sermons 
  teaching the need to follow the One True 
  Path and singing of the hymn “Oh Blinding 
  Light.” 
   
  
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  Post-Occupation: Given its position in the 
  old order, the Church of Pholtus was brutally 
  suppressed 
  Brotherhood, 
  despite 
  staunch 
  resistance.  Many of the Church hierarchy and 
  clergy, including the Prime Tellendarn were 
  martyred during the occupation – by being 
  burnt alive inside their temple by the clergy of 
  Pyremius.  The temple in Killdeer suffered s 
  similar fate – though many of the clergy 
  managed to escape into the hills or as far as 
  Irongate.  In the countryside the clergy was 
  ruthlessly hunted down and killed, while the 
  legal 
  systems 
  was 
  replaced 
  by 
  the 
  Brotherhood’s code of laws, administered by 
  the Office of Sovereignty with the blessing of 
  the Church of Wee-Jas. 
   
  A few priests have survived and since the 
  Brewfest Rebellion have been slowly trying to 
  rebuild their shattered church in the lands 
  held by Free Onnwal.  Notably though, the 
  survivors have turned wholeheartedly towards 
  the intolerant teachings of the Theocracy of the 
  Pale, and their new High-Priest, Shining 
  Paragon Purcennd Kerondas has begun to 
  structure themselves in a suitably martial 
  manner.  A number of missionaries have even 
  arrived from Wintershiven to aid their efforts 
  and to preach the Doctrine of the One True 
  Path.  This has so far had a moderate degree of 
  success, 
  particularly 
  in 
  the 
  Eastern 
  Marchlands, where reverence for Pholtus has 
  always been strong, and where there is a 
  widespread mistrust of Suel churches, given 
  the 
  collaboration 
  of 
  many 
  with 
  the 
  Brotherhood. 
   
  Jian has not yet appointed a Prime for Free 
  Onnwal yet, but Purcennd is encouraging him 
  to do so.  Even so, some of the more zealous 
  Priests, led by the Palish missionaries have 
  taken on themselves to administer law and 
  order to Free Onnwal.  Unsurprisingly, these 
  self-proclaimed judges tend to be harsh in 
  their rulings and severe in their punishments – 
  blinding or death by crucifixion or burning 
  being common sentences.  Particularly harsh 
  punishments are meted out to priests of Suel 
  faiths suspected of collaboration. 
   
  Purcennd is appalled by the power which 
  criminals such as Chert and the Wreckers have 
  and the deference shown them by Jian.  
  Purcennd has spoken of the danger of Onnwal 
  becoming a bandit state and Chert and many 
  of the Wreckers are known to hate the Shining 
  Paragon almost as much as the Brotherhood.  
  The Pholtines are also concerned by the rise of 
  the Churches of Joramy and Tritherion and 
  their 
  disruptive 
  and damaging influence 
  among the peasantry.  Harsh words have 
  already passed between the Pholtines and 
  the Pursuer’s faithful, and though matters 
  have yet to come to blows, it is a matter of 
  when rather than if. 
   
  T RI T HERI O N 
  The Summoner, the Avenger, the Pursuer 
   
  Pre-Occupation: Tritherion is the god of 
  Liberty and Retribution.  Before the 
  Occupation, the Summoner’s faith in 
  Onnwal comprised a small but vigorous 
  sect.  The Church first rose to popularity in 
  the days of the rebellion against the Great 
  Kingdom, stirring up the common folk 
  against the oppression of the rulers 
  imposed from Zelradton.  It has been long 
  suspected by the faithful of Tritherion in 
  Onnwal that the unrest among the 
  common folk caused by their order was as 
  much a factor in driving Onnwal’s nobility 
  to rebellion as the abuses by the Hertzogs. 
   
  In the prosperity that followed the 447 CY 
  rebellion, his following waned somewhat – 
  mainly being confined to the east, which 
  faced the greatest threats from the Great 
  Kingdom.  The church was active in the 
  early years of the sixth common century 
  combating and crushing a suspected 
  slaving ring in Onnwal.  However beyond 
  there were few causes for the clergy to 
  pursue.  The only temple to the Summoner 
  was 
  a 
  small 
  chapel 
  in 
  Killdeer.  
  Nonetheless, the numbers of the clergy 
  dwindled, until before the wars there were 
  fewer than a dozen priests in the entire 
  country were, many of them older than the 
  would have liked to admit.  Services 
  centred around sermons driving home the 
  need for vigilance against the ever-present 
  threat of tyranny from South Province, 
  consecration of weaponry for this purpose 
  and ringing of the chapel’s gilded bell.  The 
  priest were ever eager to participate in 
  raids against the South Province – and 
  though they proved their worth on many 
  an occasion, they were viewed with a 
  degree of light-hearted fondness by the 
  Marines who accompanied them - for 
  many 
  were 
  old 
  enough 
  to 
  be 
  the 
  leatherneck’s fathers or grandfathers. 
   
  Post-Occupation: Since the Occupation, 
  the popularity of the Church of the 
  Avenger has soared everywhere in Onnwal, 
  though its base remains the Eastern 
  Marchlands.  The small numbers of old 
  priests were active in armed resistance 
  against the Brotherhood and have earned 
  the enmity of the Scarlet Sign.  It is a 
  
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  contest in which quarter is neither asked for 
  nor given.  The Tritherionites were the last to 
  retreat from Killdeer (hiding their bell beneath 
  the temple which was subsequently levelled by 
  the 
  Office 
  of 
  Faith) 
  and 
  harried 
  the 
  Brotherhood relentlessly, putting their years of 
  experience to good use in organising and 
  leading bands of guerrillas in the Headlands.  
  This and their willingness to unselfishly 
  sacrifice themselves for the cause won the 
  Church many new converts.  The ranks of the 
  clergy was also boosted by priests from Nyrond 
  who returned with Jian Destron in 587 CY.  
  Included in the ranks of these were a number 
  of Knights of the Chase – questing warriors 
  devoted to the cause of liberty and the Pursuer. 
   
  The Church is now prominent in the resistance 
  – their leader Nialle the Wanderer is an 
  advisor to Rakehell Chert, though the young 
  Nyrondese priest is known to defer to the old 
  blind Onnwalish priest Sarlen Freeman.  The 
  temple in Killdeer has been rebuilt and the bell 
  unearthed from its hiding place once more 
  rings true and proud over the town.  Now 
  however it draws a sizeable congregation to 
  hear sermons decrying oppression and urging 
  the need to fight oppression in all of its forms.  
  Priests and lay members of the Church as well 
  as the Knights of the Chase patrol the frontiers 
  of the rebel held lands, striking at the 
  Brotherhood 
  at 
  every 
  opportunity 
  and 
  spreading the creed of the Pursuer.  Small 
  makeshift chapels have been set up in 
  Longbridge and Sornhill and in the latter; the 
  clergy are active in the defence of the town 
  against Brotherhood attacks. 
   
  For all the good the faith has done in 
  motivating the rebels against the Brotherhood, 
  its libertarian preaching to the common folk 
  has disturbed some  nobles and in some of the 
  more traditional faiths, Pholtus notably.   
   
  Nialle and his followers have clashed with the 
  Church of Pholtus for its severe and strict rule 
  of law.  The Pholtites of course regard the 
  Bluecloaks as being shameful heretics and 
  dearly wish to deal with them in a manner 
  befitting the Blinding Light.  If Nialle is aware 
  of these enmities, he does not show it, rather 
  continuing his church’s untiring crusade 
  against the Brotherhood.  The Tritherionites 
  do however get on well with the Churches of 
  Jascar (priests of that faith often acted as 
  guides for the guerrillas in the Headlands) and 
  the new established faith of Mayaheine – with 
  whom they share a common goal – if not 
  always a common outlook. 
   
  Associated Orders: Knights of the Chase. 
   
  The Knights of the Chase: This loosely 
  organised Knighthood is made up of 
  fanatical followers of Trithereon, the 
  majority of whom are either priests or 
  warriors.  Wanderers all, these individuals 
  wander the Flanaess fighting oppression 
  and freeing those who are enslaved or held 
  for no just cause.  Many half-elves and half 
  orcs find themselves drawn into this 
  Order.  Members travelled to Onnwal from 
  Southern 
  Nyrond 
  with 
  Nialle 
  the 
  Wanderer to aid Onnwal in its time of 
  need. 
   
  Knights 
  of 
  the 
  Chase 
  are 
  highly 
  individualistic, devoted folk who are used 
  to acting on their own initiative.  As 
  wanderers they own only what they can 
  carry with them or on their warhorse.  The 
  only authority that these questing warriors 
  recognise is that of their god or a Master 
  Priest or Priestess.  Merciless opponents 
  they relentlessly hunt those who have 
  earned their ire and almost always deal 
  with the transgressor as they see fit.  A 
  Knight of the Chase will never turn away 
  from those in need of rescue or protection, 
  as this is seen as a terrible sin, unless the 
  person in question is himself guilty of 
  oppression. 
   
  Usually encountered alone theirs is a life of 
  loneliness although several have been 
  encountered in Onnwal operating in small 
  groups.  These groups hardly ever stay 
  together long as the highly individualistic, 
  and chaotic, personalities of the group are 
  not conducive to teamwork.  Members of 
  this order are easily distinguishable by 
  their blue chain mail emblazoned with a 
  silvered pursuit rune.  Particularly devout 
  or powerful Knights have this rune etched 
  in gold. 
   
  Kelmur Trantis is perhaps the best known 
  of 
  the 
  knights, 
  personally 
  having 
  personally slain three Kesh.  Given the 
  nickname “The Scourge of the Red Sign” it 
  is widely known that Sister Kuranyie has 
  placed a high price on his head.  Famed for 
  his prowess and dedication Kelmur can 
  often be found deep in Brotherhood 
  territory 
   
  MA Y A HEI NE 
  The Defender, The Protector, Shield of the 
  Innocent 
   
  Mayaheine is a demi-goddess who arrived 
  on the Oerth during the Wars.  She was 
  
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  said to have appeared to the defenders of 
  Irongate and Chendl during the sieges of those 
  and aided them in their resistance.  She is the 
  protector of the helpless, the defender on the 
  walls. 
   
  The Church of the Defender has been imported 
  from Irongate by returning rebels, some of 
  whom were consecrated priests of the Church 
  during their stay in the city.  Irongate was the 
  birthplace of the Church – it being the first 
  place where the Protector manifested herself 
  during the Wars.  Her following is small but 
  grows by the day, eroding the flocks of many 
  established faiths, especially the Suel faiths 
  that are widely regarded with mistrust by the 
  common folk.  She is revered especially among 
  the army where her followers are active in the 
  frontline against the Brotherhood, defending 
  the people of the lowlands from Brotherhood 
  raids from Scant.  Thus, she also is winning a 
  strong following among the common folk, 
  especially in the war-torn south and west of 
  the country. 
   
  The centre of her faith in Longbridge and the 
  Azure Coast.  Here, Jelal Mullenden the leader 
  of the church in Onnwal, has directed the 
  building of a fortified temple which also serves 
  as a sanctuary for the homeless of the town 
  and refugees from the fighting and those who 
  have escaped the Brotherhood lands.  Services 
  include singing of hymns and the consecration 
  of weapons. 
   
  The new church is well regarded by almost all 
  the native churches with only the most hard-
  line 
  of 
  the 
  Pholtines, 
  denouncing 
  the 
  Mayaheinean heresy of giving deference to its 
  parent church of Pelor.  They get on well with 
  the Church of the Pursuer, often co-operating 
  in actions against the Brotherhood as in 
  Sornhill, where Jelal has personally led a band 
  of her followers to bolster the defence of the 
  town.  The Church is of course hated by the 
  Brotherhood and followers of the Defender can 
  expect no mercy if they are captured.  Those 
  that are captured show little fear in the face of 
  their martyrdom and go cheerfully to their 
  deaths often singing a hymn to the Shield of 
  the Innocent. 
   
  OERI D I A N A G RI C UL T URA L  GO D S 
   
  T EL CH UR – OERI D I A N G O D  O F  
  WI NT ER A ND  T HE N ORTH WI ND 
  Breath of the North 
   
  A T RO A  – OERI D I A N G O D  O F  S PRING 
  A ND  T HE E A ST  WI ND 
  Bringer of Spring, Herald of Storms 
   
  S O TI L L O N – OERI D I A N G O D  O F  
  S U M M ER A ND  T HE S O UT H  WI ND 
  Lady of Summer, Sun Bearer 
   
  WENT A  – OERI D I A N G O D  O F  
  A U T U M N A ND  T H E WEST  WI ND 
  The Corn Maiden 
   
  VEL NI U S – OERI D I A N G O D  O F  
  S K Y  A ND  WEA T HER  
  Arch of the Sky, Sender of Rains 
   
  Pre-Occupation: The Oeridian gods of 
  Winds and Sky are collectively revered as 
  agricultural gods in Onnwal and elsewhere 
  in the Flanaess.  They are thought to 
  control the winds and the weather that 
  they bring, and are revered especially at 
  the festivals weeks, which are thought to 
  be scared to each (Telchur for Needfest, 
  Atroa for Growfest etc.). 
   
  In Onnwal they are worshiped mainly in 
  the agricultural heartlands of Gilderond, 
  the Eastern Marchlands and the Azure 
  Coast, though shrines to the winds and sky 
  also may be found on the docks of nearly 
  every port in the country – in the hope 
  that they will bring favourable winds and 
  fair weather for the vessels that venture 
  forth from them.  Inland, the gods are 
  revered as a group – in Chapels of the 
  Wind and Sky.  In their simplest form 
  these consist of four poles set at the 
  cardinal points, to which prayer ribbons - 
  pieces of cloth with the entreaties or 
  prayers to the gods - are tied and allowed 
  to blow in the winds.  In the centre is a 
  square stone altar in which is set a pool of 
  water mirroring the sky.  Offerings to 
  Velnius – usually flower blossoms, or the 
  fruits of the harvest – are placed here.  
  Larger settlements, such as Bergardbridge, 
  have more elaborate stone chapels – 
  though they follow the same pattern as the 
  rustic rural shrines.   
   
  The clergy of the gods of winds and sky 
  pick one of the five as their particular 
  patron and assume duties approriate to 
  that deity.  Priests devoted to Atroa bless 
  births and often act as midwives while 
  priests of Sotillion preside over weddings 
  and marriages. Wenta's clergy bless crops  
  and the fruits of the harvest in the autumn 
  and priests of Techur frequently lead 
  funeral services.  Nonetheless, they will 
  tend the entire shrine or chapel and 
  officiate at festivals other than that 
  devoted directly to their patron.  The 
  
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  priests are called upon to bless and intercede 
  with the gods for many aspects of rural life – 
  sowing of crops, bountiful yields, good weather 
  for harvest etc.  Thus, in the agricultural 
  heartlands, they were popular with the 
  common folk and worship of the winds and sky 
  is often seen as being more important than 
  reverence of gods like Zilchus, Heironious or 
  Pholtus, who have little bearing on the life of 
  the ordinary peasant.  Often when a peasant 
  says priest – he means of the gods of winds 
  and sky.  The clergy themselves are drawn 
  from the common people, and are looked 
  down upon by some of the more urban 
  churches – who regard them somewhat as 
  bumpkins.   
   
  Post-Occupation: As with all the other 
  Oeridian faiths, the church of winds and sky 
  suffered 
  terribly 
  at 
  the 
  hands 
  of 
  the 
  Brotherhood.  Shines and temples were 
  defaced and levelled, and the clergy were 
  hunted relentlessly.  Many priests were killed 
  – though a substantial number managed to 
  evade 
  capture 
  – 
  using 
  their 
  superior 
  knowledge of the land and their goodwill 
  among the common folk, who often took great 
  risks to shelter them.  The priests too took 
  great risks to tend to the needs of their flock – 
  and a number paid with their lives for coming 
  to the aid of needy peasants and being 
  subsequently captured by Brotherhood forces.   
   
  As the church had no formal hierarchy – it 
  proved difficult for the Brotherhood to root out 
  or subvert, and thus despite the persecution it 
  suffered, it survived better than some of the 
  more rigidly ordered churches.  Furthermore – 
  its 
  suppression 
  only 
  strengthened 
  the 
  devotion, which the common folk held for the 
  Church and it has emerged after the Brewfest 
  Rebellion almost as strong as ever, with 
  common folk stepping forward to fill the gaps 
  left by those who fell.  The resilience of this 
  faith is emblematic of the resilience of many 
  common Onnwalish folk in the face of their 
  oppressors.  Priests of the Church have aided 
  the rebels, but generally only in passive ways, 
  providing guides for rebel units, healing and 
  succour 
  if 
  required 
  or 
  occasionally 
  manipulating the weather to give rebel troops 
  the advantage in a fight.  Priests generally only 
  fight when it is to defend themselves or 
  members of their flocks.   
   
  H EI RO NEO U S 
  The Invincible One, the Axe of Justice 
   
  Pre-Occupation: Heironeous is the Oeridian 
  god of Chivalry, Justice, Honour and Valour.  
  He is depicted as a mighty warrior in gleaming 
  armour, doing battle against the forces of 
  woe with his great battleaxe, Vanguarding.  
  The Faith of Heironeous was brought to 
  Onnwal with the conquering Aerdi general 
  Azharadian, who was said to be a paladin 
  of the faith.  Most of his captains, who 
  later went on to be granted lands in 
  Onnwal and were the ancestors of the 
  current noble houses, were also devout 
  followers of the Invincible One.  Thus 
  since the foundation of Onnwal as an 
  Aerdi province the Church of Heironeous 
  was closely linked with the nobility.  
  However ideals of chivalry and righteous 
  battle were of little use to the common folk 
  of the province and so they turned to more 
  practical faiths such as Osprem, Procan 
  and 
  Jascar. 
   
  The 
  Church 
  therefore 
  remained small with few worshipers 
  outside of the nobility. 
   
  The core of the Church in Onnwal was the 
  quasi-religious Order of the Golden Sun 
  (also known as the Knights of Azharadian).  
  Formed 
  originally 
  from 
  Azharadian’s 
  captains, 
  who 
  also 
  served 
  as 
  his 
  Companion Guard, the Order took its 
  name from the Golden Sun device of the 
  Arms of Aerdy, which Azharadian bore 
  upon his banner.  When Azharadian died 
  in Onnwal – while his body was returned 
  to Rel Astra for burial, his Banner and his 
  great 
  axe, 
  Bardinar 
  (both 
  reputedly 
  invested 
  with 
  powerful 
  dweomers) 
  remained in the keeping of the Order.  
  Bardinar was reputedly interred inside a 
  large pillar erected by the Order on the site 
  of Azharadian’s death in the western 
  Headlands.  The Banner was kept in Scant 
  in the Chapterhouse of the Order – which 
  later came to be called the Bastion of the 
  Golden Sun – part of Scant’s fortifications 
  overlooking 
  the 
  approaches 
  to 
  the 
  harbour. 
   
  The Order was at the heart of the 
  Rebellion of 447 CY.  Disturbed by the rise 
  of the Church of Hextor in the heartlands 
  of Aerdy and the injustices of the rulers 
  imposed from Zelradton, the Knights used 
  their influence among the noble houses to 
  encourage a rising against the Szek at the 
  time – Prince Trevellyn of Hexpools.  It 
  was the Knights who marched upon the 
  Szek’s Palace and seized it in a sharp 
  struggle from Trevellyn’s Bodyguard – the 
  only troops willing to face the Knights. 
   
  Traditionally Knights of the Order have all 
  been of noble blood, while the Glaive 
  Superior, the leader of the Order has 
  
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  generally been a scion of one of the four great 
  noble houses.  Admission to the Order is by 
  invitation only, and the candidate must be 
  seconded by two other knights of the order.  
  Usually invitations are issued to those who 
  have proved themselves worthy in the eyes of 
  the Order with their virtue, their prowess and 
  their deeds.  There are three ranks of knight 
  within the Order – Glaive Martial, Glaive 
  Valourous and Glaive Virtuous, in ascending 
  order of seniority.  Passage from each rank to 
  the next requires a trial of the candidate’s 
  prowess and virtue.  In recent years this has 
  become highly ritualised – and was before the 
  wars generally conducted in the Bastion, in the 
  form of a trial of arms against other knights.  
  Priests of Heironeous have also been accepted 
  into the Order but only as Glaives Cohort - 
  unless they are nobility.  The Cohorts generally 
  act to support the Knights administering 
  healing or moral advice and performing the 
  rituals of the Order – though the Cohort has 
  also been known to be at the forefront of the 
  fighting when the Knight’s enter battle.  Given 
  the limited reach of the Church of Heironeous 
  in Onnwal, priests have tended to be either of 
  noble blood or commoners serving in noble 
  households. 
   
  In terms of numbers, the Knights at their 
  height never numbered more than three dozen 
  including the Glaives Cohort.  Nonetheless, 
  given that all Knights were nobility, they could 
  also call on a substantial force of mounted men 
  at arms – and before the wars were able to 
  field five score heavy cavalry, which effectively 
  formed Onnwal’s entire contingent of heavy 
  horse.  All knights are at least expected to wear 
  mail – though given the wealth of most of the 
  Knights, 
  platemail 
  was 
  not 
  uncommon.  
  Lances from horseback and battleaxes for close 
  combat are the preferred weapon’s of choice.  
  All shields are emblazoned with the arms of 
  the Order – a golden sun on an azure field 
  surmounted by a silver hand gripping a 
  lightning 
  bolt, 
  with 
  the 
  motto 
   
  - 
  “Unvanquished even in death” in Old Oeridian 
  beneath. 
   
  Post-Occupation: The Order fought with 
  distinction on the plains of Idee during the 
  Greyhawk Wars.  Just prior to the fall of 
  Onnwal, the Knights were summoned to a 
  conclave in Scant.  However on the eve of the 
  meeting, Brotherhood assassins struck at 
  Onnwal’s 
  leaders, 
  including 
  the 
  Glaive 
  Superior 
  Jian 
  Relaster. 
   
  Those 
  knights 
  gathered at the Bastion of the Golden Sun 
  found themselves assailed by advance parties 
  of Brotherhood forces, bent on disabling the 
  city’s seaward defences.  By dawn the surviving 
  members of the Knights and the Cohort 
  had been trapped in the temple of 
  Heironeous inside the Bastion.  They could 
  only look in despair as the red sailed ships 
  of the Scarlet Sign passed unaccosted 
  beneath Scant’s defences and began to 
  land troops in the Inner Harbour.  They 
  fought grimly to the last man.  The fate of 
  Azharadian’s Banner, upon which all new 
  knight’s swore their oaths, is unknown, 
  but it is feared that it was destroyed by the 
  Brotherhood. 
   
  Only nine knights survived the fall of 
  Scant, all having been outside the city at 
  the time for various reasons.  They 
  attempted to rally the scattered Onnwalish 
  forces, but could do little to halt either the 
  rout or the Brotherhood advances.  Three 
  further knights fell in the retreat with the 
  survivors 
  being 
  forced 
  to 
  eventually 
  withdraw to Irongate some via the 
  Headlands.  The Priests of the Cohort 
  suffered similar losses – with fewer than a 
  dozen surviving.  Of a force of five score 
  heavy horse - only one score remain to the 
  Order. 
   
  The surviving members of the Order are 
  divided by suspicion and mistrust.  All 
  suspect that the sudden recall to Scant 
  from Idee was a trap to draw the Knights 
  to the city where their cavalry would be 
  least effective.  Each has questioned the 
  others’ reason for being outside the city at 
  the time, and there is a conviction that one 
  amongst them must be a traitor.  This 
  corrosive mistrust has split the surviving 
  knights into two camps and has prevented 
  the election of a new Glaive Superior.  The 
  most senior surviving knight is the Glaive 
  Virtuous Gellen Cadwale (also the most 
  senior surviving member of the House of 
  Cadwale).  Though he should have been 
  the clear choice for Glaive Superior – he 
  was also the knight who bore the recall 
  order to Idee.  He denies any involvement 
  in a plot and claims to be as much a victim 
  of the Brotherhood’s machinations as 
  those who fell.  Gellen is deeply concerned 
  that the Order is on the verge of extinction 
  and has proposed that the conditions for 
  membership be extended to commoners in 
  an effort to bolster numbers.  Despite the 
  suspicion hanging over him, he has the 
  support of two other senior knights – the 
  Glaive Virtuous Tiren Farness and the 
  Glaive Valourous Baernen Kelldas. 
   
  Opposing him is the Glaive Valourous 
  Halrend Lorendren.  Halrend fought with 
  
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  distinction in Idee and at the time of the recall 
  leading his banner in harrying the withdrawal 
  of South Province forces form the north of that 
  country.  He is convinced that Gellen is a 
  traitor 
  to 
  the 
  Order 
  and 
  refuses 
  to 
  acknowledge his claim of authority.  Though 
  he agrees that the Order needs new blood, he 
  opposes Gellen’s proposals, on grounds that it 
  is a ploy to recruit more supporters and thus 
  gain the leadership of the Order.  The Glaives 
  Martial Dorlan Maldrenn and Milos Faskel as 
  well as the majority of the surviving Glaives 
  Cohort support him. 
   
  JO RA M Y 
  Mistress of Wrath and Hearth, Maiden of 
  Disputes, the Furious Inferno 
   
  Joramy is the goddess of Fire, Wrath, 
  Volcanoes and Quarrels and is depicted as a 
  women 
  clad 
  in 
  blazing robes, standing 
  unharmed in the midst of an inferno.  The faith 
  of the Maiden of Disputes is another new 
  arrival in Onnwal.  Under their leader – 
  Jarwar 
  Highflame, 
  a 
  small 
  group 
  of 
  missionaries arrived in Onnwal after the 
  Brewfest 
  Rebellion 
  and 
  have 
  set 
  about 
  preaching their Mistress’ angry message.  This 
  has been well received by some among the 
  population, resentful after the years of 
  oppression at the hands of the Brotherhood.  
  The growing cult made its base initially in 
  Killdeer, but has recently moved to Sornhill 
  after growing friction with both the Pholtites 
  and the Triterhionites.  Under the influence of 
  the priests of Joramy a number of suspected 
  collaborators have been burned alive in 
  Sornhill, despite the efforts of the rebel 
  commander in the town. 
   
