TEXT: The Players Guide for              UK
  Credits
  Design and Development: Creighton Broadhurst, Gerard Cummins, 
  Paul Looby, John Leeper, and Sean Connor.
  Editors: Creighton Broadhurst, Paul Looby and Taz
  Graphic Design: Ian Richards
  Cartography: Simon Butler, Bill Howard, and Paul Looby
  Typography: Simon Butler and Taz
  Project Manager: Sean Connor
  Proof Readers: Gerard Cummins, Paul Looby, Ratty, Simon Butler, Creighton Broadhurst, Sean
  Connor, Taz and Stuart Kerrigan
  Special Thanks: Erik Mona, Denis Tetreault, Noel Graham
  Based on the original DUNGEONS & DRAGONS created by E. Gary Gygax and Dave
  Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Richard Baker and Peter Adkinson.
  Based on the original GREYHAWK campaign by E. Gary Gygax, Carl Sargent and
  Roger E. Moore
  References: The Adventure Begins by Roger E. Moore
  Dungeons & Dragons Gazetteer by Gary Holian, Erik Mona, Sean K Reynolds, Frederick Weining
  From the Ashes by Carl Sargent
  Greyhawk Gazetteer by Gary Holian, Erik Mona, Sean K Reynolds, Frederick Weining
  Greyhawk Wars by David Cook
  Ivid the Undying by Carl Sargent
  Living Greyhawk Journal edited by Erik Mona; various authors
  Player's Guide to Greyhawk by Anne Brown
  The Scarlet Brotherhood by Sean Reynolds
  Slavers by Sean K Reynolds & Chris Pramas
  World of Greyhawk Fantasy Game Setting by Gary Gygax
  Special Projects: The Irongate Project, organised by Gary Holian, Erik Mona and Denis Tetreault is a
  collaborative web project to detail the city of Irongate. Further details can be found at
  http://www.timebomb.on.ca/denist/greyhawk/irongate.html.
  The guide to Onnwal is done under version 1.0 and/or draft versions of the Open Gaming License, the D20 System Trademark License, D20 System
  Trademark Logo Guide and System Reference Document by permission from Wizards of the Coast. 
  Subsequent versions of this guide will incorporate final versions of the license, guide and document..
  Designation of Open Game Content: Anything contained therein which is already Open Game Content by virtue of appearing in the SystemReference
  Document or some other OGC source.
  All rights reserved. Reproduction or use without the written permission of all current members of the Onnwal Triad is expressly forbidden, except for the
  purpose of review or use of OGC consistent with the OGL..
  All TM, ©, and ® marks are fully respected.
  For more information, visit the Onnwal website at http://www.onnwal.org.uk
  Last revised 5th August 2002
  Onnwal
  Free State of
  The
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
  Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
  (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer
  languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
  which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
  broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the
  methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement
  over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work
  covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
  (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
  likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other
  trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
  excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor
  to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use",
  "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open
  Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be
  applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
  royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
  copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
  expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
  version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this
  License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless
  You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
  affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
  within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Open Gaming License
  
  THE D20 SYSTEM® LICENSE VERSION 3.0
  By downloading the enclosed graphic files and/or by returning the Confirmation Card as presented in the file "card.pdf," the
  Licensee ("You") accept to be bound by the following terms and conditions:
  1.  Copyright & Trademark
  Wizards of the Coast, Inc. retains title and ownership of the D20 System trademark logos, the D20 System trademark, and all other
  copyrights and trademarks claimed by Wizards of the Coast in The Official Wizards of the Coast D20 System Trademark Logo
  Guide version 1.0, incorporated here by reference.
  2.  License to use
  You are hereby granted the non-transferable, non-exclusive, royalty-free license to use the D20 System trademark logos, the D20
  System trademark, and certain other trademarks and copyrights owned by Wizards of the Coast in accordance with the conditions
  specified in The Official Wizards of the Coast D20 System Trademark Logo Guide version 2.0. (the "Licensed Articles")
  3.  Agreement not to Contest
  By making use of and/or distributing material using the D20 System Trademark under the terms of this License, You agree not to
  contest the ownership of the Licensed Articles 
  4.  Breach and Cure
  In the event that You fail to comply with the terms of this License, You will be considered to be in breach of this License.  Wizards
  of the Coast will attempt to notify you in writing by sending a Registered Letter to the address listed on the most recent Confirmation
  Card on file, if any. You will have 30 days from the date the notice (the "cure period") to cure the breach to the satisfaction of
  Wizards of the Coast.  If no Confirmation Card is on file, you will be considered to be in breach of this License immediately.
  5.  Termination
  If, at the end of the cure period, the breach is not cured, Wizards of the Coast may terminate this License without further written
  notice to You.
  6.   Effects of Termination
  Upon termination, You shall immediately stop all use of the Licensed Articles and will destroy any inventory or marketing material
  in Your possession bearing the D20 System Trademark logos.  You will remove any use of the D20 System Trademark logos from
  your advertising, web site, letterhead, or any other use.  You must instruct any company or individual that You are or become aware
  of who is in possession of any materials distributed by You bearing the D20 System Trademark logos to destroy those materials.  You
  will solely bear any costs related to carrying out this term of the License.
  7.  Penalty for Failure to Comply with Termination Instructions
  If You fail to comply with the Effects of Termination, Wizards of the Coast may, at its option, pursue litigation, for which You shall
  be responsible for all legal costs, against You to the full extent of the law for breach of contract, copyright and trademark
  infringement, damages and any other remedy available.
  8.  Updates
  Wizards of the Coast may issue updates and/or new releases of the D20 System Trademark logos without prior notice.  You will, at
  the earliest possible opportunity, update all material distributed by You to use the updated and/or new version of the D20 System
  Trademark logos.  You may continue to distribute any pre-existing material that bears an older version of the D20 System Trademark
  logo.
  9.  Changes to Terms of the License
  Wizards of the Coast may issue updates and/or revisions to this License without prior notice.  You will, at the earliest possible
  opportunity, conform in all respects to the updated or revised terms of this License.  For a period of 90 days You may continue to
  distribute any pre-existing material that complies with a previous version of the License.  Thereafter written consent should be
  obtained from Wizards of the Coast.  Subsequent versions of this License will bear a different version number.
  10.  Updates of Licensee information
  You may transmit an updated version of the "card.pdf" Confirmation Card at any time to Wizards of the Coast.  
  11.  Notices to Licensor: 
  Wizards of the Coast
  D20 System License Dept.
  PO Box 707
  Renton, WA 98057-0707
  12.  No maintenance or support
  Wizards of the Coast shall have no obligation whatsoever to provide You with any kind of maintenance or support in relation to the
  D20 System Trademark logos.
  13.  No Warranty / Disclaimer
  THE D20 SYSTEM TRADEMARK LOGO FILES ARE MADE AVAILABLE ON AN "AS IS" BASIS.  WIZARDS OF THE
  COAST DOES NOT MAKE ANY REPRESENTATION OR WARRANTY, WHETHER EXPRESS OR IMPLIED, AS TO THE
  FITNESS FOR A PARTICULAR PURPOSE, USE OR MERCHANTABILITY.  WIZARDS OF THE COAST MAKES NO
  REPRESENTATION OR WARRANTY THAT THE  D20 SYSTEM TRADEMARK LOGO FILES ARE ERROR-FREE.
  D20 System License
  
