TEXT: The Naerie Gazetteer 
   
  Living Greyhawk® 
  1 
  Gazetteer of 
   
   
  The Principality of 
  Naerie 
   
  The Players' Guide for Living Greyhawk® 
  Scandinavia 
  v.2.0 (April 15, 2007) 
   
  Credits: 
  Design & Development: Anders Lindborg, Nick Bell, 
  Paul Bendall, Sampo Haarlaa, Juha-Pekka Saarinen, Dan Hass. 
  Editors: Paul Bendall, Pål Henriksen. 
  Pictures: Jarmo Jouha, Nick Bell, Petri Hiltunen. 
  Cartography: Nick Bell. 
  Proof readers: Pål Henriksen, Paul Looby. 
  Special thanks: Marko Kivelä, Onnwal design team for a good idea, Paul Looby for the 
  ‘History of the Splintered Sun’. 
   
  The Principality of Naerie sprawls along the coast of the Azure Sea, south of the Iron Hills and west of the 
  Hollow Highlands. This troubled nation has been known by many names. The Scarlet Brotherhood named it 
  the Obedient State of Idee when they held sway here, but before the Greyhawk Wars it was known as the 
  County of Idee, and was a member of the Iron League. Today it is part of the United Kingdom of Ahlissa, 
  where thousands of armed soldiers maintain vigilance against external and internal enemies. 
   
   
  Based on the original DUNGEONS & DRAGONS created by E. Gary Gygax & Dave Arneson, and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams & Richard Baker. 
  Based on the original GREYHAWK campaign by E. Gary Gygax, Carl Sargent & Roger E. Moore. 
   
  This guide to Principality of Naerie is a done under Open Gaming License, the D20 System License Trademark, 
  D20 System Trademark Logo Guide and System Reference Document by permission from Wizards of the 
  Coast 
  Designation of Open Game Content: Anything contained here within which is already Open Game Content by 
  virtue of appearing in System Reference Document or some other OGC source. 
  All rights reserved. Reproduction or use without written permission of all current Naerie Triad members is 
  expressively forbidden, expect for the purpose of review or use of OGC consistent with OGL. 
  All TM, (c), etc. Are fully respected. 
   
  For more information visit the Naerie website at: 
  http://www.naerie.net 
   
   
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  2 
  In Naerie, everyone's got an agenda... 
  - Ludmila, merchant from Naerie City - 
   
   
  TABLE OF CONTENTS 
   
   
   
  Table of Contents 
   
   
   
  p.  2 
   
  County of Idee - an overview  
   
  p.  3 
   
  Development Team  
   
   
   
  p.  5 
   
  What is Living Greyhawk? 
   
   
  p.  5 
   
  History of Naerie  
   
   
   
  p.  7 
   
  Life in Naerie  
   
   
   
   
  p. 13 
   
  Diplomatic Relations  
   
   
  p. 18 
   
  Army & Navy of Naerie  
   
   
  p. 21 
   
  Trade and Commerce   
   
   
  p. 24 
   
  Peoples & Races of Naerie 
   
   
  p. 26 
   
  Barony of Derevendt   
   
   
  p. 28 
   
  Barony of Foelt   
   
   
   
  p. 33 
   
  Barony of Ingmalt  
   
   
   
  p. 39 
   
  Barony of Menst  
   
   
   
  p. 43 
   
  Barony of Monne  
   
   
   
  p. 46 
   
  Barony of Schwente   
   
   
  p. 48 
   
  Personae  
   
   
   
   
  p. 52 
   
  Illustrations  
   
   
   
   
  p. 54 
   
  NPC Portraits 
   
   
   
   
  p. 55 
   
   
   
   
   
   
   
   
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  3 
  Foreword 
   
  This books details the history and geography of the Principality of Naerie. It is meant as background 
  information for players and Dungeon Masters, as well as those who wish to use this information to run home 
  games. All rules issues, meta-organizations, divine spellcasting policy and other such matters are detailed in 
  the Naerie Metabook. A decision was reached to make two separate books for easier reference so that rules 
  questions and background material don’t get mixed. 
   
  County of Idee – an overview 
   
  Ancient history 
   
  Many years after the Rain of Colorless Fire that destroyed the Ancient Suel empire, Suel from the house 
  Zelrad arrive to an area which would later become the South Province of Great Kingdom. Having established 
  a peaceful contact with the Flan Kingdom of Ehlissa, the Zelreds build their first settlements and slowly 
  expand into present day Naerie. The Zelreds were surprised to find other Suel already living in these lands.  
   
  These Suels had fled their empire decades earlier yet had no trouble in allying with Zelreds. Over the 
  centuries the Zelreds expanded their areas, conquered all other Suel settlements of the coast and even 
  asserted vast control over Ehlissa during its decline. However, their success would not survive the coming of 
  the Aerdy. 
   
  After a series of skirmishes and wars, collectively known as the "Zelrad Wars", Azharadian the Great 
  conquered all lands of present-day Naerie. The last stronghold of Zelrad in Karnosa, located in the Iron Hills, 
  resisted until -60 CY before falling to the Aerdy, thus signaling the end of the Zelrad Kingdoms. Some say 
  that Zelrad mages experimented with Oerthblood magics in Iron Hills and enabled the relatively small 
  settlement to resist the might of Aerdy for a long time. 
   
  Eventually these lands became part of the Great Kingdom of Aerdy and prospered greatly. The land was 
  rich and easily farmed, and the surrounding lands were at peace. Aside from a few internal turmoils, Idee 
  was at peace until the Great Kingdom went into decline. 
   
  County of Idee 
   
  When the Great Kingdom started its long decline, many countries of the south started to resist the rulers of 
  Rauxes. In 447 CY Idee broke away from the Great Kingdom with some other southern states, forming the 
  Iron League. While the Iron Hills offered a formidable natural barrier, Idee was the state that bore the brunt of 
  the Great Kingdom’s aggression, and many battles were fought on the northern border. This eventually led to 
  the completion of Eddri Line, a series of fortifications that protected Idee from northern attackers. Continuous 
  warfare ultimately changed Ideean military doctrine to favor defense and concentration of forces on the 
  north.  
   
  When the Great Kingdom entered its death throes, this doctrine proved a weakness. Over the years the 
  Scarlet Brotherhood had sent its own men to infiltrate the Ideean armies. With many of their own men in 
  positions of power, collapse of the Ideean armies was ensured. Vital coastal areas were defended by second 
  grade troops or local peasant militias. They had no hope against the savage Hepmonalander warriors, 
  hobgoblin troops and elite monks of the Scarlet Brotherhood. Internal sabotage, assassinations and false 
  orders decimated the elite Ideean troops in the north. Almost every local noble was killed with one notable 
  exception being Coriell Eddri. He was saved by his bodyguards and managed to flee to Irongate, along with 
  a large militia contingent. A few scattered military units and refugee columns also managed to flee to the 
  surrounding lands. Having won a decisive victory, the Scarlet Brotherhood put its own agents to rule the 
  baronies and started to establish their doctrine of Suel Supremacy.  
   
  Birth of Ahlissa 
   
  Meanwhile, the South Province of the Great Kingdom had avoided much of the chaos that engulfed the 
  Great Kingdom. Its ruler, Graf Reydrich, was intelligent, ruthless and pragmatic, something the Overkings of 
  the Great Kingdom had not been for a long time. He knew he possessed some of the greatest fighting forces 
  in the Eastern Flanaess, and he was not about to leave them unused. 
   
  While the Brotherhood fortified its hold on the south, Graf Reydrich looked to Idee as a way to expand 
  his territory and turn his lands into a true empire. Reydrich launched his own spies and assassins against the 
  Brotherhood in Onnwal and Idee, eliminating scores of their agents. Some argue that Reydrich’s actions 
  were the reason why the Brewfest rebellion in Onnwal in 586 CY was so successful. That same year, the 
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  4 
  armies of South Province marched into Idee, quickly conquering the northern half and putting the 
  Brotherhood troops to the sword. Most of the captured Brotherhood troops were killed in mass executions 
  organized in Foelt, but hundreds were kept in captivity and used as slave labor to rebuild areas devastated 
  by the occupation. Reydrich had planned to move into Onnwal as well but heavy fighting and bad weather 
  delayed his plans.  
   
  Pleased nonetheless, Reydrich told one of his generals to be prepared to march into the Tilvanot 
  Peninsula by the year’s end over the bodies of the Scarlet Brotherhood’s finest assassins, spies and 
  savages. The general returned to Reydrich’s quarters later that day to find the archmage dead, apparently 
  slain during the act of casting another spell against the Scarlet Brotherhood leaders. The general fled to 
  Nyrond where his story was made public for all to hear.  
   
  Into this power vacuum stepped a coalition of military officers and nobles who briefly attempted to 
  establish a realm of their own, renaming South Province the Kingdom of Ahlissa. Several members of this 
  Oligarchy were slain by Brotherhood agents in 586-587 CY, but enough Oligarchs survived to oversee the 
  complete re-conquest of Idee by the end of 586 CY. With the founding of the new United Kingdom of Ahlissa, 
  the lands of Idee were made part of Ahlissa. The rulership was granted a general who had overseen the 
  conquest of Idee after Reydrich was assassinated. His name was Barzhaan Haxx. 
   
  Recent Years 
   
  Of course, some Ideeans never greeted the Ahlissan troops as liberators. A group calling themselves the 
  ‘Idee Volunteers’ staged attacks against Ahlissan troops. These attacks posed little threat to the Ahlissan 
  forces and did little to increase the popularity of the Volunteers. Most people were happy to see the 
  Brotherhood gone and to continue their lives under Ahlissan rule.  
   
  In 592 CY a large group Idee Volunteers was killed, including their founder Staceus of Felten, in the 
  Battle of the Hollow Highlands when Ahlissan forces surrounded them on the edge of the Hollow Highlands. 
  Only a few survivors managed to flee. Idee Volunteers also lost much of their political support with the 
  signing of the Naerie Compact where Onnwal and Sunndi recognized Ahlissan rule over the lands of Idee in 
  return for military aid and economic relations. This caused much outcry and many said that is was merely a 
  final humiliation by the other Iron League states that did not assist Idee in any way when it was fighting 
  against the Scarlet Brotherhood. 
   
  A relative calm has been maintained in Naerie all the way to 597 CY but clashes with Idee Volunteers 
  and Scarlet Brotherhood naval forces continue.  
   
  Current Situation 
   
   
  The County of Idee, for now at least, is nothing but a memory. Ahlissa will not give up Naerie, which not 
  only has valuable natural resources, but also offers the new Kingdom its only unrestricted access to the 
  Azure Sea. 
   
  Meanwhile, Prince Barzhaan of Naerie, the ruler appointed by Overking Xavener, strengthens his hold 
  on the Principality. Ahlissan troops keep a close watch on the southern border for any Brotherhood activity. 
  On the orders of Overking Xavener, ships are being built to increase trade with nations opposing the Scarlet 
  Sign. Trade is being boosted by the Royal Guild of Merchants of Aerdy, and old Ideean fortresses are rebuilt.  
   
  And all the time, different noble houses and factions within Naerie and the Court of Kalstrand continue 
  their Great Game, vying for wealth and power… 
   
   
   
  Coat of Arms of the County of Idee 
   
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  5 
  Development Team 
  The people who have developed Naerie for Living 
  Greyhawk throughout the ages are: 
   
  Paul Bendall: Paul Bendall is the current Head of 
  the Naerie Triad, and our Point of Contact. 
   
  Pål Henriksen: Pål (or Paul, for those of an 
  inferior alphabet) is living in Kristiansand, Norway. 
  He is our second current Triad member and a 
  frequent DM in his hometown. 
   
  Anders Lindborg: Anders was our very first Triad 
  member. Anders created the foundation for Naerie 
  in 2002 when the first Naerie guide was published, 
  and his original ideas for Naerie were essential for 
  the completion of this Gazetteer. Anders also 
  authored our first introduction module NAEI3-01 
  Stone Strider. 
   
  Sampo Haarlaa: Sampo is from Espoo, Finland. 
  He has written several regional modules, built a 
  Naerie and a Splintered Sun website and 
  collaborated on numerous regional projects. He is  
  the third member of the Triad. 
   
  Nick Bell: Nick says he has played D&D on- and- 
  off over the past 20 years. He is a recent convert 
  to the Living Greyhawk campaign, but in that short 
  time he has developed Poelitz from a dot-on-a-
  map to a vibrant, believable town, which he hopes, 
  will become a staging post for many adventures. 
  Nick lives and works in South Wales and then 
  goes adventuring in the nearby Forest of Dean. He 
  has also written the regional module NAE5-03 
  Heart of the Wood. 
   
  Steven Zwanger: Steven Zwanger lives in the 
  New York City area and has played D&D on and 
  off since junior high school.  He is the author of 
  the very first Naerie Regional, NAE3-01 Daughter 
  of Idee, which helped set the tone for all our future 
  regionals. 
   
  Juha-Pekka Saarinen: From Turku, Finland, he 
  has written several regional modules and has also 
  been a valuable aid with the Naerie website. 
   
  Dan Hass: Dan normally writes for the Bandit 
  Kingdoms but needed to do a proper regional 
  module to showcase his skills for his own region. 
  We managed to get him to write a regional 
  module, NAE4-04 Prince of Idee, which detailed 
  areas in the Barony of Menst and has also done 
  modules for us in year 6 & 7. We thank him for this 
  and give him a mention in this section. 
   
   
   
  What is Living Greyhawk? 
  The RPGA (www.rpga.com) oversees a number 
  of ‘Living’ games. Some examples include Living 
  Force, Living 
  Arcanis, 
  Living Kingdoms of 
  Kalamar and most popular of them all, Living 
  Greyhawk. These Living games spring from the 
  fundamental idea that home-style role-playing can 
  be incorporated into a worldwide campaign and 
  be enjoyed by thousands of players. Your 
  character in a home game interacts with a few 
  other player characters, but in a Living game you 
  can interact with hundreds of different player 
  characters, all of them living in the same world as 
  you.  
   
  The way a Living campaign works is this: A 
  number of adventures are published each year 
  (on a secure website) and these adventures can 
  be ordered and played/run during a session with 
  one certified DM and four to six players (sessions 
  are sometimes called tables). Each player has a 
  character, and it grows more powerful after each 
  adventure (provided you survive!). Their progress 
  is tracked with a series of Adventure Records (or 
  ARs) which indicates any favors, curses or special 
  treasure you might have acquired. 
   
  Living Greyhawk differs from other such 
  campaigns in the fact that countries in Flanaess 
  have been divided between different real world 
  nations, and in the case of US & Canada, different 
  states. A Triad runs each of these countries; three 
  people who have been tasked with developing the 
  local campaign. Triads report to the Circle of 
  Seven who runs the global Living Greyhawk. Each 
  region must build a website and a gazetteer 
  showing their region. Each region can have up to 
  8 rounds of adventure per calendar year. 
   
  In the case of Scandinavia, we have been 
  assigned the Principality of Naerie. Once a free 
  nation called the County Idee, it was conquered 
  by a secretive and racist organization called the 
  Scarlet Brotherhood, and later liberated (and 
  annexed) by the United Kingdom of Ahlissa. 
   
  This is our gazetteer, and our website can be 
  found at www.naerie.net. 
   
  Introduction to Living Greyhawk 
  The world of Greyhawk was the first campaign 
  world, which was printed as a commercial product 
  in 1980. E. Gary Gygax and his friends developed 
  Greyhawk as their home campaign for their new 
  D&D game in 1972, and is the setting in which all 
  the original D&D stories takes place. 
   
  Several boxed sets, one hardcover book, 
  many sourcebooks and modules, countless 
  magazine articles and most importantly, a loyal 
  fan base has supported Greyhawk for a quarter of 
  a century! 
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  6 
  The Setting 
  The world of Greyhawk consists of the eastern 
  portion of the continent of Oerik, known as 
  Flanaess, on the planet Oerth. Thousands of 
  years ago, two great empires (the Suel & the 
  Bakluni) fought and destroyed each other in a vast 
  magical conflict, which turned large areas into 
  wastelands, and destroyed millions of people. 
  Survivors of this conflict fled east. During these 
  ‘migrations’, rival tribes warred against each other, 
  looking for a place to settle. In the process they 
  displaced the original inhabitants, the Flan, and 
  pushed demi-humans into their own isolated 
  realms. In all this time, kingdoms have risen and 
  fallen, and countless heroes and villains have 
  fought each other for glory and treasure. 
   
  Living Greyhawk started in 591 CY (Common 
  Year), a few years after the so-called ‘Greyhawk 
  Wars’ raged across the continent. Currently the 
  year is 597 CY. The original boxed set published 
  in 80s started in 576 CY. 
   
  Many famous characters hail from Greyhawk: 
  Mordenkainen, Tenser, Bigby, Robilar, Vecna, 
  Kas and Serten, to name but a few. Their names 
  can even be seen in ‘non-Greyhawk’ products 
  such as the Baldur’s Gate computer game series. 
  Any D&D product not specifically stating it is from 
  a different game world is from Greyhawk. This is 
  for instance true of the Core Rulebooks, like the 
  Player's Handbook. 
   
  Starting to play 
  Sending your character out to adventure is easy; 
  you only need to be a member of the RPGA. 
  Membership is free, and there are two ways to get 
  it: Either you go to their website (www.rpga.com) 
  and take a ‘Herald Level DM-test', or the other 
  way is to take part in a Living Greyhawk game 
  and ask for a membership card from your DM. Full 
  rules concerning character creation, feats, etc, 
  can be found in the Living Greyhawk Campaign 
  Sourcebook. The LGCS is available from the 
  RPGA web pages, at www.rpga.com. 
   
  The Naerie Metabook also has character 
  creation rules and regional feats, which are 
  allowed. It is available from Naerie homepage. 
   
  Further reading 
  For further information about the Greyhawk 
  campaign setting, the 
  following 
  books are 
  recommended (in alphabetical order): 
   
  Adventure 
  begins: 
  (1998), 
  TSR. 
  This 
  sourcebook updates the history of Flanaess 
  several years after the Greyhawk Wars. Not much 
  information is relevant to Naerie, but reading the 
  book is still recommended. 
   
  From the Ashes: (1992), TSR. This boxed set 
  deals with the aftermath of the Greyhawk Wars 
  and how it re-shaped Flanaess. 
   
  Greyhawk wars: (1991), TSR. This supplement 
  deals with the devastating wars that engulfed 
  most of the Flanaess and permanently shifted the 
  balances of power between different nations. 
   
  Ivid the Undying: This sourcebook (available free 
  online from the WOTC website) details the 
  situation of the Great Kingdom after it collapsed, 
  and it is very relevant if you want to learn what 
  kind of areas belong to the new United Kingdom 
  of Ahlissa. 
   
  Living Greyhawk Gazetteer: (2000), WOTC. The 
  last official supplement published for Greyhawk. It 
  details the situation in Flanaess in 590 CY, right 
  before the start of the Living Greyhawk campaign. 
   
  Scarlet Brotherhood: (1998), TSR. This book 
  deals with the Scarlet Brotherhood, the force 
  behind much of the intrigue that happens in 
  Naerie and surrounding nations. Some insight is 
  also offered on their operations in Hepmonaland 
  and the Amedio jungle. 
   
  World of Greyhawk Fantasy Setting: (1983), 
  TSR. This is the original boxed set detailing the 
  setting. It includes the original descriptions of the 
  nations and powers of Flanaess. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  7 
  History of Naerie 
  This section details the general history of the 
  coastal region now known as the Principality of 
  Naerie and important events in the surrounding 
  lands. More detailed histories may be found in the 
  descriptions of individual baronies. 
   
  Ca. -1,100 CY: The Marvelous Nightingale of 
  Queen Ehlissa the Enchanter is created. The 
  Kingdom of Ehlissa is assumed to have been 
  founded or to be existent about this time. 
   
  -447 CY: The first Suel settlers, followers of Zellif 
  Ad-Zol (heir to the Suel Imperium), arrive in 
  present day Naerie. Most continue towards the 
  Pawluck Valley (now Sunndi) but some stay 
  behind and build settlements. 
   
  - 446 CY: Suel settlers come across strange Flan 
  stone edifices in present day Foelt. Their purpose 
  remains unknown. 
   
  -444 CY: Zellif Ad-Zol and followers settle in the 
  Tilvanot Peninsula. 
   
   -425 CY: Founding of the Scarlet Brotherhood 
  (5091 SD). Kevelli Mauk presents his vision of the 
  Brotherhood of the Scarlet Sign to the Council of 
  Nobles of the Suel Imperium. 
   
  -422 CY: The Invoked Devastation and the Rain 
  of Colorless Fire destroys both the Suel & the 
  Bakluni empires. Kevelli Mauk and the Scarlet 
  Brotherhood flee to the east with the help of 
  Lendor’s Matrix. 
   
  -419 CY: Kevelli Mauk and followers settle in the 
  Tilvanot Peninsula. The Onnwi arrive on the 
  Dragonshead from the Pomarj and set about 
  conquering the native Flan tribes or driving them 
  into the Headlands. The Kingdom of Onnwal is 
  declared. 
   
  -415 CY:  The Aerdi are first reported to have 
  reached the western shores of the Nyr Dyv. 
   
  -400 CY (approx.): The Suel House of Zelrad, 
  driven out of the Sheldomar Valley by the Houses 
  of Neheli and Rhola, are welcomed into the Flan 
  Kingdom of Queen Ehlissa. They found the 
  original town of Zelradton.  In the following 
  decades and centuries, many of the Suel move to 
  the south and settle within present day Naerie.  
   
  -355 CY:  The Zelrad Suel establishes the town of 
  Ingmalt and start trading with Flan Kingdom of 
  Ehlissa. Later in the same year, Suel settlers from 
  House of Zelrad found the town of Minetha. 
   
  -331 CY: Felten is established by the Zelrad. 
  Members of the house slowly extend their lands 
  within the Kingdom of Ehlissa, gaining the trust 
  and patronage of the ruling queens of the realm. 
   
  -323 CY: The Zelrad found the port of Naerie. It is 
  originally called Langshallow but later re-named 
  Idee in honor of Saint Idee before finally becoming 
  known as Naerie when Naerid of Cranden 
  conquers the town in -76 CY. 
    
  -217 CY: The Kingdom of Aerdy is founded, 
  uniting the Aerdi principalities under a single 
  banner. Lord Mikar of Garasteth is crowned Grand 
  Prince and takes Rel Astra for his capital. 
   
  -200 CY (approx.): Aerdy, led by Cranden and 
  Darmen princes, conquers large portions of the 
  "crumbling" Flan Kingdom of Ehlissa. Queen 
  Ehlyra marries Landrav, a Zelrad prince, who 
  takes power, declaring himself the first Fasstal of 
  Ehlissa. After signing a treaty with the Aerdi, 
  Landrav cedes all of Ehlissa east of the Iron Hills 
  to Aerdy, retaining the lands of Naerie and the 
  Ehlissan heartlands in the Iron Hills and eastern 
  Headlands around the city of Karnosa.  
   
  -197 CY: The lands of Naerie rise in rebellion 
  against Fasstal Landrav. Salneh I, called the 
  Founder, proclaims the Suel Kingdom of Zelrad in 
  modern day Ingmalt, Menst and Schwente with 
  parts of Ehlissa. The rival kingdoms of Idee and 
  Okalasna spring up in modern day Derevendt & 
  Foelt. 
   
  -195 CY: Zelred declares itself ruler of all Suel 
  peoples. Idee and Okalasna unite to fight against 
  them. 
   
  -190 CY: Zelrad defeats its rivals and establishes 
  dominance over the entire coastal area of Naerie.  
   
  -184 CY: The Kingdom of Zelrad establishes 
  settlements across the coastline and even into the 
  Iron Hills.  
   
  -175 CY: King Salneh I of Zelrad dies. His son 
  inherits the crown and becomes Salneh II. Trading 
  with the Suel in present day Sunndi begins. 
   
  -147 CY: King Salneh II of House Zelrad 
  establishes 
  several 
  mines 
  in 
  the 
  Hollow 
  Highlands. The native goblin tribes are driven out 
  and many take refuge in the Stark Hills. The Dwur 
  of the Iron Hills prevent the Suel from advancing 
  too much into their areas. 
   
  --143 CY:  The First Zelred War.  The Kingdom of 
  Zelrad clashes with Aerdy, attempting to seize 
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  8 
  territory in southern Ahlissa. The Zelrad host lays 
  siege to the town of Hexpools. 
   
  -142 CY: An Aerdi relief force lifts the siege of 
  Hexpools and harries the retreating Zelrad. The 
  Zelrad army leaves fully three-quarters of its 
  numbers dead behind them on the road before it 
  reaches home.  
   
  -141 CY: Raiding columns of Aerdi cavalry sweep 
  into northern Zelrad, burning the town of Ingmalt 
  and forcing the Zelrad King to sue for peace.   
   
  -110 CY: The Second Zelrad War. Persistent 
  skirmishing along the border between Aerdy and 
  Zelrad breaks into open war. Despite harassing 
  raids by Zelrad forces, the Aerdi storm Ingmalt 
  and invest Minetha. Only the outbreak of war 
  between Nehron and Aerdy saves the Zelrad, as 
  the Aerdi hosts are forced to lift the siege and 
  withdraw to Ingmalt, as the Battle of a Fortnight’s 
  Length rages hundreds of miles to the north on 
  the Harp River.  
   
  -107 CY: The Order of the Knight Protectors of 
  the Great Kingdom is founded after woodmen and 
  farmers save the King of Aerdy from an attack by 
  Ur-Flan insurgents on the royal tent. 
   
  -77 CY: Third Zelrad War. King Salneh II of Zelrad 
  launches an ill-fated campaign to retake Ingmalt 
  from the Aerdi. He invests the city late in the year, 
  hoping that the Aerdi will be unable to muster aid 
  before the city falls.  
   
  -76 CY: Carrying orders from the King of Aerdy to 
  crush the Zelreds once and for all, Azharadian the 
  Great sends a force under Naerid of Cranden 
  from Sunndi towards the Adder’s Pass. Salneh III 
  hastily lifts the siege of Ingmalt to rush his army to 
  face him. Meanwhile, Azharadian leads a second 
  Aerdi army from the north, capturing Minetha and 
  the rest of central Zelrad. Salneh III is killed by 
  Naerid near Adder’s Pass. Naerid captures the 
  town of Naerie, ending almost all Zelrad 
  resistance. The town of Ingmalt is named Ekehold 
  by Aerdy captain Bennock Lyrthi.  
   
  -75 CY: Oeridian settlers start moving into Naerie. 
   
  -74 CY: The Suel defenders of Castle Rishmar 
  finally surrender to Aerdi commander Asell 
  Heshun, who then executes all of them. Heshun 
  then claims the castle and surrounding land as his 
  own. 
   
  -75 to -60 CY: The number of Oeridian settlers 
  arriving in Naerie peaks. Over the ensuing 
  decades the Suel and Oeridian bloodlines mix 
  through intermarriage. 
  Hearing of the riches of the Iron Hills, Aerdy 
  forge an alliance with the Dwur Kingdom of the 
  Iron Hills. After moving forces to the northern 
  edges of the hills and commencing mining 
  operations there, the remnants of Suel Kingdom 
  of the Zelred attack. A long and bloody war 
  follows before the last Zelred stronghold of 
  Karnosa is sacked and burned. They name 
  Zelradton as regional capital. 
   
  -46 CY: Onnwal falls, giving the Aerdi complete 
  control of the Headlands. 
   
  1 CY: Grand Prince Nasran of Cranden declares 
  "Universal Peace" and is crowned as the first 
  Overking of the Great Kingdom of Aerdy in 
  Rauxes. Nasran founds the See of Medegia and 
  grants it to the Church of Pholtus. The Overking 
  also 
  appoints 
  viceroys 
  to 
  oversee 
  the 
  administration of the expanding empire. The 
  House of Cranden is granted the Viceroyalty of 
  the South Province, with its capital at Zelradton. 
  The House of Naelax gains the Viceroyalty of the 
  North Province, based in Eastfair. In the following 
  decades, Schandor draws up the Code of Laws 
  and creates the Court of Essence. 
   
  5 CY: The Cranden Viceroy of the South divides 
  Idee between members of his own house and the 
  minor noble houses of Eddri, Devnor, Heshun, 
  Lyrthi, and Oedil.  
   
  124 
  CY: 
  The 
  construction 
  of 
  Irongate 
  is 
  completed.  
   
  198 CY: A comet appears over the Flanaess. 
  Selvor the Younger prophesizes an Age of Great 
  Sorrow for the Great Kingdom. The next decades 
  and centuries see the gradual reduction in the 
  influence of The Great Kingdom, with, among 
  others, the realms of Ferrond and Nyrond 
  declaring their independence. 
   