  A temple is being constructed in Sornhill - a 
  red-stoned pyramidal structure housing a huge 
  bonfire at its heart – which is the sanctuary for 
  the building.  The Church of Joramy has a 
  longstanding 
  feud 
  with 
  the 
  Church 
  of 
  Pyremius and the faithful in Onnwal have 
  carried this on by laying claim to the hot 
  springs in Scant, which the Pyremiens have 
  declared sacred, as well as to the Hell Isles in 
  the Azure Sea.  The Pyremiens have responded 
  by declaring the Joramites anathema and both 
  sides are on the brink of a religious war in 
  which quarter is unlikely to be given or asked 
  for. 
   
  The Joramites are also making enemies on the 
  rebel side.  While they may aid the rebellion 
  against the Brotherhood, their requisitioning 
  of valuable timber stocks and felling of trees 
  that might otherwise be used to build and 
  repair ships, for use as fuel in their temple in 
  Sornhill has angered rebel commanders.  
  Furthermore the cult is believed to have 
  been responsible for the destruction by fire 
  of a large tract of forest officially owned by 
  Jian Destron in the autumn of 590 CY. 
   
  The Church does have a few allies in the 
  resistance and one or two in Celendren's 
  spy ring for their attempts at rooting out 
  spies.   
   
  DEL L EB 
  The Wise, The Learned, Father of Letters 
   
  Pre-Occupation: Delleb is the Oeridian 
  God of Reason, Intellect and Learning.  
  Delleb is reputed to have given the gift of 
  writing to the ancient Oerids in the west.  
  In 
  Onnwal 
  Delleb’s 
  was 
  the 
  only 
  significant scholastic faith, the church of 
  Rao never having made much of a foothold 
  here.  The church never had much 
  influence outside of Scant, which was the 
  centre of learning in the country – though 
  it was not particularly notable regionally.  
  The priests of the small temple kept a fine, 
  is 
  somewhat 
  limited 
  library 
  (which 
  included the records of the state) in the 
  High Quarter of Scant as well as a school – 
  largely for the children of the nobility and 
  the wealthy merchants of the city.  Priests 
  of Delleb also served as scribes for the 
  government.  One or two of the more kind-
  hearted clergy also taught letters to the 
  children of some of the poorer families in 
  Scant. 
   
  Post–Occupation: The temple, library 
  and school of Delleb in Scant were 
  ransacked by the Brotherhood after the fall 
  of the City.  The priests, under the 
  direction of the Office of Purity and priests 
  of Lydia, were forced to sort though the 
  books and burn those deemed to contain 
  impure knowledge.  The unfortunate 
  priests were then thrown on to the blazing 
  bonfires.  The school was taken over by the 
  priests of Lydia who now instruct the 
  children of the city in the manifest destiny 
  of the Suel and the superiority of the 
  Brotherhood of the Scarlet Sign.  The 
  Church of Delleb is believed to be extinct 
  in Onnwal now. 
   
  B EO RY 
  Oerth Mother, Matron of the Rains 
   
  Beory is the Flan Goddess of the Oerth and 
  believed by that people to be the Mother of 
  their gods and to be personified in the very 
  Oerth itself.  Beory’s faith is restricted to 
  
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  certain Flan hill tribes dwelling in the 
  Headlands (called Ial Iorneh– the Dreaming 
  Hills in Flan).  Here Beory is worshipped not 
  only in her aspect as Oerth Mother but as 
  Mistress of the Rains that come to the 
  Headlands especially in the summer months.  
  The clergy of Beory is exclusively female – and 
  the priestesses hold a great deal of power 
  within the tribes – being not only the religious 
  heads of the tribe, but also variously the lore-
  keepers, midwives and arbiters of succession 
  to the chieftainship.  Chieftains are “wedded to 
  the Oerth” and are considered to be “husbands 
  of the Oerth Mother”.  This, as much as their 
  personal power, legitimises their rule. 
   
  The Brotherhood invasion has not affected the 
  tribes of the Ial Iorneh much directly.  The 
  Brotherhood has been content to rule the 
  lowlands, sending only punitive raids into the 
  highlands.  Indirectly though the tribes have 
  suffered not just from more encroachment on 
  their lands by rebel bands as well as by bands 
  of Hochebi escaping the yolk of their Suel 
  masters in the lowlands.  Several of the tribes 
  have suffered from these disturbances and 
  there is a growing feeling that the tribes should 
  once again unite to face these threats. 
   
  OTHER FAITHS 
   
  PHA ULK O N 
  Master of Birds, The Feathered One, Far 
  Reacher 
   
  Phaulkon is the Suel god of Air, Birds and 
  Archery.  Though there was no formal church 
  of Phaulkon before the occupation, many 
  archers of the marines bear tattoos or talisman 
  of Phaulkon.  Somewhere along the cliffs of the 
  Storm Coast dwells a remarkable man - 
  Tarnedas, Hermit of the Gulls.  Twenty years 
  ago – he was a merchant in Scant.  No-one 
  knows why he left it all to become a hermit, 
  nonetheless twenty years ago he did.  Since 
  then he has lived an ascetic life in a complex of 
  cliff caves on the Storm Coast, with the gulls 
  and seabirds who until recently were his only 
  companions.  He constructed a shrine to 
  Phaulkon with his own hands in a cleft 
  overlooking the tempestuous waters of the 
  Gearnat Sea.  Here he worshiped his master 
  and was said to commune with the Parliament 
  of Birds, which gathers there reputedly 
  delivering in their chaotic chorus of cries and 
  song the wisdom of Phaulkon. 
   
  No-one has heard from Tarnedas since the Fall 
  of Onnwal and his fate is currently unknown 
   
   
  DA ERN 
  The Steadfast Stone, the Keystone 
   
  The Oerid demi-goddess of fortifications 
  had a small but devout following in 
  Onnwal – in Scant where the security of 
  the city and country often depended on the 
  stoutness of its fortifications.  Popular 
  legend has it that Daern herself drew up  
  the plans and constructed the fortifications 
  of Scant.  Whatever the truth – they are 
  formidable defences, so much so that even 
  Dwur from the Headlands and Irongate 
  are impressed.  Furthermore the symbol of 
  Daern is set into many of the keystones 
  and 
  cornerstones 
  of 
  the 
  walls 
  and 
  bastions.  Daern’s small cult was made 
  mainly of military engineers and those 
  responsible 
  for 
  maintaining 
  Scant’s 
  defences.  The centre of the cult was 
  Daern’s Redoubt, one of the bastions 
  overlooking the approaches to the Inner 
  Harbour. 
   
  The sect in Scant was targeted by the 
  Brotherhood early in the assault on the 
  city with Daern’s Redoubt falling to 
  trickery and treachery.  In the desperate 
  fight which followed - several of the cult 
  were forced to martyr themselves in order 
  to prevent the full secrets of Scant’s 
  defences from falling into Brotherhood 
  hands.  It is not known whether any of this 
  faith or their precious plans and lore 
  (which would be an enormous boon to the 
  rebels) survive. 
   
  OL I D A M A RRA 
  The Laughing Rogue, the Laughing Mask 
   
  Olidmarra, the god of Rogues, Wine and 
  Revelry, has a small following in the 
  Wreckers focused mainly around Rakehell 
  Chert.  He is also known among the 
  common people, though there was no 
  marked devotion to him in Onnwal before 
  the Occupation.  Chert’s role in the 
  rebellion has raised the profile of the 
  Laughing Mask somewhat. 
   
  K U REL L 
  The Envying Eye 
   
  Kurell is the Oerid god of Jealousy, 
  Revenge and Theft – and has a following 
  among some of the more sinister elements 
  of the Wreckers as well as among many of 
  the Pirates of the Storm Isles.  Worshipers 
  of Kurell were historically powerful in the 
  Wreckers, and earned the group and 
  unsavoury 
  and 
  deadly 
  reputation.  
  
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  However, nigh on twenty years ago, Rakehell 
  Chert staged a coup with in the Guild, aided by 
  elements in the Wreckers who felt that the old 
  bosses had gone too far and would bring the 
  full weight of the authorities down upon them.  
  The followers of Kurell were overthrown, but 
  not eliminated and have since kept a low 
  profile, plotting revenge on Chert and his 
  followers. 
   
  S C A RL ET  B RO THERHOOD F A I T HS 
  Telek Senh who is assisted by Athania leads 
  the Office of Faith of the Brotherhood in 
  Onnwal.  Yabay Ren also aided him but he was 
  slain in his bed by person or persons unknown 
  in 590 CY.  Beneath Telek and Athania can be 
  found the following faiths.  Individuals in 
  brackets are the leaders of those faiths. 
   
  • 
  Bralm (Palim Loban) 
  • 
  Llerg (Hilar Sharn), 
  • 
  Pyremius (Kiren Granas), 
  • 
  Syrul (Ara Lattaras) 
  • 
  Wee-Jas (Jenna Bergal); 
   
  A mixed group of priests represents the 
  remainder of the Suel pantheon: 
   
  • 
  Dalt (sentinels and fortifications) 
  • 
  Kord (warriors esp savage warriors) 
  • 
  Lydia (Indal Nollaf) (indoctrination and 
  re-education) 
  • 
  Osprem, (sea and navy) 
  • 
  Xerbo (trade and supplies) 
  • 
  Phaulkon (archery) 
   
  The churches of Suel faiths such as Osprem 
  and Xerbo were taken over and their clergy 
  “re-educated” in the ways of the Pure Faith.  
  Non Suel religions were brutally suppressed, 
  their priests executed or enslaved and their 
  temples levelled and the masonry used to 
  construct temples to the Brotherhood gods. 
   
  B RA L M 
  Flying Queen, Hive Goddess, The Toiling 
  Lady, The Queen of Every Hive 
   
  The 
  Suel 
  goddess 
  of 
  Insects 
  and 
  Industriousness 
  Bralm 
  is 
  the 
  goddess 
  representing the world of insects and the idea 
  of working with others toward a common goal.  
  Images of her are invariably of an ordinary-
  looking human female of middle age with dark 
  blonde hair; she is occasionally shown with 
  insect wings sprouting from her back. 
   
  The Church of Bralm has aided the efforts of 
  the Office of Thralls in managing and 
  mobilising the populace in building and other 
  labour and in the indoctrination of the 
  thralls to their new status.  They are called 
  upon by the Brotherhood to bless and 
  augment various sorts of labour including 
  mining, construction and farming.  Priests 
  of Bralm were hated for their presence on 
  the Brotherhood’s slave mines and vast 
  slave farms in the Onnwalish countryside 
  before the Brewfest Rebellion.  Her faith is 
  known to have particular enmity for the 
  Church of Tritherion, whose chaotic ideals 
  are at direct odds to its own.  They are also 
  known to hate the church of Joramy. 
   
  L L ERG 
  Great Bear, Animal Fang, Strongest 
  Serpent, God of Force, The Feral Roar 
   
  The Suel god of Beasts and Strength, Llerg 
  is the god of beasts and physical strength.  
  He is depicted as a huge bear, a giant 
  alligator or a short, shaggy man of sturdy 
  build wearing furs and great fighting 
  girdle.  All his forms give the impression of 
  great strength. 
   
  Many of the common Suel soldiery of the 
  brotherhood’s armies are known to have a 
  reverence for Llerg as do many of the 
  southern Suel savages brought to Onnwal 
  to fight with the Brotherhood.  The Church 
  of Llerg has chiefly aided the army, 
  lending guidance, morale and healing 
  where 
  needed 
  (especially 
  after 
  the 
  rebellion – when it helped stabilised the 
  demoralised Brotherhood forces).   
   
  PYREM IUS 
  The Blazing Killer, Demon of Venom, 
  Hideous Assassin, the Murdering Flame 
   
  The Suel god of Fire, Poison and Murder, 
  Pyremius is the Suel god of fire, poison 
  and murder.  Images of the god show him 
  as a grotesque-looking man whose head 
  resembles that of a jermlaine; he wears 
  great brass bracers and carries a sword 
  and a whip. 
   
  The Church of Pyremius is greatly feared 
  and hated by the Rebels and the populace 
  alike for their depravity and cruelty.  They 
  have declared the hot springs of Scant 
  (and thus the rest of the city) sacred to 
  their lord and have vowed to defend it to 
  the last.  They also have considerable 
  interest in the Hell Isles, which they now 
  call the Spires of Pyremius.  The Clergy of 
  Pyremius 
  instructs 
  the 
  Brotherhood’s 
  soldiery in effective methods of killing and 
  
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  is known to aid their navy in the use of fire 
  against rebel ships. 
   
   
  S Y RUL 
  The 
  Forked 
  Tongue, 
  the 
  Night 
  Hag, 
  Oathbreaker 
   
  The Suel goddess of Lies and Deceit, every lie, 
  deceitful act and betrayal empowers Syrul.  
  She is shown as a dirty old hag in ragged 
  clothing, although this visage is supposedly an 
  illusion.   
  The priests of Syrul 
   
  Her followers are feared for their ability to 
  infiltrate Rebel ranks.   
   
  T HA RIZDUN 
  The Dark One, the Slumbering One, He Who 
  Slumbers Yet, He Who Must Forever Sleep, 
  The Great Destroyer 
   
  No temple to the Dark One has been erected 
  and no public mention of He who Slumbers 
  Yet is made in Onnwal.  However, this has 
  fueled even greater paranoia among the Rebels 
  and the people – who having long heard 
  stories of Tharizdun worship among the 
  Brotherhood, suspect that the Brotherhood is 
  hiding something. 
   
  Worrying rumours have begun to circulate 
  recently about temples of the Slumbering One 
  beneath Scant and in the dreaded dungeons of 
  Obelstone 
  Keep 
  and 
  of 
  terrible human 
  sacrifices and other horrific acts that are 
  carried on there. 
   
  WEE-JA S 
  The Dark-Eyed Lady, Witch Goddess, Ruby 
  Sorceress, Stern Lady, Death’s Guardian 
   
  The Suel goddess of Death, Magic and Law, 
  Wee Jas oversees death and the application of 
  magic in the world.  Wee-Jas’ domain is the 
  creation and usage of magical items and spells.  
  She is always portrayed as a stunning Suel 
  woman dressed in a beautiful gown and often 
  wearing some sort of skull ornament, whether 
  a ring, bracelet or necklace. 
   
  The Church of Wee-Jas, as well as aiding in the 
  enforcement of law and order, has close ties to 
  the Office of Sorcery.  They assist Sorcery in 
  their efforts in using sea creatures to blockade 
  the Straits and harass rebel shipping.   
   
  LYDIA 
  The Mother of Truth, the Pure Song.   
   
  Lydia is the Suel goddess of Knowledge 
  and Music.  Before the Brewfest Rebellion 
  the priestesses of Lydia set up schools 
  throughout the country as well as taking 
  control of existing schools such as the 
  Dellebian School in Scant.  The primary 
  aim of these establishments was the 
  indoctrination of Sub citizens with the 
  ideals of the Brotherhood.  This was done 
  in association with the Office of Purity.  
  However, while they operated they also 
  provided a standard of education unheard 
  of outside the noble and wealthy classes in 
  pre-occupation Onnwal.  All of these 
  schools in rebel held lands have been 
  closed, with the priestesses either being 
  captured and imprisoned by the Rebels or 
  managing to flee to Scant.  In Scant the 
  Church still runs the former Dellebian 
  Academy. 
   
  KORD 
  The Unflinching Arm, the Brawling One 
   
  The Suel god of Athletics and Brawling, 
  Kord is widely worshiped by the savage 
  troops brought by the Brotherhood from 
  Hepmonaland and the Amedio Jungle as 
  well as by some of the civilised troops from 
  the Tilva lands.  His priests provide 
  healing, and moral support for the 
  soldiers. 
   
  DEITIES OF THE DEMI 
  HUMANS 
   
  T HE DWU R 
  • 
  Abbathor (Greed). 
  • 
  Berronar Truesilver (Safety, Truth, 
  Home and Healing) 
  • 
  Clangeddin Silverbeard (Battle and 
  War). 
  • 
  Dugmaren Brightmantle (Knowledge, 
  Creativity, Scholars. 
  • 
  Dumathoin Mining and Exploration). 
  • 
  Fortubo 
  Stone, 
  Metals 
  and 
  Mountains). 
  • 
  Jascar (Hills, Mountains and Slopes). 
  • 
  Moradin (Creator; Smithing, Crafts 
  and War). 
  • 
  Muamman 
  Duathal 
  (Expatriates, 
  Urban 
  dwur, 
  Travellers, 
  Exiles 
  Vergadain Wealth and Luck). 
   
  T HE H O BNI Z 
  • 
  Arvoreen (the Defender Protection, 
  Vigilance and War). 
  • 
  Brandobaris (Stealth, Thieves and 
  Adventure). 
  
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  5-61 
  • 
  Cyrroallaelee 
  (Friendship, 
  Trust 
  and 
  Home). 
  • 
  Kaldair Swiftfoot (Cleverness). 
  • 
  Sheela Peryoryl (Nature, Agriculture and 
  Weather). 
  • 
  Urgolan (Demi-god of Earth and Death). 
  • 
  Yondalla 
  (Creator; 
  Protection 
  and 
  Fertility). 
   
  T HE N ONIZ 
  • 
  Baervan Wildwanderer (Forests, Nature 
  and Travel). 
  • 
  Baravar Cloakshadow (llusion, Protection, 
  Deception and Hatred of Jebline). 
  • 
  Flandal Steelskin (Mining, Smithing and 
  Fitness). 
  • 
  Fortubo (Stone, Metals and Mountains 
  • 
  Gaerdal Ironhand (Protection, Vigilance 
  and Combat). 
  • 
  Garl 
  Glittergold 
  (Creator; 
  Protection, 
  Humour, Gems and Smithing). 
  • 
  Jascar (Hills, Mountains and Slopes). 
  • 
  Nebelun "The Meddler" (Quasi Power and 
  Tinker). 
  • 
  Segojan Earthcaller (Earth and Nature). 
   
  T HE OLVES 
  • 
  Aerdrie Faenya (Air, Weather and Birds). 
  • 
  Araleth 
  Letheranil 
  (Prince 
  of 
  Stars/Twilight Rider/Light). 
  • 
  Corellon Larethian (Creation; Magic, 
  Arts, Crafts and War). 
  • 
  Erevan Ilesere (Trickster, Mischief and 
  Rogues). 
  • 
  Hanali Celanil (Romance, Love and 
  Beauty). 
  • 
  Kirith 
  Sotheril 
  “The 
  Magess" 
  (Divination & Enchantment.  Magic). 
  • 
  Labelas 
  Enoreth 
  (Time 
  and 
  Longevity). 
  • 
  Lafarallinn (Olven Hero Power). 
  • 
  Melira Taralen (“Songstress”, Bard 
  Patron, Minstrel, Songwriter). 
  • 
  Naralis Analor (“The Healer, Watcher 
  of Souls", Easing of Pain, andDeath.) 
  • 
  Sehanine the Moonbow (Mysticism, 
  Dream, 
  Journey, 
  Death 
  and 
  Transcendence). 
  • 
  Shashelas 
  (Deep) 
  (Aquatic 
  Olve 
  "Knowlegdable 
  One,” 
  Oceans 
  and 
  Seas). 
  • 
  Solonor 
  Thelandira 
  (Archery 
  and 
  Hunting). 
  • 
  Tethrin Veralde ("The Shining One, 
  Master 
  of 
  Blades 
  and 
  Swordsmanship"). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  OOOOVERVIEW OF 
  VERVIEW OF 
  VERVIEW OF 
  VERVIEW OF OOOONNWAL
  NNWAL
  NNWAL
  NNWAL    
  6-63 
   
   
   
   
  TABLE OF CONTENTS 
   
  Onnwal’s Climate  
   
   
   
  6-63 
  
  OOOOVERVIEW OF 
  VERVIEW OF 
  VERVIEW OF 
  VERVIEW OF OOOONNWAL
  NNWAL
  NNWAL
  NNWAL    
  6-63 
  This chapter will detail things that effect 
  Onnwal as a whole. 
   
  ONNWAL’S CLIMATE 
  Onnwal is located at about 27º and 28º 
  north latitude and thus has a sub-tropical 
  climate.  Along with the rest of the 
  Flanaess, Onnwal enjoys a particularly 
  long 
  summer 
  and 
  growing 
  season.  
  Typically Onnwal’s winters are dry and 
  cool while the late summer and autumn 
  bring rain.  In general the coastal areas of 
  the peninsula receive more rain and 
  remain cooler in summer than the inland 
  areas.  Conversely, during the winters the 
  coast is warmer than the interior. 
   
  In the spring and summer the prevailing 
  winds come from the east and south-east, 
  while in the autumn and winter they swing 
  around to blow from the north and north-
  east.  The spring wind is known as Atroa’s 
  Laugh while the winter wind is known as 
  Telchur’s Breath.  With summer, warm 
  southerly winds blown up from the 
  unknown 
  seas 
  beyond 
  Hepmonaland 
  sweep across Onnwal, dripping with 
  moisture.   
   
  Spring heralds a shift in the winds from 
  north to east and south-east.  As the 
  weather warms, the clash of Telchur and 
  Atroa brings fierce tempests to the waves 
  of the Gearnat.  During this season the 
  Storm Coast earns its name in earnest and 
  travel by sea is foolhardy at best. In 
  summer, the weather is humid and hot 
  with plentiful sunshine. Though the Low 
  Summer is generally dry, rainfall increases 
  during the High Summer.  As summer 
  passes into autumn, tropical storms broil 
  up from the warm Azure Sea, lashing the 
  Azure Coast and passing across the 
  Dragonshead in the Gearnat.  Later as the 
  weather cools and the 
  winds again turn to 
  east and north, the 
  tempests subside and 
  Telchur again rules. 
   
  In 
  winter, 
  Telchur's 
  Breath brings a cool, 
  dry air from the north.  
  Despite this, it is never 
  cold - and snow is 
  rarely 
  if 
  ever 
  seen 
  except in the highest 
  peaks 
  of 
  the 
  Headlands.   
   
  Occasionally dust and sand is carried from 
  the Bright Desert across the Gearnat to fall 
  on Onnwal.  These glassy white deposits 
  are commonly called "Telchur's Gems" or 
  "Onnwallish Snow".   
   
   
  Month  
  Season 
  Av.Temp                  Rainfall 
    (F/C)                    (%chance) 
  Fireseek  
  (Winter) 
   
     55/13       
   
  15%  
  Readying  
  (Spring) 
   
     58/14       
   
  18%  
  Coldeven  
  (Spring) 
   
     60/16       
   
  28%  
  Planting  
  (Low Summer)  
     70/21       
   
  30%  
  Flocktime  
  (Low Summer)  
     75/24       
   
  35%  
  Wealsun  
  (Low Summer)  
     80/26       
   
  40%  
  Reaping  
  (High Summer)  
     85/30       
   
  60%  
  Goodmonth 
  (High Summer)  
     80/26       
   
  60%  
  Harvester 
  (High Summer)  
     75/24       
   
  50%  
  Patchwall 
  (Autumn) 
   
     70/21       
   
  30%  
  Ready'reat 
  (Autumn) 
   
     65/18       
   
  15%  
  Sunsebb 
  (Winter) 
   
     57/13      
   
  18%  
  
  THE 
  THE 
  THE 
  THE SSSSTORM 
  TORM 
  TORM 
  TORM CCCCOAST
  OAST
  OAST
  OAST    
   
  7-64 
  TABLE OF CONTENTS 
   
  The Storm Coast 
   
   
   
   
   
   
  7-65 
  The Great House of Relaster 
   
   
   
   
  7-65 
  Cantreds of the Storm Coast 
   
   
   
   
  7-65 
   
  The Minor Houses of the Storm Coast 
   
   
   
  7-66 
  Baryaern 
   
   
   
   
   
  7-66 
  Jherlo  
   
   
   
   
   
  7-66 
  Maldrenn 
   
   
   
   
   
  7-66 
   
  Locations within the Storm Coast 
   
   
   
  7-66 
  The Town of Sornhill 
   
   
   
   
  7-66 
   
  Local Lore and History  
   
   
  7-66 
   
  Independence  
   
   
   
  7-67 
  The Fall of Sornhill 
   
   
   
  7-67 
  The Retaking of Sornhill  
   
   
  7-67 
  Strike and Counter Strike 
   
   
  7-67 
  Who Rules 
   
   
   
   
  7-67 
  Who Really Rules 
   
   
   
  7-68 
  Population 
   
   
   
   
  7-68 
  Major Products  
   
   
   
  7-68 
  Armed Forces  
   
   
   
  7-68 
  Notable Mages  
   
   
   
  7-68 
   
   
   
  Notable Churches 
   
   
   
  7-69 
   
   
   
   
  Osprem's Light  
   
   
  7-69 
   
   
   
   
  The Hall of the Pursuer  
   
  7-69 
   
   
   
   
  The Vault of the Sea 
   
   
  7-69 
   
   
   
   
  The Shield of the Faithful 
   
  7-70 
   
   
   
   
  The Stormspire  
   
   
  7-70 
   
   
   
   
  Tempesthall 
   
   
   
  7-70 
   
   
   
   
  The Halls of the Shining Coin 
   
  7-70 
   
   
   
   
  The Chapel of Fortunes  
   
  7-71 
   
   
   
   
  The Chapel of the Blinding Light  
  7-71 
   
   
   
   
  The Hearth of the Raging Flame  
  7-71 
   
   
   
   
  Shrine of the Winds and Sky 
   
  7-71 
   
   
   
   
  The Scarlet Brotherhood Temples 
  7-72 
   
   
   
  Notable Rogues’ and Thieves’ Guilds 
   
  7-72 
   
   
   
  Equipment Shops 
   
   
   
  7-72 
   
   
   
  Adventurer's Quarters  
   
   
  7-72 
   
   
   
  Other Personages of Sornhill 
   
   
  7-73 
   
   
   
  Features of Sornhill 
   
   
   
  7-73 
  Storm Haven and The Red Tower 
  7-73 
  Osprem’s Light  
   
   
  7-74 
  Ship Yards 
   
   
   
  7-74 
   
   
   
   
  The Briny Halls  
   
   
  7-74 
   
   
   
   
  The Hanging Garden 
   
   
  7-74 
   
   
  Other Locations on the Storm Coast 
   
   
  7-75 
   
   
   
  Death-Fall Quarry 
   
   
   
  7-75 
   
   
   
  Sorn's Hill 
   
   
   
   
  7-75 
   
   
   
  The Barrow Fields 
   
   
   
  7-75 
   
   
   
  Celestian's Court 
   
   
   
  7-75 
   
   
   
  Flannanot 
   
   
   
   
  7-76 
   
   
   
  Harlton Hill 
   
   
   
   
  7-76 
   
   
   
  The Saltirn 
   
   
   
   
  7-76 
   
   
   
  Shallowfield 
   
   
   
   
  7-76 
   
  Other Locations  
   
   
   
   
   
  7-77 
  The Western Portion of the Gearnat Sea  
   
  7-77 
   
   
  The Storm Isles  
   
   
   
   
  7-77 
   
   
  Obelstone Keep  
   
   
   
   
  7-77
  
  THE 
  THE 
  THE 
  THE SSSSTORM 
  TORM 
  TORM 
  TORM CCCCOAST
  OAST
  OAST
  OAST    
   
  7-65 
  The northernmost province of Onnwal, the 
  Storm Coast takes its name for the 
  tempests that regularly roll in from the Sea 
  of Gearnat to batter its rocky shores and 
  cliffs.  The land here is rugged.  A loose 
  chain of low stony plateaux and craggy 
  ridges stretches along the coast from south 
  of Scant to just east of Sornhill, generally 
  decreasing in height from west to east.  To 
  the north, the land rises out of the sea in 
  steep cliffs.  However, to the south, the 
  crags slope down more gradually into the 
  central plains.  In the east – the Norland 
  peninsula forms a flat and rather marshy 
  bowl of land fringed by low hills and cliffs. 
   