  DISCLAIMER
  Greetings friends and fellow travellers to Onnwal, a war-wracked and troubled land. 
  Before the Wars, Onnwal was a lawful, peaceful, and respected realm. Its merchants plied the Azure and
  Gearnat Seas, some even braving the Tilva Straits to trade with the Lordship of the Isles. Onnwal’s navy
  allied with that of Nyrond, the Lordship of the Isles, and the other member states of the Iron (and then
  Golden) League bravely sailed the waters around the Dragonshead countering South Province aggression. 
  During the Greyhawk Wars however brave Onnwal fell, its Szek, Ewerd Destron, succumbing to the
  poisoned blade of an assassin belonging to the mysterious, and much feared Scarlet Brotherhood. Onnwal’s
  warriors were either enslaved or killed and its vaunted navy fell almost wholesale into the hands of the
  red-robed ones. With those-who-wear-the red-robes came warriors from the steaming jungles of the south
  and legions of vicious Hochebi warriors. Other rumours, whispered only at night, and only to those trusted
  by the teller, speak of red-robed sorcerers bring forth foul creatures and devils to serve the Brotherhood
  cause. Obelstone Keep, once an Aerdi fortress, seems to be the centre of these foul rites, although the
  truth of this is not known as none taken there have ever returned. What is certain however is that Sister
  Kuranyie, Shepherd of Onnwal, quickly became one of the most hated people on the peninsula.
  Few tales of the occupation have reached the outside world. Those that have surfaced uniformly tell of a
  persecuted and oppressed populace at the mercy of their new overlords. Accounts of kidnapping, murder,
  indiscriminate "justice," extortion, and cruelty are commonplace. As elsewhere, many of the ruling class of
  the country were tracked down and killed – indeed, it is believed that the Brotherhood completely
  exterminated one noble house. Priests and mages not of Suel descent were also particularly persecuted. 
  Who can tell what untold deeds of treachery and bravery were carried out during the dark days of
  Onnwal’s subjugation? Perhaps the most infamous example was that provided by Rohal Soldas. Rohal was
  the Mayor of Sornhill at the time of the invasion and betrayed the town into the invader’s hands and
  assisted them in the capture of almost all of the ruling family. 
  Hope was not lost however, as opposition to the Brotherhood’s rule seems to have collected about two
  people – Jian Destron, son of the assassinated Szek, and Rakehell Chert, thief extraordinaire and leader of
  the Wreckers. The rebellion burst into life during Brewfest 586 CY. Brotherhood forces, surprised and
  disorientated, were quickly forced backwards towards Scant. Today the Brotherhood still holds Scant but
  much of the rest of the country is lost to them. The situation is confused however, and it is known that
  fighting still rages over much of the peninsula.
  Given the current state of Onnwal, accurate knowledge is obviously hard to come by. It is therefore with
  a cautionary comment that I must finish. Read this account and take from it what you will, but beware
  that everything presented herein is not necessarily true. While I have made every effort to corroborate the
  veracity of the information contained within this tome I accept no liability for any injury or death occurring
  from readers following the material I have collected.
  Reydrich Sharn
  Nessermouth
  12th day of Coldeven, 592 CY.
  
  1
  Table of Contents
  Chapter 1. Introduction
  The Development Team
  3
  How Living Greyhawk works
  5
  Inroduction to the world of Greyhawk
  5
  Further reading
  6
  Chapter 2. History of Onnwal
  A brief history of Onnwal
  8
  The recording of time
  16
  Onnwal’s calendar
  16
  Other Festivals in Onnwa1
  18
  Chapter 3. Rulership and Law
  Onnwal’s nobility
  21
  The legal system
  22
  The Scarlet Brotherhood in Onnwal
  24
  Onnwal and other nations
  26
  The military of Onnwal
  28
  The forces of Free Onnwal
  29
  Chapter 4. Trade, Taxes and Money
  The big picture
  33
  Taxes
  33
  The Scarlet Brotherhood
  34
  Transport
  34
  Coinage of Onnwal
  34
  Merchants active in Onnwal
  35
  Pirates of the Gearnat and Azure Seas
  37
  Chapter 5. Peoples of the Dragonshead
  Races of the Dragonshead
  39
  Languages ‘commonly’ in use 
  in Onnwal
  41
  Greetings and farewells
  42
  Character classes in Onnwal
  43
  War companies of Onnwal
  47
  Chapter 6. Deities of the Dragonshead
  Major deities
  50
  Minor deities
  59
  Scarlet Brotherhood faiths
  67
  Deities of the demi humans
  70
  Chapter 7. Overview of Onnwal
  Onnwal’s climate
  71
  Chapter 8. The Storm Coast
  The Great House of Relaster
  73
  Minor Houses of the Storm Coast
  73
  Locations within the Storm Coast
  74
  Other locations
  82
  Locations within the Gearnat Sea
  84
  Chapter 9. Gilderond
  The Great House of Destron
  87
  Minor Houses of central Onnwal
  88
  Locations within central Onnwal
  88
  Chapter 10. The Eastern Marchlands
  The Great House of Coriell
  92
  Minor Houses of the Eastern Marchlands 93
  Other locations
  93
  Chapter 11. The Azure Coast
  The Great House of Cadwale
  96
  Minor Houses of the Azure Coast
  97
  Other locations on the Azure Coast
  97
  Chapter 12. Adventuring in Onnwal
  Styles of play
  101
  Adventure Themes
  102
  Rumours and whispers
  103
  Appendix 1. Personages of Note
  105
  Appendix 2. Historical Figures of Note
  111
  