  257 CY: Sage Keep established by Merusel Esk. 
   
  300 CY: A strange lizard cult is discovered in the 
  Barony of Monne. Gillax of House Lyrthi destroys 
  it and its leaders. 
   
  412 CY: Because of a personal grudge, House 
  Oedil sends its forces against House Lyrthi and 
  conquers Ekehold. In response, Lyrthi confiscates 
  all Oedil property in Monne. The Herzog of the 
  South Province sends his armies to pacify the 
  situation but does not force the Oedil to return 
  Ekehold. The heads of both houses are forced to 
  step down in disgrace and are replaced by their 
  wives. 
   
  
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  9 
  430's CY: Ivid Naelax (son of Ivenzen Naelax) 
  becomes Herzog of the North Province. 
   
  437 CY: Overking Nalif of Rax is assassinated by 
  agents of Ivid of Naelax, Herzog of the North 
  Province. Ivid declares himself Overking. He is 
  opposed by the House of Rax, elements of the 
  House of Garasteth and the House of Cranden, 
  led by Galssonan of Cranden, Herzog of the 
  South Province. 
  The Great Kingdom slips into the civil war 
  known as the Turmoil Between the Crowns. The 
  Naelax use orcs and other humanoids extensively 
  as mercenaries for the first time. The Naelax 
  begin hunting down members of the House of 
  Rax, with the aid of the Death Knight, Prince 
  Myrhal of Rax.  
   
  443 CY: Ivid I begins hunting down the Knight 
  Protectors of the Great Kingdom. 
   
  446 CY: Prince Malchim III of Garasteth, Lord 
  Mayor of Rel Astra, sides with Ivid, handing him 
  victory in the civil war and the Crown of Aerdy. 
  Galssonan is deposed and replaced by Damanilor 
  of Naelax as Herzog of the South Province. 
  Cranden properties in Idee are confiscated and 
  granted to House Eddri. 
  Damanilor invites the Lord-Mayor of Irongate 
  and other southern leaders to Zelradton to discuss 
  their grievances. The envoys are arrested, sent in 
  chains to Rauxes where they are tortured for the 
  Overking's pleasure, publicly executed for treason 
  and their bodies exposed in the Traitor's Garden. 
  King 
  Dunstan 
  I 
  of 
  Nyrond 
  meets 
  with 
  representatives of the fiefs of the South Province 
  in Chathold and encourages them to rebel. The 
  South Province rises in open rebellion against 
  Ivid. Parmus Destron deposes Naelax szek and 
  takes his place as ruler of Onnwal.  
   
  447 CY: With the backing of King Dunstan I, 
  Irongate, Onnwal, Idee, Sunndi and the Lordship 
  of the Isles declare themselves independent 
  states. House Heshun opposes the rebellion. 
  House Eddri confiscates their holdings, leaving 
  only Castle Rishmar and immediate surroundings 
  to them.  
  Damanilor sends the Provincial Expeditionary 
  Forces to besiege Irongate. The southern rebels 
  crush the Imperial army at the Battle of a 
  Thousand Banners before the walls of Irongate. 
  Irongate, Onnwal and Idee found the Iron League. 
  Lordship vessels are seized in Prymp by 
  Damanilor.  
   
  448 CY: The Lordship of the Isles joins the Iron 
  League. 
   
  449 CY: Idee starts construction of border forts. 
   
  455 CY: Sunndi rebels slaughter the Aerdi forces 
  occupying the country and drive out the loyalist 
  Glorioles 
  Army. 
  Sunndi 
  is 
  proclaimed 
  an 
  independent County and joins the Iron League. 
   
  470 CY: Holgi, son of Holgarri, King of the Iron 
  Hills, is born.  
   
  494 CY: Ivid I dies. Ivid II of Naelax crowned 
  Overking of the Great Kingdom of Aerdy. Unstable 
  before his coronation, Ivid II quickly lapses into 
  raving dementia upon assuming the full regalia of 
  office. 
   
  498 CY: Ivid II slain by his son. Ivid III of Naelax 
  crowned Overking of the Great Kingdom of Aerdy. 
  He exterminates his blood kin and imprisons his 
  children in the Imperial Palace. 
   
  510 CY: Fedorik of House Eddri born in Felten. 
   
  524 CY: Ivid III, upon reaching advanced age, 
  declares that his surviving child will succeed him. 
  After a bloodbath of fratricide, the sole survivor 
  becomes Overking Ivid IV.  
   
  540 CY: Fedorik Eddri becomes Count of Idee. 
   
  556 CY: Overking Ivid V of Naelax is crowned 
  after having his father, Ivid IV assassinated by his 
  concubine. The House of Naelax-Selor is granted 
  the title of Herzogs of the South Province. 
   
  565 CY: Icespire on the Tusk falls under a curse. 
   
  568 CY: Holgi, called the Hirsute, becomes King 
  of the Dwur of the Iron Hills. He retains close 
  relations with the Iron League. 
   
  570 CY: Reydrich of Naelax seeks to become a 
  member of the Circle of Eight, but is rejected. 
   
  573 CY: Emissaries of Scarlet Brotherhood 
  appear in the courts of the Iron League (6088 
  SD). 
   
  575 CY: Herzog Chelor III of the House Naelax-
  Selor gains the throne of the South Province. 
   
  577 CY: Forces of Herzog Chelor III of Naelax-
  Selor, under General Reynard, seize the north-
  eastern frontiers of Sunndi, from the confluence of 
  the Greyflood and Thelly rivers to the meeting of 
  the Thelly and Flamni.  
   
  578 CY: Chelor III's force enters Idee. Allies from 
  Sunndi and a dwarven army from the Iron Hills 
  come to the aid of the beleaguered Ideean forces, 
  but a rift develops between King Holgi Hirsute of 
  
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  10 
  the Dwur and Count Fedorik Eddri of Idee. 
  Fedorik accuses the dwarves of delaying their 
  arrival and Holgi blames the Ideeans for coming 
  into the battle with too few troops. Relations 
  between the two never completely heal. 
   
  The leaders of Irongate and Onnwal meet 
  with the Dwur and Noniz of the Headlands in 
  Kildeer. The Headland folk agree to aid Irongate 
  should she be attacked, but will not otherwise 
  become involved in human affairs. Szek Ewerd of 
  Onnwal reinforces his Marines and doubles the 
  size of his Regular Army and Militia. Almor and 
  Nyrond muster their forces for war with the Great 
  Kingdom. 
   
  579 CY: Nyrond and Almor join the Iron League to 
  form the Golden League. The League immediately 
  declares war on the Great Kingdom in response to 
  Imperial aggression in the Adri Forest, Relmor 
  Bay, Idee and Sunndi.  
   
  579-580 CY: War of the Golden League between 
  the Golden League and the Great Kingdom. The 
  war concludes with the Great Kingdom seeing off 
  the attacks of the Golden League. The army of 
  Idee loses much of its strength in the war, 
  especially among its officers and cavalry. As Idee 
  is unable to replace losses quickly, this cost them 
  dearly when the Scarlet Brotherhood attacked four 
  years later. Fedorik Eddri dies due a sudden heart 
  attack. His nephew Coriell becomes the new 
  Count of Idee. 
   
  583 CY: The Greyhawk Wars: Ivid V attacks 
  Almor, Nyrond and the Iron League. The Grand 
  Field Force of the South Provence marches into 
  the Iron Hills, while Pitchfield, the capital of 
  Sunndi, falls to the Glorioles Army.  
  The Iron League receives aid secretly from 
  the Scarlet Brotherhood. Osson's Ride begins, 
  with Almor’s cavalry passing through the Thelly 
  Forest and plunging into the South Province. 
  Herzog Chelor moves troops from the Iron Hills 
  east and reluctantly accepts aid from the 
  Overking. The Aerdi army, under the Grandee 
  Despotrix of the army, his Highness Yimdil of 
  Jalpa, marches southwest to engage Osson. 
  Commandant Osson defeats the Glorioles Army 
  at the Battle of the Rieuwood and liberates 
  Sunndi. Osson is repulsed from Nulbish, but 
  turning south and east, defeats Medegian forces, 
  forcing Holy Censor Spidesa to flee to Rauxes 
  where he suffers the Endless Death. The Eastern 
  Pact of Alliance is signed in Oldred between 
  Nyrond, Almor, Onnwal, Idee, Irongate, Sunndi, 
  the Lordship of the Isles and the County of Urnst, 
  pledging support against the Great Kingdom.  
  In Idee, House Devnor is infiltrated by 
  Brotherhood agents. Many fall under the control of 
  ‘overseer’ mind control parasites. 
   
  584 CY: The Lordship of the Isles withdraws from 
  the Iron League and pledges its allegiance to the 
  Scarlet Brotherhood. Osson defeated in Medegia 
  by Ivid's armies.  
  Herzog Chelor III of the South Province is 
  executed for his incompetence in the wars and 
  replaced by Reydrich of Naelax.  
   
  Onnwal 
  and 
  Idee 
  fall 
  to 
  the 
  Scarlet 
  Brotherhood. Szek Ewerd Destron assassinated 
  in Scant. Many members of the Ideean noble 
  houses, except House Devnor, lose most of their 
  members to assassination. Coriell Eddri is saved 
  by timely intervention of his guards and later 
  manages to flee into Irongate. The armies of Idee 
  are massacred as, leaderless, they try to retreat 
  into the Iron Hills. Naudus Heshun and his family 
  flee Idee for the South Province. They are later 
  followed by House Oedil. Lord Mayor Cobb Darg 
  foils 
  the 
  Brotherhood's 
  attempt 
  to 
  capture 
  Irongate. Kesh Vasiliek becomes the Overseer of 
  the occupation, along with several other ‘regional 
  leaders’ placed in each barony. 
   
  The Great Kingdom of Aerdy fractures into 
  hundreds of petty states and the South Province 
  (Ahlissa) declares independence from the Great 
  Kingdom. Later in the year, the Pact of Greyhawk 
  is signed, bringing the Greyhawk Wars to a close. 
   
  585 CY: House Devnor are allowed to govern 
  their lands under the control of Brotherhood, 
  appearing as slaves of the Scarlet Sign. 
   
  586 CY: Senior Scarlet Brotherhood Herdsmen in 
  Onnwal and Idee are assassinated through 
  magical means by Graf Reydrich of the South 
  Province. Reydrich takes northern Idee from the 
  Scarlet Brotherhood, but is assassinated soon 
  after. 
  Barzhaan 
  of 
  House 
  Haxx 
  assumes 
  command of the South Province armies and 
  completes the re-conquest of Idee. 
   
  An oligarchy of Ahlissan generals, including 
  General Reynard, proclaims the Kingdom of 
  Ahlissa.  Several members of House Devnor 
  released from “captivity” by Ahlissan troops. 
   
  Rakehell Chert leads the Brewfest Rebellion 
  in Onnwal, wresting control of most of the country 
  from the Scarlet Brotherhood. Jian Destron is 
  formally declared Szek of the Free State of 
  Onnwal in Kildeer.  
   
  587 CY: Scarlet Brotherhood agents assassinate 
  several members of Ahlissa’s Oligarchy. A secret 
  meeting between surviving Oligarchs of Ahlissa 
  and Prince Xavener of Darmen takes place in 
  Kalstrand. The United Kingdom of Ahlissa is 
  founded, and Xavener is crowned Overking in 
  Kalstrand. Prince Reydrich reclaims rulership of 
  the Principality of Ahlissa (on the condition that he 
  deals with his Naelax relatives in Ahlissa).  
  
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  11 
   
  Xavener 
  awards 
  the 
  rulership 
  of 
  Idee 
  (renamed the Principality of Naerie) to Barzhaan 
  of House Haxx. 
   
  588 CY: Overking Xavener survives an attempted 
  assassination attempt by disaffected Naelax 
  nobles. Overking Xavener orders the rebuilding of 
  the Ahlissan fleets at Prymp and Naerie.  
   
  Yarleven of Zilchus, along with Captain Belva 
  & Damar Rocharion uncovers the treachery of 
  House Devnor. Prince Barzhaan has all captured 
  members of the House executed. Some escape 
  capture and remain unaccounted for to this day. 
   
  The Houses of Heshun and Oedil receive 
  control of Foelt and Ingmalt respectively. Various 
  nobles of the Houses of Lyrthi and Eddri are given 
  control of some of their old lands after swearing 
  allegiance to Prince Barzhaan. House Arxx 
  receives lands once held by House Devnor. A few 
  other noble houses such as Drien and Radoc 
  receive token fiefs.  
   
  589 CY: Sunndi chooses not to join the United 
  Kingdom of Ahlissa (6104 SD). The Kingdom of 
  Sunndi is declared, with Olvenking Hazendell as 
  its ruler. The Solnor Compact is signed between 
  Rel Astra, Ountsy and Roland. 
   
  Staceus of Felten forms the Idee Volunteers 
  in response to Prince Barzhaan refusing to 
  remove Andariell Eddri as ruler of Schwente. 
  Their goal: “the rebirth of Idee & the Iron League, 
  free of Aerdi influence”.  
   
  590 CY: Cobb Darg, Lord Mayor of Irongate, 
  officially recognizes Jian Destron as Szek of the 
  Free State of Onnwal. The Sunndi Congress of 
  Lords meets for the first time. Trade between 
  Ahlissa and Nyrond, Sunndi and Irongate begins. 
  North Kingdom forces are seen on the northern 
  borders of the Ahlissan Marchland of Rauxes.  
   
  591 CY: Dwur miners discover two 16 foot high 
  tablets in Irongate's immense undercity. Referred 
  to now as the Khul-Ak tableaux, they are thought 
  to reveal significant information about the lands 
  surrounding the Free City in ancient times. The 
  script has defied all attempts to decipher it. Bigby 
  has referred to the text as "unfathomably alien." 
   
  The Idee Volunteers launch a series of 
  successful raids against Ahlissan garrisons in the 
  Barony of Monne in Naerie. In retaliation, the 
  Ahlissans seal off the Tomb of the Saint of Idee, 
  leading to widespread protests among the locals 
  and the arrest of the leading dissidents. 
   
  592 CY: A large band of Idee Volunteers is 
  surrounded by Ahlissan forces on the edge of the 
  Hollow Highlands. Staceus is killed and only a few 
  survivors escape the ensuing slaughter. The 
  Church of Heironeous in Naerie recognizes the 
  Ahlissan claim to the Principality. 
   
  593 
  CY: 
  Theodora 
  Hubalt, 
  the 
  natural 
  (illegitimate) daughter of the late Count Fedorik 
  Eddri surfaces in Naerie and marries Darvander of 
  House Haxx. The Idee Volunteers spread rumors 
  that indicate Theodora is not Fedorik’s true 
  daughter at all. (NAE3-01 Daughter of Idee). 
   
  594 CY: The Scarlet Brotherhood and its Pomarji 
  allies launch a combined attack by land and sea 
  upon the Onnwalon strongholds of Sornhill and 
  Kildeer. In fierce fighting on the docks of both 
  towns, the defenders hold the line until Ahlissan 
  naval squadrons arrive to force the withdrawal of 
  the Brotherhood forces. The Free State of 
  Onnwal, the Kingdom of Sunndi and the United 
  Kingdom of Ahlissa sign the Naerie Compact.  
   
  Under the terms of the treaty, Onnwal and 
  Sunndi formally recognize Ahlissa’s claim on the 
  Principality of Naerie and allow the Royal Guild of 
  Merchants of Aerdy access to their markets in 
  return for free passage of the Sunndian XIth Army 
  to Onnwal and the cooperation of the Imperial 
  Ahlissan Fleet against the navy of the Scarlet 
  Brotherhood and its allies. The Army of Rebellion, 
  in concert with the Ahlissan Royal Gearnat Fleet, 
  liberates the port of Tessak’s Cove. 
   
  A magical disturbance, caused by the 
  apprentice of wizard Eurynymos, strikes Naerie 
  City during Richfest celebrations (NAE4-03 The 
  Apprentice). A group of adventurers and the 
  Nasranite Watch together manage to contain the 
  situation, though many people are killed. In 
  response, 
  the 
  Nasranite 
  Watch 
  is 
  heavily 
  reinforced with spellcasters. 
   
  The so-called ‘Prince of Idee’ plants his flag in 
  the Barony of Menst and starts robbing caravans, 
  calling it ‘Road Tax’. He is finally killed after 
  attacking a group of envoys sent by Senechal 
  Selnor. His followers suffer a similar fate or 
  abandon him. Goblinoid activity in the Stark Hills 
  increases. (NAE4-04 Prince of Idee). 
   
  595 CY: The Scarlet Brotherhood is driven out of 
  Onnwal with the re-conquest of Scant. A magical 
  onslaught, most likely a Brotherhood reprisal, 
  reduces the city to smoldering ruin. 
   
  While the battle for Scant rages, the Ahlissan 
  fleet 
  fights 
  a 
  diversionary 
  battle 
  against 
  Brotherhood ships and their Pomarj allies in the 
  Strait of Gearnat. 
   
  A Scarlet Brotherhood ship sinks near Gefjon 
  Isle during a fierce storm, killing all onboard. It is 
  suspected that ships task was to conquer the 
  island. (NAE5-02 Return to Gefjon). 
   
  Berik Oedil escapes an assassination attempt 
  by his guard captain Brymar, though Brymar 
  
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  12 
  himself evades capture and escapes into the Iron 
  Hills. (NAE5-01 When Nightingales Sing). 
   
  Occupation 
  Despite the relatively short duration of the Scarlet 
  Brotherhood occupation, it still profoundly affected 
  the people of Idee. The immediate effect was 
  confiscation of property and formation of labor 
  camps for non-Suel citizens (and execution of 
  those deemed "dangerous" to the new order). 
  Those Suel that were seen as important and 
  found to be sympathetic to the Brotherhood 
  cause, were included into the ranks of Shar. Many 
  were granted 
  positions as village 
  leaders, 
  essentially becoming minor nobles. Unlike in 
  Onnwal, temples of Suel deities did not side with 
  the 
  Brotherhood 
  and 
  many 
  priests 
  faced 
  persecution. The exception was the church of 
  Wee Jas, which paid the price when Ahlissa 
  invaded. 
   
  The 
  Brotherhood 
  hobgoblins 
  and 
  Hepmonaland savages freely abused non-Suel 
  humans. Many people perished in labor camps for 
  numerous reasons. Some women were raped and 
  forced to give birth to Brotherhood offspring.  
  Some Ideeans, mainly from old army units that 
  somehow survived, resisted the occupation to the 
  best of their abilities, receiving only token help 
  from the other Iron League states that still existed. 
   
  When Ahlissa invaded, those who had sided 
  with the Brotherhood were put to the sword or 
  hung from the nearest tree. The old systems 
  returned - mostly. In some places villages kept 
  certain methods that the Brotherhood had 
  introduced. 
  Brotherhood-built 
  temples 
  were 
  usually destroyed, and those they had taken over 
  were returned to their original priesthood.  At least 
  for common people, the Ahlissans were a return 
  to the old ways. 
   
  However, Barzhaan and the oligarchy had 
  more 
  pressing 
  concerns 
  in 
  the 
  immediate 
  aftermath of the war, and some issues concerning 
  property confiscated by the Brotherhood were 
  never solved.  Commoners started many fights, 
  sometimes lethal, over this. A few lucky (or 
  cunning) 
  ones 
  shamelessly 
  amassed 
  for  
  themselves more than they had ever owned, while 
  others lost the last remaining possessions they 
  had. 
   
  Local leaders 
  The following persons were local leaders of the 
  Scarlet Brotherhood during the occupation of 
  Idee. Except for Reshes Fren, they were all killed 
  in battle or by Graf Reydrich’s magic prior to the 
  invasion. 
   
  Kesh Vasiliek - Derevendt (Supreme leader) 
  Arino Soron - Foelt 
  Nishar Zan - Ingmalt 
  Reshes Fren - Menst 
  Chekar Madi - Monne 
  Obens Ren Ker - Schwente 
   
  Minor leaders 
  The following persons were rulers of individual 
  villages or lieutenants to local leaders that were 
  not killed by Ahlissan forces. Their current 
  whereabouts are unknown, though Tenho Soron 
  is rumored to having been spotted in Sulward in 
  Lordship of the Isles. 
   
  Ker Nasek 
  Tenho Soron 
  Pati Nomo 
  Vilki Nav 
  Hisek Hesh 
   
  In addition to these individuals, Elder Cousin 
  Brouka (LE female Rog13) was the original Kesh 
  of Idee but he was replaced by Elder Brother 
  Vasiliek soon after the occupation started. Reason 
  for this is unclear. 
  
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  Living Greyhawk® 
  13 
  Life in Naerie 
  This section describes a number of aspects of 
  every-day life in the Principality of Naerie, from 
  religious practices via politics to crimes and their 
  punishments. 
   
  Religion 
  The faith of Zilchus, the god of Power, Prestige, 
  Money, Business and Influence, is the dominant 
  religion of the Kingdom, and its priesthood is the 
  strongest in Naerie, due to Ahlissan influence. 
  However, that does not mean it is the most 
  popular. Osprem, the goddess of Ships, Sea 
  Voyages and Sailors, was very popular in the 
  Old Idee and her worshipers are perhaps the 
  most numerous in Naerie. Worship of Lydia, the 
  goddess of Music, Knowledge and Daylight, is 
  also quite popular because her priests travel the 
  countryside, teaching common folk many useful 
  skills. Oeridian and Suloise agricultural gods are 
  both worshipped, along with sea gods Procan 
  and Xerbo. 
   
  Ahlissan soldiers of course brought with 
  them the worship of Hextor. Common people 
  see no need for him but temples to him have 
  been built. Worship of Heironeous is popular but 
  because of the actions of Staceus of Felten, 
  founder of the Idee Volunteers, the church was 
  forced to make a public acceptance of Ahlissan 
  rulership and revoke its affiliation with the Idee 
  Volunteers. 
  As 
  a 
  result, 
  the 
  church 
  of 
  Heironeous has become somewhat pragmatic 
  towards the Ahlissan rule. Common soldiers still 
  worship him but Idee Volunteers have moved 
  extensively 
  to 
  Trithereon, 
  the 
  god 
  of 
  Individuality, 
  Retribution 
  and 
  Self-Defense, 
  whose worship is now outlawed in Naerie. 
   
  Worship of vile cults and deities such as 
  Beltar are also forbidden, but Suel gods is 
  allowed in their ghetto of Shar Hesiyev. 
   
  It should be noted that worship of Wee Jas 
  was quite strong among sages before the 
  Brotherhood occupation, but as it was the only 
  church that supported the occupation, its 
  temples faced extensive purges by Ahlissan 
  soldiers and a vengeful population, and now the 
  only established temple can be found in Poelitz. 
   
  Politics 
  Naerie is ruled by six noble houses, several lesser 
  ones, as well as several other important factions. 
  Below are quick references to most houses and 
  organizations, and to their goals. 
   
  House Haxx: Rulers of Naerie, headed by Prince 
  Barzhaan. The duty of the Haxx is to keep the 
  other noble Houses loyal to Ahlissa and make 
  sure the Brotherhood does not gain a foothold in 
  Naerie again. The Haxx must also make sure 
  trade and relations with surrounding nations flow 
  without any trouble. The Haxx are a rising force in 
  Ahlissa. Formerly a minor noble house with lands 
  in Ahlissa and central Aerdy, they lost many of 
  their senior members in the fall of Rauxes. 
  Barzhaan of Haxx had long served as a 
  commander in the armies of the South Province. 
  Under Graff Reydrich, he gained a generalship 
  and led the Ahlissan heavy cavalry that decimated 
  the forces of the Brotherhood in northern Naerie. 
   
  After Reydrich’s assassination, Barzhaan 
  became one of the Ahlissan Oligarchs and 
  showed considerable political foresight in aligning 
  himself strongly with Xavener of Darmen during 
  the formation of the United Kingdom of Ahlissa. 
  For this support, he was granted the title of Prince 
  of Naerie. Since then the stock of the House of 
  Haxx has been rising and some predict great 
  things for them.  
   
  The Haxx motto: Swift is our Wrath. 
   
  Blazon: Quarterly: I and IV: Vert, the Sun of 
  Aerdy 
  Or, 
  II 
  and III: Azure, 
  a bull passant 
  argent. 
   
  Meaning: 
  Their Coat of 
  Arms has four 
  quarters. 
  The 
  upper right one 
  and the lower 
  left 
  one 
  are 
  green with the 
  golden Sun of 
  Aerdy on them, 
  while the upper 
  left 
  one 
  and 
  bottom right one shows a white bull, its foreleg 
  raised, on a blue background. 
   
  House Arxx: The second most powerful house in 
  Naerie, it is ruled by Lord Euric. They were 
  originally a minor Ideean noble house but rose to 
  prominence after House Devnor was destroyed.  
  Arxx are at least nominally loyal to House Haxx. 
  The Arxx are widely rumored to foster ambitions 
  to replace the Haxx as the ruling House. They aim 
  to do this in political ways, so they are looking for 
  any available chance to discredit House Haxx in 
  the eyes of Overking Xavener, while taking any 
  opportunity 
  of 
  elevating 
  themselves 
  before 
  Xavener or other noble Houses. They are not 
  looking for military conflict since this would not 
  serve their interest in the long run. They govern 
  the Barony of Menst and its capital Minetha. 
   
  Blazon: 
  Azure, 
  a 
  bull’s 
  head 
  couped, 
  sanguine. (A maroon bull’s head on a blue field.) 
   
  Blue and maroon are the colors of House 
  Arxx. 
   
  
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  Living Greyhawk® 
  14 
  House Eddri: The original rulers of Idee, they 
  have now been reduced to rulers of Schwente and 
  its capital Felten.  House Eddri is headed by Lady 
  Tanariell Eddri, a distant cousin to Count Coriell 
  Eddri of Idee. Coriell (the true head of House 
  Eddri) managed to flee to Irongate with a 
  contingent of soldiers when the Brotherhood 
  invaded (most members of House Eddri were 
  killed) and he remains there to this day. Rumors 
  say Coriell would want to return but Prince 
  Barzhaan has not invited him back, and it is likely 
  that he and Overking Xavener prefer Coriell to 
  stay in Irongate. 
   
  Blazon: Per pale, azure, two sea gulls argent 
  in dexter, argent, a thunderbolt azure. (A shield 
  divided vertically into two sections, one with blue 
  background and another with grey background. 
  The blue section has two grey seagulls while the 
  grey section has the thunderbolt of Heironeous on 
  it.) 
   
  Blue and grey are the colors of House Eddri. 
   
  Previous Eddri rulers: 
  Count Havershall Eddri (446 - 491 CY): 
  Havershall of Idee co-founded the Iron League 
  and built the firsts outposts on his northern border 
  which eventually formed the Eddri line. He also 
  sent troops to take part in the Battle of Thousand 
  Banners. Havershall is remembered as an 
  effective ruler and a national hero. 
   
  Countess Iljaren Eddri (491 - 500 CY): Iljaren 
  was the wife of Havershall and continued his 
  policies efficiently but is not well remembered for 
  her accomplishments. She was later laid to rest 
  along with her husband at the burial site of Saint 
  Idee. 
    
  Count Jurdan Eddri (500 - 512 CY): Jurdan 
  Eddri is usually remembered as the one who 
  finished the construction of the border forts. He 
  was also the one who, unwisely by hindsight,  
  made extensive naval treaties with the Lordship of 
  the Isles and Irongate, causing a significant 
  reduction in Ideean naval power, even though the 
  merchant fleet stayed large. Jurdan disappeared 
  along with an Ideean military patrol in the 
  Menowood. 
   
  Countess Ascalen Eddri (512 - 540 CY): After 
  Jurdan's death, his wife took over and continued 
  cooperation with other Iron League states and 
  improved relations with the Iron Hills dwarves. 
  During her reign, Idee first established a 
  relationship with the Kingdom of the Shar in the 
  Tilvanot peninsula, though these mainly consisted 
  of a few diplomatic and mercantile visits. 
   
  Count Fedorik Eddri (540 - 582 CY): With an 
  increasingly unstable Great Kingdom at the 
  northern border, Fedorik had many border 
  skirmishes with troops from the South Province. 
  He re-organized the military doctrine and is the 
  first 
  Count 
  to 
  use 
  extensive 
  amounts 
  of 
  mercenaries. Nonetheless, Idee also started to 
  emphasize fortifications and security of the 
  northern border at all costs. The War of the 
  Golden League proved especially costly for Idee 
  and the losses were hard to replace. Fedorik fell ill 
  soon after its end and died in his sleep. 
   