  Many small fast-running streams that cut 
  deep, sheltered valleys running north into 
  the sea or south onto the plains dissect the 
  low coastal hills of the Storm Coast.  
  Remnants of Onnwal’s primordial forest 
  cling on in many of these valleys and on 
  sheltered southern slopes.  North-facing 
  slopes tend to be clothed in rough hardy 
  scrub – stunted by the fierce gales and the 
  salty sea spray, which they carry.  Heaths, 
  bogs and small lakes are found in many of 
  the valleys. 
   
  Most of the Storm Coast’s populace are 
  concentrated in the valleys – huddled in 
  fishing villages set in sheltered coves 
  where the streams meet the Gearnat.  
  Fishing is the main occupation here - with 
  the small boats venturing onto the Gearnat 
  mainly in summer and winter – when the 
  storms that bedevil the Gearnat are less 
  frequent.  The people of the Storm Coast 
  are well known throughout Onnwal as 
  capable and hardy sailors – wise in sea 
  lore and weather and well used to riding 
  out a squall or gale.  Inland, the people 
  mainly herd and graze sheep and goats on 
  the hillsides and valleys – though unlike 
  the Headlands, little wool comes from here 
  – though a number of interesting salted 
  sheep and goat cheeses are made in the 
  Storm Coast.   
  In the south were the land merges into the 
  central plains there is some arable farming 
  – mainly root crops – and viticulture on 
  well-drained, south facing slopes.  Storm 
  Coast wines – entirely red – are known for 
  being solid and dependable but not 
  outstanding 
  (not 
  unlike 
  the 
  people 
  according to one wag in Scant).  Suel blood 
  predominates more in the people of the 
  Storm Coast - especially the west – than 
  elsewhere in Onnwal, and some old Suel 
  customs 
  and 
  traditions, 
  forgotten 
  elsewhere, linger on here.  The valleys and 
  fishing towns of the Storm Coast are noted 
  for their mages and sorcerers, many of 
  who are elementalists, unsurprisingly. 
   
  THE GREAT HOUSE OF 
  RELASTER 
   DUKES OF THE STORM 
  COAST, BARONS OF 
  NORLAND AND SALTIRN 
  The wind and wave lashed Duchy of the 
  Storm Coast is ruled by the House of 
  Relaster.  Unlike many of the other Aerdi 
  nobles 
  who 
  remained 
  aloof 
  of 
  the 
  conquered Suel, the Relasters, whose 
  subjects were largely Suel, married into 
  the former Suel nobility and adopted many 
  Suel customs.  Not surprising then, that 
  the Relasters are known for its mages and 
  sages of the subtle arts, from Lady Lindera 
  – the Suel White Witch of Sornhill whom 
  Holgarn, the first duke, married, to Kosrel, 
  the mage-duke, grandfather of the current 
  Duchess.  Many of the Relaster mages 
  concentrated on control of the elements of 
  air and water – a practical pursuit, given 
  the climate of the Duchy.  As well as 
  mages, the Relasters produced many fine 
  sailors and several of Onnwal’s most 
  notable Sea Eagles came from this house.   
  CA NT RED S O F  T HE S T O RM  CO A ST
  Cantred 
  Type of Laird 
  Ruling House 
  Laird 
  Cantred Seat 
  Sornhill 
  Elected Mayor 
  Relaster 
  Vacant 
  Sornhill 
  Gearnwal 
  Hereditary Baron 
  Maldrenn 
  Baron Keirnel Maldrenn 
  Tessak’s Cove 
  Stormwal 
  Hereditary Baron 
  Baryaern 
  Baronness Velyae Baryaern 
  Tarlesan 
  Obelstone 
  Hereditary Baron 
  Jherlo 
  Vacant 
  Obelton 
  Norland 
  Hereditary Baron 
  Relaster 
  Baron Garamond Relaster 
  Verwald 
  Saltirn 
  Hereditary Baron 
  Relaster 
  Vacant 
  Greenfalls 
   
  
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  The Relasters also held the baronies of 
  Norland and Saltirn and made extensive 
  marriage alliances with their noble vassals.   
   
  The town’s treacherous mayor betrayed 
  Sornhill, the duke and his family, to the 
  Scarlet Brotherhood.  The duke’s brother, 
  Jian Relaster – Glaive Superior of the 
  Knights of Azharadian was assassinated in 
  Scant just prior to the fall of the city, while 
  the duke’s cousin the mage Pirraen, Baron 
  Saltirn, 
  led 
  resistance 
  against 
  the 
  Brotherhood until he was captured and 
  burned 
  alive in the marketplace of 
  Sornhill.  Thus Saielma Relaster, eldest 
  surviving child of the previous duke now 
  administers the Storm Coast.   Her 
  younger brother, Garamon, who rules the 
  ancestral estates at Norland, assists her in 
  this.  In addition two closely related 
  cousins – Milos Relaster  (a mage who fled 
  to Irongate) and Wallac Relaster (who 
  remains in hiding with the Wreckers in the 
  Headlands) survived the occupation. 
   
  M I NO R H O U SES O F T HE S T O RM  
  CO A ST 
   
  B A RY A ERN  
  B ARO NS O F S T O RM WA L 
  The Barons of Stormwal are an old 
  Sueloise family, who were raised to 
  nobility though intermarriage with the 
  Relasters several centuries ago.  Like the 
  Relasters they are noted for their mages 
  and elementalists.  They are also well 
  known for their longstanding feud with the 
  neighbouring House of Maldrenn.  With 
  the death of the previous baron in the 
  Occupation, his daughter, the Lady Velyae, 
  a mage some prowess, is the baroness 
  apparent.   
   
  JHERLO 
  B ARO NS O F OB EL ST O NE 
  The House of Jherlo was one of the few 
  pre-Aerdi Suel noble houses to retain its 
  lands and titles after Onnwal was absorbed 
  by the Great Kingdom.  The house allied 
  itself with Azharadian at the outset of his 
  invasion of the country, welcoming him 
  ashore when he landed at Obelton.  The 
  house has nonetheless been at pains to 
  maintain the purity of its bloodline though 
  the centuries.  This may have been the 
  Jherlo’s 
  undoing, 
  for 
  when 
  the 
  Brotherhood invaded, after the baron was 
  poisoned, his wife and three daughters 
  were led away by the invaders and have 
  not been seen since.  The late baron has no 
  other living heirs, thus the fate of the 
  house is very much in question.   
   
  M A L D RENN 
  B ARO NS O F GEA RNWA L 
  The staunchly Oerid House of Maldrenn 
  was given charge of the troublesome 
  Cantred of Gearnwal early in the Aerdi 
  rule of Onnwal.  The region was home to 
  many Suel bandits and pirates until the 
  firm rule of the Maldrenn quashed such 
  lawless behaviour.  Though harsh and 
  intolerant of Suel customs and, the 
  Maldrenn barons where nonetheless fair 
  and just.  Their marital traditions and 
  their 
  disparaging 
  attitude 
  to 
  Suel 
  traditions has been the cause of a 
  longstanding feud between them and the 
  neighbouring House of Baryaern.  This 
  attitude also led to the pervious baron 
  being singled out for a particularly 
  gruesome death at the hands of the 
  Brotherhood – he was laid under a 
  wooden platform and crushed beneath the 
  weight 
  of 
  local 
  people 
  who 
  the 
  Brotherhood forced to stand atop it.  His 
  brother, Lord Keirnal Maldrenn, however, 
  survived the Occupation, and is now 
  fighting to restore his still occupied fief.   
   
   
  LOCATIONS WITHIN THE 
  STORM COAST  
  Detailed below are a selection of location 
  that can be found on the Storm Coast.  
  This 
  should 
  not 
  be 
  considered 
  an 
  exhaustive listing. 
   
  THE TOWN OF SORNHILL 
   
  L O C A L  L O RE AND  H I ST O RY 
  Named after a prominent local landmark, 
  Sornhill possesses one of the best-
  sheltered 
  anchorages 
  in 
  Onnwal.  
  Sprawling along the eastern rim of Notxia 
  Bay and protected from the seasonal 
  storms by the rugged up-lands of the 
  western arm of the bay that juts out into 
  the Gearnat like the out-flung arm of a 
  giant, Sornhill in one shape or another has 
  existed for almost a thousand years.  The 
  Suel first settled the area after they 
  subjugated the local Flan tribes after the 
  Great Migrations.  They constructed a 
  small bastion and town; parts of which, 
  including the Red Tower and Osprem’s 
  Light, are still in use today.  Much of the 
  town was, however devastated when the 
  Oeridians swept out of the east and 
  conquered the region in the late 590s OR.  
  
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  Suel arrogance was their undoing - the 
  settlers had not walled their fledgling 
  town, secure in their might. 
   
  The Oeridians reconstructed the shattered 
  town, creating three separate districts – 
  High Town, Harbour Town and Haven 
  Town each surrounded by its own wall.  
  They threw a curtain wall around the 
  whole, 
  rebuilt 
  Osprem’s 
  Light 
  and 
  constructed four additional Keeps to 
  defend the approaches to the town.  
  Desiring greater security, they also built 
  additional fortifications around the Red 
  Tower, dubbing them “Storm Haven” from 
  which, the Relasters governed the Storm 
  Coast.   Although Sornhill prospered under 
  the rule of the Aerdi, it did not grow 
  significantly in size, its population level 
  being tightly governed by Imperial Edict. 
   
  IND EPEND ENCE 
  After the founding of the Iron League and 
  the Battle of a Thousand Banners Sornhill 
  grew steadily to its pre-Greyhawk Wars 
  population of 3000, expanding beyond its 
  protective walls.  This new community was 
  dubbed Gate Town, located as it was 
  around the Saltirn Gate – the main 
  accessway to the town. 
   
  A squadron of the Onnwalish fleet was 
  based 
  here 
  to 
  guard 
  against 
  the 
  depravations of Imperial warships and a 
  booming 
  shipbuilding 
  and 
  repairing 
  industry sprang up servicing merchants 
  and nobility alike.  A not insignificant 
  proportion of the town can be found 
  beyond the walls, though much of this has 
  been heavily damaged in the near constant 
  skirmishing that goes on here now. 
   
  T HE F A L L  O F  S ORNHILL 
  Although most of the town is enclosed 
  within its own walls, Sornhill fell quickly 
  to the Brotherhood, a victim of similar 
  tactics to those employed during the battle 
  for Scant.  Rohal Soldas, the then Mayor of 
  Sornhill, admitted an advance guard of 
  Brotherhood troops who captured Duke 
  Relaster along with most of his immediate 
  family 
  and 
  secured 
  Osprem’s 
  Light 
  allowing 
  the 
  Brotherhood 
  fleet 
  that 
  appeared on the horizon the next morning 
  to sail into Notxia Bay unhindered.   
   
  T HE RET A K I NG O F S ORNHILL 
  Rebel forces launched a surprise attack on 
  Osprem’s Light late in Patchwall 590 CY 
  which allowed them to effectively cut off 
  the town from Brotherhood supply vessels 
  that attempted to reach the town.  When 
  they took the town, the Brotherhood had 
  increased the number of catapults on and 
  around Osprem’s Light and these were 
  now used to good effect by Rebel 
  artillerists who sank one vessel and 
  severely damaged two more before the 
  town fell.  A short siege ensued which 
  lasted through the last months of 590 CY.  
  Cut off and subject to almost constant 
  probing 
  and 
  infiltration 
  attacks 
  Brotherhood forces quickly lost the will to 
  resist.  The Kesh of Sornhill, Kekarav 
  Madi, was forced early in Sun'sebb 590 CY 
  to attempt a breakout from the doomed 
  town.  During a confused night action 
  Kekarav managed to flee with a handful of 
  priests, 
  warriors 
  and 
  elite 
  Hochebi 
  followers aboard his personal vessel The 
  Scarlet Death.  Rebel forces did manage, 
  however to severely damage the attendant 
  warship, The Scarlet Rage, so much so 
  that they were able to board and capture 
  the crippled vessel.  Rohal Soldas’ body 
  was not found in the retaken town and it is 
  assumed that he escaped with Kekarav. 
   
  S T RI K E A ND  COUNTER S T RI K E 
  After the recapture of the town the rebels 
  moved 
  quickly 
  to 
  reinforce 
  their 
  beleaguered troops in the area.  Family 
  Relaster also returned to Storm Haven and 
  began 
  to 
  reorganise 
  their 
  holdings.  
  Several months after their expulsion 
  however, Hochebi troops have returned to 
  the area.  Kekarav Madi is also thought to 
  have returned to the area although how he 
  managed to escape the wrath of Kuranyie 
  is unknown. 
   
  The rebels still hold Osprem’s Light and 
  attendant fortifications on the western 
  side of the bay but Hochebi troops have 
  again entered the hills in force.  Now the 
  only contact with the beleaguered forces 
  holding those vital fortifications is by boat.  
  All other buildings on the western side of 
  the bay are in the hands of the Hochebi 
  troops that infest the hills.  Skirmishing is 
  continuous here, although rebel forces 
  have exclusive control of the bay itself. 
   
  WHO RU L ES 
  The Ducal family Relaster rules the Storm 
  Coast and have their seat at Sornhill.  
  Sornhill is the capital of the Storm Coast 
  and is administered by a Mayor who is 
  traditionally appointed by the leader of 
  family Relaster.  The eldest member of the 
  ducal family to survive the conflict thus far 
  is Saielma Relaster and is she who now 
  
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  rules 
  Sornhill. 
   
  Garamon, 
  her 
  only 
  surviving sibling who administers the 
  ancestral Norland estates in her absence, 
  assists her.   
   
  WHO REA L L Y RU L ES 
  Although Saielma rules here in name, and 
  has the favour of the townsfolk, she is 
  unskilled in the arts of war.  Fearing that 
  she is not equal to the task she has allowed 
  the Captain of her father’s personal guard, 
  a grizzled old marine veteran Hazaraz 
  Skullsplitter almost complete freedom to 
  deal with the Hochebi that infest the 
  western reaches of Notxia Bay.   A cunning 
  tactician 
  and 
  not 
  unskilled 
  warrior, 
  Hazaraz has been successful in containing 
  the Hochebi threat to the western arm of 
  the bay. 
   
  PO P U L A T I O N 
  Sornhill’s pre-occupation population was 
  close to 3000.  Currently the total number 
  of people resident in the town is around 
  2000.  Not all of the “missing” thousand 
  folk however have been killed in the 
  fighting and oppression levelled at the 
  population by the Brotherhood.  A few 
  hundred managed to flee across the 
  Gearnat to southern Nyrond in a single 
  caravel (Tempest), fleeing the town as the 
  docks rung to the sounds of a desperate 
  rearguard action by a few brave marines 
  and their leader, Barrend Desharn.  Others 
  fled into the Headlands, while others of 
  Suel descent were carried off by the 
  Brotherhood.  Some, sickened by the 
  constant warfare, fled the town after 
  liberation, 
  carrying 
  their 
  meagre 
  possessions south and east in search of a 
  safer place to call home.   
   
  M A J O R PRO D U CT S 
  Before the Wars Sornhill boasted a 
  formidable 
  ship 
  building 
  and 
  repair 
  industry as well as a healthy surplus of 
  agrarian products which were exported to 
  Irongate and Nyrond.  Much of the 
  shipyards were damaged or destroyed by 
  retreating Brotherhood forces however 
  and many of the fields, orchards and 
  plantations surrounding the town were 
  also 
  similarly 
  damaged. 
   
  Although 
  currently food production easily feeds the 
  folk of Sornhill no surplus is available to 
  export.  Fishing is also important to the 
  folk of the town, although this is no longer 
  carried out in the western portion of the 
  bay. 
   
  A RM ED  F O RCES 
  Hazaraz leads a small force of veterans 
  that is strengthened in times of need by 
  the militia that is relatively well trained 
  and equipped.  He commands a force of 60 
  marines and 380 men at arms that operate 
  solely in and around the town.  The militia 
  can muster a force of roughly 250, some of 
  which are on duty at any given time.  In 
  addition he commands a galley ( Fearless) 
  and 2 caravels (Tempest and Gallant) that 
  escaped the fall of Onnwal by fleeing to 
  Nessermouth in southern Nyrond.  His 
  troops are well motivated and well led 
  although the constant skirmishing across 
  the bay has led to equipment and 
  manpower 
  shortages. 
   
  Fearless 
  is 
  constantly 
  stationed 
  in 
  Notxia 
  Bay, 
  carrying stores and replacement men to 
  Osprem’s Light several times a week.  
  Tempest and Gallant patrol up and down 
  the coast keeping an eye on possibly 
  Hochebi 
  re-supply 
  routes 
  and 
  discouraging Brotherhood vessels from 
  trying to get too close to the town.   
   
  N O T A B L E M AGES 
  Sornhill has not been a centre for the 
  learning of the mystic arts since the 
  invasion of the Suel almost 1000 years 
  ago.  Many learned individuals fled the 
  town in the face of the Brotherhood 
  invasion although a few mages and sages 
  have returned to the town after the flight 
  of local Brotherhood forces.   
   
  ��Erian Tournavil (hm, NG, M 5th) 
  Originally from Almor he fled here 
  after a border raid by the Overking’s 
  forces destroyed his village and killed 
  most of his family.  He is a comically 
  thin, tall individual who prefers to 
  wear bright, flamboyant clothes and is 
  particularly 
  fond 
  of 
  “impressive” 
  headgear.  His eyes are brown, as is his 
  hair although he has a small lock of 
  blond 
  hair 
  behind 
  his 
  left 
  ear.  
  Intelligent 
  and 
  quick, 
  he 
  lacks 
  common sense and is not overly 
  strong.  Erian possesses a wide range 
  of spells and will cast most of these for 
  a fee.  Unfortunately Erian believes 
  himself to be a talented singer – and 
  he most definitely is not.  He uses the 
  bulk of the monies gained from his 
  spellcasting to fund his hobby, hiring 
  musicians to accompany him in the 
  various inns and tavern of the town.  
  This situation is not helped by his lack 
  of common sense and the fact that he 
  is almost tone deaf.  He can normally 
  be 
  found 
  at 
  the 
  “Laden 
  
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  Merchantman”, 
  in Harbour Town 
  where he permanently rents a small 
  suite of rooms.   
   
  ��Kiral Kackrov is a brash young 
  Invoker who often accompanies The 
  Fearless across the bay to Osprem’s 
  Light.  Wild and unpredictable he has 
  yet to find himself in a situation 
  which, he cannot blast his way out of.  
  Older and wiser mages agree that it is 
  just a matter of time… 
   
  ��Niara Telk is a quiet unassuming 
  young woman skilled in the arts of 
  divination who provided invaluable 
  assistance to Hazaraz’s forces during 
  the battle for Osprem’s Light.  She 
  assists the soldiers still and some 
  whisper of a romance between her and 
  Hazaraz.  Born and raised in Sornhill 
  she fled the town as it fell to 
  Brotherhood forces.  She hid in the 
  Headlands for several years aiding the 
  resistance until it was safe for her to 
  return home. 
   
  ��Tahllean Baeltas, companion of 
  Uthather and member of the Breakers, 
  disappears from town for days at a 
  time, ranging up and down the coast 
  for miles.  Only Uthather may know 
  what she seeks. 
   
  ��Uthather Kais, a member of the 
  Breakers, has been seen in the town in 
  recent 
  months, 
  along 
  with 
  his 
  companion Tahllean Baeltas.  It was 
  Uthather’s personal might that threw 
  back the recent attack on Osprem’s 
  Light that carried the outer walls.  He 
  is known to be a powerful spell caster 
  with access to many magical items 
  including a Staff of Fire. 
   
  N O T A B L E CHURCHES 
  Osprem’s Light.  A large and well-
  fortified temple dedicated to the Soother 
  of Storms, this temple is all but cut off 
  from the rest of the town, located as it is 
  across the bay on the western arm of the 
  bay.  It has its own dock for the use of the 
  faithful.  The clergy of the church were 
  almost all captured by the Brotherhood 
  when the town fell with only a handful 
  escaped by ship to Nessermouth.  The 
  captured priests were subjected to "re-
  education" 
  at 
  the 
  hands 
  of 
  the 
  Brotherhood's Office of Faith.  While some 
  died during the ordeal or went mad - the 
  remainder have become fanatically loyal 
  supporters of the Scarlet Sign.  When the 
  rebels retook the town although and 
  efforts were made to capture them alive, a 
  number of priests died rather than 
  surrender.  The survivors are now held in 
  the dungeons of the Red Tower.  It is 
  unknown whether their minds can be 
  freed 
  from 
  the 
  hold, 
  which 
  the 
  Brotherhood has over them.  A small 
  contingent of priests loyal to Free Onnwal, 
  led 
  by 
  Dreyan 
  Manasar, 
  now 
  man 
  Osprem's Light.   
   
  The Hall of the Pursuer, devoted to 
  Tritherion, was established after the 
  liberation of the town.  Members of the 
  priesthood were at the forefront of the 
  struggle and as a result the faith has many 
  converts here.  The Hall is a makeshift 
  effort, set up in an abandoned inn - 
  formerly the Windward House.  Heramall 
  Senned, a devout, tempestuous man, leads 
  the faith.  He is something of a rabble-
  rouser and in preaching the importance of 
  Liberty - has begun to harp on anti-
  aristocratic sentiments.  His favourite 
  phrase is "who forgets history today, 
  forgets liberty tomorrow." 
  Several Knights of the Chase have been 
  seen in and around the Hall, aiding the 
  priests in the defence of the town.  
  Heramall has been at the forefront of 
  rallying the cowed townsfolk to resist the 
  return of the Brotherhood to Sornhill.   
   
  The Vault of the Sea, this imposing 
  Temple of Xerbo stands close to the docks, 
  near the market.  In more peaceful times, 
  Xerbo was one of the most popular faiths 
  in Sornhill and the priests of the temple 
  grew wealthy from their share of the sea 
  traffic between the port and Nessermouth 
  in Nyrond.  However, nearly the entire 
  hierarchy of the church here were either 
  agents of the Scarlet Sign or willing 
  collaborators.  Only a handful of junior 
  priests rejected the invaders, fleeing to the 
  Storm Isles and joining the Loyal Church 
  of Xerbo there.  The remainder became 
  part of the new regime, betraying their 
  Zilchan counterparts to the Brotherhood 
  and receiving much of the wealth of that 
  church as a reward.  The Church also aided 
  in re-supplying the garrison in Sornhill 
  and enjoyed many trading privileges.   
   
  After the Brewfest Rebellion however, 
  Maren Vidkho - a prominent priest in the 
  temple, sensing the way the tide was 
  turning, began aiding the Free Onnwal.  
  Information provided by Vidkho proved 
  
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  essential in the recapture of Sornhill last 
  autumn.  When the town was liberated - 
  the 
  populace 
  rose 
  up 
  against 
  the 
  collaborators.  The mob ransacked the 
  Vault and lynched three before Free 
  Onnwal forces were able to bring the 
  crowd under control.  While Vidkho is held 
  in the Red Tower for his own protection, 
  the remainder of his former compatriots 
  are held in the dungeons beneath - 
  awaiting trial for their collaboration.  The 
  Vault, largely stripped of its wealth, is now 
  used both to house those made homeless 
  by the fighting and as the base for the 
  Church of Mayaheine in Sornhill.   
   
  Once the temple of Xerbo, The Shield of 
  the Faithful, or simply “The Shield” is 
  the centre of Mayaheine’s faith in Sornhill.  
  The sanctuary has been rededicated to the 
  Shieldmaiden, the alter of Xerbo having 
  been destroyed by vengeful mobs after the 
  liberation.  The leader of the Church of 
  Mayaheine in Onnwal, the golden-tressed 
  shield-maiden 
  Jelal 
  Mullenden 
  has 
  personally led a mission of a half dozen 
  priests to help bolster the defence of the 
  beleaguered town.  Mullenden and three 
  priests, plus a group of converts, form part 
  of the garrison defending Osprem’s Light.  
  The remainder helps with the defence of 
  Sornhill and in the tending of the 
  homeless and injured taking shelter in the 
  temple.  The good efforts of Mullenden 
  and her devoted clergyfolk have won many 
  hearts and minds in Sornhill and services 
  in the old temple are regularly attended by 
  large numbers of townsfolk. 
   