  2
  This page has been left 
  intentionally blank
  
  3
  The Development
  Team
  The team, as of the year 2002, that developed
  Onnwal for the LIVING GREYHAWK
  Campaign are:
  Creighton Broadhurst is a 28-year-old bar
  manager who enjoys GREYHAWK almost as
  much as he enjoys beer! He has travelled the
  Flanæss in various guises for 19 years and thinks he
  has uncovered many of its secrets. Creighton is an
  ex-triad member for the Onnwal region and is now
  on the Circle of Six. He is also a member of the
  Vision@Work Group and can be reached on
  creighton.broadhurst@ntlworld.com.
  Jim Brown aka. "Flan Chief Supremo"
  Originally a local rural lad from Northamptonshire.
  Jim got into RPGs with his friends at school and was
  involved in tournament refereeing as a teenager.
  Whilst at University, he  managed to find time to
  organise and run the Cardiff University LRPSociety
  ′96-99 He graduated in 1999 and has worked in the
  Development Sector since, providing field
  consultancy for project based work where
  archaeological remains have been discovered. Jim
  joined the project in the early part of 2001 and has
  been writing and attending conventions once again
  ever since.
  Simon Butler is a 42-year-old computing
  consultant who has traversed the Flanæss on and off
  for the last eight years, and has had many
  memorable encounters along the way. Simon is an
  Onnwal Triad member, has been gaming for over
  20 years and is also a Bridge master and has
  been a junior chess county player. He can be
  contacted at onnwaladm@aol.com.
  Sean Connor is a 32 years of youth with 24
  years of gaming exposure.  Once a Triad, a
  Circle member and an RPGA staff member,
  he helped coordinating the RPGA Living
  Campaigns.
  I have travelled the lands of adventure, and met lots
  of people along the way. If you want to contact me,
  you will know how to do that, please do its always
  good to hear from you.   I want to say "Fank Q" and
  HUGZ to Val my better half, for allowing me take
  over the home room by room, floor by floor, and the
  next house will have less gaming material honest.
  Live long and prosper, and continue to spread the
  word of gaming - FUN!
  Gerard Cummins a.k.a. “The Man of a 1000
  Personalities” is a 21-year-old college student who
  has been gaming for about eight years. The Irish
  Point of Contact for Onnwal he has way too much
  spare 
  time. 
  He 
  can 
  be 
  reached 
  on
  gerardcummins20@hotmail.com 
  Andrew Hewson is an IT Programme Manager
  (well it sounds better than "computer geek") who
  has spent most of the last few years travelling
  between Septic’, Cloggie, Froggie and Blighty, as
  well as spending a wonderful seven months as a
  prison visitor to the Convicts of Oz. In the real world
  (er, oh, ok, that was the "real world"TM)… he
  games when he can (not too often these days), is a
  BITS member, a well as being a scenario author, and
  the Webslave for the Living Greyhawk Onnwal web
  site, among others. He also practices Karate
  (anywhere, anywhen), and can be reached at
  f e n r i s @ w o l f p i c t u r e s . o r g .
  Vi s i t
  www.wolfpictures.org for more.
  Stuart Kerrigan, at 22, likes to think he
  brings youth, enthusiasm and good looks to
  the team that it simply couldn't do without.
  Born in Jedburgh, Scotland (a place that boasts "The
  Last Shop in Scotland") he has been roleplaying
  ever since the fateful day 12 years ago when
  hepicked up the Basic Set in Beatties model shop,
  Aberdeen. Since then Stuarthas been hooked on
  roleplaying and has the death sentence on twelve
  systems(including D&D 3rd Ed). He currently roleplays
  regularly at Dundee University and allegedlyworks there
  hapter One:
  Introduction
  C
  
  4
  on a PhD in Computer Vision when not
  writing 100-word bios.
  Max Kraft, the former-Irish POC for the
  Living Greyhawk, Max is a D&D 3rd Ed
  enthusiast, and aCookeaholic. He has over the
  last year developed an allergy to running
  thescenario Escape from Scant, due to the fact
  he has ran it so many times for the good
  people of the Emerald Isle. In homage to this
  wonderous fellow and his deeds of derring-do
  the ODT have the "Max Kraft Lifetime
  Achievement Award" which is awarded to
  team members who go above and beyond the
  call of duty.
  John Leeper is 28 years old, single and works
  as a civil servant. He started playing D&D (the
  purple box with the Erol Otus cover art) way back in
  1983, started using GREYHAWK in 1990, and has
  enjoyed it ever since. Although his playing
  experience is patchy (due to lack of local players, he
  hasn’t actually played since leaving University in
  1994), he prefers the design and world-building
  aspects of a Dungeon Master to actually running the
  games. As such, he sees this as the perfect
  opportunity for him to contribute his ideas to
  the gaming community.
  Paul Looby has graced the planet Earth for an
  alarming (to him at least) 27 years. At the
  tender age of 12, he discovered the WORLD
  OF GREYHAWK and things have never quite
  been the same since. When not masquerading
  as a biochemist, Paul has tried as player, GM,
  and now writer to bring his own peculiar
  brand of mayhem and twisted logic to the
  Flanæss. His early experiences as an altar boy
  in Ireland have been put to good use in
  devising the religions of Onnwal - which
  just goes to show that there’s no such thing as a
  misspent youth. He currently lives in Manchester,
  but doesn’t plan to make a habit of it. He can be
  contacted at woesinger@hotmail.com
  Taz admits to being an IT Programme
  Director, but says that this just pays the bills.
  He has been gaming since the early days...
  starting with Chainmail (the original!) and
  Traveller. He is also an tournament author -
  having written numerous AD&D/D&D
  Opens, Masters, Grand Masters, Call of
  Cthulhu, and Best of the Best tournaments.
  Despite all of this, he is still at his happiest
  running games. 
  
