TEXT: (Ahlissa)
  (Ahlissa)
  (Ahlissa)
  (Ahlissa)    
  The Principality of 
  The Principality of 
  The Principality of 
  The Principality of 
  Innspa
  Innspa
  Innspa
  Innspa    
  and The Adri Marchland
  and The Adri Marchland
  and The Adri Marchland
  and The Adri Marchland    
  (Germany)
  (Germany)
  (Germany)
  (Germany)
  In the south of the former Great Kingdom, a nomination 
  now claimed by Overking Xavener's United Kingdom of 
  Ahlissa, lies the Principality of Innspa—formerly, prior to 
  the devastating Greyhawk Wars, part of the Prelacy of Almor 
  and for long an independent part of the Flanaess. Only 
  recently has Princess Karasin of House Garasteth elected to 
  give in to Xavener's advances and become a part of Ahlissa . . 
  . not totally of her free will, some say. 
  West of Innspa lies the Marchland of Adri Forest, which has 
  become the name for the portion of the Adri Forest east of 
  the Harp River. While all parts of the Forest west of that 
  river are claimed by Innspa, the Marchland has been given 
  by the Overking to his cousin, Prince Molil, who is 
  determined to bring all of the Adri under Ahlissa's banner. 
  This is the setting into which your character is thrust, 
  should she choose to adventure in the Adri Forest or its 
  surroundings—say, the southern Flinty Hills. This is 
  disputed land, and opportunities for adventures abound. 
  Most of the people living in the Adri Forest reject the rule of 
  the Great Kingdom, even nominally, as staunchly as they 
  once resisted advances by the Kingdom of Nyrond. Many 
  things are afoot both within the walls of Innspa and in the 
  wide expanse of the Adri Forest. Some of these are rumored 
  to include: 
   
  • 
  Centuries ago, Firan Zal'honan, better known as Azalin 
  the Lich, disappeared in the ancient, deep forest 
  woodlands
  . Why did 
  this 
  happen, 
  and where 
  did he go? 
  And why 
  did 
  the 
  Great 
  Kingdom 
  never 
  really 
  challenge 
  his 
  ambitions? 
  One being 
  wants to find out. . . . 
   
  • 
  Archdruidess Immonara seems to be tiring of her 
  duties. And yet she has to stand watch, keeping the 
  quarrels between Obad-Hai's druids and Ehlonna's 
  nature priests in check and defending the Adri from 
  both ancient and quite recent threats. Who, then, is the 
  mysterious Tansy Treewee who seems to be in search of 
  Immonara, and what are her aims? 
   
  • 
  Who is the secretive and elusive mage by the unlikely 
  name of Olafsdottir? Is it really true that he once tried 
  to join the Circle of Eight but failed miserably? Why 
  has he come to the Principality of Innspa? 
   
  • 
  What is the dark secret behind the City of Summer 
  Stars, one of the oldest elven cities known to man? 
  What dreadful secret does the Coldwood hide 
  concerning Darnakurian's legacy? And who is the 
  strange elf who, in search of both, might bring doom to 
  the Adri? 
   
  • 
  Why does there seem to be an increasing amount of 
  unnatural animals at the fringes of the Adri Forest? 
  Could it be that someone is actually tampering with 
  nature? If so, who? And to what end? 
   
  • 
  Before the Greyhawk Wars, Prelate Kevont of Almor 
  had been replaced by Prelate Anarkin, sometime in 578 
  CY. However, when the Wars reached Almor, Kevont 
  was again in charge. What happened to Anarkin, and 
  why? Might he be still alive? 
   
  • 
  Rumor has it that a great nobles' ball is about to take 
  place in Innspa, to “celebrate” Innspa's joining of the 
  United Kingdom of Ahlissa. However, much more is 
  going on behind the scenes, and plots within plots are 
  woven behind Innspa's walls. . . . 
   
  • 
  Prince Molil has vowed to bring the whole of the Adri 
  into his grasp. Rumors are spreading about a large army 
  being drafted, an army intent on entering the Adri and 
  bringing down all resistance. . . . 
   
  Facts About Innspa
  Facts About Innspa
  Facts About Innspa
  Facts About Innspa  
   
  Innspa (pop. 12,200) is a unique city in Aerdy. It is located just within the edge of the westernmost border of the 
  Adri, about five miles from the fringes of the forest. It has a walled core ("Old Town"), but the rest of the 
  settlement, down the Harp River, is unwalled, with the outer dwellings protected only by a small, semicircular 
  ditch. Most houses in Old Town are built of stone, and many reveal the handiwork of dwarven or gnomish 
  stonemasons, though demihumans are very rare here now. As befits the second part of its name, the town is a 
  place of bubbling springs. Besides these baths and centers that promise various sorts of invigoration and cures, the 
  city place has more hostels, taverns, and inns than most other communities across the Flanaess—hence the first 
  part of its name. Innspa also boasts dozens of religious buildings, ranging from small shrines to large temples and 
  great cathedrals, owing to the multitude of religions found in the region. Travelers often marvel at the intricacies 
  of Innspa's gnomish aqueduct. 
  