  Count Coriell Eddri (582 - 584 CY): Coriell (born 
  552 CY), nephew of Fedorik, takes on the duties 
  of Count of Idee, having been deemed the most 
  capable ruler by Fedorik. His reign falls to the 
  chaos of the Greyhawk Wars and the Scarlet 
  Brotherhood 
  invasion. 
  He 
  is 
  not 
  fondly 
  remembered in Idee, but that is most likely not 
  due to his own weaknesses. He still resides in 
  Irongate with a loyal contingent of soldiers. 
   
  Lady Tanariell Eddri (592 CY onwards): See the 
  Barony of Schwente section. 
   
  House Heshun: Headed by Naudus Heshun, 
  they rule the Barony of Foelt. This House is loyal 
  to 
  House 
  Haxx 
  after 
  their 
  ancient 
  lands 
  (confiscated by House Eddri) were returned to 
  them. Their main concern currently is rebuilding 
  their Barony. They also want to make sure House 
  Eddri never returns to prominence. 
   
  Blazon: Per pale, bendy sinister, gules and 
  light brown in dexter, brown, a griffon proper. (A 
  shield with light brown background, divided 
  vertically. The right half of the shield has red 
  stripes and the other has a griffon on it.) 
   
  Red and light brown are the colors of House 
  Heshun. 
   
  House Lyrthi: Headed by Eberic Lyrthi, they rule 
  the Barony of Monne. They are content with their 
  lot, and their main concern is to keep the town of 
  Gornor’s Cove under control. Hatred towards the 
  Ahlissans is still strong there. House Lyrthi and 
  House Oedil hate each other because of a 
  centuries-old grudge involving old Lyrthi lands in 
  Ingmalt. 
   
  Blazon: Vert, a saltire argent, a Sun of Aerdy 
  Or in chief. (A green shield with grey lines that 
  come down from top corners, meet in the middle 
  and continue downwards. Above is the golden sun 
  of Aerdy.) 
   
  Green and grey are the colors of House Arxx. 
   
  House Oedil: Headed by Berik Oedil, they rule 
  the Barony of Ingmalt. Berik is a career soldier 
  and not much into politics. Berik recently married 
  Aeslith Euric and ties between House Oedil and 
  Arxx are very close as a result. 
  
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  Living Greyhawk® 
  15 
   
  Blazon: Vert, a fess or with a wolf courant 
  sable, in chief a Sun of Aerdy or. (The coat of 
  Arms of Ahlissa where the nightingales are 
  replaced by a black running wolf.)  
   
  Black and green are the colors of House Arxx. 
   
  House Devnor: House Devnor governed Menst 
  when Idee was still independent. They became 
  servants of the Brotherhood, and for this, all 
  captured members of the house were executed by 
  Barzhaan. Some survivors fled to the surrounding 
  hills and are still unaccounted for. Their current 
  power and ambitions are unknown, but it is known 
  for certain they are against the Ahlissan rule. 
   
  Blazon: Sable, a fess argent with a dragon’s 
  head couped gules. (A black shield with a grey 
  horizontal stripe in the middle. The grey stripe has 
  a crimson dragons head in it.) 
   
  Minor Houses: Houses such as Drien or Radoc 
  only govern small baronetcies, and they follow the 
  leadership of the stronger Houses whom they 
  have sworn loyalty. Each Baronet answers to his 
  Baron, his liege-lord. 
   
  Idee Volunteers: Established by Staceus of 
  Felten, they became an active force in Naerie 
  politics in 589 CY. Their goal is to remove 
  Ahlissan presence from Idee with any means 
  necessary, and subsequently they aim for a 
  rebirth of the independent County of Idee and of 
  the Iron League. After a successful start they 
  suffered several setbacks such as the death of 
  Staceus and the loss of support by Sunndi & 
  Onnwal after the signing of the Naerie compact. 
   
  Their current strength and leadership are 
  unknown. House Eddri has officially severed all 
  ties to them, but many suspect they retain 
  contacts unofficially. People’s attitudes towards 
  the Idee Volunteers range from hostile to 
  supportive. Several smugglers and Sunndians are 
  in league with them, and even some members of 
  the Ahlissan military (those of Ideean descent) are 
  suspected of helping them. 
   
  Though belonging to the Idee Volunteers is 
  considered treason under Ahlissan law, Prince 
  Barzhaan has instructed his courts to give them 
  prison or labor sentences instead of death, as the 
  last thing he wants is martyrs. Only leaders tend 
  to receive death sentences, and these are carried 
  out efficiently and away from the public eye to 
  avoid that. 
   
  Blazon: As expected, the symbol of the Idee 
  Volunteers is the old coat of arms of Idee: Per 
  paly-chevron, or in dexter, vert in sinister, barry 
  wavy argent and azure in base, three ships sable, 
  a fret sable in chief. 
   
  Royal Guild of Merchants of Aerdy  
  This organization is detailed more in the Trade & 
  Commerce section. 
   
  Advisory Council 
  Barzhaan has a group of advisors whom he 
  discusses matters of politics with. Members of this 
  body 
  are 
  Admiral 
  Aente, 
  General 
  Morres, 
  Yarleven (the High Priest of Zilchus), Towrin Ghan 
  of the Royal Guild of Merchants of Aerdy and the 
  heads of all noble Houses. The latter usually send 
  their trusted emissaries instead of coming 
  themselves. Since nobles can rarely agree on 
  matters and most of the people sitting in it are 
  loyal to Barzhaan, it suits him well. He can make 
  occasional concessions but ultimately making 
  sure his agenda and that of his closest ally, 
  Yarleven, are not threatened. Barzhaan’s goal for 
  now is to keep Naerie a stable and prosperous 
  place. 
   
  Those working for the Advisory Council (as 
  opposed to sitting in it) wear a badge decorated 
  with a round field striped alternatingly yellow and 
  green, four stripes of each with the top one being 
  yellow The border is a stylized chain, and in the 
  middle of the badge is a black ship with a yellow 
  scroll underneath. On the top left of the ship is a 
  small shield with a white bull on a blue field. 
  (Blazon: A roundel barry, Or and vert, overall a 
  ship sable surmounted by an inescutchon azure, a 
  bull passant argent, above a scroll Or within a 
  chain agent in bordure). 
   
  Common people 
  Commoners 
  are 
  reasonably 
  content 
  under 
  Ahlissan rule. Eddri rulers, relatively nice as they 
  were, still ran a feudal system in Idee, collecting 
  taxes from farmers in the form of coin or produce. 
  The Scarlet Sign was a shock to many people and 
  troops from the South Province were seen as a 
  return to the older system. 
   
  Barzhaan knows that it is not necessary to 
  keep the people under an iron fist. While laws are 
  harsh, as is common in Ahlissa, the authorities 
  don’t go after people unless there is a reason. 
  Most people prefer the rule of Kalstrand to that of 
  Hesuel Ilshar. 
   
  The scars of the occupation still run deep 
  within the population. Anyone may sometimes 
  meet situations with pure-blooded Suel which lead 
  to conflicts when paranoid commoners see 
  Brotherhood agents where there are none (though 
  of course, there are exceptions). 
        Most rural people are farmers, working their 
  feudal obligations in their fields, though in some 
  parts of the Principality farmers have a great deal 
  of freedom over their products. Many do simple 
  secondary jobs as well. Some work in more 
  specialized jobs such as charcoal burners or 
  blacksmiths. Commoners in cities can be found 
  doing nearly any job, from street sweeper to 
  
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  Living Greyhawk® 
  16 
  construction worker. More specialized ones 
  generally work as assistants to experts such as 
  shipbuilders or salt makers. Fisherman is also a 
  common profession in coastal towns. 
   
  Clothing in Naerie 
  Oeridians typically favor checks and plaids. Those 
  born in Ahlissa tend to wear plaids, while those of 
  Ideean origin wear checks, often in diamond 
  pattern or similar variations of standard squares. 
  Clothing tends toward tight-legged trousers, close-
  fitting upper garments, and capes or cloaks. 
  Wealthy individuals wear clothes made out of high 
  quality leather, either by local or dwarven 
  craftsmen. 
   
  Suloise prefer solid colors. Nobles (whether 
  they are part of an Aerdi House or not) usually 
  have two or more such colors in their dress, so 
  parti-colored 
  garments 
  are 
  not 
  uncommon. 
  Naturally the colors of noble Houses are 
  frequently used. Suel people also like to display 
  emblems or tokens on their garments, typically of 
  contrasting color to the basic one. They prefer 
  loose pantaloons topped by a vest. 
   
  Hepmonaland Suel in Naerie generally prefer 
  the same types of garments but they are of lower 
  quality. Some might have older tribal tattoos but 
  the practice of piercing and such customs have 
  been abandoned, mainly because of the problems 
  it causes with local people (the Hepmonalanders 
  usually try to blend in). Those in labor camps also 
  had them removed (sometime forcibly) by 
  Ahlissans as bones, needles and such items were 
  considered to be weapons. 
   
  Flan in Naerie, being quite civilized, dress 
  very much in the Oeridian style. However, their 
  garments are usually of solid primary colors with 
  very 
  bright 
  hues 
  (such 
  as 
  light 
  brown) 
  predominant. Flan druids still use body paints, but 
  this practice is dying out among others. 
   
  Those few Olmans who remain in Naerie 
  have adapted their clothing to suit the climate 
  here, and it reflects a more pragmatic approach 
  than any kind of fashion sense. Leather sandals 
  are generally replaced by sturdy boots or suchlike 
  if the wearer can afford it. Otherwise, shoes made 
  of worked leather are used. Loose robes and 
  knee-length garments are still preferred, but 
  loincloth underwear is usually replaced by an 
  Oeridian-style undergarment that reaches to the 
  thigh. Likewise, a shirt is usually worn underneath 
  the robes. Elaborate headdresses have been 
  abandoned almost completely. 
   
  Dwur folk love shades of brown, red and gray, 
  contrasted with bright colors. Those who can 
  afford it usually decorate their clothing with as 
  much precious metal as they can carry. Leather is 
  the favorite material, with wool being popular as 
  well. Much like with Oeridians, checks and plaids 
  are preferred. 
   
  Wood olve dress much like the Suloise, 
  except that their colors are pale tints of green, 
  fawn, ecru and dove gray. High olve wear much 
  the same but add blues, lilacs and purples to the 
  more natural forest colors of their woodland kin. 
  Gray olve wear complex and flowing garbs of pure 
  white, sun yellow, silvers and gold lame, set off by 
  polished 
  leather 
  or 
  contrasting 
  colors 
  and 
  highlighted by jewels (if possible). All olve wear 
  cloaks, especially when traveling. These garments 
  are usually neutral gray or gray-green. 
   
  Noniz and Hobniz dress in similar fashion to 
  olve, often replacing their trousers with knee-
  length breeches. Noniz favor more solid colors – 
  brown breeches, a tan blouse, green boots and 
  belt, with a dark brown jacket or coat. A halfling in 
  the same garb might have a yellow shirt topped 
  off with a cap of green with bright yellow leather in 
  it. Both races will often wear striped clothing. 
  When hunting, adventuring or at war, they 
  likewise favor garb of a curiously mottled sort, with 
  greens and brown intermixed. 
   
  Material for clothes is produced in abundance 
  locally and high quality textiles are imported from 
  elsewhere as well. 
   
  Local foods 
  Naerie is blessed with good soil and a warm 
  climate. As such, even relatively small farms can 
  bring in great yields. Much of this is lost to feudal 
  obligations but because land can be farmed 
  almost year-around, there is usually produce to 
  spare. Of course, if some sort of disease, vermin 
  or magical disturbance strikes, then famine is still 
  a possibility. 
   
  The staple diet for many commoners is 
  porridge made out of oats, usually with butter 
  added to the mix. The poorest of the poor 
  generally don’t eat anything else. Bread is made 
  out of rye and barley, with ’white bread’ usually 
  being a luxury and thus eaten by well-off people. 
   
  Vegetables are used a lot, with olives being 
  perhaps the most frequently farmed (for food and 
  oil). Cabbages, peas, onions, spinach and such 
  are frequently used to make soups. Potatoes are 
  eaten throughout the year because of the ease 
  with which they can be preserved. Those who are 
  able collect berries near the forests and squash 
  them to jelly. 
   
  People in coastal towns have access to fish, 
  which is prepared in numerous ways. A few lakes 
  and ponds also offer rural farmers access. Some 
  fishermen hunt sharks and this is considered a 
  great delicacy among the well-off.  
   
  Commoners rely on chickens or sheep for 
  their meat, whilst the well-off have access to beef 
  or pork. Goats are used for their milk as well. 
   
  Salt is used by those who can afford it. Few 
  spices from the south make their way to Naerie 
  
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  Living Greyhawk® 
  17 
  and are generally quite hard to grow locally, 
  though there are continuous attempts to do so. 
   
  In addition to the usual apple, plum and 
  chestnut trees, the Kara tree also grows within the 
  Principality. This tree can grow to a height of 40 
  feet or more, has rough bark and its branches and 
  leaves produce an irritating resin which causes 
  itching. However, it produces a fruit in summer 
  which, when ripe, is chewy and somewhat sweet, 
  (at 
  other 
  times 
  it’s 
  putrid 
  and 
  somewhat 
  poisonous) and provides a welcome addition to 
  many people’s food tables.  
   
  Drinks 
  Water is a necessity of life. Towns have several 
  wells and sometimes aqueducts (or rivers) to 
  bring water into the town. Many people keep 
  barrels near their houses to collect rainwater. 
  Usually some sort of cover is kept to keep vermin 
  or animals away from them, lest they contaminate 
  the water. Many times water is sweetened with 
  honey, as almost everyone can afford this. 
   
  In many places, junior clerics (even those of 
  Hextor) are assigned to cast purify food and drink 
  on water storages. This does not clean all the 
  water, but it helps the general sanitation and 
  keeps down diseases. 
   
  Ale made from barley is commonly drunk by 
  commoners. Those who can afford it drink high 
  quality ales, usually dwarven (usually made in the 
  Iron Hills from Ahlissan grain). Wines are made 
  locally or imported. 
   
  Preserving food  
  Salting is used for meats, which is the reason only 
  nobles eat it frequently, as it is quite expensive. 
  Many commoners use a pot-in-a-pot system (a 
  large clay pot with smaller clay pot inside, 
  separated by sand and watered) to preserve food. 
  Those with means and money (wizards mainly) 
  could even bind an outsider (ice mephit usually) to 
  a container to keep it cold. 
   
  The Menowood  
  It is known that some Brotherhood troops still live 
  in the Menowood, estimated at a few hundreds at 
  best. By now they have to use some ingenious 
  means to survive. They have many collection 
  points for rainwater. Chestnuts, plum & kara trees 
  are foraged (and planted while oak trees and such 
  are used for construction). Potato forms a staple 
  diet because of the ease with which it can be 
  cultivated. Very few animals are kept as they must 
  be closely guarded from vengeful fey and have 
  limited room for grazing. Some reports also speak 
  of large ’farms’ where savages cultivate ants and 
  use their eggs for food, along with various edible 
  bugs. Occasional, well-planned raids for supplies 
  take place but because of a significant lack of 
  numbers, any kind of direct confrontation with 
  Ahlissans is avoided. 
   
  Law in Ahlissa 
  In recent years, Imperial Law was of little 
  importance; During the chaos that spread 
  throughout the Great Kingdom with Ivid’s fall, local 
  rulers administered such affairs as they saw fit. 
  Now however, with the resumption of a central 
  authority, laws are once again being enforced 
  throughout the United Kingdom of Ahlissa on a 
  fairly standardized basis, and old laws are 
  revoked. 
   
  The laws of Ahlissa are harsh, with crimes 
  against property punished much more severely 
  than crimes against the person, that is, unless the 
  person injured is an aristocrat, a person of 
  influence or merchant of note, of course. 
   
  During the period of Aerdy’s greatness, it 
  boasted a legal code that was the envy of many 
  other 
  nations. 
  Rulers 
  appointed 
  their 
  own 
  Magistrates and Justices of the Peace to deal with 
  minor offences. The office of the Prime issued 
  directives 
  regarding 
  penalties, 
  fines 
  and 
  sentences, and the magistrates could issue 
  penalties within those guidelines. In the United 
  Kingdom today, Magistrates and Justices of the 
  Peace still deal with minor offenses and certain 
  nobles have formed their own courts where they 
  act as judges. 
   
  For more serious crimes, including murder, 
  sedition, arson and major theft, the Judges of the 
  Sessions rule at regular court meetings known as 
  assizes. Directly appointed by the Princes, Judges 
  were historically priests of Lawful deities such as 
  Pholtus. In the United Kingdom today, the 
  accused are more likely to stand before a follower 
  of Zilchus or Hextor to answer for their 
  transgressions. 
   
  For full description on potential offenses and 
  punishments, refer to Naerie meta-gaming book. 
   
  
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  Living Greyhawk® 
  18 
  Diplomatic Relations 
  Ahlissa has no allies. Every nation bordering it 
  has been attacked by the Great Kingdom, and as 
  such, if not outright hostile, wants to keep Ahlissa 
  at arm's length. 
   
  Friendly nations 
  Only two nations are on somewhat friendly terms 
  with Ahlissa due to the recent Naerie Compact. 
  This treaty lets Ahlissan merchants into Sunndi & 
  Onnwal and allowed the Sunndian 11th army 
  passage to Naerie City, where they were then 
  shipped 
  to 
  Onnwal 
  to 
  fight 
  against 
  the 
  Brotherhood. 
   
  Onnwal 
  Onnwal is to the west of Naerie, beyond the Iron 
  Hills and the Free City of Irongate, on a peninsula 
  known since ancient times as the "Dragonshead" 
  because of its distinct shape. 
   
  Onnwal's full name, depending on whom you 
  ask, is either the Free State of Onnwal or the 
  Obedient State of Onnwal. A former fief of the 
  South Province, itself part of the Great Kingdom, 
  Onnwal was a founder member of the Iron League 
  with Idee, Irongate and the Dwur of the Iron Hills. 
   
  The League successfully resisted the early 
  campaigns of the South Province to regain its lost 
  land, culminating in the Battle of a Thousand 
  Banners, which raised the siege of Irongate and 
  ended in a humiliating defeat for the South 
  Province. Sunndi and the Lordship of the Isles 
  further strengthened the League by joining in 455 
  CY. 
  Nyrond 
  and 
  Almor 
  have 
  traditionally 
  supported the League, but Almor is now gone and 
  much of Nyrond's strength is spent in the wake of 
  the Greyhawk Wars. 
   
  Prior to the Greyhawk Wars (582-584 CY) the 
  Onnwalon were a proud people, protected by their 
  formidable natural defenses and a powerful navy. 
  These defenses availed them naught, however, 
  as the Scarlet Brotherhood assassinated the 
  Szek, Ewerd Destron, and took the capital Scant 
  from within. 
   
  Jian, son of Ewerd, fled to Nessermouth in 
  Southern Nyrond and spent the winter of 584/5 
  CY gathering followers to his banner. 
   
  The occupation of Onnwal by the Brotherhood 
  was a grim affair. Onnwalon of Suel descent were 
  kidnapped and taken to the Tilvanot Peninsula to 
  participate in the Brotherhood's selective breeding 
  program. Kuranyie (the Brotherhood's appointed 
  ruler of the region) also took hostages (known as 
  the Disappeared), one from each family, to use as 
  a safeguard to prevent their relatives fleeing. 
   
  The 
  only 
  effective 
  resistance 
  to 
  the 
  Brotherhood was the Wreckers (the Thieves' 
  Guild of Onnwal) led by Rakehell Chert. He 
  somehow discovered the Brotherhood's plans for 
  Onnwal 
  just 
  before 
  Scant 
  was 
  attacked. 
  Abandoning the city, he re-organized his Guild 
  into independent cells in the countryside. After the 
  burning of 34 farmers in Scant's Grand Market in 
  Richfest 585 CY, Chert encouraged the populace 
  to tacitly support their new rulers, but made clear 
  that treason would not be tolerated and would be 
  punished harshly. 
   
  This state of affairs lasted into 586 CY, when 
  a dozen of Kuranyie's Herdsmen were slain in a 
  magical attack of great ferocity, some say by Graf 
  Reydrich of South Province. She survived by dint 
  of arcane protections and prepared a "genocidal 
  sweep" of the countryside in revenge. Warned of 
  her intent, Chert called for a general uprising, 
  which began on the first day of Brewfest.  
   
  The present day (597 CY) 
  At the end of 595 CY, forces of the Free State of 
  Onnwal, along with their allies from Sunndi and 
  Ahlissa finally reached Scant and assaulted it. 
  While the city was eventually taken after a hard 
  fight, the Scarlet Brotherhood (or so it is 
  suspected) had prepared a magical reprisal which 
  burned the city to the ground. Onnwal is now free 
  of the Scarlet Sign but has paid a heavy price. 
   
  Sunndi 
  The County of Sunndi was originally a fief within a 
  fief, being granted to a loyal peer of the Herzog of 
  the South Province when the Herzog was in favor 
  with the Overking. After a long, miserable period 
  of repressive rule, the Sunndians proclaimed 
  independence and joined the Iron League shortly 
  after its founding. 
   
  Though it was largely re-captured by the 
  Glorioles Army of Ivid V in the Greyhawk Wars, 
  Commandant Osson of Almor liberated Sunndi 
  finally and truly from the yoke of the Great 
  Kingdom. A monument in Osson Square in 
  Pitchfield still makes sure that the people of 
  Sunndi remember this great man who was lost 
  during the Wars. 
   
  Sunndi has managed to remain free; the 
  threat from the North has mainly been replaced by 
  the threat of the Scarlet Brotherhood, whose 
  "advisors" were apparently dispatched just in time 
  to prevent Sunndi from going the way of Onnwal 
  and Idee. With the formation of Ahlissa, offers to 
  join the new Kingdom were rejected by Sunndi. 
   
  Sunndi has formidable natural protections: 
  swamps to the south, and hills, highlands and 
  woods in an arc to the west, north and east. The 
  swamp is a mixed blessing, since disease and 
  monsters both flourish there, but the Sunndians 
  are happy to have it as a defense and a buffer 
  zone against the Scarlet Brotherhood. 
   
  Sunndi is most notable for the harmony 
  between the different races that live there. King 
  Hazendell 
  (CG 
  male 
  Elf 
  Wiz8/Clr4 
  of 
  Trithereon/Ftr1) of Sunndi is careful to take 
  
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  Living Greyhawk® 
  19 
  plentiful advice not just from his own people, who 
  prowl the woodlands, but also from the Gnomes 
  and Mountain Dwarves who mine and man 
  defenses 
  in 
  the 
  Glorioles, 
  the 
  Hestmark 
  Highlands, and the Hollow Highlands. 
   
  The present day (597 CY) 
  Only recently did Sunndi start trading with Ahlissa, 
  and this trade is expected to increase following 
  the Naerie Compact. Sunndi has no access to 
  sea-ports, and attempts to incorporate the 
  independent coastal area of Dullstrand into the 
  kingdom have so far failed. 
   
  Aside from the Scarlet Brotherhood, a few 
  others factions are also threats to Sunndi: 
  bullywugs, servants of Wastri, and others such as 
  the 
  Bleak 
  Academy 
  (an 
  alliance 
  of 
  Necromancers). Some giants also live in the 
  Glorioles Mountains and sometimes raid into the 
  lowlands of Sunndi, though usually they fight 
  against the dwarves who live in those mountains.  
   
  Enemies of Ahlissa 
  There are many countries that consider Ahlissa 
  their enemy, or who distrust it greatly. However, 
  only those nations which border it take serious 
  military interest in it. These nations are detailed 
  below.  
   
  The North Kingdom 
  After the sundering of the Great Kingdom 
  following the Greyhawk Wars, its northern lands 
  formed an independent realm. Few members of 
  the common races besides humans remain here, 
  and while evil humanoids have lived in the North 
  Kingdom for centuries, recent decades have 
  brought a sharp and worrisome increase in their 
  numbers, especially orcs from the Bone March. 
  While the presence of orcs threatens the 
  Kingdom, they may also help hold it together. 
   
  Every prince and lord in the North Kingdom 
  realizes that crossing its ruler, Overking Grenell 
  (Clr18 of Hextor), may bring down his wrath in the 
  form of a raid from his Euroz allies. 
   
  Grenell himself is ruthless and cold-blooded. 
  His secular authority is augmented by his 
  dominance of the Church of Hextor in the North. 
  The line of succession in the North Kingdom is 
  unclear, as Grenell has no children of his own. 
   
  Grenell considers his ‘Great Kingdom of the 
  Northern 
  Aerdy’ 
  the 
  true 
  remaining 
  Great 
  Kingdom, and like Xavener of Ahlissa, he has 
  claimed Rauxes as part of his Kingdom. Though 
  Grenell could probably be a grave threat to 
  Ahlissa, his orc allies (who would want to conquer 
  Ratik instead), the possible inability to sustain 
  long wars of aggression and internal politics keep 
  him in check for now. 
   
   
  Nyrond 
  The establishment of Nyrond in 356 CY marked 
  the beginning of the end of the Great Kingdom. 
  Over successive decades however, Nyrond itself 
  underwent an imperialist phase, seeking to bend 
  both the Theocracy of the Pale and the Urnst 
  states to its will. The great Council of Rel Mord, 
  called by King Dunstan I, led to the recall of 
  Nyrond troops from those lands and the creation 
  of treaties with them, as well as with the nascent 
  Iron League, which Nyrond supported with 
  economic aid. 
   
  For over a century thereafter, Nyrond was a 
  bastion of strength and good, the great protector 
  of the Flanaess against the Great Kingdom. Its 
  armies were numerous and strong, with legendary 
  elven and halfling scouting troops, while its 
  treaties with the Urnst states allowed it to call on 
  great 
  military 
  strength. 
  The 
  Nyrond 
  navy 
  dominated Relmor Bay and the eastern Sea of 
  Gearnat. Nyrond mages were of famed power, 
  and the nation's artisans and scholars were 
  renowned throughout the Flanaess. 
   
  The Greyhawk Wars cost the Nyrond armies 
  dear, with almost 70,000 casualties, and it 
  exhausted Nyrond's coffers, although its navy 
  remains strong. Territory has been lost around the 
  northeastern portion of Relmor Bay, and while the 
  remains of Almor (claimed by Ahlissa, with parts 
  held by both kingdoms) might be retaken by a 
  sizable army, Nyrond has neither the strength nor 
  the will to do so, preferring to trade with Ahlissa 
  instead. 
   
  Nyrond has spent much of its energy in 
  rebuilding itself after the Greyhawk Wars, and 
  another war would probably push it over the edge. 
  Therefore, 
  Nyrond 
  has 
  become 
  isolationist, 
  keeping to itself. 
   
  The Scarlet Brotherhood 
  The 
  Scarlet 
  Brotherhood 
  was, 
  before 
  the 
  Greyhawk 
  Wars, 
  an 
  apparently 
  peaceful, 
  introverted power on the distant southern Tilvanot 
  Peninsula, west of the Lordship of the Isles. 
  Inhabited by a race of Suel humans who pursue a 
  strict monastic discipline, the workings of which 
  they did not reveal to outsiders. It was apparently 
  a 
  peaceful 
  nation 
  of 
  farmers 
  who 
  called 
  themselves the Kingdom of Shar (an ancient 
  Suloise word for Purity), which seemed to have no 
  interest in the outside world. 
   
  This, of course, was the image that the 
  Brotherhood wanted to cultivate. In 573 CY, they 
  began sending ambassadors to the realms of the 
  southern Flanaess, offering their services as 
  diplomats and trading partners to governments 
  both good and evil. They and their followers wove 
  their way into the societies of these nations, until 
  such a time came when they were ready to strike. 
  
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  Their goal was simple: To make all realms of 
  the Flanaess dominated by the Suel, and to make 
  them pledge allegiance to the Great and Hidden 
  Empire of the Scarlet Brotherhood. Ruled and 
  controlled by the Suel people, the new empire 
  would be a re-creation of the ancient Suel Empire, 
  destroyed in the Twin Cataclysms. The Suel 
  would reign supreme - all other races would be 
  used as slaves and second-class citizens, fit only 
  to serve their superiors. 
   
  The 
  Brotherhood 
  used 
  assassination, 
  espionage, social stigma, and outright invasion to 
  realize their twisted dreams. Bloodthirsty savages 
  from 
  the 
  southern 
  jungles, 
  exotic 
  tropical 
  monsters, 
  and 
  strictly 
  disciplined 
  monks 
  comprised the invading armies. Realms hard-
  pressed by war against other enemies would also 
  have to deal with the Brotherhood’s assault on 
  their towns and cities. 
   