  5
  Gaming in Greyhawk
  How Living Greyhawk Works
  LIVING GREYHAWK is the first RPGA
  campaign to be truly worldwide in scope. In
  effect, the countries of the Flanæss have been
  divided up amongst real world countries and,
  in the case of the USA and Canada, between
  states. A Triad administers each of these
  regions; three people tasked with developing
  the local campaign for their Flanæss country.
  TRIADs report to the CIRCLE OF SIX that
  runs the LIVING GREYHAWK
  global
  campaign. Each TRIAD must create a website
  and Gazetteer showcasing their local region
  of GREYHAWK. In the case of the Onnwal in
  the UK, up to 26 modules will be run every
  year at a variety of events across the UK.
  Introduction to the World of
  Greyhawk
  The WORLD OF GREYHAWK is the second
  oldest Dungeons and Dragons campaign
  world and was the first to see print (in 1980).
  E. Gary Gygax and friends originally
  developed the WORLD OF GREYHAWK as
  their own home campaign during the winter
  of 1972.
  Four boxed sets, one hardcover book, many
  modules and sourcebooks, and countless
  magazine articles in Dragon, Dungeon, and
  Polyhedron have supported GREYHAWK
  over the last 22 years.
  The Setting
  The WORLD OF GREYHAWK is set in the
  eastern portion of the continent of Oerik
  known as the Flanæss on the planet of Oerth.
  A thousand years ago, far to the west, two
  great empires (the Suel and the Bakluni)
  destroyed each other in a magical conflict of
  cataclysmic proportions. The survivors of this
  conflict migrated east to escape the arid
  wastelands created by this conflict. For the
  next thousand years, rival tribes have warred
  across the length and breadth of the Flanæss
  displacing the native Flan and pushing the
  demi-humans into isolated pockets. In that
  time kingdoms have risen and fallen; a desert
  has been formed - the side effect of an evil
  curse; and countless heroes and villains have
  fought across the Flanæss in search of glory
  and power.
  In game terms the world has been moved
  forward from 576 CY (the date of the original
  boxed set) to 591 CY enduring a three year
  continent-wide war and its aftermath in the
  process. Published materials have propelled
  adventurers to face Giants (G1-G3), the
  underground depths in the Drow series (D1-
  D3), to bizarre demi-planes in Dungeonland
  and The Land Beyond the Magic Mirror, and
  even into space in the Greyspace supplement
  for SPELLJAMMER. GREYHAWK is also the
  original setting for many other famous
  modules including The Temple of Elemental
  Evil, White Plume Mountain, and the
  infamous (and deadly) Tomb of Horrors.
  Many famous characters also originally hail
  from Oerth; Mordenkainen, Bigby, Tenser,
  Robilar, and Serten all have their roots in the
  Flanæss. Many AD&D players will be
  familiar with these names from the Players’
  Handbook wherein are featured spells crafted
  by some of these individuals.
  Many famous villains can also trace their
  origins back to GREYHAWK: Vecna, Kas,
  Keraptis, Acererak, Iggwilv, and Azalin to
  name but a few!
  As well as famous individuals Oerth is also
  home to many of the best-loved artefacts in
  AD&D. The Orbs of Dragonkind, the Hand
  and Eye of Vecna, the Sword of Kas, the
  Machine of Lum the Mad, the Mace of St.
  Cuthbert, and the Iron Flask of Tuerny the
  Merciless were first detailed here.
  Greyhawk Returns!
  TSR was sold in 1998 to Wizards of the Coast
  (WotC) 
  who 
  decided 
  to 
  revive 
  the
  GREYHAWK setting. Since then several
  sourcebooks (The Adventure Begins, The
  Scarlet Brotherhood, Slavers, and the Player’s
  Guide to Greyhawk) and adventures (The
  Return of the Eight, The Star Cairns, and The
  Crypt of Lyzandred the Mad) have been
  published. WotC also produced several
  generic modules, such as The Shattered Circle
  and Return to the Keep on the Borderlands
  
  6
  that were placed in the Flanæss. In addition
  GREYHAWK has become the default world
  for d&d3e. 
  Further Reading
  For further information about the GREYHAWK
  Campaign Setting and Onnwal the following
  sources are recommended:
  Adventure Begins, the (1998), TSR. This
  sourcebook updates the history of Greyhawk
  from the Greyhawk Wars to the present day.
  Much of the information if relevant only to
  City of Greyhawk Campaigns.
  Dungeon & Dragons Gazetteer (2000),
  WotC. ISBN 0-7869-1742-3. This d&d3e
  introduction accessory has basic campaign
  information.
  From the Ashes (1992), TSR. The boxed set
  that dealt with the consequences of the
  Greyhawk Wars. It contains 2 sourcebooks
  and updated maps of the Flanæss. 
  Greyhawk Gazetteer (2000), WotC. This
  sourcebook has campaign information…
  Greyhawk Wars (1991), TSR. Available as a
  free download or as part of the Greyhawk
  Wars Boxed Set this booklet details much of
  the history of the Greyhawk Wars. It also
  contains a list of movers and shakers and is
  vital for understand the conflicts known as the
  Greyhawk Wars.
  Ivid the Undying, TSR. Never published in
  paper form this supplement that deals with the
  lands of the Great Kingdom after the
  Greyhawk Wars is available for free
  download from the TSR Website. Portions of
  it can also be found in Dragon Magazine.
  Living Greyhawk Journal (2000), WotC.
  This bi-monthly Journal (sourcebook) has an
  ongoing campaign history and feedback for
  members of the RPGA.
  Players Guide to Greyhawk (1998), TSR.
  ISBN: 0-7869-1248-0. A good all-round
  primer that lists much useful Greyhawk
  information although much of the information
  is relevant only to campaigns set in the Free
  City of Greyhawk.
  Scarlet Brotherhood, the (1999), TSR ISBN
  0-7869-1374-6. This supplement deals
  primarily with the Scarlet Brotherhood and its
  dominions. Listings and information on Suel
  gods can also be found within as well as
  descriptions of the Amedio Jungle and
  Hepmonaland.
  Slavers (2000), WoTC. ISBN 0-7869-1621-4.
  A sourcebook dealing with the Wild Coast
  and the Pomarj. It builds on the previous
  Slavelords modules (A1-4).
  World of Greyhawk Fantasy Game Setting,
  (1983), TSR. The original boxed set detailing
  the setting. It contains two sourcebooks and a
  set of large poster maps.
  