   
   
  Character Creation in the Adri Forest and Innspa
  Character Creation in the Adri Forest and Innspa
  Character Creation in the Adri Forest and Innspa
  Character Creation in the Adri Forest and Innspa    
   
  While the LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWKTM
  TM
  TM
  TM campaign regulations allow you to choose any character of any race and class 
  combination listed in the PH, we have drawn up some guidelines on creating characters appropriate to adventuring 
  in the Principality and the Marchland. 
  While your character will be adventuring in this region, this does not mean she has to be born there! Thus, you 
  may ignore the suggestions below if your character hails from another part of the Flanaess. However, she should 
  have a good reason for coming here and spending the larger part of her adventuring career (and thus, her life) in and 
  around Innspa and the Adri! 
   
  • 
  Innspa is predominantly human-populated. Demihumans can be found in smaller numbers; dwarves, however, 
  are rare. In the Adri, again the majority of woodsmen are human, but there are also elf and gnome communities 
  in the Forest, and half-elves are possible. It is important to note, though, that there are no halfling settlements 
  within the Adri! There is a small amount of humanoids scattered throughout the Adri, but these beings are 
  usually regarded as “tree-killers” and thus, are rather disliked. 
   
  • 
  As for character classes, basically everything is possible within Innspa. Due to the Principality's official ties to 
  Ahlissa, paladins and priests of good-aligned gods will have to operate in secrecy, though. While monks are 
  possible, you should take into account that there is some Scarlet Brotherhood activity in the Principality, thus 
  probably making your monk character a defector from the ranks of the infiltrators. 
   
  • 
  In the Adri, the most likely classes are rangers, forest barbarians, and other types of wood-dwelling fighters, 
  nature priests, and druids. Forest-dwelling hermits (mages, sorcerers, priests) are certainly possible. Thieves will 
  have a hard time in the Adri, but bards are well liked. 
   
  • 
  As far as religion is concerned, Zilchus is favored by the state of Ahlissa. Other important gods include 
  Hextor, Xerbo, Fharlanghn, Olidammara, Kord, Norebo, Ralishaz, Kurell, Boccob, Wee Jas, Delleb, and 
  Rudd. Within the Adri Forest, there are small numbers of followers of half a dozen nature and druidic 
  priesthoods. A handful of priests of Beory, Atroa, and Phyton have taken refuge here over the years, but the 
  most important priesthoods are those of Obad-hai and Ehlonna. 
   
   
   
   
   
   
   
  The Innspa/Adri Forest Triad: 
   
  Rainer Nagel 
   
   
  Bjoern Meyer 
   
   
   
  Robert Goldenbaum 
  Olafsdottir@gmx.net 
   
  Bjoern.Meyer@amigo-spiele.de 
   
  rgoldenbaum@mainz.netsurf.de 
   
  Facts About the Adri Forest
  Facts About the Adri Forest
  Facts About the Adri Forest
  Facts About the Adri Forest  
   
  This vast, ancient broadleaf forest is filled with game. Resources from the Adri include: fine wood for 
  shipbuilding, homes, furniture, and weapons; game hunted for furs, food, and trophies; and gathered foods and 
  fish from the Harp River. The only settlement of note within the Forest is Elversford (pop. 1,000), on the eastern 
  bank of the Harp, about 85 miles east-southeast of Innspa. The woodsmen of the Adri, living in scattered 
  communities around the forest, hold antipathy for the Great Kingdom and its successor states, and groups led by 
  rangers have begun to resist incursions into the woodlands, both by Ahlissa and the North Kingdom. A legendary 
  ancient elven city is said to lie at the ancient, dark heart of the Adri, in a dangerous region called the Coldwood. 
  No elf will ever go there, or allow anyone else to do so. Other parts of interest within the forest include Ettin's 
  Mound (reputed to be home to an unusually large tribe of ettins, and shunned by most), the elven ruin of 
  Erianhrel, the haunted gnomish mines of Yellowretch, and the dangerous region of Goldchasm, which is rumored 
  to be full of valuable ores and minerals. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ahlissa (Adri)/Background/Flyer_(english)_1_(original).pdf