  Such was the fate of the Iron League. Three 
  of its members (Onnwal, Idee & the Lordship of 
  the Isles) fell to the Brotherhood, and with the 
  destruction of Almor, the League was no more. 
  Idee was later liberated by the South Province 
  and made part of the United Kingdom of Ahlissa. 
  “Free” Onnwal is still fighting against the 
  Brotherhood, and the Lordship of the Isles 
  remains a vassal state of the Brotherhood. 
   
  Though the Brotherhood suffered setbacks in 
  the years that followed (the loss of Idee, the 
  rebellion in Onnwal and chaos in Hold of the Sea 
  Princes), it was one of the few nations that 
  emerged stronger from the Greyhawk wars. 
   
  The Solnor Compact 
  The cities of Rel Astra, Ountsy, and Roland have 
  much in common, though they certainly have their 
  differences, too. They are all well fortified centers 
  of trade and authority for the lands over which 
  they lay claim. Each maintains its own small fleet 
  of coastal defense vessels, and they loudly 
  proclaim independence from Ahlissa. The cities 
  have a firm alliance collectively know as the 
  'Solnor Compact'. 
   
  However, Lord Drax the Invulnerable of Rel 
  Astra is the definite leader of this alliance. His 
  armies are large and well trained, and it is 
  rumored that if he could get away with it, he would 
  bring both Roland and Ountsy under his direct 
  rule. Drax also claims the old lands of Medegia, 
  and this puts him at odds with Ahlissa. Indeed, 
  Medegia is the only place where Ahlissa is still 
  engaged in open warfare. Forces of Ahlissa and 
  Rel Astra clash here occasionally, and so far the 
  Ahlissans have been largely victorious. 
   
  Various 
  rebel 
  factions: 
  Certain 
  separatist 
  elements have emerged throughout Ahlissa. One 
  is the so-called ‘Idee Volunteers’ who organize 
  strikes 
  against 
  Ahlissans 
  interests 
  in 
  the 
  Principality of Naerie. Another group is the 
  humans and demi-humans of the Adri Forest 
  (claimed by both Ahlissa & the North Kingdom) 
  who are fiercely independent. They do not form a 
  serious threat to Ahlissa, but are a nuisance 
  nonetheless. 
   
  Grandwood Forest (claimed by Ahlissa & the 
  Solnor Compact) and the Lone Heath (fully within 
  the Solnor Compact) have also traditionally been 
  safe havens to those who resisted the Overkings. 
  These days their enemies are Ahlissa - and in the 
  case of the Lone Heathers - the Solnor Compact. 
  However, even if these lands are denied to 
  Ahlissa, none of these factions pose a serious 
  military threat to the kingdom. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  21 
  Army & Navy of Naerie 
  The forces that Graf Reydrich used to conquer 
  Idee were part of the Southern Armies of the 
  Great Kingdom, bolstered by many deserting 
  elements of the so-called ‘Glorioles Army’. 
   
  Knowing the fragmented lands to the east 
  were no threat to him, Reydrich summoned all the 
  troops he could to strike south at the Scarlet 
  Brotherhood. Thousands of footmen, and cavalry 
  formed on the northern border of Idee. It had 
  elements 
  from 
  existing 
  armies, 
  human 
  mercenaries and half-orcs & orcs from the eastern 
  lands. In total, Reydrich's army was over 20,000 
  strong. 
   
  The line of fortifications along Idee's northern 
  borders had delayed previous Herzogs of the 
  South Province, but Reydrich was content to 
  circumvent 
  most 
  of 
  them, 
  striking 
  in 
  a 
  concentrated spearhead. Using powerful magic, 
  he quickly overran the fort of Ascalen and moved 
  his forces into Idee, where he took Ekehold within 
  days. 
   
  As his armies spread in all directions from 
  Ekehold, the Brotherhood countered and sent 
  nearly three quarters of their strength against 
  Reydrich. However, while the Brotherhood's 
  forces fought with fanatical ferocity, they did not 
  have experience in fighting in open terrain against 
  a skilled, determined and mobile enemy cavalry. 
  The regiments of Ahlissa were not the tattered 
  and disorganized defenders of Idee that the same 
  Brotherhood forces had harried and massacred 
  before. Reydrich sent his heavy cavalry (still 
  several 
  thousand 
  strong) 
  against 
  the 
  Brotherhood's main host, supported by a force of 
  infantry held in reserve. 
   
  The savages of Hepmonaland outnumbered 
  the Ahlissan horse three to one, but in the open 
  plains of northern Idee, their numbers would not 
  avail them. The heavily armored warriors of the 
  South Province scythed effortlessly through the 
  ranks of savages, scattering all before them and 
  trampling their banners into the mud. 
   
  The Brotherhood learned their lesson, but it 
  was too late for them. With most of their forces 
  destroyed, they could only manage to delay 
  Reydrich 
  and 
  hope 
  for 
  the 
  arrival 
  of 
  reinforcements. 
   
  These delaying tactics proved moderately 
  successful, especially in Ingmalt where it took a 
  long time to clear the Sarwych forest of 
  Hepmonalanders. Nonetheless, the only Barony 
  that suffered extensive damage during the fighting 
  was Foelt as the Brotherhood was forced back 
  towards the Iron Hills after many bitter fights. 
   
  Within a year, the Brotherhood had been 
  forced out of Idee, and all captured members 
  were either executed or put in labor camps. 
  Remnants of their armies fled into the Menowood, 
  where they remain to this day. Fortunately for the 
  Brotherhood, they succeeded in assassinating 
  Reydrich before he could attempt to follow, or he 
  might have followed through with his plan of 
  invading the Tilvanot peninsula and the land of 
  Shar itself. 
   
  When the United Kingdom of Ahlissa was 
  formed, large numbers of Reydrich's army were 
  sent north and east to ward the borders of the 
  new realm against Nyrond and the North 
  Kingdom. Those who remained behind were 
  tasked with the duty of guarding the new 
  Principality and make sure the Brotherhood would 
  never send its armies north again. 
   
  General Morres of House Oedil currently 
  commands the Royal Army of the Principality of 
  Naerie, which numbers about 10,000 soldiers, 
  some 6,000 of which are Ahlissan veteran war 
  companies loyal to Prince Barzhaan. Of these 
  10,000, 2,000 are elite heavy infantry, 4,000 light 
  infantry, 1,000 heavy cavalry, 2,000 medium 
  cavalry, and 1,000 are light cavalry. 
   
  Today’s standing army is significantly larger 
  than it was in the days of the County of Idee, 
  which at its peak in 572 CY had 6000 men, and 
  was much augmented with peasant militias and 
  (many times untrustworthy) mercenaries. The bulk 
  of this force was infantry. The obsession with 
  defending against the Great Kingdom meant that 
  the majority of the army was stationed in the 
  border forts, leaving only a small force to defend 
  coastal cities, a fact well exploited by Scarlet 
  Brotherhood.  
   
  The fall of the armies was further helped by 
  highly successful infiltration into the chain of 
  command by Scarlet Brotherhood. This enabled 
  Brotherhood to sow confusion and send Ideean 
  troops to ambushes or on futile patrols across the 
  land. Some fortifications had their supplies 
  poisoned while in others the gates were opened 
  for Brotherhood troops. The collapse of Ideean 
  armies was swift and almost total. 
   
  The army of Naerie has been divided into four 
  regular armies and a naval force. The exact 
  composition of each army is not detailed as it’s 
  constantly changing with re-deployments, addition 
  of new troops, etc. 
   
  It is usually assumed that 1000 troops are 
  kept in reserve and available for other duties, 
  such as augmenting the city guard or other 
  armies, 
  escorting 
  diplomats, 
  working 
  as 
  household guards for nobles and so forth. With 
  the signing of the Naerie Compact, opinions have 
  been voiced about reducing the size of the army, 
  which is quite overwhelming considering the size 
  of Naerie. So far, Prince Barzhaan has not 
  agreed. 
   
  1st army: Commander: Zedrinn of House Haxx 
  (LG male Marshall8). This army is stationed in the 
  southern part of Derevendt, guarding the borders 
  
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  Living Greyhawk® 
  22 
  of 
  the 
  Menowood 
  and 
  southern 
  coastline. 
  Surrounding farming communities are tasked with 
  keeping the men fed. This army still retains the old 
  azure boar's head blazon of the old South 
  Province. Their headquarters is in Fort Haxx. 
  (Blazon: Or, a couped and crowned boar's head 
  azure.) 
   
  2nd army: Commander: Morres of House Oedil 
  (LE male Ftr12). This army is stationed in Menst, 
  and is tasked with rooting out possible insurgents 
  in the Stark Hills and routinely patrols the large 
  area extending from the North Road to the 
  borders of Derevendt. Their arms are the green & 
  gold shield of Ahlissa, but Morres has replaced 
  the Sun and Nightingales with a Hextorite 
  gauntlet, though without the arrows. (Blazon: Vert, 
  a fess or surmounted with a gauntlet sable.) 
   
  3rd army: Commander: Astalam of House Lyrthi 
  (LN female Ftr2/Warmage7). This army is 
  stationed in Monne & Schwente, and is tasked 
  with patrolling the coastline. Their arms consists 
  of blue and green stripes on a white field, 
  surmounted by the Sun of Aerdy. (Blazon: Argent, 
  two bars azure and vert with a Sun of Aerdy or.) 
   
  4th army: Commander: Gilinor of House Arxx (N 
  male Ari3/Ftr6). This army guards the border with 
  the Iron Hills, from Castle Rishmar to Ekehold. It 
  is rumored that Annarin of House Heshun has 
  influence on Gilinor. Their arms are a grey shield 
  and bull on a blue field. (Blazon: Azure, a bull in 
  chief of a shield, argent.) 
   
  The typical Ahlissan soldier is well equipped & 
  trained. With the emergence of the United 
  Kingdom, a sense of purpose was restored to the 
  entire Kingdom, and the morale of the soldiers is 
  quite good. 
   
  Navy of Naerie: The sizable navy of Naerie is the 
  only element of the armed forces where accurate 
  count is kept on troop levels, as it is considered 
  vital for the future of Ahlissa to have as large 
  presence in the Azure Sea as possible. Ironically 
  Ahlissan ships sometimes clash with old Ideean 
  ships that the Scarlet Brotherhood managed to 
  capture. At the beginning of 597 CY, the navy had 
  the following ships and troops: 
   
  200 heavy infantry (Azure Squadron) 
  1000 light infantry 
  54 caravels 
  6 dhow troop transport ships 
   
  The re-building of the Grand Imperial Fleet of 
  Ahlissa is under way at Prymp, Naerie and, more 
  recently, at Pontylver. Wood is imported from 
  other parts of Ahlissa and now also Sunndi since 
  Naerie lacks large wooden areas near the coast 
  that could be used. Menowood is notoriously a 
  home to hostile fey and Brotherhood remnants, 
  though occasionally some wood is cut down by 
  the military for their own needs, always done from 
  the edge of the forest and under effect of Magical 
  Circle against Good, Resist Fear & See invisibility 
  to 
  prevent 
  Fey 
  creatures 
  sabotaging 
  the 
  operation. Armed soldiers with crossbows and 
  cold iron bolts stand guard over the work crews, 
  along with warmages. 
   
  Caravels built on the old Ideean design of the 
  Scag has become the mainstay of the Royal Fleet 
  of the Azure Sea, used for patrolling the coastal 
  areas. Fast and maneuverable, these ships 
  usually carry a complement of 20 soldiers, along 
  with 10 crewmembers. Caravels usually operate 
  in squadrons of three and at the start of 596 CY 
  there are 13 normal and three elite Azure 
  Squadron. Caravels are typically armed with two 
  ballistae, though some replace one with light 
  bombard.  
   
  200 heavy infantry soldiers from the 1,000 in 
  the Principality as a whole, form three elite Azure 
  Squadrons. They are all located in Naerie City 
  and have 9 caravels These well-trained and 
  professional soldiers are needed to compensate 
  for the limited number of crew the caravels carry. 
  Naturally their heavy armor is replaced by leather 
  armor and everyone carries weapons suitable for 
  naval combat.  
   
   
   
  Other troops 
  There are many other troops in the army as well 
  than regular infantry, such as elite organization of 
  rangers & scouts who are trained for operating 
  independently in wilderness, fighting against 
  bandits, evil humanoids or separatists. The 
  lightest troops in the army are skirmishers, 
  dressed in leather armor, carrying small shields, 
  and armed with shortswords (or other simple 
  weapons) 
  and 
  bows. 
  Horse 
  skirmishers 
  traditionally use a lance or spear, shortbow, shield 
  and studded leather. Ahlissan medium infantry is 
  usually equipped with chainmail and carry either 
  halberds, spears or heavy maces, morning stars 
  or longswords and heavy wooden shields. There 
  are of course many other troops but detailing 
  them all would be impossible in this book. 
   
  Magic in the army 
  A number of battle clerics accompany each 
  Ahlissan army (usually classified as heavy 
  infantry), and these operate in supporting duties 
  by casting favorable spells such as bless. Many of 
  them also carry partially charged wands of cure 
  light wounds and rely on sanctuary to keep them 
  safe from regular enemy troops. These clerics are 
  normally from the churches of Heironeous or 
  Hextor though other churches have also sent their 
  
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  Living Greyhawk® 
  23 
  clerics into armies. Unlike other Velaeri, church of 
  Telchur concentrates to strength aspect of their 
  god in Naerie and as such there are surprisingly 
  many priests of Telchur in the army. 
   
  Ahlissan also use specialized anti-spellcaster 
  units. Members of these units are minimum 3rd 
  level 
  Fighters 
  led 
  by 
  veteran 
  officer 
  and 
  accompanied by at least one spellcaster of their 
  own (usually a cleric) with scrolls of dispel magic 
  or other means of removing their enemies' 
  magical protections. The regular soldiers are 
  equipped with magical arrows to help them fight 
  wizards with protection from arrows spells. One 
  favored method is to use friendly spellcasters for 
  intelligence gathering with divination spells and 
  then use dimension door for concentrated attacks 
  against spellcasters, escaping using the same 
  method. Recovery of spellcasters' bodies is 
  usually of the highest priority to prevent the use of 
  raise dead on them. 
   
  Ahlissan armies also have a large number of 
  arcane spellcasters in them. The ratio is 
  approximately 40:1 when compared to normal foot 
  soldiers. Their main task is to lend combat support 
  to the troops in case of unusual enemies. When 
  campaigning and expecting a large pitched battle, 
  the army distributes them partially charged wands 
  of dispel magic to counter enemy spells. Scrolls of 
  invisibility purge are also given out against 
  possible infiltrators, though many commanders 
  like to put their faith in guard dogs. It’s not 
  unheard for battlemages to carry these staffs 
  outside large campaigns as well.  
   
  All ship captains of the navy carry feather 
  token (fan) for gaining advantage in combat as 
  well. Most of them also have feather token (swan 
  boat) for those situations when lifeboats cannot be 
  lowered quickly enough. As the ship is already 
  costing thousands of gold pieces, safeguarding it 
  and its crew for few hundred gold pieces is seen 
  as good investment. 
  
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  24 
  Trade & Commerce 
  The Principality has three notable resources; 
  foodstuffs, gold, and copper. The south of the 
  country is extremely fertile and produces much of 
  the foodstuffs that Naerie trades. Naerie has 
  some mineral resources, mining copper in the 
  northwest and gold in the northeast. 
   
  Banditry and piracy (mainly by Scarlet 
  Brotherhood) are the two traditional scourges of 
  trade in Naerie, and military is kept active by 
  hunting them down. Letters of Marque are given 
  out to ambitious privateers to hunt down pirates. 
   
  Cattle breeding is the trade of choice for 
  House Haxx, and an ambitious program is 
  underway to improve the cattle in Naerie by cross-
  breeding with strains brought from the old Haxx 
  homelands in the heartlands of the United 
  Kingdom. 
   
  The export of grain and the taxation of 
  commoners are the two main sources of revenue 
  in the baronies. When Prince Barzhaan came to 
  power, general taxes were raised but trade tariffs 
  were reduced. During the last few years taxes 
  have been somewhat lowered since profits from 
  grain export are once again up. 
   
  Nobles are exempt from tax in the Principality, 
  but written agreements between the Prince and 
  the Barons stipulate a yearly tribute to the Prince 
  that can take the form of money, goods, land or 
  soldiery. In reality this means that Barons who 
  cannot muster enough soldiery or who have no 
  surplus goods must tax their local population to 
  pay the tribute. 
   
  Trade 
   
  The main overland trade route in the 
  Principality is the one stretching from Naerie City 
  to Minetha and from there to Ekehold, before 
  ending in Zelradton. Routes to Sunndi pass 
  through Adder’s Pass while ancient roads still 
  connect Poelitz to Iron Hills. 
   
  The coastal waters are plied by cargo ships 
  transporting grain and other goods between local 
  communities. This sea route extends north to 
  Irongate and further. With Scant liberated, Naerie 
  merchantmen can now travel to Hardby or Nyrond 
  without trouble (though Pomarj can still be a 
  problem), as the Straits of Gearnat are not as 
  efficiently blockaded as they used to be. In 
  Onnwal the main port is Longbridge on Onnwal's 
  Azure Coast, as Scant won’t be receiving trade 
  anytime soon.  
   
  Gog and trireme are the ships favored by 
  merchants. Less wealthy merchants settle for 
  coastal barges. 
   
  Royal Guild of Merchants of Aerdy 
  Along with the House of Darmen and the 
  priesthood of Zilchus, the Royal Guild of 
  Merchants is part of the dominant power block in 
  the United Kingdom of Ahlissa. 
   
  As such, the Royal Guild’s wealth is 
  legendary throughout the central Flanaess. Its 
  members participate in and regulate trade 
  throughout the United Kingdom. In addition, the 
  Royal Guild is beginning to set up links with both 
  the Free State of Onnwal and the Kingdom of 
  Sunndi as part of a complex arrangement that 
  guaranteed Onnwal Sunndian and Ahlissan aid in 
  their fight against the Scarlet Brotherhood. Most 
  members of the Guild are merchants in their own 
  right, or officers of the Guild charged with seeking 
  out new markets for development. Many are 
  priests of Zilchus, and Guild offices can often be 
  found in close proximity to places of worship 
  dedicated to the Great Guildmaster. 
   
  Like elsewhere, all merchants are ultimately 
  answerable to the Royal Guild. However, to 
  preserve the stability of the Principality, merchants 
  are forbidden to trade slaves while within the 
  Principality, as it would increase support for the 
  Idee Volunteers. Such trade was not practiced in 
  Idee and most likely will never be a reality in 
  Naerie either. Some illegitimate trading does 
  occur in work camps, with Brotherhood captives 
  used for projects they are not supposed to work in 
  or bought as personal servants. 
   
  A sub-faction of the Royal Guild, the South 
  Aerdy Trading Consortium, also exists. Heads of 
  Noble 
  Houses 
  and 
  a 
  few 
  wealthy 
  traders/privateers belong to it. They managed to 
  acquire special privileges from the Royal Guild by 
  agreeing to invest in developing infrastructure of 
  the Kingdom instead of paying taxes to the Royal 
  Guild. While development does happen, this is 
  also abused with bogus projects and other means. 
  Those who belong to both guilds are called 
  ‘Golden Capons’.  
   
  In general, members of SATC pay a fraction 
  of the usual fees required by the Royal Guild. A 
  charter has been signed to last until 605 CY and it 
  is unlikely that it will continue after that. Yarleven 
  himself, the High Priest of Zilchus, is one of the 
  ‘Golden Capons’, and he has profited greatly from 
  this arrangement between SATC and the Royal 
  Guild. 
   
  Smuggling 
  Because the trade is so tightly controlled, it is no 
  surprise that some people become smugglers. 
  This trade mainly passes over the Hollow 
  Highlands and the Iron Hills, with most running 
  through the Hollow Highlands. 
   
  Members of the Thieves’ Guild operate along 
  with their Sunndian ‘colleagues’ of the Iron Band 
  Contraband Cartel. A few Sunndians have 
  infiltrated Naerie and set-up smuggling cells with 
  help from the Naerie Thieves’ Guild. 
  
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  Not all smuggling is purely for profit. Sunndian 
  sympathizers, especially servants of Trithereon,  
  bring supplies to rebels hiding in the Stark 
  Hills/Hollow Highlands. Clerics of Trithereon also 
  bring healing aid to the Idee Volunteers. 
   
  It is suspected that Mendeos Radoc is in 
  league with smugglers and turns a blind eye to 
  their activities for a share of their profits. The 
  authorities have not yet investigated these 
  rumors, but Prince Barzhaan has sent his own 
  envoy to keep an eye on him. 
   
   
  
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  Living Greyhawk® 
  26 
  Peoples & Races of Naerie 
  Members of most peoples or races can be found 
  in the Principality of Naerie. A short description of 
  each can be found here. 
   
  Humans 
  There are many ethnic groups of humans in the 
  Flanaess. Player characters can be Baklunish, 
  Flan, Oeridian, Olman, Rhennee, Suel or Touv. 
  However, only the following ethnic groups appear 
  in large numbers in Naerie; Flan, Oeridian, Suel 
  (including Hepmonaland Suel) and the occasional 
  Olman who was brought as a slave to Idee. 
   
  It is important to note that most of the 
  population in Naerie has both Oeridian & Suloise 
  blood in them and therefore might have tanned 
  skin and dark hair but also blue eyes. 
   
  Baklunish 
  The Baklunish people have golden-hued skin, 
  gray-green or green eyes, and hair ranging from 
  dark brown to blue-black. The lands of Ekbir, the 
  Tiger Nomads, Ull, and Zeif around the Dramidj 
  Ocean are home to this pure Baklunish strain. 
  Farther east, racial mixing results in modified 
  appearances: the Wolf Nomads are Baklunish 
  mixed with Flan (from the Rovers of the Barrens), 
  and have correspondingly darker features. In Ket, 
  mixing with both Oeridian and Suloise folk gave 
  rise to folk with pale yellow or golden-brown/tan 
  skin. Only a few can be found outside their own 
  realms. 
   
  Flan 
  The original human occupants of the Flanaess 
  have bronze complexions varying from coppery 
  tones to deep brown. Their eyes are dark brown, 
  even black, or rarely amber. Likewise, their hair 
  was always dark brown or black. The Flan were 
  driven to the peripheries of the civilization, and 
  their last true nation of Tenh was overrun in the 
  Greyhawk Wars. In Naerie, they can be found 
  near the Iron Hills or the Hollow Highlands, or in 
  their community near Lake Felten. 
   
  Oeridian 
  The Oeridians have fairly dark skin, varying from 
  tan to olive colors, but their hair color runs the 
  range from honey blond to black, with brown and 
  auburn the most common. Their eye colors are 
  likewise variable. Pure Oeridian stock is thus less 
  easy to spot with the casual eye than most races. 
   
  Suel 
  The Suel were scattered to the margins of the 
  Flanaess before the migrating Oeridians, so it is 
  small wonder that most Suel blood has been 
  intermixed with many other racial groups. The 
  Suel are fair skinned humans, some being almost 
  albino, with red or blond (even platinum blond) 
  hair and blue, gray, or violet eyes. The barbarian 
  peoples of the northeast are the purest example 
  of original Suel stock, but pureblood Suel also 
  dominate the Scarlet Brotherhood, the eastern 
  islands of the Aerdi Sea and the Duchy of Urnst. 
   
  Anomalous populations of Suloise are found 
  in Hepmonaland and the Amedio Jungle. While 
  many have developed tanned skins with heavy 
  freckling, pale and albino faces that look utterly 
  incongruous in the steaming jungles can still be 
  seen. Many of these so-called ‘freckled savages’ 
  have been drafted into the Brotherhood armies. 
   
  Olman 
  Olman skin tones are rich red-brown or dark 
  brown in color. Their hair, always straight, is 
  always black, turning white only in old age. Their 
  eyes are dark and range from medium brown to 
  nearly black. Olman all have high cheekbones 
  and the nobles have high-bridged noses. Some 
  nobles still flatten the foreheads of their young as 
  a high sloping look is considered beautiful. 
   
  The Olman live in the Amedio Jungle and 
  Hepmonaland and some serve as slaves to the 
  Brotherhood. They are bloodthirsty and primitive. 
  Many Olmans have been kept in forced labor 
  camps and released when they have been 
  deemed no longer to be a threat.  
   
  Rhennee 
  At a glance, some Rhennee might be confused 
  with Oeridians. Rhennee skin color ranges in the 
  tan to olive shades, and their hair tends to be 
  black or dark brown. Curly hair is most common. 
  Their eyes are most often brown, gray or hazel, 
  but blue or green eyes are not unusual. The 
  Rhennee are wiry and short, with males averaging 
  about 5' 6", but they are exceptionally strong for 
  their build. 
   
  Rhennee are actually descendants of extra-
  planar travelers. They have no nations of their 
  own and live on giant barges and move around 
  the lakes and rivers the central Flanaess. 
  Rhennee hate Ahlissa and don’t travel there. 
   
  Touv 
  Touv originate in the jungles of Hepmonaland and 
  have dark brown or black skin, blue or brown 
  eyes, with black eyes being rare, and straight or 
  wavy hair. They have rounded facial features and 
  are typically shorter than most people of the 
  Flanaess, with the tallest Touv reaching 5´10” in 
  height. While most Touv males do not have facial 
  hair, certain subgroups can grow narrow beards 
  from their chins. Women’s figures are often 
  rounded and lush. 
   
  Dwur (Dwarves) 
  
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  Living Greyhawk® 
  27 
  Dwarves of the Flanaess are strong and stubborn 
  people. They can be found all across Flanaess in 
  their own communities. The Dwur in Naerie are 
  most likely from one of the following places: the 
  Dwur Kingdom of the Iron Hills, the Three Citadels 
  in the Headlands of Onnwal or from the Dwur 
  Kingdom of Glorvardum in Sunndi. 
   
  Olve (Elves) 
  The olve are not native to Naerie, though quite a 
  few dwelt here before the Greyhawk wars, natives 
  of Sunndi in the main. Many fled to Sunndi when 
  the Brotherhood invaded. Others stayed behind 
  and fought against Brotherhood. When Naerie 
  was liberated, the olve returned to their homes. 
  Some moved to Sunndi to be with their own 
  people, not wanting to live under Ahlissan rule. At 
  the moment, the largest concentration of olve can 
  be found in the ‘Fey Circle’ community in Naerie 
  City. 
   
  Hobniz (Halflings) 
  Halflings typically identify strongly with the good 
  nations of the Flanaess. They are not numerous, 
  and have no lands of their own. In Naerie they can 
  be found in the ‘Burrow’, their own community 
  within Naerie City, or in agricultural communities. 
   
  Half-euroz (Half-orcs) 
  Half-orcs are not native to Naerie. The County of 
  Idee was intolerant towards half-orc, orcs and 
  other such humanoids, so any that dwelt here 
  before the Great Rising in 447 CY, were killed or 
  exiled to the Great Kingdom. When Reydrich 
  invaded, he had many orcs and half-orcs in his 
  service. Many remain in the military of Naerie. 
  Especially House Heshun has large numbers of 
  half-orcs/orcs among their household troops. 
  Some half-euroz also serve in the navy. Most 
  seem content with their lives, doing what they are 
  good at and earning a living, thus the number of 
  lawful and chaotic orcs is almost equal. 
   
  Noniz (Gnomes) 
  Gnomes usually get along well with everyone in 
  the Flanaess. Many live in Dwur strongholds and 
  have also moved into human cities where they 
  work as alchemists or craftsmen. 
   
  Languages used in Naerie 
  The following languages are spoken or written 
  within the Principality, as detailed. 
   
  Ancient Suloise/Suloise 
  This, the language of the Suel Empire that was 
  destroyed in ages long ago, is a 'dead language'. 
  It is now only spoken by the Scarlet Brotherhood 
  and a few learned sages. Most who understand 
  the language do so in its written form. It is used in 
  this way to decipher surviving documents, tomes, 
  and spell books from the Suel Imperium that was 
  destroyed by the Rain of Colorless Fire over 1,000 
  years ago. Hepmonalander Savages speak a 
  corrupted version of Ancient Suel called Rasol. 
   
  Common 
  As it name suggests, common is the most widely 
  spoken language in Flanaess. It is the language of 
  trade and negotiation and 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. Officials and officers of the Iron League 
  used it, mainly for identification and command 
  functions. It is not possible to classify Ferral as a 
  living language, as today it amounts to little more 
  than a code. Some members of the Idee 
  Volunteers and agents of the Jade Mask speak 
  Ferral. 
    