  7
  
  8
  Overview
  Onnwal is located on the Dragonshead
  Peninsula that separates the vast Azure Sea
  from the Sea of Gearnat and Relmor Bay. Its
  major city (and capital) Scant is strategically
  located to control the Gearnat Straits and all
  the trade that passes through that 150-mile
  wide channel. To the east it is bounded by the
  Headlands inhabited by clans of Dwur, Noniz,
  and Hobniz, and even a few Flan hillmen. The
  Free City of Irongate (itself an old imperial
  fortress-town) controls the few routes through
  the almost impassable Headlands into
  Onnwal, isolating the realm from the rest of
  the continent.
  Prior to the Greyhawk Wars, Onnwal had
  been independent since the Turmoil Between
  Crowns and the Battle of a Thousand Banners
  (447 CY), which led to the lifting of the siege
  of Irongate. Its navy, operating in conjunction
  with that of Nyrond, safeguarded it from the
  threats of the Pirates of the Pomarj (based in
  Blue) and the warships of the South Province
  (operating from the Imperial port of Prymp).
  Since independence Onnwal had never
  suffered a full-scale invasion of its territory,
  being subject only to sporadic raids from the
  Herzogs of the South Province.
  Onnwal fell almost overnight to the
  machinations of the Scarlet Brotherhood, a
  victim of its own complacency.
  Prehistory
  Prior to the Great Migrations brought about
  by the cataclysmic war between the ancient
  Suel and Bakluni empires thousands of miles
  to the west, primarily nomadic Flan tribesmen
  inhabited the “Dragonshead”. Ancient Flan
  legends speak of an elder time when their
  ancestors struggled against a forgotten enemy
  for control of the peninsula.
  In some places on and near the coasts of
  Onnwal, strange and convoluted ruins can be
  found. Regarded as curiosities by the vast
  majority of the population, several scholars
  and academics have studied them without
  success. As to the identity of this foe the
  legends are silent. Other myths tell of Great
  Wyrms that supposedly lived in the
  Headlands, devouring any who entered their
  demenses.
  At around the time that the Flan struggled
  with their ancient enemy for supremacy, in the
  fertile lowlands of the peninsula the Dwur and
  Noniz were engaged in their own struggle for
  dominance against the goblinoids of the
  Headlands. Although ultimately victorious,
  the demi-humans (particularly the Noniz)
  would never again be numerous on the
  Dragonshead. 
  The Twin Cataclysms
  The first newcomers to the peninsula were
  several small clans of stoutish Hobniz pushed
  aside from their traditional homes to the north
  by successive waves of migrating Suel and
  Oeridians. Hardy folk, and much like the
  Dwur in their outlook, they were welcomed
  by the Dwur and allowed to settled in the
  northern portion of the Headlands.
  The conflicts raging to the east and north
  affected the folk of the peninsula little in the
  early years following the Twin Cataclysms.
  The Headlands (and their inhabitants) barred
  passage to the peninsula and few to the north
  had the inclination (or time) to construct
  enough vessels to allow wholesale migrations
  south. However, a Suel tribe known as the
  Onnwi did make the perilous sea voyage from
  what is now known as the Pomarj.
  Discovering the Dragonshead Peninsula, they
  decided to take it as their own. They were evil
  natured even for Suel and they quickly
  established themselves in the lowlands of the
  peninsula by killing or driving away the
  indigenous Flan.
  hapter Two:
  History of Onnwal
  C
  
  9
  By this time, the Flan were divided into many
  warring tribes and this disunity was a major
  cause of their defeat by the Suel. However, in
  the face of the threat of invading Suel forces
  and 
  the 
  hostile 
  Dwur 
  of 
  the
  Headlands,Garantheuld, the Warrior King,
  united some of the Flan tribes under his
  banner.
  Uninterested in the hill country, the Suel did
  not attempt to dominate the Headlands being
  content to build a string of forts across their
  eastern border. Here they dwelt for centuries
  perfecting their magical arts, oppressing their
  Flan slaves, and occasionally launching
  punitive raids against the Dwur, Noniz, and
  Flan of the Headlands.
  The Founding of the Great
  Kingdom
  The Aerdi were the strongest and most
  warlike of the migrating Oeridian tribes.
  Leading other lesser tribes they migrated to
  the east following Flan legends that told of an
  incredibly fertile region fed by several large
  rivers. Crossing the Franz, Duntide, and Harp
  Rivers they finally discovered the Flanmi
  River basin in which they founded the
  Kingdom of Aerdy.
  The Kingdom of Ahlissa (named after the
  famed enchantress and Queen, Ehlissa) was
  conquered by the Aerdi in the 5th century OR and
  eventually become known as the South Province.
  The Oeridians then continued south, wresting
  
  10
  control of Idee and Sunndi from the Suel who had
  recently enslaved the native Flan of the area. 
  Oeridian eyes then turned towards the
  Dragonshead Peninsula. Scouts reported that
  the Headlands were rich in mineral deposits,
  particularly iron ore, of which the fledgling
  kingdom was desperately short. Alliances
  with the Dwur of the area were made and
  troops moved into camps in southern
  Ahlissa, which the Suel viewed as a
  hostile act. A vicious three-way conflict
  erupted in the eastern Headlands that
  dragged on for several months until the
  Oeridians (led by their legendary
  commander Azharadian) surrounded and
  burnt a strategic town near the present day
  location of Irongate. Onnwal finally fell in
  598 OR. Some Suel fled further to the south
  while others, tired of fighting, settled down under
  their new Imperial overlords.
  Irongate’s foundations were laid in 598 OR
  near the site of a Suel town destroyed in the
  conquest of the Peninsula. Scant was founded
  in 12 CY to serve as the main route for the
  colonisation of the peninsula and as the
  conduit through which the wealth of
  Onnwal’s silver and platinum mines flowed
  into the ports of Prymp and Chathold. The
  establishment 
  of 
  Irongate 
  and 
  Scant
  effectively cemented Aerdi control of the
  peninsula.
  Nasran Cranden, the first Overking, awarded
  the Dragonshead Peninsula to the Herzog of
  the South Province to administer as he saw fit.
  He divided the country into four provinces,
  which he awarded to four of Azharadian’s
  most faithful war-captains: Destron, Coriell,
  Cadwale, and Relaster. Above them he placed
  an overlord, to whom he gave the title “Szek”.
  The first Szek, Eranian Garendiar, was chosen
  not for prowess at arms but for his exceptional
  organisational and administrative abilities.
  Onnwal was a new imperial fief and needed to
  be colonised. Eranian was a dedicated man
  and by the time he died in 45 CY he had
  overseen the construction of Scant, the taming
  of the rich, lush lowlands of Gilderond, and
  the founding of the other three regional
  capitals.
  The Rise of the Iron League
  The Szeks that followed Eranian however
  were a mixed bag of political appointees,
  favourites, and relatives of the rulers of the
  South Province. As the Great Kingdom grew
  decadent in the fourth and fifth centuries, their
  reigns were characterised by oppression,
  financial mismanagement, and nepotism. So
  much so that, in 446 CY, a deputation headed
  by the Lord Mayor of Irongate appealed
  directly to the Herzog. The emissaries were
  imprisoned, given a mock trial, and, by the
  end of that year, executed by ritual torture for
  the new Overking’s amusement. Their
  remains were displayed for several weeks
  after in the Traitor’s Garden in Rauxes. By the
  following spring the whole of the South
  Provinces was in open revolt against the
  Overking.
  It was during a meeting in Irongate in the
  winter of 446/447 CY that the seeds of what
  was to be the Iron League were sown.
  Originally a loose alliance between Onnwal,
  Irongate, Idee, and the demi-humans of the
  Glorioles and Hestmark Highlands, within
  two years it had become an economic and
  military union opposed to the tyranny of the
  Great Kingdom and allied with Nyrond. The
  Lordship of the Isles swiftly joined the
  League, which was further strengthened in
  455CY by the addition of Sunndi.
  Imperial garrisons were immediately expelled
  from Irongate and the other members of the
  fledgling alliance and preparations were made
  to resist the onslaught that must come. In
  early 447 CY Damalinor of Naelax  called to
  his banner an army composed of hundreds of
  his vassals and relatives. Many were landless,
  penniless, or both and so Damalinor promised
  to divide up the rebellious states amongst his
  followers.
  So numerous were these followers that the
  siege of Irongate was dubbed the Battle of a
  Thousand Banners. Foiled by the prowess of
  the defenders and by the strength of the
  defences Damalinor’s forces settled in to
  starve the defenders out. While besieging
  Irongate 
  the 
  provincial 
  forces 
  were
  themselves surrounded by a large force of
  men and Dwur. A clever ruse was employed to
  rout the Imperial forces, which were then
  harried through the hills for several weeks.
  Many were slain and Irongate was declared a
  Free City.
  