  The Stormspire, or "the Spire" among 
  locals was the temple of Procan in 
  Sornhill.  Located on the waterfront in the 
  harbour, it was named for its great spire, 
  shaped like a great shell made of a 
  polished blue marble imported from 
  Medegia and was one of Sornhill's most 
  notable landmarks.  The temple of was 
  levelled after the fall of the town in 584 CY.  
  A few of the temple's priests escaped on 
  the only ship to escape Sornhill, the others 
  were either killed in the fighting in the 
  harbour, 
  captured 
  and 
  enslaved 
  or 
  managed to escape though the limestone 
  caverns linked to the sanctuary pool in the 
  temple.  Some masonry from the temple 
  was being used in the construction of a 
  temple to Llerg - however the building 
  work was interrupted by the fall of the 
  town last autumn.  Thus the Spire is now 
  little more than a pile of half cleared 
  rubble.  A small number of priests led by 
  one Velder Hanreth (Pr 7) have managed 
  to clear the sanctuary pool and have set up 
  a makeshift shrine in the rubble.  They are 
  more usually occupied aiding the naval 
  squadron against Brotherhood raiders 
  however.   
   
  Sornhill 
  was 
  also 
  home 
  to 
  the 
  Stormseekers, a small splinter sect of the 
  main church of Procan.  They held their 
  services in a large house in the Harbour 
  Town, called the Tempesthall.  The 
  house was once the home of the sect's 
  founder Burisan Stormseeker, but has 
  since been converted into a shrine to him 
  and to the Sender of Storms.  The sect fled 
  Sornhill a few weeks after the town fell, 
  escaping Brotherhood pursuit by steering 
  into an autumn squall on the Gearnat 
  which sank the Brotherhood vessel chasing 
  them.  Iseln Guiral, who commanded the 
  ship at the time has now become the sect's 
  leader and with his followers have waged 
  war on the ships of the Brotherhood in the 
  Storm Isles and Coast.  In retaliation the 
  Brotherhood burnt the Tempesthall and 
  housed pigs inside the tumbled walls.  The 
  Stromseekers have yet to return to 
  Sornhill, though it is expected they will 
  reclaim their founder's shrine soon. 
   
  The Halls of the Shining Coin, was 
  once the temple of Zilchus in Sornhill.  An 
  ornate and gilded temple, it stood near the 
  market place.  Overshadowed by the 
  influence of the church of Xerbo, the 
  priests of Zilchus did however derive 
  wealth from overland trade with Scant and 
  Killdeer and it was no accident that the 
  staging yards for wains in the town was 
  directly behinds the Halls.  When Sornhill 
  fell, despite the fact many went into hiding 
  in the town, their rivals in the temple of 
  Xerbo betrayed the priests of Zilchus to 
  the Brotherhood.  The enslaved priests 
  were forced to strip the goldleaf from the 
  temple, pry out the jewelled eyes of the 
  statues, open the statues of their god, 
  extract the golden hearts within and finally 
  to level the temple.  The senior priests 
  were then laid under wooden doors in the 
  market place and crushed by having wains 
  driven over them.  A temple to Bralm was 
  built on the site using the stone from the 
  old temple and the lives of many slaves.  
  This edifice was ransacked and desecrated 
  during the liberation and it is now houses 
  a small mission of Zilchan priests newly 
  arrived from Killdeer as well as the 
  surviving local clergy, many of whom are 
  still in an appalling state after their long 
  
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  ordeal.  The leader of the mission is one 
  Ceriam Grathenn, who with his fellow 
  clergymen are trying to re-establish trade-
  links between Sornhill and the rest of Free 
  Onnwal.  Success in this venture would 
  bring much needed supplies to the town.   
   
  The Chapel of Fortunes, a small domed 
  building set near the market place, houses 
  the temple of Norebo in Sornhill.  As well 
  as giving blessings of good fortune on the 
  fishermen and sailors who braved the 
  stormy Gearnat to make a living, the 
  priests of the Chapel also ran one of 
  Sornhill's best gaming houses, The Ivory 
  House.  When the town fell, some of the 
  clergy (mainly those of Oerid blood) 
  managed to quietly disappear and later 
  found their way into rebel bands.  Most 
  however stayed on in the town and 
  collaborated with the Brotherhood regime.  
  Though not a popular god with the 
  Brotherhood, Norebo is shown respect, 
  and as long as they obeyed orders the 
  priests were not harmed.  After the 
  liberation, 
  when 
  vengeful 
  mobs 
  of 
  townsfolk came to lynch the collaborators, 
  they found that they had already been 
  detained by the rebel forces and whisked 
  away into the Red Tower under the 
  protection of the Rebel commander.   
   
  The Chapel of the Blinding Light, is 
  set as an annex to the former lawcourts 
  and served as the town's temple to 
  Pholtus.  Before the occupation, the priests 
  of Pholtus ran the Court of Sessions in the 
  town and oversaw the application of 
  justice and the rule of law.  Pholtus 
  though, 
  never 
  enjoyed 
  widespread 
  popularity on the Storm Coast.  When 
  Sornhill fell, the small group of clergy here 
  was martyred almost in its entirety, while 
  the Lawcourts were gutted and converted 
  into a Temple to Wee Jas by the 
  Brotherhood's Office of Faith.  One priest, 
  Galetin Kestell, managed to escape to 
  Nyrond in a small open boat, though his 
  health and his mind were shattered by his 
  ordeal.  His remarkable journey was taken 
  as a sign of the will of Pholtus and he has 
  become a talisman of the new intolerant 
  Palish dogma which the Onnwalish church 
  has adopted.  Galetin was brought back to 
  Sornhill last month by a band of Pholtites, 
  led by Cathera of Ogberg, a fanatical 
  missionary from the Theocracy of the Pale.  
  They 
  have 
  rededicated 
  the 
  chapel, 
  destroying the reliquary of Wee Jas, and 
  have set about preaching the Doctrines of 
  the One True Path to the people of 
  Sornhill.  The Pholtines have taken up 
  enforcement of the law once more, but 
  now apply harsh Palish laws and sentences 
  rather 
  than 
  the 
  laws 
  set 
  down 
  in 
  Schandor's legal code.  Furthermore, they 
  preach loudly against the Suel faiths, 
  marking them all as servants of the Scarlet 
  Sign and have begun witch-hunts to root 
  out collaborators and traitors.  With her 
  charismatic firebrand preaching, Cathera 
  has won many converts - especially among 
  those 
  who 
  were 
  enslaved 
  by 
  the 
  Brotherhood.   
   
  The Hearth of the Raging Flame, is a 
  new temple now being constructed by a 
  group of followers of Joramy on the site of 
  the half built temple of Pyremius which 
  has aptly enough burnt to the ground 
  during the fighting to liberate the town.  
  Centred about a fierce bonfire that forms 
  the sanctuary of the temple and which the 
  Joramites keep continually stoked, the 
  temple itself is constructed of reddish 
  masonry and brick cobbled from other 
  ruined buildings in the town.  Plans are 
  afoot to try to haul stone from Death-Fall 
  Quarry to complete the building, which is 
  intended to be the focus for the new faith 
  in Onnwal.  This is despite warnings by 
  locals of the dangers of the place.  The 
  Joramites here number only about a dozen 
  priests and acolytes, led by Jarwar 
  Highflame.  Though small in number, their 
  angry creed has struck a chord with some 
  in the town, who suffered under the 
  Scarlet Sign and the church has a growing 
  following 
  - 
  especially 
  among 
  the 
  dispossessed.  However, the Joramites 
  continual use of timber to fuel their 
  sanctuary flame has raised hackles among 
  the Rebel commanders, who require all the 
  wood they can find to recommence the 
  construction of naval vessels.   
   
  A Shrine of the Winds and Sky, 
  devoted to the Oeridian agricultural gods, 
  once stood in the market place.  It was a 
  popular focus of worship both for farmers 
  bringing their produce for sale and for 
  sailors braving the tempestuous seas.  
  Though the Brotherhood desecrated and 
  destroyed 
  the 
  shrine, 
  a 
  makeshift 
  replacement has recently been erected.   
   
  The Scarlet Brotherhood Temples: 
  During their occupation of Sornhill, the 
  Brotherhood began the construction of 
  temple to their gods and the conversion of 
  the local populace.  While conversion was 
  largely unsuccessful, the temples of Bralm 
  
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  and Wee Jas were completed by the time 
  the town was liberated by Free Onnwal 
  forces.  As has been noted above, the 
  temple of Bralm is being used as a 
  temporary shelter for the priests of 
  Zilchus.  The hated priests of the Toiling 
  Lady where stoned to death by a lynch 
  mob in the precincts of the temple, though 
  the body of Janisar, the hated high 
  priestess of the temple was not among the 
  dead.  Her fate is unknown.  The Temple 
  of Wee-Jas was resanctified by the 
  Church of Pholtus.  Most of the clergy 
  managed to escape with the fleeing 
  Brotherhood forces.  The Temples of 
  Llerg and Pyremius were only half 
  constructed when Sornhill was recaptured.  
  Many of the priests of both faiths either 
  died in the fighting or fled.  The 
  constructions have been claimed by the 
  churches 
  of 
  Procan 
  and 
  Joramy 
  respectively.  Finally, a shrine to Syrul 
  was found in one of the dungeon rooms 
  beneath the Red Tower.  Interestingly, a 
  number of religious murals were found on 
  the walls of this chamber whose age long 
  predated the Brotherhood occupation.  It 
  is speculated that they are relics of the 
  Onnwi.  Whatever the truth, they have 
  defied defacing - with the colours and 
  pictures 
  re-emerging 
  through 
  either 
  damage or covering.  The room has been 
  sealed off.   
   
  N O T A B L E RO G UES’ A ND  T HI EVES’ 
  GU I L D S 
  The Wreckers were very active here 
  before the occupation, fleecing merchants’ 
  travelling to and from Nyrond and points 
  further 
  west. 
   
  With 
  the 
  arrival 
  of 
  Brotherhood forces the Sornhill cell led by 
  Teral 
  Lightfingers 
  assisted 
  many 
  inhabitants to flee to Nyrond.  A partially 
  successful penetration of the organisation 
  by members of the Scarlet Brotherhood in 
  585 
  CY 
  heralded 
  the 
  death 
  or 
  imprisonment of most operatives here.  
  The surviving members fled the town and 
  operated out of several secret bases up and 
  down the coast.  Some even hid in 
  previously explored barrows in the Barrow 
  Fields.  With the liberation of the town 
  most surviving members have returned to 
  assist 
  in 
  the 
  extermination 
  of 
  the 
  humanoids to the west.  Members can be 
  found assisting scouting parties on the 
  west shore using their nefariously gained 
  knowledge of the terrain to good effect.  
  Prominent members in the local cell 
  include: 
   
  ��Jornal 
  Surearm. 
   
  is 
  a 
  wild 
  unpredictable man, originally from 
  Scant who now is a member of the 
  Wreckers operating along the north 
  coast of Onnwal.  A handsome and 
  vain man he is nevertheless intelligent 
  and quick.  He stands 5’ 8’’ tall, is of 
  average build, and has a thick “mane” 
  of 
  black 
  luxurious 
  hair that he 
  constantly preens and cleans and has 
  eyes of a light grey hue that dart 
  around 
  seemingly 
  trying 
  to 
  take 
  everything.  He prefers to wear fine 
  fabrics that set off his eyes and hair.  
  The son of a minor merchant he is 
  skilled as a gem cutter and appraiser.  
  He knows the northern coast of 
  Onnwal well.  Jornal can normally be 
  found in a taproom or around the 
  docks searching for information or 
  Brotherhood informants.  He is well 
  known along the north coast and has 
  friends in all the towns there. 
   
  ��Teral Lightfingers is a competent 
  intelligent 
  rogue 
  who 
  was 
  given 
  command of the Sornhill cell by Chert 
  himself, to whom he is fiercely loyal.  
  He prefers to deal through a few 
  trusted intermediaries than directly 
  with strangers.   
   
  E Q UI PM ENT S HOPS 
  Most 
  equipment 
  usable 
  in 
  military 
  operations is funnelled directly to Hazaraz 
  Skullsplitter and his forces although small 
  amounts of weapons and armour can be 
  found for sale albeit at higher than normal 
  prices.  Other equipment, apart from that 
  constructed of metal is easy to find and 
  can be found at normal prices. 
    
  A D V ENT U RER’S QU A RT ERS 
  A port, Sornhill had many taverns and 
  hostelries suitable for the use by War 
  Companies and other adventurous souls.  
  Many of these establishments were used to 
  house 
  the 
  Hochebi 
  troops 
  of 
  the 
  occupation.  Subsequently many have been 
  damaged 
  and 
  a 
  few 
  rendered 
  uninhabitable by the depravations of the 
  humanoids.  Several of the owners have 
  also been slain during altercations with the 
  Hochebi troops so much so that after the 
  liberation of the town fully half of the inns 
  and alehouses of the town had no 
  traceable owner.  Many have been simply 
  commandeered by the resistance, being 
  used to house troops, members of the 
  militia and those, whose own housing had 
  been destroyed in the fighting.   
  
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  OT HER PERSO NA GES O F 
  S ORNHILL 
  ��Randolf of Sornhill.  Originally a 
  kitchen labourer in Storm Haven 
  Randolf never knew his parents, being 
  raised as an orphan by the cook and 
  his wife.  Although now overweight, he 
  is still healthy and he has brown hair, 
  which he wears down to his shoulders 
  and light blue eyes.  Unfailingly polite 
  Randolf has a keen business mind and 
  is a good planner.  He is also an 
  accomplished haggler and is well 
  known in most of the coastal towns.  
  Randolf maintains small businesses in 
  Killdeer and Sornhill and has business 
  contacts in many of the villages of 
  Onnwal.  Randolf will always seek to 
  turn a situation to his advantage and is 
  a firm believer in the phrase “you must 
  speculate to accumulate”.  He is 
  missing the little finger on his left 
  hand.   
   
  ��Ement Naersaul.  Ement is captain 
  of 
  the 
  merchant 
  vessel 
  "The 
  Peryton" that makes the perilous 
  journey between Nyrond and Onnwal.  
  Ement is originally from Idee and fled 
  before the Scarlet Occupation in that 
  country and the subsequent Alhissan 
  "liberation".  Ement stays on the 
  Peryton even when docked in harbour.  
  He has dreams of one day building up 
  a vast merchant fleet under his 
  command.  It is said that he was once 
  the leader of a merchant house in 
  Naerie and left behind his fortune and 
  his wife-to-be in order to remain free.  
  It is not known exactly how he escaped 
  along with his crew and ship when 
  many others did not. 
   
  ��Onrulf "the Smith Prince".  Onrulf 
  is a Dwur weaponsmith of great skill 
  and low prices.  He has not married 
  and has devoted his life to perfecting 
  his craft.  He dislikes the attitudes of 
  Nerakarn Dwur, seeing them as overly 
  pious, narrow minded and mired in 
  their own self importance.  He is a 
  follower of the Dwur ways but even he 
  has adapted to human ways and 
  customs.  He worships Fortubo and 
  his families patron deity Clangeddin at 
  a small shrine in his house.  Onrulf is 
  tall for a Dwur with leathery tanned 
  skin due to years next to the forge.  His 
  beard and hair are pleated and sandy 
  red in colour, while his eyes are 
  brown. 
   
  FEATURES OF S ORNHILL 
   
  S T O RM  H A V EN A ND  T HE RED  
  T O WER 
  Built by Suel settlers shortly after their 
  arrival on the Storm Coast.  This 
  fortification was constructed solely out of 
  red-hued granite mined from the hills to 
  the south and dragged here by captured 
  Flan.  The Onnwi was to house important 
  Flan prisoners and as a final defensive 
  bastion against a Flan uprising.  The tower 
  now forms part of the inner defences of the 
  Oeridian citadel Storm Haven.  A circular 
  affair 100’ high and 60’ in diameter the 
  Red Tower has survived the centuries well.  
  The red-hued granite used exclusively in 
  its construction has proven exceptionally 
  tough.  Although the stones are pitted with 
  aged and the eroding effects of the 
  frequent storms, making the outer walls of 
  the citadel quite easy to climb.  The 
  original structure had extensive dungeons 
  beneath it used for storage and other less 
  savoury purposes.   
   
  Captured by the Brotherhood during the 
  conquest they converted it back to its 
  former use, keeping influential Onnwalon 
  captives here.  They reopened the ancient 
  tunnels and chambers beneath the tower, 
  using them for the incarceration and 
  torture of captives.  Duke Relaster was 
  kept imprisoned here during the first 2 
  years of the occupation until his escape in 
  586 CY through unknown means.  Relaster 
  was subsequently found slain by magic on 
  the coast road to Killdeer with his 
  rescuers, one of whom was his eldest son 
  Doriene, a warrior of no small prowess.  
  Since liberation Storm Haven has served 
  as Hazaraz’s command post.  Saielma 
  Relaster can also be found here with a 
  small retinue of trusted servants and 
  guards.  The marines stationed in Sornhill 
  also use Storm Haven as their base of 
  operations. 
   
  They 
  have 
  taken 
  the 
  precaution of re-sealing the underground 
  portions of the complex not knowing what 
  could lurk there and lacking the manpower 
  (and the inclination) to investigate. 
   
  OSPREM’S L IGHT 
  Osprem’s Light has, in various forms, 
  guided sailors safely into port for many 
  centuries.  The original tower was all but 
  destroyed when the Oerids entered the 
  area.  Rebuilt and expanded during their 
  
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  rule the complex served as a temple of 
  Osprem, 
  lighthouse 
  and 
  fortification 
  commanding 
  the 
  approaches 
  to 
  the 
  harbour.  It is now the site of the most 
  desperate fighting in the Storm Coast.  
  Both sides believe that who ever controls 
  Osprem’s Light will control Sornhill, and 
  therefore the Storm Coast. 
   
  S HIP Y A RD S 
  Originally 
  three 
  individuals 
  owned 
  shipyards, which were strung out along the 
  northern portion of Harbour Town.  The 
  Brotherhood made extensive use of these 
  facilities 
  and 
  their 
  attendant 
  wood 
  stockpiles during their occupation.  As 
  they abandoned the town they set fire to 
  much of these facilities and slew all the 
  skilled labourers they could find.  Of the 
  three owners only two survived, one of 
  them blinded by the cruel cut of a 
  Brotherhood sword.  Rebel effort has been 
  concentrated on repelling the Hochebi to 
  the 
  west 
  and 
  in 
  buttressing 
  the 
  fortifications of Sornhill.  Rebuilding the 
  shipyards has been their second priority 
  and they have “cannibalised” parts of the 
  deceased Harnshir Jarome’s operation to 
  rebuild Patriis Monir and Gershimon 
  Iilinski’s facilities.   
   
  Although blind, Gershimon directs the 
  frantic rebuilding work with amazing 
  accuracy and vigour, seemingly being 
  immune to the effects of fatigue.  Each 
  shipyard can accommodate two ocean 
  going vessels at any one time and it is 
  expected that Sornhill will become one 
  centres of the rebels ship building efforts 
  next year when the repair work is 
  completed.  Harnshir Jarome’s operation 
  is little more than a burned out shell.  His 
  dry docks are choked with rubble and he 
  and his workers are dead.  The whole area 
  is considered extremely dangerous and 
  unstable with rebel work crews only 
  working on the periphery of the site, 
  carting away what can be saved. 
   
  T HE B RI NY H A L L S 
  Situated close to the harbour this large 
  indoor market is where many folk buy and 
  sell fish.  The produce here is considered 
  to be the freshest Sornhill with fish being 
  brought in at all times of the day.  It is not 
  just fish that are sold here though.  Salt, 
  spices, fruits, grains and various other 
  consumables are also to be had here when 
  shipments make it though to the town.   All 
  the vendors consider themselves to the 
  best in Sornhill and many make special 
  dishes to prove it!  
   
  The Halls are named for their wet floors 
  and, in particular, the smell that emanates 
  from the Fishmongers court.  The Halls 
  are divided into the Fishmonger’s Court 
  (the largest and through which all must 
  pass to enter the other courts), The Salt 
  Court (salts, spices and preserves), The 
  Green Court (fruit and vegetables) and the 
  Bakers Court (cakes, pastries and other 
  sweet things).   
   
  Sellers of flowers, songs and entertainers 
  travel among the courts of the halls, 
  mingling with the buyers and sellers.  
  Members of the militia and the Church of 
  Zilchus also watch the Briny Halls because 
  in the past smuggling has been carried out 
  within its precincts.  It was built some 300 
  years ago by an Aerdi noble as a seafront 
  mansion.  Unfortunately flooding some 
  285 years ago destroyed it and rather than 
  restoring it the noble sold it and returned 
  to Ountsey.  It was then used as a hospice 
  for several decades but was closed after a 
  full-scale fever epidemic broke out within 
  its walls.  The hospice was quarantined 
  and all within died of the fever.  The 
  hospice was then bought by a wealthy 
  merchant as a warehouse.  Upon his death 
  it was turned over to the mayor who 
  administered it, renting space in the halls 
  to various traders.   
  As many of the old traders have either 
  perished or fled the town since the 
  Occupation, a good number of the stalls 
  here are vacant, giving the Halls a forlorn 
  half-empty air. 
   
  T HE H A NG I NG GA RD EN 
  Outside the town is a small copse of trees 
  from which bandits and robbers were 
  hung in the early part of the century.  It is 
  from this that the copse has earned its 
  name: "The Hanging Garden."  Many of 
  the Robbers and Bandits were buried here 
  at the foot of the trees they died in.  It is 
  debatable however if any of their loot was 
  buried with them. 
   
  OT HER L OCATIONS ON THE 
  S T O RM  CO A ST 
  Although not an exhaustive list the 
  following entries deal with locations that 
  can be found close to the town of Sornhill. 
   
  DEA T H-F A L L  QU A RRY 
  Located several miles south and east of 
  Sornhill this is the place from which the 
  
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  strangely coloured rock used in the 
  construction of the Red Tower was mined.  
  Known in Flan legends as the Battlefield of 
  Giants originally a huge extrusion of rock 
  jutted out from a hillside.  Discovered by 
  Suel explorers they deemed the rock tough 
  enough to be used in their fortifications 
  and began to mine the area using captured 
  Flan slaves, the majority of whom died 
  here.  Work stopped when the remainder 
  of the hillside, destabilised by the removal 
  of so much rock collapsed killing almost all 
  the workers and guards present.  Today 
  the site is a lonely, desolate one.  Still 
  unstable 
  sinkholes 
  and 
  small 
  local 
  collapses are common.  Several Scarlet 
  Brotherhood patrols were lost in the area 
  and now none venture here.   
   
  Local legends say that the mine is haunted 
  by those killed in the final collapse that 
  even now attempt to dig themselves free, 
  causing the sinkholes and other collapses.  
  Any disappearances in the area are blamed 
  on these restless spirits.   
   
  S O RN’S H I L L 
  The feature that Sornhill is named after, 
  Sorn’s Hill, is the burial site of an ancient 
  dwarven hero who perished here.   A 
  combined army of Noniz and Dwur troops 
  exterminated the lingering remnants of 
  the humanoid tribes of the peninsula in a 
  weeklong battle.  Sorn, the greatest Dwur 
  hero present was mortally wounded at the 
  moment of victory and in accordance with 
  his last wishes was laid to rest where he 
  fell.   
   
  Centuries later the burial mound bears 
  little 
  resemblance 
  to 
  its 
  original 
  appearance.  Several oak trees have taken 
  root on the eastern face of the mound and 
  the southern has partially collapsed after 
  some would-be grave robbers attempted to 
  tunnel into the mound in search of 
  dwarven treasures.  The only survivor’s 
  garbled account of the very earth coming 
  alive to swallow his companions has 
  served to keep other treasure hunters at 
  bay.  The southern face is known as 
  “Chekar’s Folly” after the leader of that ill-
  fated expedition. 
   
  Sorn’s Hill is a well-known local landmark 
  used occasionally by travellers who cannot 
  reach the safety of Sornhill as shelter.  
  Those standing on the peak of the hill can 
  see several miles in all directions and in 
  times of trouble the hill has been used as a 
  lookout post.  Several small skirmishes 
  have been fought here, the debris of which 
  can still be found lying here and there. 
   
  T HE B A RRO W F I EL D S 
  Located amongst the hills around Sornhill 
  these barrows stand as testament to the 
  bravery of many fallen Flan warriors.  
  These tombs were built long before the 
  Suel conquered the region.  Some have 
  been disturbed and creatures within 
  awakened.  Others have been cleansed of 
  undead and used as hideouts for rebels 
  and bandits.  However few have ever 
  breached the inner and the more elder 
  barrows, rumoured to be filled with the 
  undead warriors, deadly traps, fell magic 
  and great treasure.  Much is still not 
  known of the early Flan and scholars argue 
  that the treasures undoubtedly hidden 
  with the barrows could help them to 
  understand more about these primitive 
  people.   
   
  CELESTIAN’S COURT 
  Celestian’s Court is the name given to a 
  stone circle located midway along the 
  route between Sornhill and Killdeer.  At 
  the centre of the stone circle, which is 
  located on a small hillock, is a stone 
  monolith with a circular hole some 2 
  inches in radius carved through it.  The 
  whole is level with the horizon.  Two times 
  a year the sun is "in" this circle at sunset 
  and sunrise and marks the winter and 
  summer solstices.  It was rumoured to 
  have been built by the early Flan as a sort 
  of calendar by their priests.  Lately it has 
  gained popularity with priests of Sotillion 
  and Telchur who travel here on the 
  summer and winter solstice respectively to 
  pray and celebrate. 
   