  Old Oeridian 
  Old Oeridian is the language spoken in the Great 
  Kingdom. It is still used within the boundaries of 
  Ahlissa, mainly by scribes, clerks, lawyers, and 
  other professionals, and many libraries are filled 
  with documents and books in this language. 
  Among nobles it is the language of court and 
  negotiation, but it is also used by the peasantry - 
  many of whom speak it instead of Common. 
   
   
  
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  Living Greyhawk® 
  28 
  The Geography of the 
  Principality of Naerie 
  This section outlines the Baronies of Naerie, their 
  geography, important cities or villages, and 
  important personae. Adventure hooks are also 
  supplied for authors in the sections named 
  Conflict and intrigue. More detailed town 
  descriptions and maps for towns can be found in 
  Naerie website. 
   
   
  Note: All NPC levels presented in this section 
  were current during 597 CY. As such, it is likely 
  that 
  they 
  will 
  increase 
  as 
  the 
  campaign 
  progresses. 
  Such 
  changes 
  will 
  appear 
  in 
  forthcoming adventure modules. You can also find 
  more detailed city descriptions and maps on 
  Naerie website. 
   
  Also, NPC alignments, classes and their 
  levels are written as they appear to the general 
  public. This is generally accurate to one or two 
  alignment steps or levels, unless the NPC is 
  taking care to hide the truth. This may happen in 
  the case of an LE NPC in a NG society, or a 
  rogue trying to masquerade as a bard. Levels 
  could differ significantly from those mentioned. 
   
  All population figures given are for the adult 
  population. Depending on the dominant race of 
  the community, the number of additional non-
  adults will range from 10% to 40% of this figure. 
   
  Barony of Derevendt 
  The Barony of Derevendt encompasses the 
  narrow "neck" of the Principality, being a corridor 
  of extremely fertile land that borders on the Hollow 
  Highlands. Derevendt used to be part of the 
  domain of House Eddri. However, with the advent 
  of Haxx rule, the lesser nobles of Derevendt were 
  given more control over local affairs. Several 
  knights of the minor nobility have been awarded 
  land and manors in the aftermath of the war with 
  the Scarlet Brotherhood, earning Derevendt the 
  name "the Patchwork Province". These nobles are 
  highly loyal to the Prince due to their recent 
  elevation. 
   
  Derevendt is by far the largest barony in 
  Naerie. However, the vast majority of it’s 
  population (like elsewhere in Naerie) are farmers 
  living in small hamlets. Terrain rises towards the 
  Hollow Highlands, hindering farming slightly so 
  cattle herding is a choice for many farmers.  
  Fishing also generates revenue. There are also 
  some mines located on the edges of the Hollow 
  Highlands. Aside from this, taxation of commoners 
  and merchants is the other main source of 
  income. 
   
  The largest town in Derevendt, and indeed in 
  the entire Principality, is Naerie City, or just Naerie 
  as it’s called. It is also the capital of Derevendt 
  and of the Principality as a whole. It has a 
  population of some 6,300 individuals, Oeridian 
  and Suel being the most numerous human 
  groups.  
   
  Naerie City (Small City): Conventional (Prince 
  Barzhaan 
  and 
  his 
  Advisory 
  Council. 
  The 
  priesthood of Zilchus wields strong influence in 
  the city as well); AL LN; 15,000gp limit; Assets 
  4,875,000gp; Population 6500; Mixed (Humans 
  O/S (5681), Halfling (282), Elf (174, grey/wood), 
  Dwur (156), Half-Orc/Orc (131), Gnome (68), 
  "others" (8).  
   
  Authority figures: Prince Barzhaan, leader of 
  House Haxx (LN male Ftr14). Yarleven, High 
  Priest of Zilchus (LN male Clr13).  
   
  Important characters: Wanworth of House 
  Oedil (LE male Ari4/War6), Commander of the 
  Naerie City Garrison; Admiral Aente (NG female 
  Ftr1/Rog2/Clr6 of Osprem), Navy Commander; 
  General Morres of House Oedil (LE male Ftr12), 
  Commander of the Army; Captain Belva (LN 
  female Ftr10), leader of the Nasranite Watch; 
  Darvander of House Haxx, cousin of Barzhaan 
  (NG male Brd8). Damar Rocharion (LN male 
  Ftr8/Ran2), second-in-command of the Nasranite 
  Watch; Taryl Silverwing (CG female elf Clr8 of 
  Corellon 
  Larethian), 
  leader 
  of 
  the 
  Olven 
  community; Aromund (NG male Clr9 of Sotillon), 
  High Priest of the Velaeri. Frulhen (NG female 
  Clr8), High Priestess of Osprem in Naerie City. 
  Towrin Ghan (LN male Ftr5/Exp3), Head of the 
  Royal Guild of Merchants of Aerdy in Naerie; 
  Arem (LE male Clr7/Ftr1/Blackguard1), leader of 
  Hextor’s Temple in Naerie City. Diordis (NG 
  female Clr6), head of Lydia’s Temple in Naerie 
  City. 
   
  Geography: Naerie city is divided to several 
  districts though the exact borders of these districts 
  are unclear. Not much effort was ever made to 
  separate them from each other with walls and 
  these days people accept the fact that, for 
  example, the Trade district is around the central 
  square. Many places in the city are brand new, 
  built using the Brotherhood troopers as labor 
  force. 
   
  Other distinct areas exist in Naerie City. The 
  Burrow is the local halfling community. Fey Circle 
  is a small, round area, where most of the elves 
  and half-elves in the city live. Their informal leader 
  and spokesperson is the charismatic Taryl 
  Silverwing. The Foreigners' Enclave is where 
  outlanders with no friends, family, or business 
  contacts in Naerie are assigned living quarters. 
  Dog Alley is the red-light district - an area of 
  narrow, lantern-lit passages where women cater 
  to the jaded tastes of men named "wild dogs" in 
  an old Oeridian euphemism. Derevendt and 
  Naerie’s main supply of income is taxation, 
  extensive cattle breeding, being a trade nexus 
  and few other means such as mining in Radoc. 
  
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  Living Greyhawk® 
  29 
   
  The Nasranite Watch (the city guard) patrols 
  the streets and are well trained, have good 
  equipment and excellent leaders. They usually 
  move in groups of 3-6 and one officer. They are 
  typically 
  equipped 
  with 
  chain 
  shirt, 
  shield, 
  longsword and crossbow. In addition they have all 
  the usual trappings of a city guard such as 
  whistle, lantern, etc. Nasranite Watch have grey 
  tabards. Halfling & elf communities have a small 
  number of their own guards that maintain security 
  in their own communities if the need arises, 
  though they are still under the authority of the 
  Nasranite Watch. 
   
  Prince Barzhaan maintains his court in a 
  massive mansion, surrounded by extensive walls 
  and gardens in Noble District. It is the original 
  building 
  used 
  by 
  the 
  Eddri 
  rulers 
  and 
  subsequently, Elder Brother Vasiliek, but has 
  been recently been expanded and improved with 
  magical defenses. Two new statues (massive 
  stone men carrying large everburning torches) are 
  actually said to be stone golems or animated 
  constructs, under command of Prince Barzhaan. 
  Further information on the nature of magical 
  defenses is a closely guarded state secret but it is 
  suspected that precautions against teleport, 
  scrying and other such spells have been taken. 
   
  Few labor camps for Scarlet Brotherhood 
  prisoner are near Naerie. Priests of certain chaotic 
  deities have been known to incite rioting in these 
  camps. 
   
  These work camps are a mixed blessing. 
  They provide labor that has been used to build 
  fortifications and city walls around Naerie City. 
  However, they also pose a problem as they take 
  resources from the army and from farmers to keep 
  them fed and in control. Therefore large numbers 
  of Olman slaves and Hepmonaland Suel prisoners 
  have been released over the years, though not in 
  Naerie 
  City 
  proper. 
  Barzhaan 
  has 
  wisely 
  distributed the slaves around Naerie (and even 
  parts of the Principality of Zelradton) to make sure 
  they don’t concentrate in one location. Some 
  slaves have been moved to other places in Naerie 
  to work on other projects, such as building a 
  castle in Adderstone. 
   
  Other locations in Derevendt 
   
  Adderstone (Village): Conventional (Beddas of 
  House Haxx); AL LN; 200 gp limit; Assets 11,200 
  gp; Population 568; Mixed (Humans O/S (503), 
  Dwur (31), Half-Orc (22), Gnome (11). 
   
  Authority figures: Beddas of House Haxx 
  (LE male Ari5/War3), Benrad Lyrthi (LN male 
  Ftr7), Commander of the garrison. 
   
  Important characters: Witigan (LN male 
  dwarf Exp6), Overseer of the castle construction. 
   
  Adderstone is a large village that has developed 
  quite a lot over the past few years. Prince 
  Barzhaan was inspired after his visit to New Keep 
  in Sunndi and decided that there should be a 
  similar fortification to guard the Ahlissan side of 
  the Adder’s Pass. He awarded the rulership of this 
  town to his younger brother Beddas of House 
  Haxx.  
   
  The main source of revenue is the taxation of 
  traders passing through Adder’s Pass. Many 
  forced laborers (old Scarlet Brotherhood soldiers) 
  have been brought from the area around Naerie 
  City to build a series of fortifications to the mouth 
  of Adder's Pass. These construction works came 
  to a successful close in late 596 CY 
   
  The Dwur craftsman Witigan was hired to 
  oversee the construction, along with a group of 12 
  dwur workers who deal with the more complicated 
  aspects of the building and direct the laborers in 
  general. A garrison of Ahlissan soldiers guards 
  the laborers and the Adder’s Pass, along with 
  local militia and guards. With the construction 
  finished, workers have been returned to camps 
  while Witigan still remains with his dwur to assist 
  Ahlissan garrison. 
   
  Radoc (Village): Conventional (Mendeos, feudal 
  ruler with almost unlimited power within the 
  village); AL LN/LE/CN; 200gp limit; Assets 
  8,760gp; Population 876; Isolated (Humans O/S 
  94% (825), Dwur 3% (26), Half-Orc 2% (17), Elf 
  1% (8). 
   
  Authority figures: Mendeos of House Radoc 
  (NE male Ari3/War7). 
   
  Important characters: Teban (LG male dwarf 
  Clr5 of Jascar), leader of the miners. Gowre Haxx 
  (LN male Ftr6), Envoy of Prince Barzhaan. 
   
  Mendeos of Prymp was a down on his luck 
  noble when Graf Reydrich invaded Idee. Putting 
  his remaining fortune at risk, he hired a large 
  group of (cheap) mercenaries, some whose main 
  qualification was a fancy sounding name, and 
  thundered into Idee alongside Reydrich’s forces 
  with his rag-tag company. 
   
  While in southern Idee, he came across a 
  settlement called Radoc, some 30 miles south-
  east of Naerie City, which was lightly defended by 
  a group of Scarlet Brotherhood soldiers preparing 
  to 
  retreat. 
  Thankfully, 
  Mendeos’ 
  company 
  outnumbered the Brotherhood 4 to 1. He still lost 
  nearly half his host when his mercenaries charged 
  the town and engaged the Scarlet Brotherhood 
  Hepmonalanders in vicious melee. Nobody really 
  knows 
  what 
  happened 
  next, 
  but 
  Reydrich 
  awarded the town and its immediate surroundings 
  to Mendeos, who immediately declared himself 
  the Head of House Radoc. 
   
  This state of affairs that has lasted ever since, 
  Barzhaan being content to receive the normal 
  share of taxes and profits from the village's 
  
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  Living Greyhawk® 
  30 
  copper mine (the main source of local revenue). 
  Mendeos is not a very efficient or charismatic 
  ruler, though not a tyrant either. Most of the time 
  he is content to use his share of the tax money on 
  pleasures such as cheap women, and it is 
  rumored that he has bastard children all over the 
  Principality. 
   
  Most of his mercenaries eventually left him or 
  were sacked, but the most loyal were hired as his 
  personal 
  bodyguard, 
  while 
  others 
  gained 
  employment in the town guard. Drunken brawls 
  occasionally break out between them, but 
  Mendeos does not seem to mind. General Morres 
  once visited Radoc after Mendeos had offered 
  some of his ‘finest’ for the Naerie garrison. Morres 
  laughed in his face after seeing his half-drunk 
  ‘army’, and neither man wants to have anything to 
  do with the other anymore. 
   
  Regular people (miners mostly) in the village 
  stay out of harms way, and the mercenaries don’t 
  usually bother them. Barzhaan has assigned 
  Gowre Haxx, a minor noble of House Haxx, to act 
  as his envoy to Radoc, and to keep an eye on 
  Mendeos and make sure that situation stays 
  under control. 
   
  There are many minor hamlets in Derevendt as 
  well but detailing them all or even marking them 
  on a map would not be practical. One such place 
  is sufficient to serve as an example. 
   
  Thurbrush (Hamlet): Conventional (the Village 
  Council decide most of the affairs, but Vedica has 
  a right of veto in some cases); AL N; 100gp limit; 
  Assets 1,270gp; Population 256; Mixed (Humans 
  O/S (241), Gnome (7), Halfling (5), Elf (wood, 3). 
   
  Authority figures: Vedica (LN female Clr6 of 
  Zilchus), purveyor. 
   
  Important characters: Doghan (N  male 
  Exp5), Village Council leader. Zarilhat (N male 
  War3), constable. 
   
  Thurbrush is not so much a village as a 
  glorified supply camp for the Ahlissan army. It and 
  dozens of hamlets in the vicinity are responsible 
  for producing food for the Ahlissan army that 
  guards the edge of the Menowood. A priestess of 
  Zilchus named Vedica has been placed here to 
  make sure the farmers sell at least one third of 
  their produce (at a fixed price) to the army. She 
  has a right of veto in village affairs, but she very 
  rarely uses it, because as long as the villagers sell 
  their produce to the army, she has no interest in 
  their other affairs. 
   
  Menowood: This is an independent woodland, 
  but the demi-humans within have ties with Sunndi. 
  The Scarlet Sign and their savage mercenaries 
  were pushed back into this forest, and the forces 
  of Reydrich were content to let them go, trusting 
  to the forest to deal with them. This did not 
  happen however, and they still hold the western 
  Menowood. 
  Their 
  encampments 
  are 
  well 
  entrenched 
  and 
  the 
  forest 
  lore 
  of 
  the 
  Hepmonalanders rivals that of the Menowood 
  druids. However, they lack the numbers and 
  resources to make any serious push out of the 
  forest. The occasional raid happens, though, 
  mostly through the Hollow Highlands. It is 
  suspected that after many years in the forest, their 
  numbers must have dwindled and it is suspected 
  that this threat will not remain for long. 
   
  Hollow Highlands: These hills separate Naerie 
  from the Kingdom of Sunndi. Naerie patrols cross 
  the fringes of the hills looking for bandits and 
  smugglers but do not advance deep within, 
  because the inhabitants, Burrowers as they are 
  known, are fiercely independent and hostile 
  towards 
  Ahlissa. 
  During 
  the 
  Brotherhood 
  occupation, 
  locals 
  began 
  telling 
  tales 
  of 
  mysterious disappearances and strangely colored 
  lights moving atop the border hills at night. No one 
  has been able to confirm the origin of these 
  rumors, but fey magic is conjectured.  
   
  Gefjon Isle: Gefjon lies about 50 miles south-
  west of Naerie City, in the Azure Sea. The only 
  settlement there is a small fishing village called 
  Bandhar. There are many natural caves on the 
  northern part of Gefjon. Some of the caves are 
  noted for the basalt statues placed there in 
  ancient times by an aquatic race. Aside from this, 
  Gefjon is a small and uninteresting place, and 
  even the Brotherhood did not bother landing here 
  during the occupation. 
   
  Bandhar 
  (Hamlet): 
  Nonstandard 
  (people 
  generally mind their own business, coming 
  together if the situation requires it); AL N; 100gp 
  limit; Assets 505gp; Population 101; Isolated 
  (Humans O/S (97), Halfling (4).  
   
  Authority figures: Sannin (LN female Ftr3), 
  local constable. Betto (LN male Exp4), community 
  leader. Fregn (CN male Clr4 of Procan), religious 
  leader. 
   
  Important characters: Tarmet (N male 
  Com5), “Harbormaster”. Sirida Burrowfeet (NG 
  female halfling Exp2) and her family (3 members). 
  Redasi of Sulward (LE male Wiz4), refugee from 
  the Lordship of the Isles. Severic (N male War5), 
  militia leader, also a fisherman. Anig (CN female 
  exp2), local barkeep. Edla Fickle (CN female 
  Exp1), manager of the general store, Fickle’s 
  Wares. 
   
  Fort Haxx: Fort Haxx was built to guard the small 
  coastal strip between the Azure Sea and the 
  Menowood against possible Scarlet Brotherhood 
  troop landings. 200 cavalry members from the 1st 
  army are stationed there. It also has a squadron 
  
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  Living Greyhawk® 
  31 
  of caravels stationed within, along with 100 
  soldiers from the navy to act in garrison duties. 
  The fort itself sits on solid stone foundation and is 
  built from trees cut from the edges of the 
  Menowood. A road leads north, up the coast and 
  along the edges of the Menowood to other parts 
  of Naerie. The fort is under the command of 
  Zentrinn Haxx, but as he is rarely here, his 
  lieutenant Varnen (LN male Ftr6) is tasked with 
  the day-to-day running of the fort. 
   
  Important characters in Derevendt 
  Prince Barzhaan of House Haxx: Prince 
  Barzhaan is the head of House Haxx, a rising star 
  within the United Kingdom of Ahlissa. Originally 
  vassals of Chelors of the South Province and of 
  Prince Reydrich, House Haxx began its rise to 
  power when the Great Kingdom was nearing its 
  end during the reign of the Ivids. Their first stroke 
  of luck was when Rachern Haxx, daughter of 
  Darsem Haxx (the previous ruler) married a then 
  relatively minor noble Xavener of Darmen. The 
  other was when Graf Reydrich was assassinated. 
  Darsem Haxx was the leader of the Oligarchy that 
  took control after this. The Scarlet Brotherhood 
  managed to assassinate him, but his son and heir, 
  Barzhaan, assumed control and oversaw the 
  conquest of Idee. When Xavener was made 
  Overking, House Haxx was granted rulership of 
  Idee, now known as the Principality of Naerie. 
   
  The Prince is married to Isabella of House 
  Darmen (N Ari7), further tying the two houses 
  together. Unlike Overking Xavener, Barzhaan has 
  been blessed with two male heirs; Garen (born 
  565 CY) and Heitius (born 568 CY). To reduce 
  tensions within the Principality, Barzhaan has 
  assigned members of all noble Houses to 
  important duties to avoid being accused of 
  favoritism. 
   
  Barzhaan turned 50 at the end of 595 CY, and 
  though he is quite plain looking, he is an 
  extremely tall and imposing person (almost 7ft tall) 
  with a clear voice. While he is quite an 
  accomplished diplomat, he uses his cousin 
  Darvander (NG Brd8) in many social functions or 
  as his agent when he needs to hire outsiders to 
  do some work. 
   
  Yarleven: The High Priest of Zilchus in Naerie 
  City. To Yarleven, religion is business, and 
  business is religion. He loves the art of the deal, 
  and is an expert negotiator. 
   
  One of the Golden Capons in Naerie, he 
  wields great influence in all trading that happens 
  in Naerie. In 588 CY he was together with Captain 
  Belva and Damar Rocharion of the Nasranite 
  Watch when they discovered House Devnor’s 
  treachery, and together they caused their fall. 
  Yarleven 
  has 
  been 
  a 
  target 
  of 
  several 
  assassination 
  attempts 
  by 
  the 
  Scarlet 
  Brotherhood, by agents of Devnor and once even 
  by the Idee Volunteers. 
   
  Admiral Aente: A member of House Lyrthi, Aente 
  patrols Naerie's waters, hunts pirates, escorts 
  waterborne traders, and protects the capital and 
  coastal communities from sea attacks. She is a 
  known follower of Osprem. 
   
  Admiral Aente commands the veteran soldiers 
  who are assigned to protect Naerie City. Only 
  Prince Barzhaan is above her in authority. Her 
  recent duties also included shipping the Sunndian 
  11th army into Onnwal. 
   
  General Morres: A member of House Oedil. He is 
  charged with keeping the borders and land trade 
  routes safe. A follower of Hextor, he is an efficient 
  commander and a sworn enemy of the Idee 
  Volunteers. He commands the 2nd army of Naerie, 
  tasked with rooting out rebels in the Stark Hills 
  and the Hollow Highlands. 
   
  Darvander of House Haxx: A cousin of Prince 
  Barzhaan. Rumors say he works as the Prince's 
  right hand and runs errands for him when it suits 
  Barzhaan. A very charismatic man, known for his 
  jokes and easy manners, which nonetheless hides 
  a razor-sharp mind. 
   
  Some rumors name Darvander as the next 
  ruler of Naerie. In 593 CY, he married Theodora 
  Hubalt, daughter (supposedly) of the late Count 
  Fedorik Eddri of Idee, born out of wedlock. 
   
  Captain Belva: Commander of the Nasranite 
  Watch (City Guard) of Naerie City. The Watch 
  keep the streets safe, investigate crimes and 
  guard public buildings. Captain Belva (Born 558 
  CY) is seen as stern but impartial by her 
  watchmen. She is slightly over 30 years old and 
  has short, red hair that shows her Suel heritage. 
   
  She has been asked to become an officer of 
  the army several times but has always rejected 
  the offer. She was with Yarleven and Damar 
  Rocharion when House Devnor's treachery was 
  uncovered. 
   
  Commander Wanworth: Commander of the 
  Derevendt Garrison, the army regulars placed in 
  Naerie City to man the walls and defend the city 
  against rioting or other threats. Appointed by 
  General Morres, and indeed a half-brother of his, 
  Wanworth is belligerent and rude. He is a skilled 
  commander, but he is not well liked by his men. 
  He is known to care little for the common soldier, 
  preferring to spend his time with officer favorites 
  and lackeys. 
   
  Commander Wanworth has a habit of getting 
  into arguments, especially with Captain Belva. 
   
  
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  Living Greyhawk® 
  32 
  Damar Rocharion: Second in command of the 
  Nasranite Watch. He and Belva are well-liked by 
  the watchmen under their command, and they 
  have a mutual respect for each other. 
   
  Originally from the city of Roland (now part of 
  the Solnor Compact), Damar arrived in the South 
  Province 
  shortly 
  after 
  the 
  Great 
  Kingdom 
  collapsed and subsequently fought against the 
  Brotherhood. It is said he was in Rauxes before its 
  fall and that he brought several items with him. 
   
  Taryl Silverwing: Leader of the Olven community 
  in Naerie City. A charismatic individual who has 
  negotiated many freedoms for her community, she 
  is directly responsible for the many elves staying 
  behind instead of leaving for Sunndi. For this, she 
  is rightly revered as a great leader in her 
  community. She is also the highest ranking cleric 
  of Corellon Larethian in Naerie. 
   
  Towrin Ghan: Towrin Ghan heads the Royal 
  Guild of Merchants in the Principality of Naerie. 
  Some say he is very much a puppet for the 
  priesthood of Zilchus. This may or may not be 
  true, but he is bit inexperienced compared to many 
  other people who could have become guild 
  leaders. 
   
  Conflicts and intrigues 
  Mendeos of Radoc is accused of being in alliance 
  with the smugglers; Rumors tell that Reshes Fren, 
  the last known and highest ranking survivor of the 
  Brotherhood officers is in the Menowood, still 
  commanding Brotherhood armies; The fleet of 
  Naerie is getting larger. Pressure to use it in a 
  large-scale attack against the Brotherhood grows; 
  The murder of the Heironean High Priest 
  Remismund in 593 CY is still unsolved. 
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  33 
  Barony of Foelt 
  The Barony of Foelt takes up the northwest corner 
  of the Principality. Farming and copper mining are 
  the most significant industries in Foelt. House 
  Heshun rules it from the ancient Castle Rishmar. 
  Two-thirds ruined, this sprawling complex is a 
  labyrinth of decaying architecture. 
   
  Over six centuries ago, Aerdy conquered the 
  land now known as the Principality of Naerie.  
  Their opponents in this conflict were Suel settlers 
  who had left their homeland many years before to 
  escape the Suel-Baklunish war. Many of the 
  Suloise villages had been built in and around 
  ancient, crumbling edifices. Even the local Flan, 
  many of whom had been enslaved by the Suel, 
  had no legends regarding the raising of these 
  structures. Today the old masonry can still be 
  seen in the Great Tower of Poelitz and, to a far 
  greater extent, in the nearby Castle Rishmar. The 
  infamous “Wet Keep’ in Ingmalt also has 
  structures 
  nearby 
  that 
  resemblance 
  these 
  edifices, and some traces of similar constructions 
  have been found in the Hollow Highlands. 
   
  Suloise defenders in Castle Rishmar held out 
  until -74 CY when forces under the Aerdi captain 
  Heshun, stormed the fortification, slaughtering all 
  the Suel occupants: men, women and children. 
  After claiming the castle and its surrounding area 
  as his fief, Heshun founded a new dynasty of 
  nobles:  House Heshun. It is whispered the 
  defenders cursed Heshun as they fell, and that 
  this curse still binds the House's members to 
  Castle Rishmar. It is well known that undead 
  monsters lurk in its abandoned parts. 
   
  Since the Aerdi conquest, the site of Poelitz 
  has always been occupied. For much of its history 
  it was an inconsequential fishing village and port.  
  Poelitz truly began to prosper from the mid-fifth 
  century CY.  In 446 CY, when the Barony of Foelt 
  was ruled by Dostig Van Heshun (the great-
  grandfather of the present Baron Naudus), Idee 
  joined the rebellion against the rule of South 
  Province. After several years of unrest, Idee 
  declared independence from the Great Kingdom 
  of Aerdy and joined the Iron League in 447 CY.  
  The leader of House Eddri was named Count of 
  Idee and appointed his son the new Baron of 
  Foelt, 
  deposing 
  House 
  Heshun 
  who 
  had 
  petitioned the nobles to remain loyal to the Herzog 
  of South Province. 
   
  As sea trade became more vital to the 
  economy of Idee, Poelitz grew in importance. At 
  its height, the town had a population in excess of 
  2000 people. Without lands to govern and tax, 
  House Heshun applied their resources to trade 
  and commerce. They did not regain their former 
  power, however, while Idee remained part of the 
  Iron League. 
   
  Foelt was the barony that suffered the most 
  during the Brotherhood occupation. The army of 
  Idee abandoned Poelitz, leaving large parts to be 
  burnt by the vengeful Brotherhood. The Army, its 
  senior commanders assassinated or dead on the 
  field, was cut off before it could reach the safety of 
  the Iron Hills, and it was slaughtered to the last 
  man where it stood. 
   
  When Graf Reydrich liberated Idee in 586 CY, 
  he sent hundreds of Suel & Hepmonalander 
  prisoners to Foelt, organizing mass executions in 
  the same places where Ideeans had fallen. Most 
  people still avoid these places, considering them 
  to be haunted by vengeful spirits of the dead. Only 
  a few servants of Hextor have taken the effort of 
  building shrines on these sites. 
   
   
   
  Coat of Arms of Poelitz 
   
  Poelitz (Small Town): Conventional (House 
  Heshun rulers who are only responsible to Prince 
  Barzhaan); AL LN/LE; 800gp limit; Assets 68,800 
  gp; Population 1726; Mixed (Human O/S/F (1339), 
  Half-Orc (145), Dwarf (84), Orc (55), Halfling (35), 
  Gnome (34), Elf (18), Half-Elf (16). 
   
  Authority figures: Lord Naudus Heshun (LE 
  male Ari6/Clr3 of Zilchus). 
   
  Important characters: Lady Oerin Heshun 
  (LN female Ari6). Seraster of House Heshun (LE 
  male Wiz8), son of Lord Naudus and Lady Oerin. 
  Annarin 
  of 
  House 
  Heshun 
  (LN 
  female 
  Ftr2/Ran1/Clr3 of Hextor/Pious Templar 3 of 
  Hextor), daughter of same. Standeu Shalworth 
  (LN male Ftr7), squire. Derren Darakson (LN male 
  dwarf Exp9), Dwur ‘Ambassador’. Judragth (NE 
  male orc Ftr5/Brb1), commander of the brute 
  squads. Theusus (N male Brd7), leader of the 
  Aerdy Re-enactment Company, Dermenes (LE 
  Clr7/Warpriest4), High Priest of Hextor in the 
  Principality of Naerie. Aroran (LN female Clr3), 
  priestess of Wee Jas. Girash (N male half-orc 
  Com12), harbormaster. Fenk Manaran (LN male 
  Rog3/Ftr3), town executioner, Ernion (LN male 
  Clr5), the high priest of Zilchus in Poelitz. 
   