  11
  Fall of the Pomarj
  In 510 CY the Hateful Wars came to an end.
  Dwur, Noniz, and the humans of Veluna had
  banded to together to rid the Lortmil
  Mountains of the humanoids that had infested
  it for so long. The wisest of the survivors fled
  to the south gaining sanctuary under the
  ancient trees of the Suss. Entering the rugged
  uplands of the Pomarj they found the human
  rulers weak, soft, and divided. Forming an
  alliance, the humanoids fell on the Pomarj and
  by 513 CY had completely conquered it.
  After the land fell to the invaders, the
  surrounding states began to be plagued by
  waves of pirates operating out of the now
  humanoid controlled ports  of the Pomarj
  Coast. Between 520 and 584 CY the pirate
  threat was at its worst, with merchantmen
  only putting to sea in well organised (and
  escorted) convoys. With many states
  bordering the Gearnat and Woolly Bay
  indulged in privateering, Onnwal’s navy
  fought long and hard against the pirates of the
  Pomarj (with notable success in the late 570s)
  but the Onnwalons never managed to stamp
  out the scourge of piracy on the Gearnat.
  The Scarlet Brotherhood
  Appears
  In the mid 550s CY the Chelors, cousins to the
  Overking, were granted the rulership of the
  South Province. They immediately embarked
  upon an aggressive campaign to strengthen
  their new domain and to win back the
  rebellious southern states.
  In 573 CY, red-robed scholars and sages
  appeared in the courts of the Iron League
  professing to hail from the Land of Purity.
  With 
  some 
  hesitation 
  these 
  learned
  individuals were accepted and began to work
  their way into sensitive and vital positions. At
  the same time Scarlet Brotherhood assassins
  also infiltrated the lands of the League in
  more subtle guises and started removing
  outspoken foes of the Brotherhood and its
  ideals. Indeed, the Sage Morrev Ironseeker of
  Scant attributes almost all pre-war deaths of
  nobles in the lands of good to the activities of
  the Brotherhood.
  Resurgent Imperial Ambition
  During the latter portion of the 570s, conflict again
  flared up in and around the Dragonshead Peninsula.
  In 577 CYOnnwalish vessels fought several actions
  against naval units of the South Province in Relmor
  Bay and the Sea of Gearnat as the Herzog attempted
  to shut the trade routes between the Iron League and
  Nyrond and Almor. No decisive engagements were
  fought though, and the trade routes remained open.
  578 CY, however, heralded better results for
  the Onnwalish navy as it fought and won a
  decisive victory over the pirate Blidg Fanger
  near Blue in the Pomarj. As well as bringing
  prestige to the fleet, this action also netted a
  huge amount of captured booty from Fanger’s
  vessels. Later in the year a squadron action in
  Dunhead Bay between the Szek’s fleet and
  four of the Herzog’s warships resulted in
  victory for Onnwalish forces. This victory
  allowed Onnwalish vessels to range into
  Relmor Bay, raiding along the coast of the
  South Province from Prymp to Galdol below
  the Tusk Peninsula and thus forcing the
  Herzog to re-deploy several thousand troops
  that he had been massing at Zelradton.
  Herzog Chelor’s campaigns to regain the lost
  provinces peaked between 577-579 CY in
  what some scholars now call the War of the
  Golden League. In 578 CY, the Herzog
  himself took the field after massing a force
  numbering in excess of 7,000 men around the
  city of Zelradton. Another army under
  General Reynard (10,000 strong) also
  campaigned that year clearing the land
  between the River Grayflood and the
  Rieuwood of all hostile forces. Forces of
  Sunndi (around 2,000 strong) harassed
  Reynard’s flank from the Rieuwood but by
  late summer the General had successfully
  crossed the northern arm of the Hollow
  Highlands. Linking up with the Herzog’s own
  force, this host, further strengthened by
  several thousand humanoids, then pushed
  south attempting to cut Idee and the Iron
  League in half. His host was halted and
  surprisingly driven back northward after a
  pitched battle to the north of Naerie, capital of
  Idee.
  However, the Imperial forces quickly
  recovered and established a defensive
  position, which the forces of the Iron League
  