   
   
  F LA NNA NOT 
  An old abandoned hill fort located several 
  miles inland the area gained its current 
  name when the Onnwi fought a great 
  battle against a conglomeration of local 
  Flan tribes intent on resisting their 
  advances. 
   
  After 
  several 
  days 
  of 
  skirmishing the Flan were driven back to 
  the hillfort where they made their final 
  stand.  Amongst the Suel were several 
  powerful spellcasters who at the climax of 
  the battle destroyed much of the hill with 
  powerful magicks.  The dazed survivors 
  were lead off into slavery and the place 
  swiftly fell into disrepair only sometimes 
  being used as a way stop by weary 
  
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  travellers intent on sheltering from the 
  elements. 
   
  Several hundred years later an imperial 
  patrol discovered several beaten gold and 
  silver trinkets on the hill after digging a 
  fire pit.  This find sparked off a wave of 
  treasure hunters and adventurers who 
  came and dug on the hill but nothing else 
  was ever found.  A small village sprung up 
  on the slopes of the hill to service the 
  needs of the treasure hunters and the 
  travellers who had begun to use the coast 
  road with more regularity.  The inner walls 
  of Flannanot still stand to this day.  Until 
  recently the villagers of Harltonhill used 
  the remains of the fort as a pen for their 
  livestock at night.  Today the hilltop is the 
  sight of frenzied activity as rebel forces 
  attempt to refortify it in expectation of a 
  Brotherhood counterattack.  It is not 
  unknown for rebel soldiers to be seen here 
  late at night digging up on Flannanot 
  seeking to supplement their meagre pay 
  with a find of ancient flan artefacts.   
   
  H A RL T O N  H I L L 
  Named after the original owner of the first 
  inn built on the slopes of the hill Harlton 
  Hill is home to around 220 individuals.  
  Built in the lee of the old hillfort and 
  linked to the coastal road by two spur 
  tracks Harlton Hill originally sprung up to 
  service the needs of the treasure hunters 
  searching Flannanot for forgotten Flan 
  treasures.  Since then the treasure hunters 
  have gone but the village still manages 
  survive, tending their crops and livestock 
  and servicing the needs of those using the 
  coast road to the north.  Due to its 
  proximity to Sornhill a Mayor appointed 
  by Duke Relaster oversaw the village.  
  Slain as an example to others by the 
  Brotherhood 
  Harlton 
  Hill 
  has 
  been 
  without a Mayor for 5 years.  A local man, 
  Tarek Blackhands, has taken it upon 
  himself to lead the villagers.  The only 
  surviving blacksmith in the village he is 
  charismatic 
  and 
  popular 
  although 
  a 
  private man much given to brooding and 
  black moods.   
   
  Now back in rebel hands after a series of 
  small actions here late in 590 CY the village 
  is a focal point for the rebels, possessing 
  strong defences.  Kesh Arinohal was slain 
  in the fighting to regain the village, as were 
  most of her troops, and her body was 
  severely 
  mutilated 
  by 
  the 
  outraged 
  villagers before being cast into a shallow 
  grave to the west of the village.   
   
  Work is currently being carried out on 
  Flannanot to repair the old earthen 
  fortifications 
  in 
  preparation 
  for 
  Brotherhood retaliation.  It is a slow job as 
  time and the elements have done a good 
  job in smoothing and levelling the inner 
  walls of the once-great fort.  Plans also 
  exist for the digging of a huge ditch around 
  the rest of the village but currently the 
  manpower for such excavations does not 
  exist. 
   
  T HE S A L T I RN 
  This short stream runs directly out of the 
  northern Headlands, cutting a deep gorge 
  for most of its length, emptying into the 
  Gearnat not far from Sornhill.  It is known 
  for its many cataracts – of which 
  Greenfalls – so named for the supposedly 
  medicinal moss which grows thickly on the 
  rocks around it – is the most famous. 
   
  S WA L L O WFEL D 
  Swallowfeld is a village that has grown up 
  on three sides of Hillwater Lake.  The lake 
  itself is formed out of a natural depression 
  bounded to the north, west and east by a 
  small range of hills.  Only to the south do 
  hills not mark the extent of the lake.  2 
  small rivers that flow out of the Headlands 
  to the south feed the lake, which is drained 
  (supposedly) 
  via several underground 
  watercourses that run northward emptying 
  into the Gearnat although the truth of this 
  is not known.  Swallowfeld is named for 
  the flocks of swallows that early Suel 
  settlers discovered dwelling around the 
  hills.  They discovered that the broad flood 
  plains of the two rivers were particularly 
  fertile and ideal for grazing their cattle.  
  Beyond this the land rises slowly and is 
  well drained making excellent land for the 
  cultivation of crops.   
   
  Before the occupation almost a five 
  hundred people made their homes in the 
  hills around the lake either farming the 
  land or fishing the lake to survive.  After 
  the first few months of occupation many 
  Onnwalons were carried off to Scant and 
  captivity.  Many have not returned.  The 
  local mayor has not been seen since the 
  beginning of the occupation and his fate 
  remains unknown.  In his place his eldest 
  daughter rules.  During the occupation she 
  managed to keep her magical talents a 
  secret from the Kesh, Berat Regor, while 
  giving the resistance extensive assistance 
  in infiltrating the area.     
   
  
  THE 
  THE 
  THE 
  THE SSSSTORM 
  TORM 
  TORM 
  TORM CCCCOAST
  OAST
  OAST
  OAST    
   
  7-77 
  The centrepiece of the lake is a large island 
  upon which grow nine huge oak trees 
  known locally as the “Nine Giants”.   Local 
  legend has it that the nine trees are ancient 
  nature spirits trapped in physical form.  
  Whatever the truth, the trees are listed in 
  the records of the first Suel to colonise the 
  area.   
   
  OTHER LOCATIONS 
  T HE WEST ERN PORTION OF THE 
  GEA RNA T  S EA   
  The storm-lashed Gearnat hosted some of 
  the busiest shipping lanes in the summer 
  and winter before the Greyhawk Wars.  
  During the spring and autumn it is a 
  treacherous place with storms whipping its 
  surface into a succession of towering 
  waves.  Pirates from the Pomarj operated 
  here frequently, sailing from the port of 
  Blue in the south of that land.  The navies 
  of Onnwal and Nyrond combated them 
  and the Imperial navy of the South 
  Province operating out of the port-city of 
  Prymp.   Only Nyrond still maintains a 
  significant naval presence here now.  The 
  Brotherhood 
  still 
  control 
  much 
  of 
  Onnwal’s fleet and use it along with their 
  pirate allies to block the Gearnat Straits, 
  demanding a toll of all who would travel 
  there.   Ahlissa is currently rebuilding its 
  fleet and will one day soon sail these 
  waters in strength.  What this may herald 
  for Free Onnwal is unknown.  In the east 
  the Gearnat is known as Relmor Bay.  In 
  the south Dunhead Bay separates Onnwal 
  from 
  the 
  South 
  Province 
  and 
  was, 
  historically, the scene of many clashes 
  between the two nations. 
   
  The Gearnat was once known as the Sea of 
  Yar after a famed Suel navigator who 
  opposed the expansion of the Kingdom of 
  Aerdy.  After the Aerdi conquered all the 
  surrounding states they renamed the sea 
  after a prominent Oeridian navigator. 
   
  LOCATIONS WITHIN THE 
  GEARNAT 
   
  T HE S T O RM  ISL ES 
  This sub-tropical island cluster is in fact a 
  great coral reef from which many of the 
  islands have found their genesis.  It is 
  considered the more well known of the 
  island chains.  The isles are named for the 
  great storms that batter them every spring 
  and autumn.   
   
  Farmers and others have settled some of 
  the islands for both mundane and more 
  obscure reasons.  The farmers mainly grow 
  citrus (and other) fruits and rear pigs and 
  sheep.  Fishing is also a major industry 
  here.  The islands as such, have become a 
  home for those who wish to flee the chaos 
  of the mainland.  Since the Rebellion 
  began, many of the Brotherhood’s soldiers 
  have been recalled to the mainland to fight 
  in the war leaving the islands to descend 
  into lawlessness.  Many pirate lords have 
  seized power and rumours of a hidden city 
  amongst the islands abound.  The Scarlet 
  Brotherhood still have an iron grasp on 
  some of the islands nearer to the mainland 
  mostly due to the fanaticism of the Kesh 
  Johran Teven. 
   
  These islands have been the subject of 
  many a tall tale, and feature prominently 
  in the legends of the Flan and early 
  Oeridian settlers, as lands of great magic 
  and danger.  However none of the Scholars 
  of Scant have been able to prove that these 
  tales have any grounding in truth. 
   
  OB EL ST O NE K EEP 
  This forbidding castle stands like a black 
  shadow looming over the horizon in the 
  cantred of Obelstone.  It is perched 
  ominously atop a massive free-standing 
  pillar of rock separated from the mainland 
  by a half-mile channel.  Obelstone was 
  built by early Aerdi Overlords as a symbol 
  of their control over Onnwal, as a place to 
  house their army and to keep many 
  prisoners 
  who 
  suffered 
  horrendous 
  punishments 
  in 
  the 
  name 
  of 
  the 
  Overkings.  It was then a symbol of terror 
  to the pirates, many of whom spent their 
  final days rotting in its many dungeons. 
   
  Now it houses the villainous Office of 
  Sorcery 
  and 
  many 
  enslaved 
  and 
  imprisoned people of Onnwal.  No one has 
  ever proven that escape from Obelstone is 
  possible.  Rumours of magicks that distort 
  distance, cells without doors, walls that 
  shift and shape, magical guardians and 
  labyrinthine corridors abound, though 
  none have yet escaped to confirm these 
  dread tales.  All that is certain is that it is a 
  fell place and full of horrors imagined and 
  real. 
  
  GGGGILDEROND
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  8-78 
  TABLE OF CONTENTS 
   
  Gilderond 
   
   
   
   
  8-80 
  The Great House of Destron 
   
  8-80 
  Cantreds of Gilderond  
   
  8-80 
   
  The Minor Houses of Gilderond  
  8-81 
  Dernail  
   
   
  8-81 
  Farness  
   
   
  8-81 
  Geldrenn 
   
   
  8-81 
   
  Locations within Gilderond 
   
  8-81 
  Scant 
   
   
   
  8-81 
  Bergard  
   
   
  8-82 
  Hossleholt 
   
   
  8-83 
  Silverstream 
   
   
  8-83 
  
  GGGGILDEROND
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  8-79 
  Gilderond – known more widely as the 
  Gildenlea by those that dwell there – is the 
  largest province of Onnwal. It encompasses 
  the western plains and the Silvervale in the 
  east – some of the most fertile land in Onnwal.  
  In the west, the broad valley of the meandering 
  Bergard 
  forms 
  Onnwal’s 
  agricultural 
  heartland.  The land is generally flat – and 
  dotted with farming villages and interspersed 
  with surviving copses of trees.  Most of 
  Onnwal’s grain (maize, wheat and barley) is 
  grown in the Bergard and Fallnos valleys and 
  the Gildenlea is known for its wheat and barley 
  beers.  Most of Onnwal’s Hobniz dwell in High 
  Bergard 
  and 
  around 
  the 
  town 
  of 
  Bergardbridge. 
   
  Between the two rivers, the land rises into a 
  low series of dells, which form a saddle 
  between the peaks of the Headlands and the 
  coastal ridges of the eastern Azure Coast.  Here 
  the last remnants of Onnwal’s primordial 
  lowland forest cling on under the stewardship 
  of the Szek.  Patches of forest are also found on 
  the slopes of Low Headland.  Away from the 
  river 
  valleys, 
  sheep 
  and 
  goat 
  herding 
  predominates – supplying most of the wool for 
  the looms of Onnwal’s weavers. 
   
  To the east, cradled by the Headlands, lies the 
  fertile Silvervale.  Blessed with both mineral 
  wealth in the form of gem and silver mines in 
  the Headlands, it is also an agricultural centre 
  – with maize and grapes being the main crops, 
  while cattle rearing is also common.  Silvervale 
  is noted for its fortified wines – which appeal 
  greatly to the Noniz and even some Dwur.  The 
  largest 
  populations 
  of 
  demi-humans 
  (especially Noniz) in the lowlands were found 
  in the Silvervale before the occupation – 
  though most fled to their cousins in the hills, 
  and are only now beginning to return. 
   
  THE GREAT HOUSE OF 
  DESTRON 
  DUKES OF GILDEROND, 
  BARONS OF MIDDLE 
  BERGARD AND DEYSHOND 
  The House of Destron has held sway over 
  the bountiful plains and vales of Gilderond 
  since the land’s conquest by the Aerdi.  
  The house grew wealthy on the rich 
  harvests which their fief produced.  As the 
  rule of the Szeks appointed from Zelradton 
  grew more tyrannical – it was the 
  Destrons, being closest to the seat of the 
  Szek in Scant, who bore the brunt of their 
  abuses.  It was the Destrons too, under 
  Duke Parmus who led the rebellion against 
  the Great Kingdom – an act which saw 
  him condemned as a traitor in Rauxes and 
  crowned as Szek in Scant.  His heirs have 
  ruled Onnwal capably and wisely, ever 
  attendant to their responsibility to defend 
  the country from its enemies.  The Destron 
  Szeks have, by in large, been capable 
  warriors and sailors – a characteristic of 
  the house as a whole.  The Szek holds the  
  city of Scant as his personal domain, while 
  his heir holds the title of Duke of 
  Gilderond.  In addition to this, junior 
  branches of the house held the baronies of 
  Middle Bergard and Deyshond.  As the 
  ruling 
  house, 
  the 
  Destrons 
  formed 
  alliances by marriage with a number of 
  houses – the three other Great Houses and 
  most 
  recently 
  the 
  minor 
  house 
  of 
  Geldrenn.The Brotherhood stuck deep at 
  the heart of the ruling house in the very 
  first hours of its invasion of Onnwal.  The 
  Szek Ewerd Destron was stuck down in his 
  own palace, his cousins, the barons of 
  Middle Bergard and Dayshond, where 
  poisoned and burned respectively.  All 
  scions of the house were ruthlessly hunted 
  out 
  and 
  executed.  
  CA NT RED S O F  GI L D ERO ND
   
  Cantred 
  Type of Laird 
  Ruling House 
  Laird 
  Cantred Seat 
  High Bergard 
  Mayor 
  Destron 
  Celdirn Yarrowstone 
  Bergardbridge 
  Halmarn 
  Mayor 
  Destron 
  Vacant 
  Halmarn 
  Middle Bergard 
  Hereditary Duke 
  Destron 
  Vacant 
  Arbend 
  Low Bergard 
  Hereditary Baron 
  Dernail 
  Contested 
  Myrhill 
  Gullhaven 
  Mayor 
  Destron 
  Vacant 
  Gullhaven 
  Deyshond 
  Hereditary Baron 
  Destron 
  Vacant 
  Garveld 
  Silvervale 
  Hereditary Baron 
  Geldrenn 
  Baron Halshas Geldrenn 
  Silvervale 
  Low Headlands 
  Herediatry Baron 
  Farness 
  Baron Tiren Farness 
  Grovehill 
  
  GGGGILDEROND
  ILDEROND
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  8-80 
   Only Jian Destron, Duke of Gilderond and 
  heir to the throne, escaped their murderous 
  sweep – being at sea commanding a naval 
  squadron in the Sea of Gearnat at the time.  
  Szek now in name if not in fact, Jian has done 
  his 
  utmost 
  to 
  rally 
  resistance 
  to 
  the 
  Brotherhood, regain his lost birthright and 
  avenge the murder of his kinsmen. 
   
  MINOR HOUSES OF GILDEROND 
   
  DERNA I L 
  B ARO NS O F L O W B ERGA RD 
  A prominent merchant family based in Scant, 
  the Dernails were raised to nobility in 576 CY.  
  Due to their commoner origins, other nobles 
  consider them vulgar and lowborn and despite 
  their titles treat them with disdain.  The 
  former baron was hanged by the Brotherhood 
  in Myrhill when the town fell.  His widow 
  Calwenn Dernail is fighting off a challenge by 
  Halden Dernail, her brother-in-law (and a 
  member of the Worshipful Assembly) to the 
  baronial title.  She wishes to ensure that her 
  daughter Calrinn succeeds to the title and 
  fortune when she comes of age in three years.   
   
  F A RNESS 
  B ARO NS O F L O W H EA D L A ND 
  The barons of Low Headland have long 
  derived their wealth from wool and silver – the 
  main produce of Low Headland.  In addition, 
  to helping to maintain patrols on the stretch of 
  the Hind Road between Bergardbridge and the 
  Silvervale, the House of Farness has special 
  duties to preserve the Szek’s woodlands – 
  many of which are located within Low 
  Headland.  The father of the current Baron 
  Apparent, Tiren Farness, a Glaive Valourous of 
  the Knights of Azharadian, was assassinated in 
  the first Brotherhood attacks on the Country.  
  Tiren is a staunch supporter of Gellen Cadwale 
  for the position of Glaive Superior. 
   
  GEL D RENN 
  B ARO NS O F S I L VERVAL E 
  Another old Aerdi house, the Geldrenns have 
  ruled the rich Silvervale for centuries.  They 
  are possibly the most wealthy of the minor 
  houses, due to the revenues from the Cantred’s 
  many silvermines and from its rich agricultural 
  bounty.  The Geldrenns also wield a great 
  degree of political influence, not only because 
  of their fortune, but due to their links by 
  marriage to the House of Destron, which 
  effectively make them a cadet house of the 
  ruling family.  The current Baron Silvervale, 
  Halshas Geldrenn is a first cousin of Jian 
  Destron and his closest living relative.  Halshas 
  survived the Brotherhood’s attempt on his life, 
  though he still limps from the blow the 
  assassin struck him, ere he fell to the 
  baron’s broadsword.  The baron withdrew 
  into the Headlands with his household 
  guards and waged a guerrilla war on the 
  Brotherhood until he retook Silvervale 
  during the Brewfest Rebellion.  Halshas is 
  a fine warrior and leader of men. 
   
  LOCATIONS WITHIN 
  GILDEROND  
  Detailed below are a selection of location 
  that can be found in Gilderond.  This 
  should not be considered an exhaustive 
  listing. 
   
  S CANT 
   
  Debate has long raged in scholarly circles 
  as the origins of the name of Onnwal's 
  capital.  Radmond of Trigol claims Scant is 
  a corruption of the Sueloise "Segrant" (lit.  
  "Reef-haven"). 
   
  Craedon 
  the 
  Broad 
  counters that the name derives from 
  disparaging 
  comments 
  made 
  by 
  the 
  cosseted Imperial courtiers dispatched 
  there from the splendor of Rauxes who 
  described the then rough and ready 
  Imperial 
  outpost 
  as 
  having 
  "...scant 
  comfort, scant pleasures and scant worth." 
  Finally Germin of Dyvers suggests the 
  name 
  comes from a contraction of 
  "thieves' 
  cant" 
  - 
  the 
  patois of the 
  smugglers and pirates who plagued the 
  city in former times.   
  Whatever the truth - there is no argument 
  that Scant is one of the best-defended and 
  fortified cities in the Flanaess.  It is 
  situated 
  upon 
  a 
  steep 
  and 
  rocky 
  outcropping surrounded on three sides by 
  the sea and connected to the mainland by 
  a narrow, sandy strip of land, known 
  locally as the Langneck.  The city and the 
  Langneck enclose a large, sheltered bay 
  called the Great Harbour.  The mouth of 
  this bay and the seaward approaches to 
  Scant are barred by a line of treacherous 
  reefs, breached in only two places by 
  channels that are navigable only with the 
  aid of an experienced pilot.  Before the 
  Greyhawk Wars, this lore was the closely 
  guarded secret of Scant's Loyal Company 
  of Pilots.  It was the infiltration of this now 
  defunct group by the Scarlet Brotherhood 
  that allowed the ships of the Scarlet Sign 
  to safely enter the Great Harbour and land 
  troops.   
  Scant is spread across two steep hills - 
  Gate Hill and Palace Hill, the seaward 
  sides of which are fringed with precipitous 
  
  GGGGILDEROND
  ILDEROND
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  8-81 
  cliffs ranging from fifty to two hundred feet in 
  height.  These are almost unnecessarily topped 
  by a thirty-foot curtain wall.  The tallest cliffs 
  are those of the Palace Hill, which overlook the 
  reef fanged channels and bristle with artillery 
  engines poised to rain fiery ruin on any vessel 
  foolish enough to attempt to force a passage 
  though to the Great Harbour.  Alas - treachery 
  undid 
  these 
  defenses 
  too 
  when 
  the 
  Brotherhood took the city.   
  Between the two hills nestles a gap in the 
  encircling cliffs and a small, sheltered inlet 
  from the Great Harbour that forms Scant's 
  Inner Harbour.  Two sturdy fortifications flank 
  the mouth of the Harbour - Daern's Redoubt 
  upon the eastern side and the Bastion of the 
  Golden Sun opposite it.  Thus the combination 
  of natural features and cunning fortification 
  make the city nigh unassailable by land or sea 
  by conventional means.   
   
  Scant is a comparatively small city of no more 
  than five thousand people before the Wars.  It 
  is divided into three main districts: 
   
  GA T E H I L L 
  Overlooking the Langneck, Gate Hill houses 
  most of the city's artisans.  Before the Wars, 
  Scant's Noniz and Dwur communities were 
  centred here.  The scruffy north end of the 
  district is home to Scant's poorer inhabitants.   
   
  T HE H A RB O U R QU A RT ER  
  This 
  district 
  describes 
  the 
  natural 
  amphitheatre of land that nestles around the 
  Inner Harbour at the feet of the two hills.  It 
  was the centre of commerce and trade, with 
  the Grand Market, the temples of Xerbo and 
  Zilchus and the Custom's House all being 
  located here. 
   
  P A LA C E  H ILL (TH E  H IG H  Q U A R TE R)  
  Separated from the rest of Scant by an internal 
  curtain wall and looming over the Inner 
  Harbour atop high cliffs, the High Quarter 
  houses the city's more affluent inhabitants.  
  The hill is crowned by a magnificent palace 
  dating from the golden age of the Great 
  Kingdom, which served as the seat of Onnwal's 
  szeks and gives the district its name.   
   
  In the middle years of the current century as 
  the population of Scant grew, pressure for 
  space increased, particularly in Gate Hill and 
  the Harbour Quarter.  Thus the city as a whole 
  has a very cramped feel about it.  There is little 
  in the way of open space, bar the Grand and 
  High Markets.  The pale limestone buildings 
  seem to be piled chaotically atop each other, 
  with narrow streets twisting between them, 
  winding their way up the hills. 
  Construction was forbidden by decree on 
  the Langneck - for defensive reasons.  
  Therefore the town of Halmarn, which 
  faces Scant across the Great Harbour, 
  profited from the overflow from the city.  
  Many 
  rich 
  merchants 
  or 
  nobility 
  maintained villas either in Halmarn or 
  atop the steep cliffs that fringe the Great 
  Harbour 
  to 
  the 
  south, 
  taking 
  full 
  advantage of the breathtaking views over 
  the harbour and the city.  The tower 
  formerly occupied by the Archmage Bigby 
  stands at the seaward end of these cliffs, 
  directly opposite the city and overlooking 
  the harbour entrance.  It was customary 
  for those that could to flee to these villas, 
  to escape the heat and stench of the 
  teeming city in summer.  So much so that 
  during these months, more of the business 
  of governance went on in Halmarn than in 
  Scant, prompting one local wag to dub the 
  small town "Onnwal's other capital".   
   
  Now however, both Scant and Halmarn 
  are firmly in the grip of the Scarlet 
  Brotherhood.  Sister Kuranyie rules what 
  remains of her domain in Onnwal from the 
  Szek's palace.  She is determined not to 
  lose control of the city and maintains 
  strong garrisons in both Scant and 
  Halmarn, 
  and 
  a 
  substantial 
  military 
  presence in the surrounding land - holding 
  the landward approaches to the city.  The 
  city is resupplied by sea by Brotherhood 
  vessels.  Scant is the main base for the 
  Brotherhood's naval presence of the Straits 
  of Gearnat and is thus well protected from 
  seaward attack or blockade.   
  The condition of Scant's populace is 
  appalling.  More than three-quarters of the 
  population are believed to have been 
  classified as slaves, with the remainder 
  enjoying the dubious privilege of being 
  subcitizens.  Marnafel Toktot, Kesh of 
  Scant, enforces the Brotherhood's rule in 
  the city with brutal efficiency.  Rumours of 
  atrocities and the barbaric behaviour of 
  the occupiers abound.  With the current 
  stalemate between Free Onnwal and the 
  Brotherhood, there is little hope that the 
  suffering of Scant's populace will end 
  anytime soon.   
   
  B ERGA RD 
  Onnwal’s longest river flows from the 
  western Headlands and meanders across 
  the plains of Gilderond.  Though fast 
  flowing at near its source, the river slows 
  considerably below the market town of 
  Bergardbridge, and is thereafter sluggish 
  and placid until it eventually reaches the 
  
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  8-82 
  sea at Halmarn, near Scant.  Like many of 
  Onnwal’s rivers it is prone to flooding in 
  summer – and levees have been constructed to 
  protect the more vulnerable parts of the 
  floodplain.  The river is navigable by skiffs, 
  rafts and small flat-bottomed craft as far as 
  Bergardbridge. 
   
  HOSSELHOLT 
  Hosselholt is a small mining community that 
  can be found in the eastern-most fringes of 
  High Bergard.  Here, Noniz, Dwur, Hobniz and 
  humans can be found working side by side.  It 
  is was founded -310 CY by a Noniz miner who 
  discovered a bountiful vein of topaz and agate 
  here.  Local legend has it that he was lead to 
  the hills by a badger grateful to the miner for 
  saving him from a snare.  Many of the more 
  devout and older Noniz firmly believe that this 
  talking animal was an avatar of a Noniz god.  
  This view is not shared by many of the younger 
  Noniz who believe that this is taking things too 
  seriously. 
   