  Even from afar, it is clear that Poelitz is a town 
  with a dual personality. The small town sits on the 
  shore of the Azure Sea, protected on the 
  landward sides by an earth embankment and 
  wooden ramparts. An impressive, new port and 
  neat rows of grand town houses stand alongside 
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  34 
  the dilapidated buildings of the Poelitz slums.  
  Paved roads dissect the small town and head out 
  through the gates to the west, north and east.  
  The scars of war, nine years past, are still evident 
  in the blackened shells of buildings that make up 
  the south-east quarter of Poelitz. 
   
  The town center is bounded by a stout, stone 
  wall. Upon the battlements, armored half-orcs and 
  humans walk side by side, keeping watch over the 
  town beneath. But towering over the wall, in the 
  heart of Poelitz, are the most imposing buildings 
  of all. 
   
  Standing three or four stories high, the roofs 
  of these structures are topped by minarets or 
  covered in bronze so that the skyline shines like a 
  sliver of flame. The town is a showcase for talent, 
  ambition and wealth – if one can ignore the abject 
  poverty beneath that veneer. 
   
  Law enforcement: The streets are patrolled 
  by the Heshun guard. They are quite well 
  equipped, but not highly trained and compensate 
  for it by moving in large groups of 6 to 9 with one 
  officer.  Heshun guards are equipped with hide 
  armor, halberd, light crossbow and hand axe in 
  addition to usual guard items. 
   
  The Heshun guard also has a small number 
  of specialized ‘brute squads’ of orcs/half-orcs who 
  are tasked not only with catching criminals, but 
  also to keep the population under control. That 
  does not mean they go around hitting people for 
  the sake of it, but should anyone cause trouble, 
  such as agitating against House Heshun, these 
  brute squads are quick to arrive on the scene and 
  deal with the troublemaker. Brute squads wear 
  breastplate, "sticks" (orc term for sap), tower 
  shields and light flails. 
   
  Punishment: Law in Poelitz follows Ahlissan law 
  as it is written, with one exception - enemies of 
  the State (Brotherhood members, Knights of the 
  Chase, etc.) who are executed are animated as 
  skeletons by clerics of Hextor so they cannot be 
  returned to life, and then they are placed into the 
  so-called ‘Vault’ (a chamber under the temple of 
  Hextor). If the city is ever threatened, the 
  Hextorites will release them against the enemies, 
  allowing them to absolve their sins by helping the 
  people of Poelitz. Other Hextorite churches in 
  Naerie have decided not to adopt this practice. 
   
  Overview of Poelitz: Poelitz is a small coastal 
  town that is the main settlement and trade center 
  in the Barony of Foelt. The town was badly 
  damaged during the occupation by the Scarlet 
  Brotherhood (584-586 CY). After the Brotherhood 
  was defeated by the armies of South Province in 
  586 CY, rebuilding commenced in key parts of the 
  town. Today, the principal exports from Poelitz are 
  goods made from bronze and copper, grain, salt, 
  fish, ships and shipbuilding supplies (mainly sail 
  canvas and ropes), and some glassware. Imports 
  include timber, iron, and precious metals.   
   
  The burning of Poelitz: The burning of Poelitz 
  occurred in 585 CY.  A year before, in 584 CY, the 
  Scarlet Brotherhood had massacred the routing 
  Ideean armies in northern Foelt. Afterwards, the 
  Brotherhood commanders turned their attention to 
  the town. The ruling nobility at that time was 
  House Eddri, a product of unions between great 
  Suloise and Oeridian families. Ostensibly to 
  prevent civilians being butchered, the nobles of 
  Hose Eddri surrendered. Hundreds of townsfolk 
  were enslaved and set to work upon the land, 
  their goods and properties being given to part-
  Suel ‘sub-citizens’ who retained their freedom. 
  Members of House Eddri even maintained some 
  measure of influence in the town, serving as 
  advisors to the new administration. The bulk of the 
  Scarlet Brotherhood force was then re-deployed, 
  leaving a detachment behind to administer this 
  new ‘estate’. 
   
  During the winter of 584 CY, small numbers of 
  survivors from the massacre found their way to 
  Poelitz. Under the noses of the occupiers, the 
  tattered Ideean soldiers were given food and 
  shelter by the free citizens. Remarkably, it was 
  some months before an informer discovered and 
  reported this betrayal, and thus the detachment 
  was quickly mobilized to round up the Ideean 
  soldiers and the traitorous townsfolk. To this day, 
  no one knows the identity of the informer. 
   
  The Brotherhood troops were met in the 
  streets by the so-called ‘Patriots of Poelitz’: a rag-
  tag assortment of Ideean soldiers and free 
  citizens. After several hours of vicious street 
  fighting the detachment regained control, but not 
  before many slaves had been released, stores 
  had been pillaged and countless townsfolk had 
  fled the town to seek shelter in the Iron Hills. 
   
  The full wrath of the Brotherhood was then 
  turned on Poelitz. From afar, one could guess the 
  fate of the town by the columns of smoke that 
  poured skywards during the day and by the red 
  glare that danced upon the horizon at night. In 
  Poelitz, any non-Suel caught outside of a slave 
  pen was butchered, and those with Suel blood 
  were interrogated at length. Many were never 
  seen again. The worst atrocity was the burning of 
  the temple of Heironeous, in which terrified 
  townsfolk had barricaded themselves. Many 
  victims of the Brotherhood’s vengeance were 
  tossed into a mass grave, known today as the 
  Scarlet Barrow. 
   
  For the next year, the Brotherhood hunted 
  down scores of citizens but, for some reason, did 
  not launch a full scale assault into the Iron Hills. A 
  similar phenomenon was noted in the Headlands 
  by the Sage Morrev. However, this was probably 
  because the Brotherhood did not want to meet the 
  
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  Living Greyhawk® 
  35 
  Dwarven armies of King Holgi in a terrain which 
  was severely disadvantageous to them. 
   
  The manhunts stopped early in 586 CY, when 
  the Ahlissan army marched into northern Idee. By 
  the end of that year the army of the Scarlet 
  Brotherhood had been defeated. 
   
  A handful of Patriots are still alive today, and 
  although many people consider them heroes, the 
  Patriots are blamed by some for the burning of 
  Poelitz.   
   
  The rise of House Heshun: When the County of 
  Idee was invaded by the Scarlet Brotherhood, the 
  leaders of House Heshun found refuge in the 
  South Province and quickly allied themselves with 
  Graf Reydrich. In 586 CY House Heshun recruited 
  a warband of orc mercenaries and participated in 
  the successful conquest of the County of Idee. 
  The County of Idee became the Principality of 
  Naerie, part of the United Kingdom of Ahlissa. 
  Due to their loyalty during the Iron League 
  rebellion and their contribution to the conquest, 
  House Heshun earned the attention and respect 
  of the new Prince of Naerie, and were reinstated 
  as the rulers of Foelt. 
   
  Despite his years (born in 530 CY), Baron 
  Naudus Van Heshun (Ari6/Clr 3 of Zilchus) is in 
  good health, and he approaches the task of 
  rebuilding Poelitz with a vigor and a shrewd mind. 
  Before the war, he became a renowned merchant 
  and is not only a member of the Royal Guild of 
  Merchants of Aerdy, but he also has shares and 
  charters in the South Aerdy Trade Consortium 
  (making him one of the merchant elite known as 
  the ‘Golden Capons’). The favored position that 
  Baron Naudus holds within the court of Prince 
  Barzhaan has earned the town valuable trade 
  charters and commissions. 
   
   
   
  The Merchants’ Hall in the Merchants’ Court 
   
  Baron Naudus and his wife, Oerin, prefer to 
  achieve their goals through skilful manipulation 
  rather than brute force. Their children are 
  Seraster, aged 42, and Annarin, aged 34. Annarin 
  is known as the ‘White Lady’, due to her blazing 
  mithral armor, and she is the Commander of the 
  Household Guard of House Heshun. 
   
  It is quite fitting that in a town like Poelitz, the 
  population have mixed feelings towards House 
  Heshun. The mercantile class and the artisans 
  regard the family with great respect. Commoners 
  and those who loathe Ahlissan rule are suspicious 
  or even resentful towards House Heshun. Almost 
  700 citizens still live in the slums, and these 
  believe, with justification, that Naudus cares more 
  about trade than about his own people. Rumors 
  still persist about the family; there are tales of 
  curses and illegitimate children, and many believe 
  that House Heshun has some terrible secret 
  regarding Castle Rishmar. 
   
  The Poelitz Tribunals: Baron Naudus personally 
  presides over the Poelitz Tribunals, using the 
  powers granted him by Zilchus (primarily detect 
  thoughts and zone of truth) to make rulings in the 
  cases brought before him. The Tribunals were 
  established to deal with the aftermath of the 
  occupation by the Scarlet Brotherhood and the 
  annexation by the Great Kingdom. Ownership of 
  land and property reclaimed from the Brotherhood 
  had to be established, and accusations of 
  collaboration and spying had to be tried. Over the 
  years, captured members of the Idee Volunteers 
  and other dissidents who oppose Ahlissan rule 
  have also been brought before the Tribunals. 
  Through these Tribunals, House Heshun has 
  been able to seize a considerable amount of land 
  in and around Poelitz where no clear right of 
  possession could be determined, or following its 
  confiscation from suspected spies and dissenters. 
   
  Scars of a deeper kind still fester in the 
  community. There is no doubt that the Tribunals 
  have been fuelled by prejudice, paranoia and 
  personal vendettas. Some non-Suel who lost 
  relatives, 
  dignity 
  or 
  property 
  during 
  the 
  Brotherhood occupation have leveled spurious 
  allegations against those with Suel blood, claiming 
  them to have been informers or collaborators. 
   
  Cynical observers might notice how House 
  Heshun has profited from the Tribunals. Only a 
  fool would voice that opinion, however. 
   
  The rebuilding of Poelitz: It is ironic that the 
  occupation by the Brotherhood laid the foundation 
  for the present success of Poelitz. They built 
  stone roads, began the fortification of the town 
  and expanded the mining operations in the Iron 
  Hills. After being proclaimed baron, Naudus 
  focused his efforts upon increasing income from 
  trade, his eyes upon the quality and quantity of 
  the goods being produced. First and foremost, 
  however, Naudus needed to rebuild key parts of 
  Poelitz, and dwarves (from Sunndi and the Iron 
  Hills) were hired by the score. Captured 
  Brotherhood troops provided the mindless, back-
  breaking labor that such endeavors rely on. 
   
  The 'foreman' of the Iron Hills contingent, with 
  whom the Baron negotiated, was a dwarf by the 
  name of Derren Darakson. For work on the Poelitz 
  
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  Living Greyhawk® 
  36 
  docks, Derren arranged to be paid with two plots 
  of land. One of these was built into a walled 
  compound with accommodations, workshops and 
  storage for the artisans. Upon the other plot the 
  dwarves built an inn, the Path of Stone, and a 
  small brewery. Derren has become, unofficially, 
  an ambassador for the Dwur Kingdom of the Iron 
  Hills. Merchants wishing to trade with the Iron Hills 
  or hire dwarven artisans meet with Derren to 
  negotiate the details. Anyone wishing to air  
  grievances about the activities of Iron Hill dwarves 
  or the quality of their work does so in audience 
  with Derren. There are rumors that Derren is, in 
  fact, a cousin of Holgi Hirsute and seventh in line 
  to the throne of the Iron Hills. 
   
  The Dwurs’ first projects were to open a stone 
  quarry in the Iron Hills and then to divert the 
  Falen’s Flow (a river that ran through the center of 
  Poelitz) into a new, stone-lined channel around 
  the east of the town. A peculiar, roofed tunnel was 
  constructed along the old river channel and 
  covered over with the debris from the ruined town, 
  to form a sewer system and water course for the 
  buildings that were subsequently built above. 
   
  With the river diverted, the old river mouth 
  could be turned into a huge, new dock, and, at the 
  same time, the port was rebuilt with a solid stone 
  wharf and rows of warehouses. As early as 589 
  CY work started on building a fleet capable of 
  fishing, trading and fighting. For the past two 
  years, the baron has sold one ship each year, and 
  he is paid handsomely by ship captains who use 
  the town's facilities to repair or refit their vessels. 
   
  To ensure the success of his docks, Naudus 
  requires each village to turn over one quarter of its 
  fields to the production of flax and hemp. Although 
  grain profits have reduced, Poelitz is now 
  producing many miles of rope and acres of linen 
  canvas each year. 
   
  A 
  salt 
  works 
  was 
  built 
  during 
  the 
  reconstruction of the port.  Sea water is poured 
  into shallow pans and left to evaporate in the 
  warm climate. The salt that remains is collected 
  and sold. On average, the works produces 7 lbs of 
  salt a week, and makes a profit of about 1,500 gp 
  a year. 
   
  From 
  589 
  CY, 
  Naudus 
  was 
  able 
  to 
  concentrate 
  on 
  erecting 
  the 
  town 
  houses, 
  workshops and municipal buildings that would 
  bring an air of modernity and culture to Poelitz. 
   
  From 590 CY, agents of House Heshun 
  started luring skilled artisans to Poelitz with 
  promises of fine accommodation and low taxes. 
  Slowly the town stopped exporting simple ingots 
  of copper and became a center for bronze and 
  copper work. Religious artifacts, candle sticks, 
  fittings for saddles, bowls, and sculptures of all 
  sizes, weighing scales – all manner of utilitarian 
  and artistic pieces began flowing from Poelitz. 
  Even a family of bell founders moved into Poelitz 
  early in 594 CY. Huge bronze statues now greet 
  visitors to Poelitz, and a number of key buildings 
  are roofed in this metal. 
   
  Glass working in the town experienced a 
  similar renaissance. In the Artisan’s Court one can 
  purchase vials, drinking vessels and even 
  magnifying glasses and tubes. A number of 
  collaborative projects between the bronze-workers 
  and the glass-workers have proven extremely 
  successful. If a visitor was so inclined, she could 
  purchase 
  the 
  instruments 
  for 
  a 
  complete 
  alchemical laboratory. Together, the artisans are 
  creating some exquisite artwork, from gilded 
  bronze candelabras to enameled bronze caskets. 
   
  Not everyone is content with the progress of 
  the town. Many Ideean craftsmen and -women are 
  unable to find work and resent the ‘foreigners’ 
  who are, in their eyes, taking their livelihoods. 
   
  Some also think it odd that part of the old 
  town still stands – burnt out ruins, infested by rats 
  and haunted by memories. It has been kept 
  standing for a purpose: To provide a daily 
  reminder of the horror of the Brotherhood, and to 
  be a stark reminder of what happens when a town 
  resists their overlords. 
   
  Another curious feature of Poelitz is a small 
  temple dedicated to the Suel goddess Wee Jas. 
  The only one of it's kind in Naerie, her aspects of 
  death and magic are both venerated here. 
   
  The Aerdi Re-enactment Company: Over the 
  past few years, Baron Naudus has been a 
  generous patron to the Aerdi Re-enactment 
  Company, building a theatre and hiring them to 
  plan and perform at the local fairs. They have also 
  been commissioned to produce a new work telling 
  of the founding of House Heshun. A pair of bards 
  had been undertaking detailed research for this 
  production. Apparently they stumbled across 
  disturbing tales about a power within the castle 
  and were quickly sent away to Innspa (with a 
  generous 
  donation 
  from 
  House 
  Heshun 
  nonetheless). 
   
  The Company has been granted sole rights to 
  perform in Poelitz, ostensibly to ensure that a high 
  standard of entertainment is maintained in the 
  town. The Company has sometimes used heavy-
  handed tactics to defend this right against 
  freelance performers. Baron Naudus uses the 
  Company as a thinly veiled propaganda tool, 
  asking them to report and staunch ‘inaccurate’ 
  rumors and circulate more ‘faithful’ accounts of 
  events. 
   
  The head of the Naerie branch of the Aerdi 
  Re-enactment Company is a bard called Theusus. 
   
  Other locations in Foelt 
  Castle Rishmar: House Heshun rules Foelt from 
  this castle. Two-thirds ruined, this sprawling 
  complex is a labyrinth of decaying architecture. 
  
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  The infamous South Wing is more frequently 
  dubbed the Raven's Wing after the colonies of 
  carrion-eating birds that make it their home. 
  Hungry undead are known to infest the cellars 
  below the Raven's Wing, and mercenaries are 
  contracted every few years to clear them out. 
  Rumor has it that a powerful curse binds House 
  Heshun to Castle Rishmar, even beyond death. 
  Ghosts of deceased family members are said to 
  haunt the ruined halls and on occasion speak with 
  the living. 
   
  Falenthorpe is an example of the typical hamlet in 
  Foelt. 
   
  Falenthorpe (Thorp): Conventional; AL N; 40gp 
  limit; Assets 114gp; Population 53; Isolated 
  (Humans o/s (53). 
   
  Authority figures: Pol Unterson (N male 
  Com3), innkeeper, community leader.  
   
  Important characters: Tommas (N male 
  Rgr1), tanner. 
  Kaethyn (LN female 
  war1), 
  blacksmith. Johan (NG male sor1), a child. 
   
  Falenthorpe is a small thorp about 10 miles 
  north of Poelitz. It is located next to the Sapling 
  Wood, a small forest which was partially cut down 
  during the occupation. A small stream, Falen’s 
  Flow, runs next to it from the Iron Hills, and on its 
  way it passes near the ruins of Alymport which are 
  quite a distance away from Falenthorpe. It runs 
  into the ocean at Poelitz. Falenthorpe is an 
  example 
  of 
  typical 
  thorp 
  in 
  Foelt. 
  Other 
  thorps/hamlets nearby are: Otham, Hayfold, 
  Fenross, High Buckham & Low Buckham. 
   
  Iron Hills: This massive highland is the realm of 
  the great Dwur Kingdom of the Iron Hills, ruled by 
  King Holgi Hirsute (LG male dwarf Ftr15). Holgi is 
  a close ally to the Iron League but not beyond 
  dealing with Ahlissa (with grave reluctance) to 
  further his interests. Idee supplied much of the 
  food for the dwarves and Ahlissa is only too happy 
  to continue it, for a suitable price of course. 
   
  Intrusions by Ahlissan scouts stir the dwarves' 
  not-unreasonable fear of invasion, but the 
  dwarves and gnomes are numerous, heavily 
  armed and armored, and unforgiving. Dwarf-run 
  mines have produced high grade iron ore for 
  centuries, in addition to precious metals such as 
  gold and silver. 
   
  Alymport (Thorp): Conventional; AL LG; 40 gp 
  limit; Assets 280 gp; Population 28; Mixed 
  (Human (25), Halfling (1), Gnome (2). 
   
  Authority Figures: Rohm (male Exp1), 
  community leader. Puck Handyburg (male halfling 
  Clr1 of Wenta), village priest. 
   
  Alymport should actually be called the Ruins 
  of Alymport. When Idee was independent, and 
  even when the Brotherhood ruled here, it was a 
  prosperous farming community. However, when 
  Ahlissan forces were 
  closing 
  in, 
  its local 
  Brotherhood Overseer, Ker Spannek, ordered the 
  villagers to be killed and the village burned before 
  he fled with his troops. Only recently have people 
  returned and tried to continue farming the lands 
  here. 
   
  In 593 CY a journal was found in an 
  abandoned dwarven burrow in the Iron Hills, 
  detailing how Brotherhood troops, led by Ker 
  Spannek, encountered a fearsome monster in the 
  halls and lost most of their members to its wrath, 
  before they fled in terror. In 594 CY, agents of the 
  Iron league managed to find Ker Spannek, and 
  they captured him and transported him to New 
  Keep in Sunndi. He supposed to be sent to Naerie 
  in 595 CY but rebel elements captured him when 
  he was transported and his current whereabouts 
  are unknown. 
   
  Important characters 
  Baron Naudus Van Heshun: Baron Naudus Van 
  Heshun is the leader of House Heshun. A skilful 
  merchant, he managed to continue his father's 
  tradition of investing in the South Province, 
  retaining some of his old family lands under the 
  rule of House Eddri. 
   
  These days he is one of the ‘Golden Capons’ 
  of Naerie, and the re-building of Poelitz and 
  ensuring that House Heshun has a growing 
  influence in Naerie are his most important goals in 
  life. 
   
  Lady Oerin Heshun: Like her husband, Oerin is a 
  skilled negotiator. However, her interests are not 
  in business but in diplomacy. She was one of the 
  members of the diplomatic envoy that negotiated 
  trade agreements with Sunndi and Onnwal, and 
  thus she was one of the persons behind the 
  Naerie Compact. 
   
  Only 2 years younger than her husband, she 
  will assume control of House Heshun when 
  Naudus dies, unless she chooses to pass the 
  control immediately to her son Seraster. 
   
  Seraster Heshun: Seraster is an arrogant man. A 
  powerful wizard who learned his skills in the South 
  Province and who has been marked as the future 
  ruler of House Heshun, he might not be the best 
  one for the title, but local merchants favor him 
  over Annarin, most likely because they think 
  Seraster will be more favorable towards them. 
   
  Annarin Heshun: Known as the ’White Lady’ 
  because of her mithral armor, she is the 
  commander of the House Heshun troops. She is a 
  follower of Hextor and proud of that fact. Her 
  relationship with Seraster is not good (and vice 
  versa), and rumors say she might be willing to 
  lead Heshun troops against him if needed. Other 
  
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  Living Greyhawk® 
  38 
  rumors make her romantically involved with 
  Gilinor of House Arxx (Commander of the 4th 
  army), while others indicate she is seeking 
  membership in The Knight Protectors of the Great 
  Kingdom. Only the future will tell. 
   
  Standeu Shalworth: Standeu is a squire in 
  service of Oerin Heshun, some might say he is 
  her bodyguard. A charismatic young man who 
  knows his way with the ladies, he prefers to avoid 
  Annarin, though. Standeu accompanied one of the 
  diplomatic missions to Sunndi (with Oerin Heshun 
  & Kanghes Oedil), which secured the Naerie 
  Compact. 
   
  Derren: The 'foreman' of the Iron Hills contingent, 
  with whom the Baron Heshun negotiated, was a 
  dwarf by the name of Derren Darakson. Derren 
  has become, unofficially, an ambassador for the 
  Dwur Kingdom of the Iron Hills. 
   
  Judragth: Commander of the “Brute Squads” of 
  Poelitz, 
  Judragth 
  is 
  the 
  brutally 
  efficient 
  commander of the Heshun orc/half-orc troops. He 
  usually wears a breastplate and is rarely seen 
  without his magical mace, said to been given to 
  him by church of Hextor. 
   
  Theusus: Theusus runs the Naerie branch of the 
  Aerdy 
  Re-enactment 
  Company. 
  He 
  is 
  a 
  charismatic man in his early 30s, but his lack of 
  experience in politics has allowed Baron Heshun 
  to use him and the Re-enactment Company to suit 
  his own purposes. 
   
  Dermenes: Dermenes is the High Priest of Hextor 
  in the Principality of Naerie. A young (Born 561 
  CY), charismatic Oeridian man from Prymp, he is 
  the head of the main temple of Hextor located in 
  Poelitz and has the honorary title "Keeper of the 
  Vault" as reference to the underground complex 
  where enemies of the state (when they have been 
  animated) are placed after their execution. 
  Dermenes is a brutally efficient man whose 
  influence extends far beyond the walls of Poelitz, 
  and it is said that many young officers of the army 
  look to him for inspiration. 
   
  Dermenes was gravely disappointed when the 
  main temple of Hextor was not allowed to be 
  located in Naerie City (it is said Barzhaan feared it 
  would lead to unrest), and he is currently trying to 
  gain support in Barzhaan's court to correct this 
  'mistake'. The fact that the main temple of 
  Heironeous was not placed in Naerie City, either, 
  will not stop Dermenes. 
   
  Conflicts and intrigues 
  Undead activity near Castle Rishmar; Strange 
  Flan edifices are still a mystery; The Scarlet 
  Brotherhood has infiltrated some troops into the 
  Iron Hills, and they have been spotted in Foelt as 
  well; Though the person who betrayed the Ideean 
  soldiers is still unknown, it does not mean people 
  have stopped looking for him; The Church of 
  Heironeous has asked permission to rebuild the 
  burned temple in the slums of Poelitz; Dwarves in 
  the Iron Hills have recently claimed ownership of 
  the land that humans have been mining, and 
  some miners claim the dwarves demand tax from 
  them; Naudus claims dwarves are offering 
  sanctuary to Idee Volunteers, and a breakdown in 
  diplomatic/mercantile relations is feared. 
   
   
  
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  Barony of Ingmalt 
  The Barony of Ingmalt makes up the northeast 
  corner of the Principality and is roughly square in 
  shape. It has the main overland route north to the 
  United Kingdom of Ahlissa. Farming and gold 
  mining are the main trades here, as well as 
  copper 
  mining 
  in 
  lesser 
  amounts. 
  Copper 
  contamination has resulted in the phrase "Ekehold 
  Red" being used in the gold trade. Ingmalt is the 
  domain of House Oedil, ruled by Berik Oedil, a 
  stern but fair noble.  
   
  Ekehold is a prosperous community with a 
  highly skilled military force, dubbed Redswords as 
  an 
  honor 
  to 
  soldiers 
  who 
  fought 
  against 
  Hepmonalanders in Sarwych Forest, though the 
  name originally referred to the aforementioned 
  copper contamination of the gold mined here. 
   
  When the Great Kingdom still existed, Berik 
  Oedil was the heir of House Oedil, but he lost his 
  lands when the Brotherhood invaded. Prince 
  Barzhaan returned his old lands after the war. 
  During the war, his thankless task was to clear 
  Ingmalt of Hepmonalanders. Nearly all of them 
  fled to Sarwych Forest where the Ahlissan cavalry 
  could not follow them. Casualties were high and 
  no quarter was given in the following campaign, 
  but eventually the Ahlissans triumphed. The 
  Brotherhood retaliated, though, and succeeded in 
  assassinating Berik Oedil's wife, and he has never 
  been quite the same after that. The new symbol of 
  House Oedil, taken into use CY591 is a variant of 
  Ahlissan coat-of-arms where the nightingales 
  have been removed and instead there is a black 
  wolf under the Sun of Aerdy. 
   
  Ekehold (Large Town): Conventional (House 
  Oedil); AL LN; 3000gp limit; Assets 13, 694950gp; 
  Population 4633; Mixed (Humans O/S (4295), 
  Dwur (176), Half-Orcs (58), Halflings (51), 
  Gnomes (33),  Elves (20). 
   
  Authority figures: Baron Berik Oedil, Head 
  of House Oedil (LN male Ftr8/Cavalier2), Aeslith 
  Oedil (NG half-elf female Exp2/Clr3 of Atroa) 
   
  Important characters: Kanghes Oedil (male 
  human Ari4/Ftr2), son of Berik Oedil. Barzal (N 
  male human Exp5), leader of the Miner's Guild. 
  Cedrimond (NG male human Clr8), High Priest of 
  Atroa. Zyric (NG male human Clr7), priest of 
  Zilchus. Tesho Beron (CG male human Clr6), 
  priest of Phyton. Tharni (LN female dwarf 
  Exp3/Ftr2), Dwur community leader. Jadale (LN 
  female human Ftr5), Captain of the Guard.
   
  Ekehold is the capital of Ingmalt and has a 
  population of over 4,600, making it the second 
  largest city in the Principality of Naerie. It has a 
  garrison of 200 men, and the surrounding areas 
  can easily double this number. Many citizens and 
  ex-Redswords can also be drafted into service, 
  though only in an emergency such as a direct 
  assault on the city by hostile forces. 
   
  Ekehold is the capital of Ingmalt and has a 
  population of over 4,600, making it the second 
  largest city in the Principality of Naerie. It has a 
  garrison of 200 men, and the surrounding areas 
  can easily double this number. Many citizens and 
  ex-Redswords can also be drafted into service, 
  though only in an emergency such as a direct 
  assault on the city by hostile forces. 
   
  Many people living in Ekehold are either 
  craftsmen or traders. “Commoners” are usually 
  miners whose house and family are located within 
  the city, while they spend long days in the mines 
  of the Iron or Stark Hills away from their families. 
  Farmers usually sleep in small communities near 
  their farms instead of in the city. 
   
  Ekehold has all the services one could expect 
  from a city of this size. It has several inns, quality 
  blacksmiths, and craftsmen. Ekehold also has a 
  small Miner’s Guild for the copper and gold 
  miners, located near the craftsmen’s district. 
   