  12
  were unable to overwhelm. The Herzog’s
  heavy cavalry effectively blocked every
  attempt made to outflank his defensive
  positions and by the end of the year a tense
  stalemate had developed.
  In the autumn of 578 CY the leaders of the
  Iron League met at Killdeer. It was agreed that
  although the Dwur and Noniz of the
  Headlands would aid in the defence of
  Irongate they would not become any further
  involved in human affairs. As a result of this
  agreement, Szek Ewerd decided to reinforce
  the marine contingents aboard his vessels and
  to increase the size of both his army and
  militia. The army was increased from a full
  strength of 1,600 men to 3,000. The militia
  now began to train all able-bodied men
  between the ages of 15 and 45 with around
  4,000 men immediately starting training.
  Trouble also flared in Scant, when it became
  evident that something or someone was
  slaying sailors in and around the Great
  Harbour of Scant. The renegade Sahuagin
  behind these attacks were subsequently wiped
  out by a small band of heroes in the sewers of
  the city.
  In 579 CY one third of Onnwal’s army
  (around 1,000 men, exclusively light infantry)
  was sent eastward into Irongate and Idee to
  strengthen the defences there. To check
  Chelor’s ambitions, the League formally
  expanded to include Almor and Nyrond in
  579 CY and became known as the Golden
  League.
  Although he made no great inroads into the
  lands of the Iron League, Chelor’s initiatives
  were not complete failures. He managed to
  deal several sharp setbacks to the demi-
  humans of Sunndi and to frustrate the
  schemes of the Holy Censor of Medegia who
  was attempting to woo many of his nobles
  away from him.
  A series of naval skirmishes fought in the Gearnat
  Sea and Relmor Bay against Nyrondal and
  Onnwalon fleet elements resulted in a minor victory
  for imperial forces in 582 CY.
  The Slave Lords
  In 576 CY yellow-sailed vessels began
  raiding the coastal settlements of the Gearnat
  Sea from Onnwal to the Wild Coast. Several
  villages were completely destroyed by these
  raiders and their populace carried off to the
  Pomarj to be sold into slavery. These raids
  continued for four years and, although
  Onnwal did not pay bribes like other states to
  stop the attacks, its navy seemed incapable of
  detecting and sinking the raiders.
  To combat this threat Szek Ewerd granted
  letters of marque to several prominent sea
  captains and mercenaries with a charter to
  seek out and destroy the yellow-sailed
  invaders. These irregular forces, freed from
  the highly regimented chain of command
  actually reported some small successes
  against the Slave Lords. However the bulk of
  the slavers’ raids went uncontested - but not
  for long. In 580 CY a small band of heroes
  managed to penetrate the hidden lair of the
  Slavelords breaking their power over the
  region. 
  The Greyhawk Wars
  When the Greyhawk Wars began, none in
  Onnwal had the vision to foresee what would
  befall their country within a few short
  years. When it became apparent that the
  Great Kingdom would use the conflict as
  an attempt to reclaim lost territory, the
  Scarlet Brotherhood secretly despatched
  gold and mercenaries through circuitous
  routes to strengthen the states of the Iron
  League.
  The Overking’s entry into the war simplified
  one task for Almor and Nyrond - persuading
  the Iron League to join the alliance. With
  Irongate, Idee, and Sunndi threatened, the
  land-based members of the League met in
  Oldred at the invitation of King Archbold III
  of Nyrond and signed the Eastern Pact,
  formally allying themselves against “the
  mad aggressions of the Great Kingdom”.
  The County of Urnst also signed the
  pact, but the Theocracy of the Pale,
  citing Nyrond’s many heresies, refused
  to join.
  Soon thereafter a sudden coup in the Lordship
  of the Isles replaced Prince Latmac Ranold
  with his distant kinsman Prince Frolmar
  Ingerskatti. The new Prince immediately
  proclaimed his allegiance to the Great and
  
  13
  Hidden Empire of the Scarlet Brotherhood.
  In 584 CY the Sea Princes were given an
  ultimatum by the Scarlet Brotherhood -
  “Submit to the Scarlet Brotherhood or be
  destroyed.” When the proposal was rejected
  the Brotherhood ambassador presented the
  Princes a list the names of 30 nobles of the
  Hold. The next morning, 27 of the 30 were
  dead. The Sea Princes surrendered and within
  a fortnight Brotherhood and Lordship vessels
  docked in Monmurg and Port Joli bearing
  legions of savages from the jungles of the
  south.
  Strengthened by the forces of the Sea Princes,
  the Brotherhood immediately struck at
  Onnwal and Idee, both of which fell swiftly.
  In Scant, Szek Ewerd Destron was struck
  down by an assassin’s blade as the streets of
  his capital echoed to the sounds of vicious and
  bloody battles between the outnumbered
  warriors of Scant and the Brotherhood’s
  savage allies. Within days only Irongate still
  stood - the wily Cobb Darg had known all
  along the precise source of the mysterious aid
  that had been so fortuitous. Now totally
  surrounded, Irongate stood alone, the last
  bastion of freedom in the Iron League.
  With the fall of their country many
  Onnwalons attempted to flee to southern
  Nyrond making the perilous ocean
  crossing in any craft that they could find.
  Even Bigby, Archmage and member of
  the Circle of Eight, was forced to escape
  his residences in Scant for Veluna.
  The occupation of Onnwal was so brutal
  that the populace began to flee the
  country in such numbers that Sister
  Kuranyie (the Brotherhood’s appointed
  ruler) was forced to take hostages from
  every family in the land to ensure that no
  one else would attempt to escape.
  Rumours swept the land of strange red-
  hued trolls said to be immune to fire
  stalking the Headlands and of the
  disappearance of many citizens who
  exhibited Suel characteristics.
  Resistance & Rebellion
  When Onnwal fell, the only effective
  resistance to the rule of Sister Kuranyie was
  the Wreckers (Scant’s thieves guild) under the
  leadership of Rakehell Chert. Chert had
  somehow 
  gained 
  knowledge 
  of 
  the
  Brotherhood’s imminent attack on Scant and
  moved his headquarters into the countryside.
  He spent the remainder of the year organising
  his followers into cells that operated
  independently throughout the country and
  establishing relations with the demi-humans
  of the Headlands and surviving Onnwalish
  soldiers hiding in the hills and those that
  embarked upon the few ships to escape the
  fall of Scant. Chert also managed to make
  contact with the archmage Bigby. An
  erstwhile companion of his, Bigby gave him
  aid and the names of several of his apprentices
  and associates that remained in Onnwal that
  could possible help Chert’s cause.
  Sister Kuranyie became aware of Chert’s
  Resistance early on, but although expending
  considerable effort she failed to make any
  significant in-roads in infiltrating the
  organisation.
  Finally, Chert made contact with Jian
  Destron, son of the assassinated Szek, who
  had escaped the blades of the Brotherhood not
  by skill at arms but by virtue of being on a
  patrol vessel sailing the Gearnat at the time of
  the attack. Jian raised his standard in
  Nessermouth in southern Nyrond and wintered
  there gathering to him vessels and men who had
  escaped the fall of Onnwal. By winter’s end he had
  gathered four warships and almost 800 followers,
  the bulk of whom were either marines or sailors.
  On the first spring tides came a Brotherhood vessel,
  ostensibly to trade with Nyrond. Jian’s followers
  promptly sank the ship and warned that any other
  Brotherhood vessels trying to put into port would be
  similarly dealt with. The Brotherhood protested this
  to the Bailiff of Nessermouth whom, lacking
  instruction from Rel Mord and being sympathetic to
  the young monarch-in-exile, ignored the matter.
  Secure in Nyrond, Jian plotted throughout the
  stormy autumn months and as soon as the
  weather allowed, he despatched a fast ship
  across the Gearnat to gather news of events on
  the peninsula.
  Chert also began diplomatic efforts to
  gain aid from Irongate. Leading these efforts
  was Duke Coriell of Onnwal who had taken
  refuge there after the fall of his castle and
  