  Hosselholt has a temple devoted to the gods of 
  the Noniz pantheon.  There are also shrines to 
  dedicated 
  to 
  Jascar 
  and 
  Fortubo 
  here.  
  Hosselholt is known mainly for its gemstones, 
  many of which are used in the manufacture of 
  jewellery and other ornaments.  However it 
  also has a strong agricultural background, 
  rearing goats on the hills and growing oats in 
  the field.  Hosselholt Goats Milk and Cheese 
  are known for their pungent aroma, which is 
  considered a delicacy among the elite of 
  Nerakarn.  The Burgomeister, an elected 
  official that serves as mayor and sheriff, rules 
  Hosselholt.  Only the village elders may vote 
  ensuring that no short lived human has yet 
  been elected. 
   
  The mines were occupied by the Brotherhood 
  between 584 and 586, with almost the entire 
  populace being enslaved and forced to work 
  the mines.  The demi-human workers singled-
  out for particularly brutal treatment by the 
  slave drivers, and few Noniz and Dwur families 
  did not lose a loved one during this terrible 
  time.  The experience has left an undercurrent 
  of bitterness and resentment on one hand and 
  shame on the other between the demi-human 
  and human inhabitants of the settlement 
  respectively. 
   
  S I L VERST REA M 
  Along with its tributary, the Goldstream, the 
  Silverstream drains the southern Headlands 
  and the fertile Silvervale, flowing into the 
  Azure at Haylind.  Some gold-panning goes on 
  in the upper reaches of the Goldstream, but 
  this has never really been commercially 
  successful – and only a few die-hards 
  remain.  The river is known by the Dwur as 
  the Nera - and has its principle source 
  close to the Dwur citadel of Nerakern. 
   
  AZHARADIAN’S PILLAR 
  Upon the bare summit of a wooded hill 
  where the Headlands meet the plains of 
  the Gildenlea, a 100 foot pillar stands 
  alone against the sky.  This remarkable 
  structure is built from close set blocks of 
  hard grey basalt, fitted so seamlessly 
  together that it must surely be of Dwur 
  craftsmanship.  Though built by the Dwur, 
  the pillar commemorates the legendary 
  Aerdi general Azharadian the Great, 
  conqueror of Onnwal, who the annals say 
  died upon the spot six hundred years ago.  
  The pillar’s pedestal is carved with the 
  names of the general’s most famous 
  victories as well as four bas relief carvings 
  of scenes from the general’s life, including 
  Azharadian’s Landing at Obelton.  The 
  monument was erected by the sires of the 
  four Great Houses, who had served as the 
  general’s Captains and Companion Guard 
  during the Onnwal campaign.  It is said 
  that 
  Azharadian’s 
  axe 
  Bardinar 
  – 
  reputedly blessed by the Invincible One 
  himself – is interred within the heart of 
  the pillar.  Popular myth has it that when 
  the need of the children of the Aerdi is 
  greatest, 
  Azharadian 
  shall 
  return 
  to 
  reclaim his weapon and lead them once 
  more to glory.  Whatever the truth, the site 
  is considered sacred among the Knights of 
  Azharadian, who in more peaceful times 
  made annual pilgrimages here upon the 
  22nd day of Harvester, the date of the 
  general’s death.  The Scarlet Brotherhood 
  attempted to topple the pillar during the 
  Occupation.  However, after several of 
  their number were immolated by bolts of 
  golden lightning emanating from the very 
  stone of the monument, they have given it 
  a wide berth since. 
   
  
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  TABLE OF CONTENTS 
   
  The Eastern Marchlands 
   
   
   
  9-85 
  The Great House of Coriell 
   
   
  9-85 
   
  The Minor Houses of the Eastern Marchlands 
  9-85 
  Faskel  
   
   
   
  9-85 
  Lorendrenn 
   
   
   
  9-86 
   
   
  Locations within the Eastern Marchlands 
  9-86 
   
  Killdeer  
   
   
   
  9-86 
  The Headlands  
   
   
  9-87 
  The Dunn 
   
   
   
  9-87 
  Jelald  
   
   
   
  9-87 
   
   
  Other Locations  
   
   
   
  9-87 
   
   
  The Gearnat Sea 
   
   
  9-87 
   
   
  Dunhead Bay 
   
   
   
  9-87 
   
  
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  9-84 
  The smallest of Onnwal’s provinces in term of 
  Cantreds 
  – 
  the 
  Eastern 
  Marchlands 
  nonetheless encompass most of the Headlands 
  and a narrow coastal plain along the shores of 
  Dunhead Bay.  Most of the population huddles 
  in towns along the coast – well fortified against 
  attack from what was once the South Province.  
  The plain is watered by many small fast 
  flowing streams, which tumble out of the hills 
  and are prone to flooding in the summer.  
  There is some arable farming carried on along 
  the plain – mainly fruit and some maize.  
  Pastoral agriculture predominates – mainly 
  pigs and cattle in the lowlands and sheep in 
  the hills as animals are easier to defend than 
  crops and fields.  Fishing in Dunhead Bay is 
  rich – though the dangers posed by Ahlissan 
  corsairs have traditionally made it a hazardous 
  way of life.  Military service is a major 
  occupation here – and many of Onnwal’s 
  Marines and army Regulars hail from the 
  Eastern Marchlands. 
   
  The people of the Marchlands, unlike the rest 
  of Onnwal, are of almost pure Oeridian decent 
  – and Oerid faiths and traditions predominate.  
  Marchers are known to be generally quite 
  serious, dour folk but good in fight.  It is 
  unsurprising then that good relations exist 
  between them and the Dwur of the Headlands 
  and Irongate.  Killdeer was the main centre for 
  Dwur in the lowlands of Onnwal prior to the 
  occupation – outstripping even Scant is this 
  regard.  Duke Coriell’s famed Dwur bodyguard 
  is perhaps the best known feature of this 
  friendship.  The three Dwur citadels in the 
  Headlands lie in the eastern portion of the 
  province, officially within the cantred of Dwur 
  March.  Onnwal, however, has never pressed a 
  formal claim over these lands. 
   
  THE GREAT HOUSE OF CORIELL 
  DUKES OF THE EASTERN 
  MARCHLANDS, SENESCHALS OF 
  THE EAST, BARONS OF DWUR 
  MARCH 
  The nobles of the House of Coriell rule the 
  Eastern Marchlands and have since the 
  rebellion against the Great Kingdom warded 
  that frontier of Onnwal against her Imperial 
  foes.  They have been well suited to this task – 
  being like their subjects – stoic in the face of 
  hardship, courageous in the face of the enemy 
  and at all times dependable and true to 
  their oath.  These qualities are well 
  appreciated by the Dwur of the Headlands 
  – and there have been strong bonds 
  between the House of Coriell and the 
  Dwur of Vergannin.  During the Battle of a 
  Thousand Banners, Duke Halend Coriell – 
  an ancestor of the current duke – is said to 
  have saved the life of Vorengund, Thegn of 
  Vergannin.  In repayment of this debt of 
  honour, a picked bodyguard of a dozen of 
  the finest Dwur warriors of Vergannin has 
  protected all the Coriell dukes.   
   
  It was the by the efforts of the Vergannin 
  Guard that the current duke, Baeren 
  Coriell, escaped the daggers of the Scarlet 
  Brotherhood assassins.  Rallying his 
  troops 
  to 
  fight 
  off 
  the 
  advance 
  Brotherhood force sent to capture Killdeer, 
  he quickly assessed the enormity of the 
  disaster that had befallen Onnwal.  The 
  duke instructed his people to flee into the 
  hills and with his household forces 
  retreated into the Headlands, making his 
  way finally to Irongate.  He has ever since 
  acted as Onnwal’s ambassador to the 
  Fortress City.  His brother, Elwerd, Baron 
  of 
  Dwur 
  March 
  too 
  survived 
  the 
  occupation, 
  finding 
  refuge 
  with 
  his 
  household guard in Vergannin.  He has 
  since returned to his fief, though he 
  continues to urge his Dwur friends to join 
  the struggle against the Brotherhood. 
   
  MINOR HOUSES OF THE 
  EASTERN MARCHLANDS 
   
  F A SK EL 
  B ARO NS O F H IGH H EA D L A ND 
  Vassals of the Duke of the Eastern 
  Marchlands, the House of Faskel might at 
  first glance be thought to have been given 
  a poor lot in terms of their fief – including 
  as it does the some of the most rugged and 
  impenetrable parts of the Headlands.  The 
  majority of the inhabitants here are Flan 
  tribesmen who, despite official claims by 
  the Faskels, owe allegiance to no one.  
  However, the share of the revenues from 
  the rich platinum mines of Notil which 
  goes to the House more than makes up for 
  the lack of subjects and lands.  The 
  previous baron of High Headland was 
  CA NT RED S O F  T HE E A ST ERN M ARCHL AND S
  Cantred 
  Type of Laird 
  Ruling House 
  Laird 
  Cantred 
  Seat 
  Killdeer 
  Mayor 
  Coriell 
  Vacant 
  Killdeer 
  Dunheern 
  Hereditary Baron 
  Lorendrenn 
  Sir Halrend Lorendrenn 
  Dunheern 
  Dwur March 
  Hereditary Baron 
  Coriell 
  Lord Elwerd Coriell 
  Varl’s Keep 
  High Headlands 
  Hereditary Baron 
  Faskel 
  Lord Kalderon Faskel 
  Notil 
  
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  lured to Scant and assassinated during the 
  initial Brotherhood strike on the city.  His 
  brother, 
  Lord 
  Kalderon 
  Faskel, survived 
  however.  Though he was forced to retreat 
  when Notil was seized by a large force of 
  Hochebi in 584 CY – he did not have wait long 
  to regain his seat in 586 CY.  The mines at Notil 
  have been reopened and now provide a vital 
  source of income for the rebels.   
   
  L O REND RENN 
  B ARO NS O F DU NHEERN 
  The Barons of Dunheern have always had a 
  long military tradition – even before Onnwal 
  broke away from the Great Kingdom and their 
  fief became part of the country’s first line of 
  defences against the aggression of the herzogs 
  of Zelradton.  The faith of Heironeous has 
  always been highly regarded – and many 
  younger sons of the house have in the past 
  become priests of the Invincible One or 
  members of the Order of the Golden Sun.  The 
  son of the assassinated baron, Sir Halrend 
  Lorendrenn is a Glaive Valourous of the Order 
  and 
  distinguished 
  himself 
  during 
  the 
  Greyhawk Wars against the forces of the South 
  Province in Idee.  He is the leader of the 
  faction within the Order, which opposes Gellan 
  Cadwale, believing him to be the one who 
  betrayed the Knights to the Brotherhood in 
  Scant.   
   
  LOCATIONS WITHIN THE 
  EASTERN MARCHLANDS  
  Detailed below are a selection of location that 
  can be found in the Eastern Marchlands.  This 
  should not be considered an exhaustive listing. 
   
  K I L L D EER 
   
  The heavily fortified capital of Free Onnwal 
  and the Eastern Marchlands began as a 
  humble fishing village huddled at the broad 
  mouth of the Jelald River.  The Aerdi first saw 
  its potential as a defensive site and constructed 
  the first fortifications here early in their 
  invasion of Onnwal.  Initially, it served as a 
  supply port connecting the Aerdi armies in the 
  Dragonshead to their homeland.  After the 
  conquest, it enjoyed a brief boom as the main 
  entrance to the peninsula for Oeridian settlers 
  from the heartlands of Aerdy, until it was 
  eventually eclipsed by the new port of Scant.  
  Killdeer slowly slipped back into obscurity, 
  quietly accepting its fate as a provincial town. 
  It was not until Onnwal's independence in 447 
  CY, 
  that 
  Killdeer 
  once 
  more 
  rose 
  to 
  prominence.  The then duke of the Eastern 
  Marchlands, the legendary Halend Coriell, 
  recognising that the town would be the 
  keystone in Onnwal's defences against the 
  South Province, embarked an ambitious 
  programme of fortification.  Halend threw 
  up walls around the main town of Killdeer 
  on the north bank of the river and around 
  the 
  small 
  satellite 
  settlement 
  of 
  Templeside on the south bank, connecting 
  the two with a causeway and lifting bridge 
  of dwur design.  Behind the causeway, he 
  set about constructing one of the most 
  impressive fortresses in Onnwal.  Built on 
  two natural islands in the estuary and 
  comprising a series of concentric rings of 
  walls 
  surrounding 
  the 
  main 
  citadel, 
  Killdeer Castle is one of the best examples 
  of the principle of defence in depth - 
  borrowed from the Dwur of Vergannin 
  who aided in the design and construction.  
  Killdeer 
  thus 
  became 
  the 
  base 
  for 
  Onnwal's squadron in Dunhead Bay and 
  prospered despite intermittent raids by 
  Ahlissan corsairs. 
  Today, Killdeer is the heart of Free 
  Onnwal.  Most of the small rebel fleet is 
  based here, along with a large contingent 
  of the Army of Rebellion, backed by Duke 
  Coriell's personal guards.  The majority of 
  the free churches of Onnwal have set up 
  temples here, with Zilchus, Tritherion, 
  Procan and Pholtus being the most 
  prominent.  The clergy of Procan have 
  begun reconstruction of their cathedral on 
  Templeside, which was destroyed, along 
  with a large force of Brotherhood troops 
  and a section of the waterfront, by a tidal 
  wave 
  summoned 
  by 
  the 
  churches' 
  martyred High-Priest, Delvan Gasparan. 
  Something approaching normal life has 
  returned to the main town and considering 
  that 
  before 
  the 
  Wars, 
  Killdeer 
  was 
  effectively an army camp, little has 
  changed except the identity of the enemy.  
  The people have put aside the dark 
  memories 
  of 
  the 
  past 
  and 
  thrown 
  themselves into the struggle for freedom.  
  Killdeer's fishing fleet once more sets forth 
  proud and free, to return with nets bulging 
  with fish to provision the Army of 
  Rebellion.  Trade has begun with Irongate 
  - with foodstuffs being shipped down the 
  coast to Northanchor in return for badly 
  needed arms and armour. 
  Nonetheless, the occupation has left its 
  mark, not only in the hostages taken from 
  every family by Kuranyie, of which nothing 
  has been heard of since, but also in the 
  distrust and suspicion of strangers which 
  is pervasive here.  Rumours of the 
  resurgence of Ahlissa are a further cause of 
  concern.  Whatever guise the rulers of 
  Aerdy adopt, it will not erase the enmity 
  
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  the people of Killdeer have held for their 
  neighbours to the east for over a century.   
   
  T HE H EA D L A ND S 
  The Headlands form the “spine” of the 
  Dragonshead peninsula and merge with the 
  Iron Hills to the east of Irongate.  Where the 
  hills meet the Azure Sea they form towering 
  cliffs that run for approximately half the length 
  of the hills.  Mainly composed of limestone, 
  with small pockets of harder igneous rock such 
  as granite, the range is a maze of steep sided 
  tors riddled with natural cave systems.  The 
  hills are cut by thousands of streams, which 
  form twisting and tortuous valleys and gorges 
  Two roads cut through the Headlands to 
  Irongate, one in the south and one in the 
  north. 
   
  Otherwise 
  they 
  are 
  generally 
  considered impassible, and large sections of 
  the interior of the range have never been 
  explored by lowlanders 
   
  Blessed with abundant rainfall – the hills are 
  clothed in lush vegetation.  Forests cling to the 
  gentler slopes or atop larger mesas.  Herding 
  of sheep and goats is carried on in the valleys – 
  by both Onwallons, along the fringes of the 
  hills, and by Flan tribesmen who inhabit the 
  rugged 
  and 
  dangerous 
  High 
  Headland.  
  Mining by humans, Dwur and Noniz is an 
  important activity and source of revenue with 
  platinum, silver and gems such as peridot, 
  topaz and aquamarine.  While some of these 
  mines (mainly the more westerly ones) fell to 
  the Brotherhood and became slave mines, 
  others, especially Dwur and Noniz delvings, 
  held out throughout the occupation.  Notil, the 
  Cantred seat of High Headland, is the site of 
  important platinum mines. 
   
  T HE DU NN 
  This energetic river gushes out of the north-
  eastern Headlands and empties into Dunhead 
  Bay at the town of Dunheern.  Locally known 
  as Isak’s Torrent, it is named for a local legend 
  – Isak Trollslayer who is said to have cleared 
  the upper reaches of the river of the trolls that 
  plagued it of old. 
   
  JEL A L D 
  Typical of Marchland rivers – the Jelald flows 
  fast, straight and true out of the Hills and 
  across the narrow plains to the sea at Killdeer.  
  The hill road to the Silvervale follows the 
  upper reaches, however the road is frequently 
  washed away by regular summer flooding – 
  which also troubles the lowlands. 
   
   
   
   
  OTHER LOCATIONS 
   
  T HE GEA RNA T  S EA 
  For information regarding the Gearnat Sea 
  refer to Chapter 7, The Storm Coast. 
   
  DUNHEAD B A Y 
  Dunhead Bay, named after the river that 
  empties into it, is a shallow arm of Relmor 
  Bay.  The bay separated Onnwal from the 
  old South Province and was the scene of 
  many naval actions between the two 
  nations.  Conflict was particularly intense 
  here during the War of the Golden League 
  (579-581 CY) and during the Greyhawk 
  Wars (583-584 CY).  With the fall of 
  Onnwal to the followers of the Scarlet Sign 
  the bay has been comparatively peaceful, 
  although the navy of Ahlissa has now 
  begun to reassert itself. 
   
  The waters of the bay are noted for their 
  excellent fishing.  Accurate maps of the 
  region have existed since the Oeridians 
  conquered the whole area. 
  
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  TABLE OF CONTENTS 
   
  The Azure Coast 
   
   
   
  10-89 
  The Great House of Cadwale 
   
  10-89 
   
  The Minor Houses of the Azure Coast 
  10-89 
  Dernaster 
   
   
  10-89 
  Kelldas  
   
   
  10-90 
   
  Locations on the Azure Coast 
   
  10-90 
  Longbridge 
   
   
  10-90 
  Estates of Family Cadwale 
  10-90 
  Fallnos  
   
   
  10-90 
  Elmscoombe 
   
   
  10-90 
   
   
  Other Locations  
   
   
  10-91 
   
   
  The Azure Sea  
   
  10-91 
   
   
  The Hell Isles 
   
   
  10-91 
   
   
  The Serpent Isles 
   
  10-91 
   
  
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  The Azure Coast is considered the most 
  pleasant 
  of 
  Onnwal’s 
  four 
  provinces; 
  particularly by its inhabitants, who are not 
  afraid to share their opinion with others.  
  Though rocky cliffs rear from in the sea in the 
  west and the Headlands march into the sea in 
  the form of the Kurst Islands in the east, the 
  coastline between is low lying, with many 
  beaches, saltmarshes and lagoons.  The land 
  generally slopes down from the Headlands to 
  the sea, the exception being in the west where 
  the coastal ridges of the Storm Coast spill 
  south in to the cantred of Gullhaven.  Well-
  watered and lush from the abundant summer 
  rains, which the winds carry in from the Azure 
  Sea, the Azure coast has more exotic and 
  tropical vegetation than other parts of Onnwal.   
   
  The valleys of the Fallnos and the Silverstream 
  are both fertile and there is much arable 
  agriculture here – maize and sugar cane being 
  the main crops.  Yornal is distilled around 
  Longbridge.  Away from the rivers, orchards 
  abound, with olives, citrus fruits and other soft 
  fruits growing in abundance.  Along the 
  lagoons of the central coast – salt harvesting is 
  a major industry as is fishing in the rich waters 
  of the Azure.  Pearl fishing is a major source of 
  wealth in the western coast – around 
  Longbridge. 
   
  In the east, steep, half-drowned peaks of the 
  Headlands poke their heads above the water to 
  form the Kurst Islands.  In the past, this maze 
  of small rocky isles was a haven for pirates and 
  others seeking sanctuary from civilisation – for 
  whatever reason. 
   
  Trade, both maritime and along the Scant-
  Irongate road, was important in the past.  With 
  the upheavals of the Wars and the occupation, 
  this has largely dried up.  A trickle of trade is 
  now 
  beginning 
  between 
  Longbridge 
  and 
  Irongate. 
   
  THE GREAT HOUSE OF 
  CADWALE  
  DUKES OF THE AZURE COAST; 
  BARONS OF AZUROND 
  The House of Cadwale traditionally ruled the 
  rich and bountiful Duchy of the Azure coast 
  from their ancestral seat in Longbridge.  
  The House has held not only the title of 
  Duke, but a cadet branch additionally 
  holds the title of Barons of the Cantred of 
  Azurond, as well as sundry minor holdings 
  throughout the province.  The nobles of 
  this house grew wealthy not only from the 
  produce of their rich lands but from 
  revenues of trade passing between Scant, 
  Irongate and the port of Naerie in Idee 
  both by road and by sea.  Nobles of this 
  house where known for their culture, 
  refinement and worldliness – with artists, 
  poets, 
  scholars 
  and 
  even 
  explorers 
  numbered amongst their scions. 
   
  As with all the great families, the house 
  was one of the first targets for the Scarlet 
  Brotherhood when they struck.  Duke 
  Ansend his wife and three sons were slain 
  by Brotherhood assassins as they slept.  
  The 
  Duke’s 
  cousin, 
  Duvend, 
  Baron 
  Azurond, fell in the Brotherhood landings 
  at Longbridge, leaving no direct heir.  A 
  few junior members of the house managed 
  to flee to Irongate, while others were 
  enslaved by the Brotherhood.  The heir to 
  the Duke’s coronet is Ansend’s brother, Sir 
  Gellen Cadwale, a Glaive Virtuous of the 
  Order of the Golden Sun, the most senior 
  survivor of the order.  A cloud however 
  hangs over the Duke Apparent – for some 
  suspect him of betraying the Knights to the 
  Brotherhood during the invasion – a 
  charge which he and his supporters 
  vehemently deny.   
   
  MINOR HOUSES OF THE 
  AZURE COAST 
   
  DERNA ST ER 
  B ARO NS O F IRO N M A RC H 
  An ancient Aerdi family, who came to 
  Onnwal with the first waves of Oeridian 
  settlers, the House of Dernaster has ruled 
  over the rugged Iron March for centuries.  
  The family had extensive contacts with 
  Irongate and was mainly responsible for 
  keeping the land link to the fortress-city 
  clear of bandits and the collection of 
  excises on traffic entering Onnwal from 
  CA NT RED S O F  T HE S T O RM  CO A ST
  Cantred 
  Type of Laird 
  Ruling House 
  Laird 
  Cantred Seat 
  Longbridge 
  Mayor 
  Cadwale 
  Vacant 
  Longbridge 
  Gavelenn 
  Mayor 
  Cadwale 
  Vacant 
  Gavelenn 
  Fallnos Vale 
  Hereditary Baron 
  Kelldas 
  Baron Joren Kelldas 
  Kennar’s 
  Crossing 
  Baldrenn 
  Mayor 
  Cadwale 
  Vacant 
  Baldrenn 
  Azurond 
  Hereditary Baron 
  Cadwale 
  Vacant 
  Haylind 
  Iron March 
  Hereditary Baron 
  Dernaster 
  Vacant 
  Kurstand 
  
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  the east.  The Dernasters were therefore one of 
  the wealthier houses.  The fate of Baron 
  Leinand Dernaster and his entire family is a 
  mystery.  They were last seen fleeing the 
  Brotherhood advance aboard the navy galley 
  Pegasus, bound for Irongate.  However neither  
  Pegasus, its passengers nor the Dernaster 
  fortune ever reached the Fortress City.  They 
  are feared lost to either Brotherhood or Kurst 
  Island pirates 
   
  K EL L D A S 
  B ARO NS O F F AL L NOS VA L E 
  The House of Kelldas gained their lands 
  though marriage with the House of Cadwale in 
  the last century.  They rule over the fertile 
  valley of the Fallnos – some of the richest land 
  in the country.  In the past, the barons of 
  Fallnos Vale have been content to rule their 
  lands and take their ease – and have been 
  perceived 
  by 
  other 
  nobles 
  as 
  country 
  bumpkins.  Perhaps it was this perception of 
  their irrelevance, which spared the current 
  baron, Joren Kelldas from the attentions of the 
  assassins of the Scarlet Brotherhood.  Joren 
  was nonetheless hunted by the Brotherhood 
  after the invasion, but made good his escape 
  with his family into the Headlands and found 
  refuge with the survivors of the House of 
  Faskel.  A strong bond has grown up between 
  the two houses and a marriage between 
  Joren’s eldest daughter, Natalia and Sir Milos 
  Faskel is rumoured.   
   
  LOCATIONS ON THE AZURE 
  COAST 
   
  L ONGBRI DGE 
  Named for the dominant feature of the town, 
  Longbridge sprawls for several hundred yards 
  along both banks of the Fallnos River.  
  Anchorages exist along both sides of the river, 
  which at its mouth is about 50 yards wide.  The 
  Fallnos is a particularly fast river and therefore 
  annual dredging is therefore needed to 
  maintain clear approaches to the town.  The 
  western bank of the river is lower than the east 
  and can be prone to flooding.  Those who can 
  therefore live on the east bank.   
   
  The Long Bridge (or “The Span” as it is known 
  by local residents) blocks the passage of large 
  vessels up the river.  Built to link the two 
  independent 
  settlements 
  of Solliton and 
  Naerway by the 3rd Duke Cadwale it was an 
  integral part of the Cliffway until hostilities 
  reduced trade to a trickle.  The bridge itself 
  was constructed with dwarven aid and has 
  been built to withstand the periodic high tides 
  that are pushed up the river in the autumn 
  months from the Azure Sea.  Family 
  Cadwale did not dwell within the town 
  although 
  they 
  maintained 
  a 
  modest 
  townhouse on the east bank.  The family 
  main estates could however be found to 
  the north of the town. 
   
  E ST A T ES O F F A M I L Y  CA D WA L E 
  Family Cadwale’s estates are located 
  several 
  miles 
  up 
  the 
  Fallnos 
  from 
  Longbridge.  They are linked to that town 
  by a well-laid road that is now showing 
  signs of neglect.  The estate takes the form 
  of a single large and rambling manor 
  house with its attendant outbuildings and 
  perimeter wall.  The wall now has several 
  breaches, which were created, during the 
  recent 
  fighting 
  between 
  rebel 
  and 
  Brotherhood forces.   
   