  The walled town has two entrances, the main 
  gate to the south and the smaller north gate. 
  Small merchant enclaves have formed outside the 
  walls as some of the merchants stay outside to 
  avoid paying trade tax. The city guard does not 
  frequently patrol in these merchant settlements, 
  so many able-bodied men hire themselves out as 
  guards of the merchants and their stock. 
   
  During the war, Ekehold did not resist Scarlet 
  Brotherhood invasion as the outcome was clear 
  by the time war came to Ekehold. Instead a lot of 
  people fled to South Province, along with ruler 
  Berik Oedil. When Reydrich invaded Idee, most 
  people returned back with Berik. The demi-
  humans of Ekehold made their way to Iron Hills, 
  closely pursued by Scarlet Brotherhood but the 
  pursuit was stopped by a unit of dwarven soldiers 
  from Iron Hills who came to the aid of refugees. 
  After a brief and indecisive clash, both sides 
  pulled back.  
   
  Law enforcement: Law enforcement consists 
  of ‘Redswords’. Originally Redswords were the 
  soldiers who cleared Sarwych Forest and the 
  surrounding lands of Hepmonaland warriors. They 
  are trained to operate as well functioning teams of 
  warriors and usually move in groups of 6-9 
  Redswords and one Sertern. They will respond to 
  any general disturbance quickly and efficiently. 
  Fighting is not tolerated within the walls of the city, 
  and the city guards will usually arrive quickly. The 
  garrison is spread around the city in 10 barracks 
  and guardhouses. All prisoners are held in small 
  jails, of which there are several in each guard 
  house. Redswords dress (unsurprisingly) in red 
  tabards, carry large shields, shortswords and 
  wear scale mail or breastplate. They typically 
  have either javelins or crossbows for ranged 
  combat. 
   
  
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  40 
  Other locations in Ingmalt 
  Wet Keep: On an isolated crag among the 
  foothills sits a ruin dubbed Wet Keep by the 
  locals. Of unknown origin, the tower and the 
  dungeon below are home to numerous slimes, 
  jellies and oozes, notably aggressive against any 
  intruder. 
   
  Ruined Flan stone structures are found 
  nearby, the same kind that as seen in the Barony 
  of Foelt, but Wet Keep does not appear to be a 
  Flan structure. Ideeans never visited the place, 
  thinking it to be haunted. Some adventurers have 
  explored parts of it, but very few have returned, 
  telling stories of great dangers and very little 
  treasure. 
   
  There was one adventurer, however, a man 
  named Cormac from the North Kingdom, who told 
  the locals he had managed to infiltrate deeper into 
  Wet Keep through a secret entrance on the lower 
  levels. Unfortunately, before he could give more 
  details, he vanished from his tavern room.  
   
  Eragern (village): Conventional (Guandrem I); AL 
  LN; 200 limit; Assets 8,940 gp; Population 896; 
  Mixed (Humans O/S (832), Dwur (55), Gnome  
  (9). 
   
  Authority figures: Sir Guandrem I (LE male 
  Ftr7), Head of House Drien. 
   
  Important characters: Dolrich (LN male 
  Ftr5), officer of House Drien. Rakor (LN male 
  dwarf Exp10), Dwur Miner's Guild leader. Kajin (N 
  male Com8), Human Miner's Guild leader. 
  Namelja (LG female dwarf Clr9), priestess of 
  Moradin. Gahnar (LN male Clr5), priest of Zilchus. 
  Yithral (LN male Exp7), Supervisor of the local 
  smelter. 
   
  Eragern is a mining community on the 
  northern edge of Ingmalt. It is ruled by House 
  Darien, vassals of House Oedil.  Their current 
  leader is Sir Guandrem, an ambitious young 
  noble. 
   
  As with other settlements in Ingmalt, Eragern 
  is a law-abiding community that amasses its 
  wealth from numerous mines in the Iron Hills. 
  Gold is the thing that drives both man and dwarf 
  ever deeper into the Iron Hills. Iron and copper 
  are also mined. 
   
  Eragern does not support farming, and 
  therefore such commodities come from other 
  areas of Ingmalt. The hamlet of Osfelred supplies 
  plenty of this, but other merchants from Ingmalt 
  ply their trade in Eragern as well. 
   
  Osfelred is an example of typical hamlet in 
  Ingmalt. 
   
  Osfelred (Greenrock) (Hamlet): Conventional (an 
  elected 
  Village 
  Council 
  decides 
  important 
  matters); AL NG; 100gp limit; Assets 850gp; 
  Population 172; Isolated (Humans O/S (164), 
  Halfling (4), Elf (2), Half-Elf (2). 
   
  Authority figures: Varsarlor (male Ari1), 
  Eldest of the hamlet. 
   
  Important characters: Felmeren (LN male 
  War5), constable, Captain of the Guard and 
  member of the Council. Zargarn (N male War2), 
  deputy. Riannara, (LN female War2), deputy. 
  Karlhaser (N male Com11), Master of the Farmers 
  and member of the Council. Fionoyan (NG female 
  Clr2 of Atroa), High Priestess of Atroa's shrine 
  and member of the Council. Cranelarn “Beacon” 
  Gyraldren 
  (LG 
  male 
  Pal1 
  of 
  Heironeous). 
  Saracern (N male half-elf Rgr1), Master of the 
  Hunters and member of the Council. Ejuak 
  Sverann (CG male Ftr6), keeper of the Boar’s 
  Fortitude Inn. Westor Greenfeet (CG female 
  halfling Brd2), keeper of Westor’s Goods. Zamyr 
  Quillson (CG male halfling Adp1). Silquesar 
  Casfelrath (female elf Drd4). 
   
  Osfelred is a small hamlet on the edge of a 
  tiny stream, Rockpath (Esselfern). The hamlet is 
  an agricultural community of ordinary hard-
  working people. The layout of the hamlet is 
  scattered, and the center only contains a few 
  public buildings. Osfelred’s more familiar name is 
  Greenrock, after the green-mossed rock in the 
  Rockpath stream. Osfelred is next to Sarwych 
  Forest, and many residents use a small trail that 
  goes through it to take their seasonal good into 
  the market at Eragern. 
   
  In recent times (594 CY), Greenrock has 
  attracted attention after a group of adventurers 
  discovered 
  a 
  hidden 
  tomb 
  of 
  Pyremius 
  worshippers in the Sarwych Forest. Apparently 
  something is still buried within, as demonstrated 
  by guards posted nearby by House Drien. 
   
  Border Forts: Old Ideean border forts of the 
  ‘Eddri Line’ are found north of Ekehold. Several of 
  them were ruined first by the Brotherhood and 
  then by Reydrich's armies. Some have been re-
  built to guard Iron Hills and Hollow Highlands, but 
  since there is no threat of invasion from north, it is 
  expected that a large number will be left to ruin or 
  demolished. 
   
  It is also rumored that Overking Xavener does 
  not wish all forts re-built because it would mean 
  Naerie would have means to resist Ahlissan 
  armies in the future. 
   
  Sarwych Forest: This large, old forest is located 
  between Osfelred (Greenrock) & Eragern, and a 
  well traveled trail leads through it. It is abundant 
  with wild game, but trolls, fey creatures and 
  various monsters have been detected nearby, 
  most likely having wandered down from the Iron 
  Hills. A hermit named Grehsam (Drd4/Clr1/DiO3) 
  also lives in this forest. 
  
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  Other features in Sarwych include the 
  distinctively shaped hill named Satyr’s Horn, 
  which is located near the north-western corner of 
  the forest, and a small lake simply named Forest 
  Lake by locals on the western side of the forest. 
   
  Ker Bazainn: For more than two centuries before 
  the Greyhawk Wars, this grim fortress guarded 
  the land passage between the hills south to Idee. 
  Now it marks the border between the Principality 
  of Naerie and the rest of Ahlissa, ruled by Prince 
  Reydrich of House Naelax. With the Scarlet 
  Brotherhood gone, it now guards the strategic 
  north road extending from Ekehold to Zelradton. 
  Around the castle two keeps and curtain walls 
  were constructed under orders from Reydrich to 
  form a defensive bastion. 
   
  Ker Bazainn is a six-towered castle which is 
  both evil and magical in itself. During its 
  construction, the blood and ichors of many 
  creatures - human, humanoid, magical monsters 
  and (so it is said) fiends - saturated the limestone 
  blocks used for building. Certainly, the castle has 
  powerful defenses against fire, acid, impacting 
  siege weapons and the like. One tale tells of a 
  powerful priest of Beory using an earthquake spell 
  to afflict the castle after a deranged noble there 
  had sacrificed hundreds of souls on its grim 
  stones, only to find that the castle levitated and 
  then resettled on safe ground. This is probably 
  just another tall tale. 
   
  Before the conquest of Idee, it was known 
  that 2,000 troops were stationed here, though the 
  current strength is unknown. There were also 
  fiends in Ker Bazainn said to have been 
  summoned by Reydrich himself, but what became 
  of them after the Flight of Fiends, is not known. It 
  is highly possible that they are still there. 
   
  The castle is now commanded by Tarrak, a 
  one-time apprentice of Reydrich who lives full-
  time at Ker Bazainn. Before the wars, he took part 
  in extensive research to harness the magic of the 
  place. Broiling acidic mists and fetid stinking 
  clouds were seen rolling southward, but stopping 
  short of penetrating too far into Idee. Tarrak's true 
  nature is unknown to most, for the mage enjoys 
  using alteration spells to appear as a drow, an 
  orc, a male human, or even as an ogre. She is 
  known 
  to 
  have 
  captive 
  charmed 
  monster 
  companions, including a pair of leucrotta which 
  she uses as hunting animals - sometimes even for 
  humans or demi-humans. 
   
  Ker Bazainn is further defended by a large 
  pack of 40 or so wolfhound/worg crossbreeds. 
  They 
  are superbly 
  well-trained and 
  utterly 
  ferocious. The strength of this place is testimony 
  to how deeply Reydrich once feared the Scarlet 
  Brotherhood. 
   
  Ker Bazainn is also a prison. Reydrich 
  generally did not (and still does not) execute those 
  who oppose him, considering that they might be 
  useful as hostages, for ransom, or that their 
  loyalty 
  might 
  after 
  all 
  be 
  gained 
  through 
  "encouragement" in the dungeons of this place. 
  . 
  Important characters 
  Baron Berik Oedil: Baron Berik Oedil is the 
  leader of House Oedil. He was born in 548CY and 
  is a fine example of an Oeridian gentleman. A 
  soldier by heart, the task of House Oedil was 
  always the maintenance of the Ideean border forts 
  and staying vigilant against the South Province. 
   
  When the Brotherhood invaded, Berik fled 
  north with his family and household troops as the 
  fall of Idee became obvious. He took refuge in the 
  South Province. Reydrich did not mind having 
  such a valuable asset on his side, and allowed 
  Berik to join him in the invasion. 
   
  As the armies of Ahlissa won their last victory 
  against the Scarlet Sign, Berik’s wife Trea was 
  assassinated by the Brotherhood (Berik survived 
  and killed the assassin), and he has never been 
  quite the same afterwards. 
   
  Berik is a stern but fair ruler, but he can 
  sometimes appear emotionless. In recent times 
  he has become very pro-Ahlissan, which has 
  earned him the disfavor of the Idee Volunteers. In 
  595CY he married Aeslith Euric from House Arxx, 
  tying the two noble houses together. 
   
  Aeslith Euric: First child of Baron Euric Arxx, 
  Aeslith, was born after a brief romance with a grey 
  elf when he was much younger. She fell in love 
  with Berik Oedil and married him in 595 CY.  Her 
  half-elven heritage means she will probably 
  outlive all living members of House Oedil and is 
  possible she could become a head of two different 
  noble houses in the future.   
   
  Kanghes Oedil: Kanghes Oedil is the son of 
  Berik Oedil. He is a friendly, if a bit reckless young 
  man who is certainly not a politician, despite 
  Berik’s best attempts to make him one. He was 
  part of a diplomatic mission to Sunndi once, and 
  immediately got into trouble with the locals. It is 
  said that he will soon go to Kalstrand to learn the 
  skills of military leadership. This is, in the opinion 
  of many, high time. 
   
  Guandrem I: Leader of House Drien, an 
  ambitious young noble who inherited his title when 
  his father passed away in 590 CY. Before that, he 
  was Berik Oedil's guard captain. He is very happy 
  to control the main source of wealth in Ingmalt, 
  and is looking for opportunities to elevate House 
  Drien's standing in Naerie. 
   
  Conflicts and intrigues: 
   
  An underground temple of Pyremius was 
  found near Osfelred. Agents of house Drien 
  
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  Living Greyhawk® 
  42 
  sealed it after taking something with them from 
  there; 
  Berik 
  Oedil 
  is 
  considering 
  hiring 
  adventurers to clear out Wet Keep; Monsters have 
  been seen in Sarwych Forest; Unlawful elements 
  from the northern Ahlissa (and even further) try to 
  infiltrate themselves across the border and into 
  Naerie. 
  
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  Barony of Menst 
  The Barony of Menst lies at the navel of Naerie, 
  sharing borders with all the other baronies, except 
  Derevendt. House Arxx received Menst in fief 
  after being the first House to take an Oath of 
  Loyalty to Prince Barzhaan. The previous rulers, 
  House Devnor, were all executed or banished 
  during 588 CY after their treachery to the Scarlet 
  Brotherhood was discovered. 
   
  House Arxx, ruled by Lord Euric, has 
  ambitions to become rulers of the entire 
  Principality, and for this reason they try to stay on 
  good terms with all the other noble houses. They 
  rule from a grandiose mansion in Minetha, once 
  owned by House Devnor. 
   
  Minetha (Small Town): Conventional (Lord Euric. 
  Miller’s Guild also holds power in the city); AL N; 
  800gp limit; Assets 58,520 gp; Population 1463; 
  Mixed (Humans O/S (881), Dwur (215), Gnomes 
  (149), Half-Orcs (73), Orcs (65), Halflings (52), 
  Elves (28). 
   
  Authority figures: Baron Euric of House Arxx 
  (N male Ari8). 
   
  Important characters: Kerish the Bard (NG 
  female Brd9). Chanee (female Clr6), High 
  Priestess of Lydia in Naerie. Gauterit (LN male 
  Ftr5), servant of Lord Euric. Ramo Wadell (N male 
  Exp8), leader of the Farmer's Union. Ildat (LN 
  male Clr7 of Zilchus), representative of the Royal 
  Guild of Merchants of Aerdy in Minetha. Din’rayo 
  (CG male elf, Brd7), operative of Kerish the Bard. 
  Konarin (N male, Ari6), son of Euric. Rakyar (LN 
  male War11), leader of the Minethan Guard. 
  Sazell (CG female Clr10), High Priestess of 
  Phyton in Naerie. 
    
   
  Minetha of the Mills is the capital of Menst, the 
  central province of Naerie. The large town stands 
  at a great crossroads where the agricultural goods 
  of the Principality pass south to the port at Naerie 
  City. Some even call it the breadbasket of the 
  Principality (though other parts of the Principality 
  produce huge quantities of agricultural goods as 
  well). 
   
  Not surprisingly, the Millers' Guild is very 
  powerful in Minetha. Their leadership is known to 
  be hidebound and repressive. However, this might 
  change. Recent disputes between the millers and 
  farmers guilds led to a few clashes. However, old 
  guild leader (Sonuna) disappeared mysteriously 
  and one of his underlings, Ramo Wadell took 
  over. The Royal Guild of Merchants is quite happy 
  with 
  these 
  new 
  developments. 
  Their 
  representative in town is a young cleric named 
  Ildat. In addition, sheep herding for meat and wool 
  is large business in Minetha. 
   
  Minetha is a very beautiful town, with many 
  parks and old mansions. A river, Minfel, runs from 
  the Iron Hills through it and towards Lake Felten. 
  A popular pastime among the citizens is to travel 
  some distance upstream and swim in the river. 
   
  The town has a grandiose temple dedicated 
  to the Velaeri, named the “Temple of the 
  Seasons”. The largest shrine of Phyton in Naerie 
  is also located in Minetha. Aside from these, the 
  priesthood of Zilchus is also quite strong in 
  Minetha.  
   
  Law enforcement: The Minethan guard is 
  made up from House Arxx household troops who 
  maintain order in the town. They are efficient 
  soldiers with good equipment, usually moving in 
  groups of 4 to 7 led by an officer. Minethan guard 
  prefers green and grey tabards. They wear scale 
  mail, carry shields and prefer flails as their 
  weapon. 
  For 
  ranged 
  combat 
  they 
  favor 
  crossbows. 
   
  House Devnor: The original rulers of Menst, the 
  Devnors were actually quite popular among the 
  population of Idee. The house secretly declared 
  for the Scarlet Brotherhood, and their treachery 
  was fully uncovered by Yarleven, a cleric of 
  Zilchus, and two Nasranite Watch officers. Full 
  details are not available, but one night in 588CY 
  House Haxx troops marched to Menst and 
  apprehended all nobles of House Devnor they 
  could get hold of, who were then executed without 
  trial. At least six members of the House managed 
  to escape, though, and are thought to be hiding in 
  the Stark Hills/Hollow Highlands, or even in 
  Sunndi or Onnwal. 
   
  Certain people in Sage Keep have theorized 
  that some members of House Devnor were 
  controlled by ‘Overseer’ parasites of the Scarlet 
  Brotherhood, while others could have done it 
  voluntarily. Only the surviving members of House 
  Devnor, Prince Barzhaan and the three people 
  who uncovered the treachery know the whole 
  truth.  
   
  Other locations in Menst 
  The Baronetcy of Copperfeld: Where the 
  Barony of Menst meets the Stark Hills, to the east, 
  is the Baronetcy of Copperfeld. Dwarves, gnomes 
  and humans originally settled in the region in mid-
  300 CY when copper-rich veins were discovered 
  in the region. The area's wealth is considerable, 
  but it has gone through several changes in rulers 
  (some good & efficient organizers, some not quite 
  so good), and the rulership of the Baronetcy has 
  been subject to much political double-dealing for 
  nearly three centuries. For the last century or so 
  House Devnor counted these areas as their own, 
  but this only lasted until their treachery was 
  exposed and the Barony of Menst passed to 
  House Arxx. The current ruler of the Baronetcy is 
  Zaren of House Arxx, who is not so competent, 
  and the region is again suffering from lack of 
  authority and law. Fortunately Zaren has been 
  
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  Living Greyhawk® 
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  blessed with a skilled seneschal named Selnor 
  and after adventurers cleared bandits from the 
  surrounding area during 594CY, things are now 
  improving in Copperfeld. The last Devnor ruler 
  was Xarkor, and his ultimate fate remains a 
  mystery.  
   
  The baronetcy itself has a large number of 
  people, 
  but 
  large 
  numbers 
  of 
  them 
  are 
  concentrated to small mining communities, some 
  would say clans, of about 10 to 20 families (up to 
  100 people in one community), around its many 
  mines. Each community is racially homogenous 
  (100% human, 100% dwur, and so on) and ruled 
  either by a Patriarch, Matriarch or a group of 
  respected Elders.  Currently there are 11 major 
  copper mines and 4 gold mines of any importance 
  active in the Baronetcy of Copperfeld. 
   
  Copperfeld Keep (village): Conventional (Sir 
  Zaren of Arxx, Baronet); AL N; 200gp limit; Assets 
  5,200gp; Population 523; Mixed (Humans O/S 
  (317), Dwur  (78), Gnome (52), Half-Orcs (26), 
  Orcs (24), Halfling  (16), Elves (10). 
   
  Authority figures: Baronet Zaren of House 
  Arxx (CN male Ari3/War4). 
   
  Important characters: Selnor (male Exp6), 
  advisor to Sir Zaren. Vorek (N male Exp8), 
  Supervisor of the Smelter. 
   
  Copperfeld Keep is the seat of the Baronetcy 
  of Copperfeld and is named after the small keep 
  where its rulers hold court. The center of the 
  economy 
  are 
  large 
  smelting 
  works 
  which 
  pressurizes miners to bring their ores here to be 
  refined, barred, counted and taxed. Taxation of 
  peddlers & taverns is also possible for the ruler, 
  but Sir Zaren did not get around doing this until 
  595CY when Selnor organized it. 
   
  Woodlet (Hamlet): Conventional (mayor); AL N; 
  100 gp limit; Assets 1,190 gp; Population 238; 
  Mixed (Humans O/S (212), Dwur (5), Gnome  (7) 
  Half-Orcs (6), Halfling  (8). 
   
  Authority figures: Whait (N male Com10), 
  Mayor. 
   
  Important characters: Cheyri (LN female 
  War6), leader of the men-at-arms. 
   
  Woodlet is a hamlet next to the road leading 
  to Minetha. Zaren has posted a group of men-at-
  arms here to ‘show his authority’ and make sure 
  the road stays somewhat secure for travelers. The 
  overworked 
  guards 
  got 
  their 
  relief 
  when 
  adventurers destroyed bandits in surrounding 
  area during 594CY. 
   
  Most of the people in Woodlet are farmers. 
  Two decades ago Woodlet was a prosperous 
  community of loggers who profited greatly from 
  the Minwood nearby. However, the forest is now 
  almost gone, reduced to an area of a few miles in 
  diameter, and Lord Euric of House Arxx imposed 
  a strict limit on logging when he took over. This is 
  purely to retain some small haven for wild animals 
  and to make sure hunters of the county will have 
  some game to hunt also in the future. 
   
  Shar Hesiyev (Hamlet): Standard (village leader 
  Sahar Regor Ka); AL N; 100gp limit; Assets 
  1,345gp; Population 272; Isolated (Humans, Suel 
  272). 
   
  Authority figures: Sahar Regor Ka: zcoatl 
  (LN male Mnk7), respected elder. Orden of House 
  Arxx (LN female Ftr7), Ahlissan Overseer. 
   
  Important persons: Berhen Eren (LE female 
  Mnk3), Brotherhood warrior, Obersh Esh (CN 
  male human Bar1/Clr5 of Llerg), priest of Llerg, 
  Hekalra Van (LN female human Clr7), priestess of 
  Bralm. 
   
  Until recently, Shar Hesiyev was called 
  Nahuatl and it was the main ghetto for 
  Hepmonalanders in Naerie, though primarily for 
  Olmans. This hamlet is situated by the small lake 
  of 
  Kinnan. 
  The 
  Ahlissans 
  tolerate 
  their 
  community's 
  presence, 
  after 
  all, 
  released 
  prisoners must be put somewhere. Nonetheless 
  Orden of House Haxx has been ordered to keep a 
  close eye on it, along with a sizable Ahlissan 
  garrison. They do not stay within the village, being 
  content to maintain a position outside it. 
   
  Early in 597 CY, a large continent of House 
  Arxx troops marched into this community, 
  rounding up all Olmans. Apparently they were 
  sent away from Naerie by magical means, leaving 
  only Hepmonalander Suel behind. After the troops 
  left the village, several Hepmonalanders has 
  entered the hamlet, bringing in a number of 
  religious artifacts. The hamlet now has two small 
  temples for Hepmonalanders within it. 
   
  The previous community leader Izcoatl, a 
  cleric of Hurakon, was rounded up with the rest of 
  the Olmans, and one of the recently released Suel 
  prisoners called Sahar replaced him. With the 
  Olmans gone, the Suels renamed the place with 
  an ancient Suel expression that roughly means 
  "Pure together". Ahlissan officials of course raised 
  some eyebrows over this. It remains to be seen 
  how House Arxx will be viewed by their subjects 
  for allowing the deportation of the Olmans and the 
  establishment of the Suel temples. 
   
  Stark Hills: This small, rugged highland is ill 
  favored and connected with a rich lore of fell 
  happenings. It is known that great labyrinthine 
  warrens of goblinoid origin exist under the hills. It 
  is rumored that Devnor refugees and other rebel 
  forces hide in the Stark Hills caverns. 
   
  Important characters 
  Baron Euric: Baron Euric is an old man (Born 
  520 CY) with gray hair, and he thinks politics is life 
  and vice versa. He was the first to swear loyalty to 
  House Haxx, in return for the Barony of Menst. 
  
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  Living Greyhawk® 
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  Euric's wife died five years ago, and since Euric 
  knows he will die sooner rather than later, he has 
  assigned more and more duties to his son Konarin 
  who will inherit him.  
   
  Kerish the Bard:  Minetha is home to Kerish the 
  Bard and her small group of apprentices. They 
  reside in a gardened manor in Minetha’s wealthy 
  quarter. Kerish's singing and harp strumming are 
  famed throughout the southern Ahlissa, and 
  attendance at her yearly feasts is a must for the 
  elite. Of course many deals and political alliances 
  are made during the festival, but such is life in 
  Naerie. 
   
  Kerish was a staunch supporter of the Idee 
  Rebels during the Brotherhood occupation and 
  declared support for Staceus when the Idee 
  Volunteers were formed. She has since publicly 
  foresworn all political activity to be allowed to 
  continue her teaching, but rumors indicate she 
  maintains support for the Idee Volunteers through 
  her connections in Minetha. Chanee, High 
  Priestess of Lydia, is one of these. 
   
  Chanee: A strikingly beautiful woman, many men 
  have made the mistake of not taking Chanee as 
  seriously as they should have. They do not repeat 
  that mistake. Her long blonde hair covers a very 
  good head, and she is a skilled politician and an 
  efficient leader of one of the smaller faiths in 
  Naerie. She is also a staunch ally of Kerish the 
  Bard. 
   
  Ramo Wadell: This Oeridian man rose through 
  the ranks after a recent dispute in the Millers’ 
  Guild. He is a well-mannered man with short black 
  hair and has expressed his wish to let bygones be 
  bygones with the Farmers’ Guild now that his 
  predecessor is gone. Some suspect that he must 
  either be an ally to the Royal Guild or to some 
  other faction. 
   
  Conflicts and intrigues 
  Kerish the Bard is rumored to be organizing cells 
  of Idee Volunteers in Minetha; Goblins in the Stark 
  Hills have become more active recently for 
  reasons unknown; Devnor refugees might still be 
  hiding in the Stark Hills or the Hollow Highlands, 
  along with Idee Volunteers; Some members of the 
  Millers’ Guild are still looking for Sonuna. 
   
  
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  Living Greyhawk® 
  46 
  Barony of Monne 
  The Barony of Monne lies northwest of Naerie 
  City and follows the coastline of the Principality 
  until it meets the Shimmering Stream, which 
  marks its border with the Barony of Schwente. 
  Monne encompasses much of the coastland in 
  Naerie. House Lyrthi, headed by Eberic Lyrthi, 
  controls the barony. 
   
  After the signing of the Naerie Compact, 
  Gornor’s Cove has received its share of traders 
  from surrounding lands, and many goods pass 
  through it, diverting funds from Naerie City, which 
  is still the most popular place for foreigners to 
  trade. The barony is quite low on other resources, 
  though, as result fishing is popular along the 
  coast. Some farming goes on near the border with 
  Menst. A couple of ore mines near Bird Tower 
  supplement these resources. In addition Eberic 
  deliberately keeps the prices on ship repairs 3-8% 
  cheaper than elsewhere in the principality, 
  attracting many ship captains to it’s dry dock. A 
  large-scale salt works has also recently been built, 
  inspired by House Heshun’s work. These bring 
  much needed capital into the town. 
   
  Gornor’s Cove (Small Town): Conventional 
  (House Lyrthi and Nuran both wield strong 
  influence in town); AL LN/N/CG/CN; 800gp limit; 
  Assets 
  69,680gp; 
  Population 
  1740; 
  Mixed 
  (Humans o/s (1437), Halflings (155), Elves (118), 
  Half-Orcs (16), Gnome (14). 
   
  Authority figures: Eberic of House Lyrthi (LN 
  male Ari7/Ftr4), local ruler and Head of House 
  Lyrthi. Nuran (NG female Clr12), Overseer of 
  Saint Idee's burial site and leader and High 
  Priestess of Osprem's faith in Naerie. 
   
  Important characters: Thriendril of Prymp 
  (LE female Ft7/Marshall4), Commander of the 
  Ahlissan garrison. Mudoric (LN male Clr8), priest 
  of Zilchus. Captain Saron (N male War9), leader 
  of the City Watch. Qita (CN aaracokra female 
  Wiz9). Harbormaster Tedin (LN male Exp9). 
  Ordog (N male Clr8), High Priest of Xerbo in 
  Naerie. Kelez (CN Clr5), priest of Procan.  
   
  The Priesthood of Osprem is strong in Monne 
  and has a shrine in Gornor's Cove. Nearby, the 
  burial site of Saint Idee of the Sails is a popular 
  pilgrimage site for worshipers of Osprem. The 
  High Priestess of Osprem's faith, Nuran, lives in 
  the burial site and is much more popular than the 
  current rulers. 
   
  Other large temples in Gornor’s Cove are for 
  Procan and Xerbo. 
   
  Gornor’s Cove is a busy town when it comes 
  to 
  commerce, 
  but 
  under 
  the 
  surface 
  the 
  disapproval towards the Ahlissans is barely kept 
  under 
  control. 
  Residents 
  don’t 
  like 
  Count 
  Fedorik's heir, Coriell, that much, either, thinking 
  he abandoned Idee much too easily. Eberic has 
  his hands full, trying to keep the resentment in 
  check. 
   
  If people were asked, they would probably 
  choose Nuran as their new leader. Interestingly, 
  the Idee Volunteers have so far not conducted 
  any attacks in this town, perhaps fearing that the 
  situation would boil over and the Ahlissan military 
  would be called on to put down a general 
  rebellion, a fight that the Idee Volunteers cannot 
  hope to win. 
   
  Law enforcement: Law is enforced by local 
  constables, called Gornorites, who are lightly 
  equipped and not highly trained, but who know 
  how to deal with the local population and keep the 
  situation under control. The Ahlissan garrison 
  likes to stay outside the walls of the town, except 
  for those who guard the temple of Osprem within 
  the town. They move around in groups of 2 to 7, 
  usually accompanied by an officer. Gornorites 
  wear blue tabards. 
   
  Other locations in Monne 
  Bird Tower: Bird Tower lies atop a tall hill and is 
  the home of the wizard Qita. Large bird flocks nest 
  by the tower, and some giant varieties act as 
  guards and scouts. Originally the tower was an 
  old abandoned guard post, but Qita acquired it a 
  few years before the Brotherhood invasion. During 
  the invasion she took her possessions and 
  teleported herself away, returning only during the 
  closing phases of the invasion. Qita says she is 
  an aaracokra, and most people take her word for 
  that. 
   
  Burial site of Saint Idee of the Sails: The body 
  of the Saint is not actually here, resting instead 
  somewhere in the Azure Sea. Nonetheless, this 
  place is a popular pilgrimage site for worshipers of 
  Osprem, and is overseen by the priesthood of 
  Osprem. Many previous rulers of Idee are buried 
  here, including Fedorik Eddri, the last Count of 
  Idee (whose body was hidden during the 
  occupation). During the Brotherhood occupation, 
  the burial site was razed (though the graves 
  themselves 
  were 
  left 
  undisturbed). 
  Prince 
  Barzhaan had the burial site restored and 
  reinstated Osprem's priesthood as caretakers. 
  However, the public are no longer allowed to visit 
  the burial site of the Saint. After several riots in 
  CY 591 a force of Ahlissan guards were 
  permanently posted in Gornor's Cove to enforce 
  this unpopular edict. 
   
  Nuran, High Priestess of Osprem, spends 
  most of her time here, actually having living 
  quarters in the burial site itself. 
   
  The burial site also has its own defenders, 
  called the ‘Followers of the Wave’. This is a group 
  of monks who train themselves for unarmed 
  combat in the vicinity of the burial site. They are 
  led by Ranshek, a Suel who learned his skills from 
  
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  Living Greyhawk® 
  47 
  Brotherhood monks in Ahlissan labor camp before 
  he converted to the faith of Osprem in 590 CY. 
   
  Coast Road Inn: More like a thorp, Coast Road 
  Inn is a very popular tavern about 15 miles east of 
  Gornor’s Cove. It is run by a man named Butor (N 
  male Exp7), and it is a popular place of rest for 
  merchants and adventurers traveling along the 
  coast. It has large areas for horses, wagons and 
  so forth, and Butor employs over 20 people in his 
  Inn. 
   
  Stormhaven (Hamlet): Conventional (Braiqem); 
  AL CN; 100gp limit; Assets 540gp; Population 
  108; Isolated (Humans O/S (104), Half-Orc (2), 
  Half-Elf (2). 
   
  Authority 
  figures: 
  Braiqem 
  (CN 
  male 
  Rng13), leader of the Stormseekers. 
   
  Stormhaven is a strange place. Located in a 
  natural cove much like Monne’s capital, it is 
  composed entirely of Procan worshippers. They 
  have formed a special community and believe that 
  to feel close to their deity, they must be able to 
  feel his anger. Therefore, whenever a storm blows 
  in the Azure Sea, they set sail as an act of 
  worship. This community is led by a man named 
  Braiqem, a ranger from Onnwal who brought this 
  strange practice to Naerie. 
   
  The community trades very little with outside 
  world, lacking the resources or people to compete 
  with surrounding areas. However, the cove is a 
  popular 
  breeding 
  ground 
  for 
  sea 
  crabs, 
  considered a great delicacy by nobles of Naerie, 
  and this resource allows the community to 
  continue its existence. A community of Aquatic 
  Elves dwells nearby on Eilean isles. 
   
  Eilean Isles: These small isles are home to a 
  community of aquatic elves. So far they have 
  retained a neutral stance on Ahlissa, but people in 
  Stormhaven sometimes deal with them.  
   
  Important characters 
  Baron Eberic Lyrthi: Eberic (born 552 CY) is the 
  unpopular ruler of Monne. He is constantly trying 
  to keep the population under control and is also 
  fighting a popularity battle against Nuran, a fight 
  he seems destined to lose. He is not a bad ruler 
  by any means, but winning over the population of 
  Gornor’s Cove is near impossible. Eberic's wife 
  died several years ago but he has an heir, 
  Endonius (Born in 576 CY). 
   
  Nuran: Nuran (born 554 CY) is the leader of the 
  faith of Osprem in Naerie. She was captured by 
  the Brotherhood during the invasion but later 
  released by the Ahlissans. 
   
  She is on good terms with worshippers of 
  other sea gods, especially Xerbo, and there is a 
  yearly ritual in Gornor’s Cove where servants of 
  both deities celebrate together and ask their 
  deities to bless the sailors and merchants of the 
  town. Nuran also has in her possession a unique 
  magical item, Eye of Osprem, powerful artifact 
  with divination abilities. It is kept in the burial site 
  of Saint Idee. 
   
  Ordog: Ordog is a bearded Suloise man (born 
  565 CY) and the High Priest of Xerbo in Naerie. 
  He runs the temple of Xerbo, located right next to 
  the docks in Gornor’s Cove. 
   
  Qita: It is a mystery where this aaracokra wizard 
  came from, but she is on good terms with the 
  residents of Gornor’s Cove nonetheless. She is 
  also a frequent visitor in Sage Keep in Schwente. 
  Many hopeful young wizards flock to her tower to 
  receive guidance. 
   
  Conflicts and intrigues 
  The situation in Gornor’s Cove is always strained; 
  a member of Midnight Darkness was recently 
  captured and hanged by the Ahlissans. Their 
  agenda in Monne is unknown; The wreck of the 
  “She-Devil”, the ship of a famous pirate named 
  Colico, was sunk somewhere near Stormhaven 
  decades ago, and treasure seekers are still 
  looking for it; Pirate ships from as far away as the 
  Pomarj have been spotted near the coast. 
   
  
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  Living Greyhawk® 
  48 
  Barony of Schwente 
  The Barony of Schwente lies between Foelt and 
  Monne on the coast of the Principality. It is the 
  domain of House Eddri who were once the rulers 
  of all Idee. 
   
  Felten (Small Town): Conventional (House Eddri); 
  AL LN; 800gp limit; Assets 520,40gp; Population 
  1301; Mixed (Humans o/s/f (1105), Halflings (69), 
  Gnomes (57), Elves (55), Dwur (10), Half-Orc (6) 
   
  Authority figures: Lady Tanariell (LN female 
  Exp5/Ari7), Head of House Eddri. 
   
  Important 
  persons: 
  Ottolon 
  (LN 
  male 
  War12), leader of the Felten Guard. Chanit (CG 
  female Clr7), priestess of Phyton. Mishktolan (CN 
  male Drd8), leader of the Druidic Circle. Maros the 
  Learned (male Wiz7/Loremaster 2). Venderun (LG 
  male Marshall 5/Pal3), leader of the Heironean 
  Sword School. Tejabus (LG male Clr10), High 
  Priest of Heironeous in Naerie. Ernut (N Clr8), 
  High Priest of Fharlanghn in Naerie. 
   
  Felten is the capital of the Barony of 
  Schwente. It is a small town built upon the marshy 
  shores of the lake bearing the same name. Lake 
  Felten is fed by the rivers Minfel, which flows 
  through 
  Minetha 
  from 
  the 
  northeast, 
  and 
  Ramswash, which drains from the Iron Hills in the 
  north. The lake is the breeding ground for the 
  grenak bird, a waterfowl distinguished by its pale 
  blue or gray feathers, and a long, bright yellow or 
  orange beak. Thousands of these birds winter 
  over on the lake, then find mates and lay eggs in 
  the spring. 
   
  The water of the lake is slightly saline as Lake 
  Felten is drained by a tidal river (the Shimmering 
  Stream) that flows seven leagues to the Azure 
  Sea. The rivers’ name comes from its peculiar, yet 
  attractive appearance, the result of its shallow 
  depth and the glistening sandbars that are 
  exposed at low tide. These features make the 
  river difficult to navigate by sea-going vessels. 
  Many anchor at Jarlstun at the head of the 
  Jarlstun estuary, their goods then being taken by 
  smaller boats to Felten. 
   
  The southwestern quarter of the barony is 
  dominated by the Jagged Hills, a range of steep 
  hills and scarps some ten leagues in length. 
  These hills are known to harbor dangerous 
  creatures, and the Barons of Schwente have paid 
  mercenaries to mount expeditions into them from 
  time to time. The western fringes of the Jagged 
  Hills mark the border between the Baronies of 
  Schwente and Foelt. 
   
  The distant past: In ancient times the site was a 
  Flan village, their huts built upon stilts or artificial 
  islands amongst the marshes. These fens 
  provided the Flan with everything they needed:  
  fish and fowl to eat, protection, and access to the 
  watery highways across the lake. 
   
  Many centuries ago, Suel refugees led by 
  Zellif Al-Zol discovered Lake Felten. They 
  forcefully settled in a number of Flan villages, 
  including one, which they called Feln Othen. Over 
  time, that name has been contracted to Felten, 
  and, as the settlement grew in importance, Felten 
  gave its name to the lake. 
   
  When the Oeridians arrived in Idee, they 
  conquered Felten and began building a temple to 
  Fharlanghn upon an island in the center of Lake 
  Felten, as thanks for that god's protection on their 
  long migration (or more likely as trophy of their 
  victory over Suel, but that’s the official story). The 
  Flan wise men warned the Aerdi that the island 
  was sacred to their own gods and cited numerous 
  myths and prophecies regarding a mysterious orb 
  of great power that the gods had hidden upon it. 
  These warnings only served to heighten the 
  Oeridians interest in the island. 
   
  One day the isle simply vanished. Years of 
  work and hundreds of lives were lost in an event 
  that awed the Aerdi. It was only last century that 
  an explorer discovered the ruined remains of 
  Fharlanghn’s temple upon the floor of the lake. 
   
  This tragedy scarred the consciousness of the 
  local Aerdi. Ever after, they paid greater respect to 
  the Flan shamans. To this day, a community of 
  druids has been allowed to live in peace in their 
  enclave, Minnac, upon the southern shore of the 
  lake. Some of these have foretold that the island 
  will one day reappear. 
   
  Felten has small temples to every major 
  human religion worshipped in Naerie, except 
  Hextor. These include the Velaeri, Phyton, 
  Osprem, Procan & Heironeous. 
   
  Law enforcement: Felten guards have been 
  formed of old Ideean soldiers and local people. As 
  such, their loyalty to House Eddri is unwavering. A 
  few Flan have also joined it, some even making it 
  to an officer's rank. Felten guards are kept well 
  equipped by Tanariell, and they typically move in 
  groups of 4-7 with one officer. Interestingly 
  enough, even few Paladins can be found among 
  their ranks. Felten Guard wears light blue tabards 
  and are equipped with studded leather armor, 
  shield and shortspear. Felten also has several 
  giant eagles to defend the town. 
   
  The growth of Felten: Felten is little more than a 
  collection of artificial islands. The town appears to 
  be a maze of canals, bridges and narrow streets. 
  However, it is considered by many to be quite 
  beautiful. Each year there is a carnival, apparently 
  echoing back to the rituals of the Flan shamans, 
  when the townsfolk go about dressed in masks 
  made from the plumage of the grenak bird. The 
  reputation of the town and the carnival attracts 
  many visitors (including the Prince of Naerie). The 
  carnival became increasingly debased, excessive 
  
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  Living Greyhawk® 
  49 
  yet extremely popular under the patronage of the 
  former baron, Andariell Eddri. 
   
  Only a handful of merchants have an interest 
  in Felten, as it produces little else than foodstuffs. 
  However, the so-called ‘Felten’s Tobacco’ which 
  is harvested around Lake Felten is famous 
  throughout principality and fetches a high price 
  among nobles. Good relations with the druids of 
  Minnac have been crucial for the townsfolk, as 
  without the assistance of druidic magic, parts of 
  the town would have long ago subsided back into 
  the marsh. The whole of one small island is 
  owned by the church of Heironeous, who have 
  built a chapel and a ‘Sword School’ upon it. 
   
  For centuries, Felten and the surroundings 
  lands have been the in possession of House 
  Eddri. In 446 CY, the County of Idee (the former 
  name of the Principality of Naerie) revolted 
  against the rule of the Great Kingdom and joined 
  the Iron League. The new Count, Havershall, was 
  the Head of House Eddri, and the family also took 
  control of the Barony of Foelt. 
   
  The fortunes of the family were to change 
  again during the Greyhawk Wars. Count Fedorik's 
  nephew, Coriell, fled to Irongate where he 
  remains to this day, while his brother, Contill 
  Eddri, the Baron of Schwente, was assassinated 
  by Brotherhood agents, as happened with many 
  other members of House Eddri. However, local 
  resistance managed to free Andariell Eddri, 
  Coriell’s half-brother, and his family from a 
  Brotherhood prison before they were executed. 
  The family managed to flee to Sunndi by following 
  the coast.  Even then, there were rumors that 
  Andariell had become mentally unstable by his 
  imprisonment. 
   
  The rulers of Schwente after the war: Schwente 
  was temporarily leaderless after the Greyhawk 
  Wars, but a Paladin of Heironeous, Staceus, 
  stepped forward and agreed to govern the Barony 
  for a year and a day. In 587 CY, Andariell was 
  named Baron of Schwente by the new Prince of 
  Naerie. Very soon, Andariell started making 
  bizarre and draconian edicts. He raised statues of 
  himself 
  across 
  Felten 
  (in 
  which 
  he 
  was 
  disingenuously depicted as the liberator of 
  Schwente), and his patronage of the annual 
  carnival saw it become an extravagant, debased 
  spectacle. These excesses so disgusted Staceus 
  that he petitioned Prince Barzhaan to intervene. 
   
  The Prince did not act, and Staceus realized 
  that Barzhaan actually wanted to have this 
  dangerous fool in power. Staceus finally decided 
  to rebel and formed the Idee Volunteers to resist 
  Ahlissan rule. 
   
  Then, in 591 CY, harsh taxation across the 
  Barony funded a lavish wedding in which Andariell 
  was betrothed to his own eldest daughter, 
  Clemena. Within a matter of months Clemena was 
  no longer seen at public functions and, soon after, 
  Andariell married his second daughter, Tanariell. 
  In 592 CY, Andariell was stabbed to death during 
  the carnival, his murderer escaping in the crowd. 
  Tanariell was pronounced the new Baroness of 
  Schwente, but instead took the title of ‘Lady’. Her 
  first act was to tear down all the monuments 
  raised by Andariell and instead build a large 
  statue of herself near the front gate of Felten. 
   
  Lady Tanariell is regarded with some degree 
  of suspicion by the nobility of Naerie.  Some have 
  not forgotten that her forefathers led the 
  successful revolt against the Great Kingdom and 
  wonder whether Tanariell could repeat such a 
  feat. Others watch for signs that she has inherited 
  the unstable mind of Andariell. Yet others marvel 
  that she was unscathed by her imprisonment and 
  wonder whether she might have made some sort 
  of bargain with the Brotherhood. 
   
  Other locations in Schwente 
  Garnsford (Village): Conventional (Lord Fhalren); 
  AL LN; 200gp limit; Assets 7,420gp; Population 
  742; Mixed (Humans O/S (653), Halflings (30), 
  Elves (22), Gnomes  (37). 
   
  Authority figures: Lord Fhalren Haxx (N 
  male Ftr6), ‘Lord’ of Garnsford. 
   
  This settlement stands at the place where the 
  Baronies of Foelt, Menst & Schwente meet, 
  making it politically important. Garnsford is also 
  strategically significant due to its defensible 
  position between two rivers, at the point where the 
  ‘North Naerie Highway’ crosses these waterways. 
  Consequently, Prince Barzhaan has placed the 
  settlement and surrounding lands under the direct 
  control of Lord Fhalren of Haxx. Lord Fhalren is 
  aided by a number of minor officials who help 
  ‘monitor’ and advice the four Barons (Eddri, Oedil, 
  Heshun & Arxx). Typically, these officials are 
  members of Barzhaan’s court who have fallen into 
  disfavor and are sent to Garnsford as punishment. 
  It is thus of little surprise that these bureaucrats 
  are rumored to be either corrupt or ineffectual. 
  Traditionally, the four Barons travel to Garnsford 
  to discuss common concerns or have audiences 
  with the Lord or his officials. 
   
  Travelers are charged toll for crossing the two 
  bridges. Since the end of the Greyhawk Wars, the 
  monthly 
  Garnsford 
  market 
  has 
  become 
  increasingly popular. Traders and common folk 
  from all surrounding baronies come here to sell 
  and buy goods. 
   
  Diresby (Hamlet): Conventional (Garth Yarris); 
  AL N; 100gp limit; Assets 1,560gp; Population 
  312; Mixed (Humans O/S (268), Halflings (19), 
  Elves (16), Gnomes (9). 
   
  Authority figures: Garth Yarris, (N male 
  War4), Bailiff. 
  
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  Living Greyhawk® 
  50 
   
  Diresby is a sprawling lakeside community 
  dominated by the baronial hunting lodge. At 
  certain times of the year, the nobles of Schwente 
  (and sometimes nobles from other baronies) 
  gather here to hunt game and shoot the grenak. 
  The villagers are called upon (with minimal 
  compensation) to serve as beaters to flush out the 
  animals, but over the years, a number have died 
  in hunting accidents. 
   
  Nearby, one can find the so-called ‘Folly of 
  Andariell’, which was built by Baron Andariell 
  during his years of madness and power. The Folly 
  consists of an ornate tower surrounded by a high-
  walled, circular maze. The Baron filled the maze 
  with all manner of traps and creatures.  During the 
  hunting season he would amuse himself with 
  ordering those who displeased him to retrieve an 
  item from the tower. Inevitably, these efforts 
  ended in fatal failure. Although the Folly had fallen 
  into disuse after Andariell’s death, Lady Tanariell 
  has recently ordered it to be refitted.  
   
  Sage Keep: It is speculated that it was the 
  catastrophe with the temple of Fharlanghn that led 
  to a local fascination with lore. What is certain is 
  that in 215 CY a number of Royal Astrologers, 
  who had been exiled from Rauxes, successfully 
  petitioned the leader of House Eddri to build an 
  observatory upon his land. In 257 CY, the sage 
  Merusel Esk, a famed Suel scholar, founded Sage 
  Keep on the site. It became the greatest 
  repository of knowledge in Naerie. House Eddri 
  are the patrons and guardians of this center of 
  learning. It is known that Lardy Tanariell has 
  offered particularly large sums of money for those 
  who may shed light on the nature of the orb 
  hidden upon the island in the lake. 
   
  The Keep also has many other valuable or 
  interesting items, such as the head of the snake 
  cult leader who was killed by Gillax of House 
  Lyrthi, or the swords of Colico, a famous pirate 
  captured by Fedorik Eddri himself. 
   
  When 
  they 
  captured 
  Schwente, 
  the 
  Brotherhood began looting Sage Keep, sending 
  choice items back to Tilvanot. However, some of 
  the most valuable books and scrolls had been 
  hidden before the invaders arrived, and these now 
  form the core of a new and growing library. The 
  sages are concerned that a few tomes, containing 
  esoteric lore, were ‘lost’. This included old 
  research into Oerthblood magic done by Zelrad 
  sorcerers. Few of the tomes have re-surfaced, 
  sometimes in hands of bandits. 
   
  Jarlstun estuary: Jarlstun is a small village of 
  slightly over 400 people, many who work on the 
  river barges that bring cargo up to Felten as 
  shimmering stream is not suitable for large 
  vessels A small inn, Quay House, has been built 
  upon a jetty close to the mouth of the river. It is a 
  safe haven for sea vessels that ply their trade up 
  and down the Azure Sea; Ships often anchor in 
  these calm waters during a storm or rest here 
  overnight. Rumors suggest that it is also a base 
  for local smugglers. 
   
  Hornrock: This strangely shaped rock marks both 
  the western extent of the Jagged Hills and of the 
  Barony of Schwente. Living beneath it is a 
  community of gnomes. The Nockmottins of Poelitz 
  hail from Hornrock. Little else is known about this 
  rather insular settlement. 
   
  The Twilight Caves: This extensive range of 
  natural caverns, located close to the south-
  eastern border of the barony, has not been fully 
  explored. Their name comes from the glowing 
  moss that coats the walls. 
   
  Important characters 
  Lady Tanariell: Lady Tanariell is young (born 564 
  CY), but all other heads of noble houses 
  acknowledge she is dangerously cunning and 
  intelligent, which is probably the reason she is not 
  trusted. It is said that while her late sister spent all 
  her free time around other nobles, Tanariell spent 
  her time in Felten’s library or in Sage Keep, 
  learning about history, nobility or other things. 
  Many suggest that she was involved in or actually 
  committed the murder of Andariell, though almost 
  as many rumors indicate it was Barzhaan who 
  had finally grown tired of his incompetence.  
   
  Maros the Learned: Maros is the current head of 
  Sage Keep. He was born in 546 CY and his 
  passion is the old history of the Great Kingdom. 
  This is so strong that people actually say that if he 
  would have a chance to go to Rauxes to salvage 
  anything from there, he would take it. 
   
  Lord Fhalren Haxx: Lord Fhalren of Haxx is the 
  current ruler of Garnsford. It is said that Barzhaan 
  sent him there after he made some grave ‘errors 
  of judgment’ during a diplomatic mission to Sunndi 
  in 593 CY. He might actually be the ideal ruler of 
  the place since he has displayed little, if any, 
  ambition in politics, and he is therefore unlikely to 
  hold a grudge against Barzhaan. Only he knows 
  the truth of this, though. 
   
  Ernut: This elderly cleric of Fharlanghn runs a 
  humble temple dedicated to the Dweller on the 
  Horizon. He believes that Lake Felten is sacred 
  ground of both Fharlanghn and the Flan and 
  maintains good relations with the druids. 
   
  Conflicts and intrigues 
  Many people are spreading false rumors that 
  Tanariell 
  is 
  in 
  league 
  with 
  the 
  Scarlet 
  Brotherhood; Smuggling in the Jagged Hills is a 
  
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  Living Greyhawk® 
  51 
  problem; The fate and whereabouts of Clemena is 
  still a mystery; The Twilight Caves need to be 
  searched; Relations with Hornrock have to be 
  improved; The temple of Fharlanghn has been a 
  target of adventurers in the past; The Folly of 
  Andariell may be brought back into use; A Flan 
  tribe recently caught an evil cleric, carrying a 
  magical book thought lost from Sage Keep; Maros 
  is eager to find all items missing from Sage Keep;  
  
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  Living Greyhawk® 
  52 
  Personae 
  In this section we detail the people of note in our 
  immediate political and geographical area (i.e. the 
  Splintered Sun meta-region), in alphabetical 
  order. 
   
  Barzhaan of House Haxx (Prince): Ruler of the 
  Principality of Naerie. Once a loyal lieutenant of 
  Graf Reydrich, Barzhaan received the rulership of 
  Naerie after completing the conquest of Idee. 
   
  Bigby: A one-time resident of Scant and a 
  member of the Circle of Eight. He is a native of 
  Oldridge, a town in the western portion of the old 
  Great Kingdom, to which he had to flee in 573 CY. 
   
  Cobb Darg (Lord Mayor): Surprisingly little is 
  known about the background of the Lord Mayor of 
  Irongate. Unmatched as a politician and in his 
  understanding of intrigue and deception, Cobb 
  Darg was not fooled by the aides 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 the last 15 
  years. 
   
  Coriell 
  Eddri 
  (Count): 
  Last 
  ruler 
  of 
  the 
  independent Idee. He fled to Irongate during the 
  Brotherhood invasion, where he still remains in 
  exile. Coriell is seen as a potential leader of an 
  Ideean rebellion, hence Prince Barzhaan’s refusal 
  to let him return. 
   
  Ehlissa (Queen): The famed ancient enchantress 
  said to have owned a marvelous magical bird of 
  subtle enchantments. She reputably lived 17 
  centuries ago, when she ruled a Flan kingdom in 
  the vicinity of the present-day Kingdom of Ahlissa, 
  from which the Oeridian kingdom gets its name. 
   
  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 the Brotherhood had his body 
  displayed before the gates of that city. 
   
  Father of Obedience: The mysterious ruler of the 
  Scarlet Brotherhood. Nothing is known of this 
  individual. 
   
  Frolmar Ingerskatti (Prince): Leader of the 
  Lordship of the Isles after a coup during the 
  Greyhawk Wars. 
   
  Hazendell (King): The Defender of Sunndi, 
  Protector 
  of 
  the 
  South; 
  The 
  multitalented 
  Olvenking of Sunndi. 
   
  Jian Destron (Szek of the Free State of 
  Onnwal): 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.  
   
  Karasin of House Garasteth (Princess): Ruler 
  of the Principality of Innspa. She was ‘convinced’ 
  to join Ahlissa by Xavener, apparently after a 
  direct threat of invasion. 
   
  Kuranyie (Sister): Exalted Sister Kuranyie was 
  the leader of the Brotherhood in Onnwal and a 
  dangerous and vicious woman. Her present 
  whereabouts are unknown. 
   
  Molil of House Naelax (Prince): Ruler of the Adri 
  Marchland, which is only partially under his 
  control. 
   
  Rakehell Chert: Leader of the Wreckers, the 
  Thieves' Guild of Scant, which fled to the 
  countryside mere days before the Brotherhood 
  invaded Onnwal. Currently the Marshall of 
  Onnwal's army. 
   
  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 for 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, he is a master strategist and historian. He 
  has led the forces of the South Province for over 
  15 years, and during that time he has not aged! 
  Some whisper that he is a vampire, or a disguised 
  fiend. The truth of this is unknown. 
   
  Schandor: Ancient Aerdi Lawmaker responsible 
  for the original set of laws for the Great Kingdom. 
   
  Staceus of Felten: Founder of the Idee 
  Volunteers in 589 CY, he was killed in an Ahlissan 
  ambush in 592 CY. His body was burned along 
  with others who were killed in that battle. Despite 
  evidence showing otherwise, rumors persist that 
  he survived. 
   
  Vasiliek: Ruler of Idee when it was under 
  Brotherhood occupation. Killed by Barzhaan of 
  House Haxx. 
   
  
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  Living Greyhawk® 
  53 
  Xavener I (Overking): The first Overking of the 
  United Kingdom of Ahlissa and the Head of House 
  Darmen, he has virtually 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 
  aides fear him greatly and that his enemies do not 
  survive long in Ahlissa. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  54 
  Illustrations
   
   
   
   
   
   
  
  The Naerie Gazetteer 
   
  Living Greyhawk® 
  55 
  NPC Portraits 
   
   
  Barzhaan of House Haxx 
   
   
  Darvander of House Haxx 
   
   
  Eberic of House Lyrthi 
   
   
  Tanariell of House Eddri 
   
   
  Seraster of House Heshun 
   
   
  Mendeos of House Radoc 
   
   
  Commander Wanworth 
  of the Naerie City Garrison 
   
   
  Asta of House Haxx 
   
   
  Fhalren of House Haxx 
   
   
  Damar Rocharion of 
  the Nasranite Watch 
   
   
   
  Kerish the Bard 
   
   
  Yarleven, High Priest of 
  Zilchus in Naerie 
   
   
  Maros the Learned 
   
   
  Zentrinn of House Haxx 
   
   
  Theusus of the Aerdy 
  Re-enactment Company 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ahlissa (Naerie)/Naerie Gazetteer.pdf