  The House of Cadwale has its origins in 
  the conquest of Onnwal by Aerdi forces.  
  The original Cadwale was a young warrior 
  of exceptional skill and bravery who 
  distinguished 
  himself 
  enough 
  to 
  be 
  elevated to the rank of duke.  The 
  Cadwales were renowned for their skill at 
  arms until the so-called “Tunnelling Duke” 
  (373 CY - 402 CY) who hid himself away 
  from the populace and busied himself 
  constructed 
  galleries, 
  tunnels 
  and 
  chambers beneath his estate.  One of the 
  tunnels he was rumoured to have created 
  was wide enough for his carriage to 
  traverse and was thought to run from his 
  stables all the way to the main gate.   
   
  The estate is now deserted after rebel 
  forces discovered the Brotherhood troops 
  had been slaughtered to a man by 
  something 
  that 
  (presumably) 
  escaped 
  from the depths.  Several rebels who spent 
  the night in the house were found torn 
  limb from limb and so the house is avoided 
  by all now.   
   
  F AL L NOS 
  The sister river of the Bergard, the Fallnos 
  drains the south-western Headlands and 
  cuts a wide shallow valley southwards, 
  emptying 
  into 
  the 
  Azure 
  Sea 
  at 
  Longbridge.  The Fallnos is known for its 
  fast currents and fine fishing. 
   
  E L M SC O O M B E 
  Located in the eastern portion of the 
  cantred of Iron March, amongst the 
  foothills of the Headlands is a secluded 
  box valley known as Elmscoombe.  A huge 
  and ancient elm tree stands amongst a 
  small copse of trees around a small lake.  
  
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  Scorched by fire and struck by lightning 
  several times in its long history the tree has 
  stood for centuries.  The lake is fed from 
  unknown underground sources and has not 
  run dry in living memory.  The valley is 
  notoriously difficult to traverse as it has been 
  subject to frequent landslides and rock falls 
  and so this area is quite isolated.  At least two 
  bands of Brotherhood warriors disappeared in 
  the vicinity of the lake during the occupation 
  leaving no sign of their fate.  Prior to the Wars 
  a minor War Company, The Blades of 
  Irongate, also disappeared in the area after 
  spreading it around Kurstand that they had 
  uncovered 
  some 
  previously 
  undiscovered 
  caverns.  Their horses were found several 
  weeks 
  later, 
  grazing 
  by 
  the 
  pool 
  undernourished and in need of exercise but 
  otherwise unhurt.   
   
  OTHER LOCATIONS 
   
  T HE A ZU RE S EA 
  The Azure Sea is truly a vast body of water.  It 
  stretches from the Hold of the Sea Princes in 
  the west to Hepmonaland in the east.  Always 
  responsible for carrying much of the sea-borne 
  trade between the west and the central nations 
  buccaneers, free-booters and privateers have 
  traditionally been common here.  Dominated 
  solely by the Brotherhood after the Greyhawk 
  Wars, traders were technically free to travel as 
  they wished here.  Traders used to stick to the 
  coasts of the Iron League states during their 
  travels but, few now take the risk, as sea 
  monsters, always common in the past, seem to 
  be more plentiful now.  With the freeing of 
  Idee (now the Principality of Naerie) and the 
  rebellion in Onnwal trade here is again 
  beginning to grow. 
   
  To the south lie the Amedio and Hepmonaland 
  jungles.  The Densac Gulf is thought to open 
  into a vast, uncharted ocean, which stretches 
  well into Lower Oerth.  The only portions of 
  that ocean even partially known is the area 
  around Hepmonland, which a Rel Astran 
  caravel proved was navigable by arriving in 
  Hardby 
  in 
  590 
  CY 
  claiming 
  to 
  have 
  circumnavigated 
  the 
  southern 
  tip 
  of 
  Hepmonaland. 
   
  T HE H EL L  ISL ES 
  The Hell Isles consist of five islands, the three 
  larger islands being volcanically active.  The 
  three main islands constantly spew forth ash, 
  smoke and fire, the seas around them churn, 
  boil and quake and the air is black and 
  poisonous.  Historically these volcanic isles 
  have mostly been ignored due to both the 
  natural dangers that hinder any exploration 
  and the many superstitions attached to 
  them.  However in recent years this has 
  changed with the growing conflict over 
  these isles between the Joramites and 
  Pyremians who both see them as a holy 
  site of their respective Gods.   
   
  The Hell Isles is also the home of two 
  small settlements of Pelorbay and Ospret 
  located on the relatively dormant and 
  fertile 
  islands 
  of 
  Gedan 
  and 
  Berel 
  respectively.  Since the Brotherhood 
  withdrew its occupying garrisons in early 
  587 CY, these small island towns have been 
  free ports.  They have served as safe 
  havens for foreign merchants who wish to 
  avoid the strife that plagues the coastal 
  waters of the mainland.  As a result they 
  have also attracted many pirates of the 
  Storm Isles, who regularly raid the trade 
  routes, much to the anger of the citizens of 
  the Isles.  These piratical and slaving 
  activities are said to be responsible for the 
  many ships lost in the vicinity of the Hell 
  Isles, and sightings of ships of the Yellow 
  Sails have added much credence to this 
  theory. 
   
  T HE S ERPENT  ISL ES 
  The Serpent Isles are the most southerly  
  and mysterious of the island chains off 
  Onnwal’s chores.  The Iron League made 
  the first steps in exploring and settling 
  these isles by the founding of two separate 
  colonies, one founded by Onnwal, the 
  other by Idee named Fort Azharadian and 
  Port 
  Saerwen 
  respectively. 
   
  The 
  inhabitants of these small colonies have 
  shed little light on the many tales of lost 
  cities, cannibalistic tribes, savage gods, 
  colossal snakes, trees of gold and silver, of 
  nations of talking animals in which 
  humankind are the pets, that come from 
  these isles over the years. 
   
  The islands are verdant, filled with lush 
  jungles, home to many unknown plants.  A 
  large variety of reptiles and snakes, many 
  of which are not found elsewhere make the 
  islands their home. 
   
  When the settlers of Fort Azharadian 
  arrived they discovered that these isles 
  were under the rule of many tribes of 
  lizardmen who have lived and flourished 
  here for millennia.  They also discovered 
  that the Dwur had already been here and 
  had established a small stronghold named 
  Narazthat.  The Dwur of Narazthat find a 
  life at sea far more rewarding than toiling 
  under miles of dirt.  They are considered 
  
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  pariah among many of the mainland Dwur 
  clans for their attitudes (many of which fly in 
  the face of the great Dwur traditions) and for 
  their "abnormal " love of shipbuilding.  The 
  folks of Saerwen and Fort Azharadian regard 
  them as great shipbuilders.  They guard their 
  secrets closely and sail the open seas upon 
  their sturdy catamarans. 
   
  Fort Azharadian has long since fallen into 
  anarchy with the loss of contact with the 
  mainland and is rumoured to be run by agents 
  of the Scarlet Sign.  Port Saerwen, with the fall 
  of Idee to the Kingdom of Alhissa, has changed 
  rulers and is the only bastion of civilisation in 
  these isles (according to the new Ahlissan 
  governer Garthubald Neranden).  Humans 
  have never visited many of the islands and 
  subsequently what secrets and dangers they 
  may hold are yet uncovered. 
   
  
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  TABLE OF CONTENTS 
  Styles of Play 
   
   
   
   
  11-94 
  Hack and Slash  
   
   
  11-94 
  Roleplaying 
   
   
   
  11-94 
  Problem Solving and Investigation  
  11-94 
   
   Adventure Themes 
   
   
   
  11-94 
  Struggle against the Brotherhood  
  11-94 
  Rescue   
   
   
  11-94 
  Hold at all costs  
   
  11-95 
  Attack   
   
   
  11-95 
  Spy Hunting  
   
   
  11-95 
  Legacy of the Brotherhood  
  11-95 
   
  Exploration 
   
   
   
  11-95 
  Island Hopping   
   
  11-95 
  UnderOerth  
   
   
  11-95 
  Travel   
   
   
  11-95 
   
  Dissension within the Rebel Camp 
  11-95 
  Religious Tensions  
   
  11-95 
  The Class Divide  
   
  11-95 
  Thieves vs.  Merchants   
  11-95 
   
  Rumours and Whispers   
   
   
  11-97 
  Sornhill  
   
   
   
  11-97 
  Red Skinned Trolls  
   
   
  11-97  
  The Phantom of Scant   
   
  11-97 
  Dying Merchants  
   
   
  11-97 
  Myrhill   
   
   
   
  11-97 
  Sornhill  
   
   
   
  11-97 
  Rhoramd, the Wandering Bard   
  11-97  
  
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  11-93 
  This chapter gives some hints and advice on 
  developing adventures in the Onnwal region 
  for home play.   
   
  STYLES OF PLAY 
  A 
  diverse 
  region, 
  Onnwal 
  is 
  currently 
  struggling through some major changes and as 
  such it has the capability to support all kinds 
  styles of play. 
   
  H A C K  A ND  S L A SH 
  As a country embroiled in a bloody rebellion, 
  Onnwal offers unparalleled opportunities for 
  the player who enjoys hack and slash.  
  Although large-scale battles are at this time 
  unknown the whole land is embroiled in a 
  series of skirmishes and raids designed to give 
  side the upper hand.  Player characters can 
  battle against the Brotherhood, their savage 
  jungle warrior allies, Hochebi soldiery, the 
  pirates of the Pomarj or possibly even the 
  infamous Slavers.  Players could be involved in 
  any number of small defensive and offensive 
  actions. 
   
  ROL EPL AYING 
  As much a physical battle the Onnwalish 
  rebellion is a struggle of words and ideals.  The 
  rebel camp is made up of allies thrown 
  together out of necessity.  Warriors and 
  soldiers of Onnwal rub shoulders with thieves 
  and smugglers while nobles fight alongside 
  peasants and common folk.  Many different 
  priesthoods, all with their own agendas and 
  belief systems, have lent their strength to the 
  rebellion and although all these different 
  factions have a common goal – the defeat of 
  the Scarlet Brotherhood and the liberation of 
  Onnwal – many of them cannot agree on a 
  strategy to accomplish this. 
   
  Many in the movement resent the fact that 
  Rakehell Chert, in their opinion nothing more 
  than  a common thief, enjoys such a high level 
  of power and respect from Jian Destron.  In 
  their eyes there should be only one leader of 
  the rebellion and that should be the rightful 
  heir to the throne.  Many agitate for this while 
  the original members of the Wreckers point 
  out that if it were not for them there would 
  probably be no organised rebellion.  Many of 
  the thieves are extremely uncomfortable 
  working so closely with soldiers, city guards 
  and law enforcement types and have grave 
  misgivings about allowing them accessed to 
  the thieves many hidden bases and safe 
  houses.  Indeed many in the resistance suspect 
  the existence of another network of bases and 
  facilities even now being kept a secret from 
  them. 
   
  PRO B L EM  S OLVING AND 
  INVEST I G A T I O N 
  One of the main problems facing the rebels 
  are 
  the 
  constant 
  attempts 
  by 
  the 
  Brotherhood to infiltrate the resistance at 
  all levels.  In the past the Brotherhood 
  have proven to be masters at inserting 
  their agents into all levels of Onnwalish 
  society.  Many in the resistance fear that 
  there could yet be sleeper agents buried 
  deep undercover waiting for the right time 
  to strike.  Both Jian Destron and Rakehell 
  Chert have both been the target of several 
  assassination attempts since the fall of 
  Onnwal.  Both must now mask their true 
  location and appearance through disguises 
  both mundane and magical.  PCs could be 
  recruited by the rebel spymaster, a 
  shadowy mysterious figure, to attempt to 
  root out such agents.  This work would be 
  extremely difficult and dangerous bring 
  the players into contact with some of the 
  most deadly and dedicated members of the 
  Brotherhood. 
   
  Another area open to investigation is 
  Onnwal itself.  The land has been occupied 
  for millennia by various peoples and many 
  have left their mark on the landscape in 
  the forms of ruins, monuments and 
  fortifications.  Who knows what could lie 
  undiscovered here?  There are also several 
  chains of islands lying off both coasts of 
  the country that could prove useful bases 
  for rebel forces if they were investigated 
  and mapped properly. 
   
  ADVENTURE THEMES 
  Listed below can be found some general 
  guidelines on the themes of adventure 
  suitable for Onnwal.  This should not be 
  considered an exhaustive list. 
   
  S T RU G G L E A G A I NST  T HE 
  B RO THERHOOD 
  ��This is the central theme of the 
  campaign in Onnwal and as such 
  offers almost limitless opportunities 
  for adventure. 
   
  ��Rescue: The Brotherhood has taken 
  many 
  hostages 
  during 
  their 
  occupation.  Much of the hostage 
  taking occurred when Sister Kuranyie 
  ordered the populace to give up one 
  member of each family to ensure that 
  no-one else fled to Nyrond.  What 
  happened to these people?  Where are 
  they? 
  Are 
  they 
  still 
  alive? 
  The 
  
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  Brotherhood may still hold hostages on a 
  local level and PCs could be hired, or 
  ordered to retrieve them. 
   
  ��Hold at all costs: The Brotherhood has 
  launched a surprise attack against some of 
  the rebel’s holdings and the players have 
  been ordered to “hold the fort” until 
  reinforcements can arrive.  An interesting 
  variant on the traditional approach to 
  adventuring this scenarios main events 
  revolving around the PCs defending a 
  position, fortification of dungeon and not 
  attacking it. 
   
  ��Attack! The players have been chosen to 
  participate 
  in 
  an 
  attack 
  against 
  a 
  Brotherhood fortification or strongpoint.  
  Challenges would involve getting into the 
  objective unseen and sabotaging vital 
  defences or equipment.  Alternatively they 
  could participate in a full-scale attack 
  designed to drive the Brotherhood from 
  one of their enclaves beyond the walls of 
  Scant. 
   
  ��Spy Hunting: The PCs have been asked 
  to observe and apprehend a suspected 
  Brotherhood agent in a forward base on 
  the Storm Coast.  PCs would have to 
  observe the individual; and gain evidence 
  of his true loyalties before apprehending 
  him. 
   
  ��Legacy 
  of the Brotherhood: The 
  Brotherhood has not only tried to occupy 
  the land of Onnwal, but also the minds of 
  its people.  The Scarlet Ones have driven 
  home the doctrine of the superiority of the 
  Suel race using brainwashing as well as 
  more subtle means of social control.  Even 
  after the liberation, this ordeal has left 
  scars on the people of Onnwal.  Those that 
  collaborated are hunted down; those that 
  suffered must try to rebuild their lives.  
  Spies and traitors undoubtedly still lurk 
  within Free Onnwal.  The old social order 
  and 
  its 
  certainties 
  have 
  been 
  systematically destroyed and no one is 
  sure what will replace it.  Will it be mob 
  law where might make's right, or will 
  justice and civilisation prevail? The actions 
  of the PCs will be central to the creation of 
  the new order - for good or for ill. 
   
  E X P L O RAT I O N 
  ��Island Hopping: Although Onnwal has 
  been settled for centuries comparatively 
  little is known about the three island 
  chains dotted around the coasts of the 
  peninsula.  PCs could be instructed to 
  search these islands either for signs of 
  Brotherhood 
  activity 
  or 
  good 
  anchorage’s suitable for use as rebel 
  bases. 
   
  ��UnderOerth: Adventurers in Onnwal 
  have traditionally been involving in 
  check the ambitions of the South 
  Province or battling against pirates on 
  the Gearnat.  These pursuits have left 
  little time for the exploration of the 
  network of tunnels and passages that 
  are 
  thought 
  to 
  exist 
  under 
  the 
  peninsula. 
   
  Several 
  deep 
  cavern 
  complexes are thought to link with 
  UnderOerth 
  deep 
  below 
  the 
  Headlands.   
   
  ��Travel: Free Onnwal is desperately 
  short of friends, or more precisely it is 
  desperately short of friends who will 
  support it with monies, equipment 
  and troops.  PCs would form part of a 
  unit of specialists tasked to protect an 
  important ambassador or diplomat as 
  he travels to a foreign land.  Such a 
  mission 
  would 
  inevitably 
  involve 
  ocean 
  travel 
  and 
  all 
  the 
  perils 
  associated with that practise. 
   
  DI SSENSI O N WI T H I N T H E REB EL  
  CA M P 
   
  ��Religious 
  Tensions: 
  The 
  rebel 
  alliance includes within its ranks many 
  individuals 
  of 
  differing 
  religious 
  denominations who frequently clash 
  on a variety of subjects. 
   
  ��The Class Divide: Peasant folk have 
  been heard muttering that when the 
  struggle 
  is 
  won 
  the 
  system 
  of 
  government of Onnwal should be 
  modified to give the normal folk of 
  Onnwal more rights and privileges.  
  This 
  implied 
  erosion 
  of 
  their 
  hereditary rights horrifies the nobles 
  of the realm. 
   
  ��Thieves 
  vs. 
   
  Merchants: 
  The 
  Wreckers are a core part of the 
  rebellion.  The merchants of the 
  alliance are unhappy with having to 
  work with the “low life” who have been 
  responsible for so much of their 
  financial looses in the past.  Petty 
  thievery is also not unknown and 
  several prominent merchants who 
  have supplied the rebellion have 
  complained to Jian Destron about 
  their losses.  The Fellowship of the 
  
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  Coin are thought to be particularly 
  unhappy about having to work so closely 
  with their former prey. 
   
  
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  11-96 
  RUMOUR S AND WHISPERS 
   
  S ORNHILL 
  Fighting is continuing around Sornhill on the 
  Storm Coast.  Rebels successfully retook the 
  bulk of the town in Fireseek 590 CY, but 
  hochebi Brotherhood forces, led by Kesh 
  Kekarav Madi, still hold the hilly western arm 
  of Notxia Bay.  Constant skirmishing is 
  reported around Osprem's Light, a lighthouse-
  temple complex dedicated to the Lady of the 
  Waves.  The rebel's only stronghold in the west 
  it is held by a coalition of priests, marines and 
  rebels.  The fortress was breached last month 
  in some of the fiercest fighting to date and the 
  defenders are thought to be in dire need of 
  assistance. 
   
  RED  S K I NNED  T RO L L S 
  Red skinned Trolls are again abroad in the 
  Headlands.  Folk of the cantreds of Killdeer 
  and Dunheern in the Eastern Marchlands have 
  both reported combating this Brotherhood 
  created monstrosities.  In all five known 
  instances of the trolls coming into contact with 
  rebel forces there has been considerable loss of 
  life.  The depravations of these trolls are 
  becoming bolder with time and the rulers of 
  both cantreds are both thought to be hiring 
  War Companies to deal with this menace. 
   
  T HE PHANTOM  OF S CANT 
  A mysterious, shadowy figure can sometimes 
  be seen jumping from roof to roof in Scant 
  under the moonlight.  Clothed in grey mask, 
  brimmed hat cloak and pantaloons, he fights 
  with a cutlass, often engaging minions of the 
  Brotherhood in the heart of Scant.  Apparently 
  a superb fighter and swashbuckler he has 
  earned the wrath of Kuranyie herself.   He is 
  rumoured to hide somewhere in Scant and is 
  only sighted at night, leading many a tale to be 
  spun that he is cursed with vampirism or some 
  other affliction.  Some of the more romantic 
  women of Onnwal say that he is avenging the 
  death of a loved one or trying to free her from 
  the clutches of the Scarlet Brotherhood.  
  Graffittied slogans have sprung up in parts of 
  Scant, apparently by the Phantom’s hand, 
  urging the populace to rise up against their 
  oppressors. 
   
  DYING M ERCHA NT S 
  Several wealthy merchants based in Killdeer, 
  Sornhill, Berel and Longbridge have recently 
  died 
  in 
  their 
  sleep 
  under 
  suspicious 
  circumstances.  Divination magicks apparently 
  revealed that each merchant died at the same 
  time by some sort of snake venom.  Each of the 
  merchants it seemed where all partners in a 
  failed business venture to mine ore from 
  an isolated isle located in the Serpent Isles. 
   
  M YRHILL 
  Reports from Myrhill indicate that the 
  Scarlet Brotherhood's increased activity in 
  the area in recent months is definitely a 
  cause 
  of 
  concern 
  to 
  the 
  Rebellion.  
  Sightings 
  of 
  alchemists, 
  Brotherhood 
  mages from Obelstone and “the Butcher” 
  do not bode well for local residents.  Free 
  Onnwal forces have so far failed to uncover 
  the motives for this sudden interest in 
  Myrhill and the guarded caravans from 
  Myrhill to Obelstone. 
   
  S ORNHILL 
  The torrential rains that have dogged 
  Sornhill for the last several weeks are 
  finally letting up.  Scholars are baffled by 
  the conditions that have effected the city 
  for the last few weeks.  The rest of the 
  country has experienced normal weather 
  for the time of year and some people are 
  muttering about dark magics. 
   
  RHORA M D, T HE WA ND ERI NG 
  B A RD 
  Rhoramd, 
  the 
  wandering 
  bard, 
  has 
  returned to Sornhill after an absence of 
  almost a year.  He is known to be staying 
  at the Black Tulip, an upmarket inn in 
  High Town where he “holds court” every 
  night telling stories and news for the price 
  of his food and lodgings. 
  
  PPPPERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE    
   
  Appendix 1-97 
  The following is an alphabetical listing of all 
  those individuals mentioned in the Gazetteer 
  and who are still active, or who have influence, 
  in the area.  Any titles that the individual may 
  possess are noted in brackets after their name. 
   
  Andera.  A minor member of the Office of 
  Faith who has been installed as the High 
  Priestess of Osprem in Scant. 
   
  Ara Lattaras.  Leader of the faith of Syrul in 
  Onnwal. 
   
  Archbold.  The previous monarch of Nyrond 
  he was the third to bear that name.  Archbold 
  has now abdicated in favour of his son, 
  Lynwerd. 
   
  Ariah Teldur.  One of the Teldur sisters, 
  Ariah is a sorcerer. 
   
  Athania.  Athania is Teleks “right hand man” 
  in Scant and a formidable spell caster in her 
  own right. 
   
  Avedis Kelzenn.  An old priest dedicated to 
  Pholtus who subscribes to the more tolerant, 
  traditionalist way of worship. 
   
  Awran Bloodweaver.  A Flan chieftain of 
  the Headlands. 
   
  Baernen Kelldas (Glaive Valourous).  
  Brother to Baron Joren Kelldas of Fallnos 
  Vale; A Glaive Valorous of the Order of the 
  Golden Sun. 
   
  Baerian Vangaer.  This doughty cheerful 
  warrior is the leader of the gnomes of the 
  Headlands. 
   
  Baeren Coriell (Duke of the Eastern 
  Marchlands and Seneschal of the East).  
  The only Duke to survive the Brotherhoods 
  assault Coriell can be found in Irongate 
  agitating for more assistance from that city 
  state.  Prior to the Wars he ruled the Eastern 
  Marchlands. 
   
  Baren Harnsheer.  A bitter old man of 
  mixed Suel and Oeridian heritage, Baren 
  travels the isles of Onnwal stirring up 
  resentment against Wuthur the Wild.   
   
  Barrend 
  Desharn. 
   
  A 
  young 
  marine 
  commander in charge of the detachment at 
  Sornhill Barrend led the only resistance 
  against the Brotherhood forces in that area.  
  Unfortunately he fell in a valiant rearguard 
  action on the docks while allowing a single 
  packed vessel to flee. 
   
  Barund 
  Laramore 
  (High 
  Tradepriest).  Leader of the faith of 
  Zilchus. 
   
  Bigby.  One time resident of Scant and 
  member of the Circle of Eight.  A native of 
  Oldridge, a town in the western portion of 
  the old Great Kingdom, which he was 
  forced to flee in 573 CY. 
   
  Black Kristoph.  Feared throughout the 
  area, Kristoph is a vicious, sadistic man 
  consumed with hatred for those who 
  practise magic.  He has much magical 
  treasure including the spellbooks of those 
  mages he has slain. 
   
  Boruphus "The Merchant”.  Member 
  of the Sarakast Seven and a Dwurish 
  follower of Zilchus. 
   
  Breal Geremak.  The previous leader of 
  the faith of Osprem in Onnwal; her fate 
  remains a mystery. 
   
  Brinia Earthshadow.  Brinia tends the 
  shrine dedicated to Jascar in Scant. 
   
  Calrinn Dernail.  Heir to the baronial 
  seat of Low Bergard, she comes of age in 
  three years. 
   
  Calwenn Dernail (Baroness of Low 
  Bergard).  Currently holding the baronial 
  title so that her daughter Calrinn can 
  succeed in three years when she comes of 
  age. 
   
  Carthan Relaster (Sea Eagle).  This 
  aggressive, 
  indomitable 
  mariner 
  commands 
  the 
  Sornhill squadron of 
  Onnwal’s navy. 
   
  Cathera of Ogberg.  Leader of the 
  Pholtites in Sornhill. 
   
  Celdirn Yarrowstone.  Mayor of High 
  Bergard in Gilderond. 
   
  Celendren.  A one time apprentice of 
  Bigby; roumoured to be influential in the 
  Free Onnwal movement.   
   
  Ceriam Grathenn.  Leader of the faith of 
  Zilchus, he is busily trying to re-establish 
  trade routes around Sornhill. 
   
  Cobb Darg (Lord Mayor).  Surprisingly 
  little is known about the background of the 
  Lord Mayor of Irongate.  Unmatched as a 
  
  PPPPERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE    
   
  Appendix 1-98 
  politician and in his understanding of intrigue 
  and deception Cobb Darg was not fooled by the 
  aid sent to his realm by the Brotherhood.  His 
  subjects, 
  both 
  humans 
  and 
  Dwur 
  are 
  extremely loyal to this old man who has kept 
  Irongate independent for over 15 years. 
   
  Danvirius Soron.  Hugely popular leader of 
  the Breakers.  A very skilled warrior famed for 
  his deeds and his sentient broad sword. 
   
  Degan Corlennd (Sea Eagle).  This 
  competent mariner commands the Killdeer 
  Squadron of Onnwal’s navy. 
   
  Derl Galthrena.  Leader of the merchant 
  house of Galthrena, and secretly the Black 
  Council of the Black Hood Crime Cartel, Derl 
  makes a dangerous enemy. 
   
  Dorlan Maldrenn (Glaive Martial).  Son 
  of Lord Keirnal and a Glaive of the Order of 
  the the Golden Sun. 
   
  Dreyan Manasar.  The leader of Osprem’s 
  faith in Sornhill.   
   
  Elias Relho.  High Priest of Xerbo and a 
  Brotherhood collaborator. 
   
  Ellinka Vanar.  Member of the Breakers and 
  a formidable warrior.  A former Onnwalish 
  marine. 
   
  Ement Naersaul.  Captain of the Peryton.  
  He hails from Idee. 
   
  Elverd Coriell (Baron of the Dwur 
  March).  Survived the invasion by fleeing to 
  Vergannin.  A vocal advocate of Dwurish 
  intervention in the struggle. 
   
  Erian Tournavil.  A mage and would be 
  singer who dwells in Sornhill. 
   
  Erveg Kosral.  Leader of the faith of Jascar. 
   
  Fabriga Farwanderer.  The current leader 
  of the Waymen of the Storm Coast, a merchant 
  consortium dealing in the importing of wood 
  for ship building. 
   
  Frolmar Ingetskatti (Prince).  Leader of 
  the lordship of the Isles after a coup during the 
  Greyhawk Wars. 
   
  Garamon Relaster.  (Baron of Norland).  
  Saielma Relaster’s oldest surviving sibling. 
   
  Garthubald Neranden.  Garthubald is the 
  Viceroy of the Serpent Isles.  He operates from 
  Port Saerwen on behalf of the Kingdom of 
  Ahlissa. 
   
  Gellan Cadwale (Glaive Valourous).  
  The most senior survivor of the Order of 
  the Golden Sun. 
   
  Gerden Treda.  High Priest of Norebo. 
   
  Geril Teldur.  One of the Teldur sisters, 
  Geril is a skilled warrior. 
   
  Gershimon Iilinski.  Shipwright of 
  Sornhill blinded by the Brotherhood. 
   
  Glarathred the Golden.  Leader of the 
  Sarakast Seven this Dwur warrior is a 
  follower of Fortubo. 
   
  Glimworth.  A skilled illusionist and 
  member of Whiteburrow and Glimworth. 
   
  Goody 
  Whiteburrow. 
   
  Half 
  of 
  Whiteburrow and Glimworth this Hobniz 
  is a multi-skilled fighter/thief. 
   
  Halden Dernail.  Brother-in-law to 
  Calwenn Dernail; rumoured to covet his 
  sister-in-law's title. 
   
  Halrend 
  Lorendrenn 
  (Baron 
  Dunheern; 
  Glaive 
  Valourous).  
  Fought with distinction in Idee during the 
  Wars and is the leader of the factions of 
  the Order of the Golden Sun opposed to 
  Gellan Cadwale.   
   
  Halshas 
  Geldrenn 
  (Baron 
  of 
  Silverdale).  First cousin, and only living 
  relative of Jian Destron.  One of only four 
  Cantred rulers to survive the initial attack 
  of the Brotherhood.  Walks with a limp 
  sustained 
  during 
  the 
  Brotherhood’s 
  attempt on his life.  Retook his lands 
  during the Brewfest rebellion.  Skilled at 
  using guerrilla tactics.   
   
  Hazaraz Skullssplitter.  Commander of 
  the rebel forces in Sornhill. 
   
  Hazendel (King).  The multi-talented 
  Olven ruler of Sunndi. 
   
  Helana Galthrena.  Daughter of Derl 
  Galthrena and his successor. 
   
  Heramall Senned.  Leader of the 
  Trithereonites in Sornhill. 
   
  Hilar Sharn.  Leader of the faith of Llerg 
  in Onnwal. 
  
  PPPPERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE    
   
  Appendix 1-99 
   
  Holshend Wildren.  Leader of the faith of 
  Procan. 
   
  Huthor Draug.  An infamous pirate. 
   
  Indal Nollaf.  Leader of the Suel sect of 
  Lydia. 
   
  Iseln Guiral.  The current leader of the 
  Stormseekers. 
   
  Janisar.  Leader of the Brotherhood faith of 
  Bralm in Sornhill.  Her fate remains unknown. 
   
  Japher Burcen.  Captain of the caravel 
  Berei’s Bounty. 
   
  Jarwae Highflame.  The head of the faith of 
  Joramy. 
   
  Jelal Mullenden.  Leader of the faith of 
  Mayaheine; currently based in Sornhill.   
   
  Jenna Bergal.  Leader of the faith of Wee-
  Jas in Onnwal. 
   
  Jerrul Bardens.  Leader of the Fellowship of 
  the Coin, a group of warriors devoted to Lord 
  of Coin. 
   
  Jian Destron.  Along with Rakehell Chert 
  Jian Destron is the leader of the resistance 
  movement in Onnwal.  The son of Ewerd 
  Destron (the assassinated Szek) he is the last 
  of his line.  Trained in military history and 
  tactics from a young age he has inherited his 
  father’s military acumen and tactical planning.  
  A not unskilled warrior Jian survived the 
  conquest of his country and retreated to 
  southern Nyrond to consolidate his position.  
  He dearly wishes to see his father avenged and 
  his country free again.  Never much of a 
  diplomat or scholar on matters other than 
  military studies and history he relies on a 
  small circle of advisors for assistance in other 
  matters.  A hunted man by the Brotherhood, 
  Jian in constantly on the move around 
  Onnwal. 
   
  Johran Teven (Kesh).  Johran is a priest of 
  Xerbo and is the Kesh of the Storm Isles.  He is 
  known to be a fanatic. 
   
  Jokra of Blue.  A half orc pirate. 
   
  Joren Kelldas (Baron of Fallnos Vale).  
  One of only four Cantred rulers to survive the 
  initial attack of the Brotherhood.  Hunted by 
  the Brotherhood he found refuge with the 
  survivors of House Faskel. 
   
  Jornal Surearm.  Member of the 
  Wreckers in Sornhill. 
   
  Kalderon Faskel (Baron of High 
  Headland).  Forced from his ancestral 
  lands by Hochebi he returned in 586 CY.  
  Controls the platinum mines at Notil. 
   
  Kelen the Grey.  Member of the 
  Greenleaf Society, his family was taken 
  from him during the Occupation.  He has 
  since joined the rebellion. 
   
  Keirnal 
  Maldrenn 
  (Baron 
  of 
  Gearnwal).  Head of the house of 
  Maldrenn who rule Gearnwal on the Storm 
  Coast.  His fief still occupied, Keirnal is the 
  brother of the slain baron.  He has a son – 
  Sir Dorlan Maldrenn. 
   
  Kiral Kackrov.  A brash young invoker.  
  Resident of Sornhill and member of the 
  rebellion. 
   
  Natalia Keldas.  Eldest daughter of 
  Joren Keldas.  Rumoured to be marrying 
  Sir Milo Faskel. 
   
  Kekarav Madi (Kesh of Sornhill).  
  Currently thought ot be resident in the hill 
  along the west arm of Notxia Bay with his 
  Hochebi forces. 
   
  Kerlan Arrand (Tradepriest).  The 
  second in charge of the faith of Zilchus.   
   
  Kiren Gronas.  Leader of the faith of 
  Pyremius in Onnwal. 
   
  Kuranyie 
  (Sister). 
   
  Exalted 
  Sister 
  Kuranyie is the leader of the Brotherhood 
  in Onnwal and is a dangerous and vicious 
  woman.  Given her command by the 
  Father of Obedience himself she will stop 
  at nothing to do what needs to be done to 
  maintain her grip on Scant.  The subject of 
  at 
  least 
  two 
  assassination 
  attempts 
  Kuranyie is strongly warded by various 
  items of power and is known to be a monk 
  of considerable ability. 
   
  Larea Farmoor.  A wealthy merchant of 
  Onnwal she is 5’2’’ tall, has long brown 
  hair, 
  brown 
  eyes 
  and 
  is 
  slightly 
  overweight.  She views the struggle against 
  the Brotherhood as futile but does deal 
  with both sides.  She is currently based in 
  Scant. 
   
  
  PPPPERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE    
   
  Appendix 1-100 
  Maren Vidkho.  A priest of Xerbo who 
  assisted the rebels in retaking Sornhill form 
  the Brotherhood.  Currently under guard in the 
  Red Tower for his own protection 
   
  Maranefel Toktot (Kesh of Scant).  The 
  Kesh of Scant is perhaps one of the most brutal 
  members 
  of 
  the 
  regime 
  in 
  Onnwal.  
  Responsible for keeping the population of 
  Scant in line, Maranefel carries out his duties 
  with a passion that many find chilling.  
  Maranefel is the second most powerful 
  member of the Brotherhood in Onnwal with all 
  the other Kesh reporting to him.  Known to be 
  a powerful mage he has taken up residence in a 
  tower overlooking the harbour of Scant that 
  belonged to Bigby 
   
  Margatha Teldur.  One of the Teldur sisters, 
  Margatha is a skilled rogue. 
   
  Marya Jernal.  Leader of Osprem’s faith in 
  exile based in Killdeer. 
   
  Milos Faskel (Glaive Martial).  Son of 
  Lord Kalderon.  Thought to be romantically 
  involved with Natalia Keldas. 
   
  Milos Relaster.  A cousin of the slain duke of 
  the Strom Coast and Wallac Relaster.  He fled 
  to Irongate during the occupation.  Member of 
  the Greenleaf Society. 
   
  Morrev Ironseeker.  A Dwur sage, once 
  based in Scant, who specialises in the study of 
  the Scarlet Brotherhood. 
   
  Morathor Muamman.  This is small, 
  hunchbacked Dwur is the head of Muamman 
  and Sons Company.  He refuses to deal with 
  the Scarlet Brotherhood or Ahlissa and tries to 
  stay out of the current problems citing them as 
  a human problem. 
   
  Nalila "The Blessed”.  Member of the 
  Sarakast Seven and priestess of Berronor. 
   
  Naile the Wanderer.  A young Nyrondese 
  priest who leads the faith of Trithereon in 
  Onnwal.  He defers on many things to the old 
  priest Sarlen Freeman. 
   
  Niara Telk.  A diviner attached to the forces 
  of Hazaraz.  Possibly romantically involved 
  with the Skullsplitter. 
   
  Onrulf (The Smith Prince).  A skilled 
  Dwur weaponsmith and inhabitant of Sornhill. 
   
  Ovraim "The Spy”.  Thief and member of 
  the Sarakast Seven. 
   
  Palim Loban.  Leader of the faith of 
  Bralm in Onnwal. 
   
  Patriis Monir.  Shipwright of Sornhill. 
   
  Purcunnd 
  Kerondas 
  (Shining 
  Paragon) Leader of the Church of  
  Pholtus in Onnwal, he has embraced the 
  intolerant creeds of the Pholtines of the 
  Theocracy of the Pale.   
   
  Rakehell Chert.  One of the leaders of 
  the resistance, and the leader of the 
  Wreckers, Chert is one of the most 
  powerful individuals in Onnwal today.  
  With personal skills bordering on the 
  superlative 
  Chert 
  is 
  an 
  experienced 
  adventurer who originally gained his 
  reputation in and around his native 
  Hexpools.  Gravitating to Onnwal Scant 
  became home.  His ambition and skills 
  quickly led him to claim leadership of the 
  Wreckers.  Rakehell’s skills have been in 
  much demand in the past.  Even Tenser 
  (then of the Circle of Eight) used him to 
  assist in the retrieval of the Crook of Rao 
  prior to the Greyhawk Wars.  Rakehell has 
  been the subject of several assassination 
  attempts by the Brotherhood and to guard 
  against this he maintains an extensive 
  array of disguises and decoys.  Few apart 
  from old adventuring companions know 
  his true appearance. 
   
  Randolf of Sornhill.  A merchant based 
  in Sornhill. 
   
  Reydrich 
  (Prince). 
   
  A 
  powerful 
  archmage who seized control of the South 
  Province at the end of the Greyhawk Wars.  
  Responsible for the liberation of Idee from 
  the Brotherhood and the death of many of 
  Sister Kuranyie's Herdsmen in 586 CY, he 
  himself was apparently slain by the 
  Brotherhood, but subsequently reappeared 
  several months later to reclaim the 
  rulership of the Principality of Zelradton.  
  He is known to hate the Circle of Eight.   
   
  Reynard (General).  One of the finest 
  military minds to come out of the South 
  Province in many years and is a master 
  strategist and historian.  He has led the 
  forces of the south Province for over 15 
  years and during that time has not aged!  
  Some whisper that he is a vampire, or a 
  disguised fiend.  The truth of this is 
  unknown. 
   
  
  PPPPERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE
  ERSONAGES OF NOTE    
   
  Appendix 1-101 
  Rohal Soldas.  Mayor of Sornhill prior to the 
  Brotherhood invasion, Soldas became one of 
  the most hated of collaborators when he 
  admitted Brotherhood troops into his town.  
  His current whereabouts are unknown. 
   
  Saielma Relaster (Duchess of the Storm 
  Coast).  The ruler of the Storm Coast and 
  senior surviving member of the Relasters. 
   
  Saras Jernigan.  The leader of the Loyal 
  Church of Xerbo. 
   
  Sarlen Freeman.  An old, blind influential 
  priest of Trithereon. 
   
  Sessek Tesh.  A sadistic and zealous member 
  of the Scarlet Brotherhood based in Obelstone 
  Keep.  Nicknamed "The Butcher" by the 
  rebellion who have attempted to kill him twice. 
   
  Tahllean Baeltas.  A member of the 
  Breakers she is extremely knowledgeable 
  about the Gearnat and the islands that can be 
  found upon it.  Some wonder how she has such 
  detailed knowledge of the pirates and their 
  island bases. 
   
  Tarek Blackhands.  Acting mayor of Halton 
  Hill.  Blacksmith. 
   
  Tarnedas.  Known as the Hermit of the Gulls, 
  he is a follower of Phaulkon.  His current fate 
  is unknown. 
   
  Telek Senh.  head of the Brotherhood's 
  Office of Faith in Onnwal Telek is an extremely 
  powerful and charismatic priest of Wee Jas 
  devoted to the ideals of the Brotherhood and 
  its deities.  He hardly ever leaves Scant. 
   
  Teral Lightfingers.  Leader of the Wreckers 
  in Sornhill. 
   
  Throna "the Wild" Balamalk.  This 
  Dwuress was a member of the Sarakast Seven. 
   
  Tiren Farness (Glaive Virtuous; Baron 
  of Low Headland).  Glaive Virtuous of the 
  Order of the Golden Sun; a staunch supporter 
  of Gellen Cadwale for the position of Glaive 
  Superior. 
   
  Turrosh Mak.  Leader of the humanoids in 
  the Pomarj he is responsible for The Empire 
  Where None Has Stood Before, otherwise 
  known as the Orcish Empire of the Pomarj. 
   
  Tyeld Carbani.  Head of the trading house 
  Carbani and a stauch friend of the crown; 
  Known for his hatred of Turrosh Mak, all 
  Orcs and their kin.   
   
  Uthather Kais.  A powerful Invoker and 
  member of the Breakers, Uthather can be 
  as violent as a Gearnat storm.  He prefers 
  direct and swift solutions to problems. 
   
  Velder Hanreth.  Leader of the faith of 
  Procan who is leading the rebuilding effort 
  in Sornhill. 
   
  Velyae 
  Baryaern 
  (Baroness 
  of 
  Stormwal).  Head of house Baryaern 
  who rule the Cantred of Stormwal on the 
  Storm Coast.   
   
  Vogel Daxand.  Leader of the faith of 
  Norebo in Sornhill; he is currently under 
  protective custody in the Red Tower. 
   
  Vorengund, (Theign of Vergannin).  
  A doughty Dwur warrior. 
   
  Wallac Relaster.  A cousin of the slain 
  duke of the Storm Coast and of Milos 
  Relaster.  He is currently thought to be in 
  hiding with the Wreckers. 
   
  Wuthur the Wild.  This tall and mean 
  pirate is in his mid twenties and is already 
  a formidable warrior.  He has much booty 
  from previous expeditions including a 
  yuan ti idol that has magical powers.  
  Rumours 
  suggest 
  that, 
  among 
  other 
  things, Wuthur is a pawn of the slavers, a 
  butcher of women and children and 
  extremely rich. 
   
  Xavener I (Overking).  The first 
  Overking of the United Kingdom of Ahlissa 
  and is the head of House Darmen, through 
  which he has virtual complete control of all 
  mercantile activity in his empire.  House 
  Darmen formed the Royal Guild of 
  Merchants of Aerdy to manage its far-
  flung business assets and today the guild 
  pours 
  vast 
  amounts 
  of 
  wealth 
  into 
  Xavener’s treasury.  Little is known of him 
  personally apart from what his court lets 
  slip: by all accounts he is a superb leader 
  and extremely charismatic but it is 
  apparent that some of his aids fear him 
  greatly and that his enemies do not survive 
  long in Ahlissa. 
   
  Yornal Kataga.  A native of Irongate who 
  before the Wars had extensive holdings 
  around Longbridge.  Also famous for 
  creating Yornal -  a rum-like drink. 
   
  
      
   
  Appendix 2-102 
  The following is a list of those individuals 
  mentioned within the Gazetteer who although 
  now deceased (or assumed to be deceased) had 
  an impact on Onnwal during their lifetime.  
  Any titles that the individual may have 
  possessed are noted in brackets after their 
  name 
   
  Adriali Herzagmor.  An Aerdi sea captain 
  slain by Coran Calimbore for command of his 
  vessel prior to the formation of the Iron 
  League. 
   
  Ansend Cadwalle (Duke of the Azure 
  Coast).  Slain while he slept along with his 
  wife and three sons by Brotherhood assassins. 
   
  Arian Genri.  Captain in the Onnalish navy 
  and dsicoverer of the Serpent Isles in 534 CY.  
  A priestess of Xerbo she later disappeared 
  without trace on the Serpent Isles. 
   
  Arinohal (Kesh of Harlton Hill).  Slain 
  during the liberation of the village by rebel 
  forces. 
   
  Azharadian.  Legendary Aerdi general who 
  conquered Onnwal.  He died in the western 
  Headlands. 
   
  Berat Regor (Kesh of Swallowfeld).  
  Drowned during the liberation of Swallowfled.  
  Body never recovered. 
   
  Blidg Fanger.  Notorious pirate based in Blue 
  who was hunted down by the Onnwalish navy 
  in 578 CY.  All his vessels were sunk and the 
  majority of his crews were either captured or 
  killed but his body was never recovered. 
   
  Burisan Stormseeker.  Founder of the 
  Stormseekers, a cult dedicated to Procan based 
  in Sornhill.  Members believe that to properly 
  commune with Procan they must sail directly 
  into the storms that periodically wrack the 
  Gearnat.  Disappeared after sailing into a 
  storm on the Gearnat about a century ago. 
   
  Gerris Cadwale.  One of the four War 
  Captains of Azharadian who given portions of 
  Onnwal to rule. 
   
  Chekar.  Leader of the only known attempt to 
  gain access to Sorn’s Hill. 
   
  Coran Calimbore.  The naval commander 
  after whom the Sea Eagle is named.  The title 
  originally won by Coran has also been adopted 
  as the appellation for the commander of both 
  Onnwalish fleets. 
   
  Redmennd Coriell.  One of the four War 
  Captains 
  of 
  Azharadian 
  who 
  given 
  portions of Onnwal to rule. 
   
  Cyrannden Darstyne.  Aerdi mage who 
  founded the Aerie in 76 CY. 
   
  Damalinor Naelax.  Leader of the South 
  Province during the rebellion of 446/447 
  CY. 
   
  Darror Farstili.  Ancient dwarven Wyrm 
  Slayer who perished slaying the Great 
  Wyrm Rithuxalaerthoon. 
   
  Delmad Edanis (Lord; Sea Eagle of the 
  Azure).  Slain by Brotherhood assassins 
  during 
  the 
  occupation 
  of 
  Onnwal.  
  Appointed to his position by Ewerd 
  Destron. 
   
  Delvan Gasparan.  Head of the faith of 
  Procan 
  he 
  slew 
  himself 
  and 
  many 
  Brotherhood troops by drowning the 
  temple in Killdeer with an immense tidal 
  wave. 
   
  Craylest Destron.  One of the four War 
  Captains 
  of 
  Azharadian 
  who 
  given 
  portions of Onnwal to rule. 
   
  Duvend 
  Cadwalle 
  (Baron 
  of 
  Azurond).  Fell defending Longbridge 
  against the attacks of the Brotherhood. 
   
  Ehlissa (Queen).  The famed ancient 
  enchantress 
  said 
  to 
  have 
  owned 
  a 
  marvellous 
  magical 
  bird 
  of 
  subtle 
  enchantments.  She reputably lived 17 
  centuries ago when she ruled a Flannish 
  kingdom in the vicinity of the present-day 
  Kingdom of Ahlissa from which the 
  Oeridian kingdom gets its name. 
   
  Elias Maldrenn (Lord; Sea Eagle of 
  the Gearnat).  Slain by Brotherhood 
  assassins 
  during 
  the 
  occupation 
  of 
  Onnwal. 
   
  Erian Garendtar.  The first Szek of 
  Onnwal, 
  he 
  was 
  an 
  exceptional 
  administrator.  He oversaw the founding 
  of Scant and the other regional capitals. 
   
  Ewerd Destron.  Father of Jian Destron 
  and the Szek of Onnwal when that country 
  fell to the machinations of the Scarlet 
  Brotherhood.  Ewerd was slain by an 
  assassin’s blade during the fall of Scant 
  and his body displayed before the gates of 
  
      
   
  Appendix 2-103 
  the city.  In some texts his name appears as 
  “Elverd”. 
   
  Garantheuld.  A great Flannish warrior king 
  who fought the invading Onnwi after the Great 
  Migrations.  He founded the land of Vaerwal 
  somewhere in the Dragonshead peninsula and 
  was one of the final chieftains to fall before the 
  Suel.  He is still revered today in song and tale 
  by many a bard. 
   
  Golomus Zelthred.  Leader of the merchant 
  family Zelthred, Golomus was slain during the 
  Brotherhood invasion. 
   
  Halend Coriell (Duke of the Eastern 
  Marchlands).  Present at the Battle of a 
  Thousand Banners during which he saved the 
  life of Vorengund, Theign of Vergannin. 
   
  Harnshir Jarome’s.  Shipwright of Sornhill 
  slain in the Occupation. 
   
  Holgarn (Duke of the Storm Coast).  The 
  first to carry this title Holgarn also married 
  Lady Lindera (qv). 
   
  Holy Censor of Medegia.  The ruler of 
  Medegia to the east he was last reported to be 
  suffering the Unending Death below Rauxes. 
   
  Jian Relaster.  Glaive Superior of the Order 
  of the Golden Sun.  Killed by Brotherhood 
  assassins. 
   
  Kosrel (Duke of the Storm Coast).  
  Father of the previous duke and a powerful 
  mage. 
   
  Latmac Ranold (Prince).  The ruler of the 
  Lordship of the Isles replaced by Prince 
  Frolmar Ingerskatti during the Greyhawk 
  Wars. 
   
  Leinand Dernaster (Baron of the Iron 
  March).  Leinand’s fate (and that of his 
  family) remains unknown.  Last seen fleeing 
  Onnwal aboard the Pegasus. 
   
  Lindera (Lady).  Known as the White Witch 
  of Sornhill; she married Holgarn the first Duke 
  of the Storm Coast. 
   
  Nasran Cranden.  The first Overking of the 
  Great Kingdom, he proclaimed Universal 
  Peace throughout his realm and instigated the 
  Common Year (CY) system of dating. 
   
  Parmus Destron.  The first Szek to preside 
  over a free and independent Onnwal. 
   
  Pirraen Relaster (Baron Saltirn).  
  Cousin to Jian Relaster, Pirraen led the 
  resistance to the Brotherhood along the 
  Storm Coast until he was captured and 
  burnt to death in Sornhill’s marketplace. 
   
  Holgarn Relaster.  One of the four War 
  Captains of Azharadian given portions of 
  Onnwal to rule. 
   
  Schandor.  Ancient Aerdi Lawmaker 
  responsible for the original set of laws for 
  the Great Kingdom, many of which are still 
  used in Free Onnwal. 
   
  Sorn.  A Dwur hero of antiquity who was 
  killed in the final battle fought to rid the 
  peninsula of humanoids. 
   
  Tellendarn.  The High-Priest of Pholtus 
  and Prime of Onnwal who was martyred 
  by being burnt alive with many of his 
  followers by priests of Pyremius. 
   
  Terinas Sani.  Granddaughter of Teleni 
  Sani and the last guardian of his repository 
  of magical lore.  Almost his match in 
  arcane ability. 
   
  Trevellyn 
  of 
  Hexpools 
  (Prince).  
  Ruler of Onnwal during the rebellion of 
  446/7 CY. 
   
  Tunneling Duke, the.  This individual 
  was responsible for the networks of 
  passages and tunnels under the Cadwale 
  estates outside Longbridge. 
   
  Vergaduin "The Fallen".  The slain 
  warrior of the Sarakast Seven, lain to rest 
  in Vergannin he was slain by Awran 
  Bloodweaver. 
   
  Yabay Ren.  Assistant to Telek Senh he 
  was one of the most influential priests in 
  Scant until he was slain by persons 
  unknown in 590 CY. 
   
  
      
   
  Appendix 2-104 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Player’s Guide to 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Onnwal/Onnwal Gazetteer/_LG Regional Onnwal RPGA UK Players Guide to Onnwal.pdf