  14
  estates at Killdeer. Although Coriell managed
  to gain a trickle of aid for his beleaguered
  nation from Cobb Darg, most of Irongate’s
  resources were employed in resisting the
  Brotherhood and Aerdi armies that menaced
  the city.
  After the burning of 34 farmers in Scant’s
  Grand Market in Richfest of 585 CY, Chert
  encouraged the populace of the country to
  support their new rulers, at least tacitly, but
  made clear that actual treason would not be
  tolerated and indeed would be punished
  harshly. This state of affairs lasted into 586
  CY until a dozen of Sister Kuranyie’s
  Herdsmen were slain in a magical attack of
  great ferocity. Sister Kuranyie survived the
  assault by dint of her arcane protections and
  determining that the assault originated from
  the Resistance prepared a “genocidal sweep”
  of the countryside in revenge.
  Warned of her intentions by his own agents
  Chert called for a general uprising to begin on
  the first day of Brewfest, 586 CY. Completely
  surprised, and in many cases surrounded,
  Brotherhood resistance was surprisingly
  weak. Initial fighting lasted throughout the
  month of Patchwall and ended with the
  Brotherhood losing much of the country to the
  rebel advance. However, the Brotherhood
  troops held Scant by cunning use of its
  formidable defences and the presence (and
  magical powers) of Sister Kuranyie - denying
  the rebels access to their capital city.
  The rebellion has now dragged on for five
  years. As before, the Brotherhood still holds
  Scant, being able to re-supply their troops by
  sea at will. Communication with the rebels is
  difficult, but Destron claims to rule “Free
  Onnwal” although what this name actually
  refers to is a matter of conjecture amongst
  some outside observers of the area. Some
  believe that this refers simply to the
  underground Resistance while others argue
  that it actually refers to the portions of free
  countryside. 
  It is unknown who leads the Brotherhood
  forces in Scant, although it is assumed that if
  Kuranyie has survived the intrigues of her
  fellows and the blades of the Resistance, she
  would still be in power.
  Onnwal Today
  The Onnwal of today is a battleground for the
  two factions that dominate the land. The
  Scarlet Brotherhood holds Scant, from which
  they operate a virtual blockade of the Gearnat
  Straits with the aid of their pirate allies
  operating from Blue, and some small portions
  of the surrounding countryside.
  Jian Destron, son and heir to the assassinated
  Szek Ewerd Destron,  has raised his battle-
  banner at Killdeer and leads “Free Onnwal”.
  Free Onnwal now controls much of the
  hinterland of Onnwal and has forged
  diplomatic links with many former allies of
  the country.
  Small Hochebi warbands also roam the
  Headlands, many with their females and
  young in tow. These ex-soldiers of the
  Brotherhood were either left behind in the
  retreat or are deserters. The Brotherhood
  originally brought them to Onnwal to fight the
  Dwur and Noniz of the Headlands, now
  several groups are known to have established
  themselves in the hills preying on all that pass
  nearby.
  Raiding parties of Hepmonaland savages also
  stalk the countryside killing, looting, and
  spreading terror into the hearts of the people
  of Free Onnwal. Periodically they return to
  Scant with booty and slaves for Kuranyie’s
  pleasure. 
  Conditions within the city of Scant are
  terrible. Although the Brotherhood’s fleet
  manages to keep the city supplied with
  essential items, most of these go to the
  Brotherhood, their troops and sympathisers.
  All families in the capital (and indeed
  throughout the land) have lost at least one
  member to the Brotherhood; many are alleged
  to be held captive in the dungeons beneath the
  Szek’s old citadel as insurance against revolt
  or attempted escape to nearby good-aligned
  countries. Their true fate is unknown.
  Outside the city things are better - there is
  sufficient food available for all to eat and even
  some left over to be sent to Irongate. Many of
  those who fled into the Headlands, or to
  Irongate, or Nyrond have returned.
  
  15
  Large-scale actions are so far unknown in this
  war of attrition. Small skirmishing groups
  attempting to gain control of a village or
  strategic location characterise most of the
  fighting. Naval conflicts are also common as
  ships belonging to Free Onnwal try to run the
  blockade of the Gearnat Straits or make for
  Nyrond or the Free City of Greyhawk.
  Will Onnwal Win its Own
  Freedom?
  Although the rebels now control most of the
  country, the Brotherhood still control the
  strategically located fortress-port of Scant
  (and a few isolated outlying areas). Before the
  Wars, 
  Scant 
  was 
  considered 
  almost
  impregnable to either land or sea assault. The
  Brotherhood still control most of the
  Onnwalish navy which makes it impossible to
  blockade the port into submission and their
  troops skilfully make use of the port’s
  landward defences.
  Troubles elsewhere for the Brotherhood have
  stretched 
  the 
  Brotherhood’s 
  resources
  considerably and as long as Sister Kuranyie
  manages to maintain her grip on Scant no aid
  will be forthcoming from the Tilvanot
  Peninsula. Rumours are rife in the countryside
  of Onnwal that Kuranyie is considering a pact
  with Turrosh Mak of the Pomarj, which would
  bolster her strength with fresh humanoid
  forces. It is thought that she will pay for these
  troops with slaves drawn from the population
  of the peninsula. More worrying indeed is the
  possibility that the Brotherhood might
  relinquish its grip on its remaining territories
  in the Hold of the Sea Princes and re-deploy
  its forces from that conflict to Onnwal.
  The rebels are not without friends of their own
  however. In 590 CY they managed to
  convince Irongate’s Lord Mayor Cobb Darg
  of the legitimacy of Jian Destron’s
  government and that the struggle was almost
  over. In exchange for his recognition of their
  government in exile they export much needed
  supplies to Irongate. Sunndi also strongly
  supports the rebels with supplies of desperately
  needed weapons, foodstuffs, and intelligence.
  The situation in Onnwal is currently a
  stalemate. The rebels cannot take Scant
  without more troops and the Brotherhood
  cannot exert much control on the hinterlands
  of Onnwal because of their own manpower
  shortages. Thus until one side develops a
  substantial advantage in numbers or power,
  there is no end in sight for the conflict that
  rages across the peninsula.
  The Recording of
  Time
  There are three calendar systems currently in
  use in Onnwal today: CY, OR, and SD. When
  using one of these dating systems it is
  traditional to note the systems abbreviation
  after the date, e.g. 591 CY. 
  Of the three systems, the CY (or Common
  Year) system is the one most used by the
  general populace. 
  SD has been re-introduced to the country by
  the Scarlet Brotherhood and they insist that all
  Onnwalons use it - although there is much
  resistance to this. Originally used by the
  Onnwi, the first Suel settlers of the area, much
  of the first written records of the country use
  this dating system.
  The final dating system in use in Onnwal is
  OR, or Oeridian Reckoning. Introduced by
  the victorious Oeridians after they subjugated
  the area in 598 OR it was supplanted by the
  CY system in 645 OR when Grand Prince
  Nasran declared universal peace throughout
  his domain and took the title Overking.
  Because there is no year “0” in the Common
  Year system any date that need to be referred
  to before that time are done so using OR
  dates.
  Onnwal’s Calender
  A year (or Dozenmonth as it is known around
  the Flanæss) is broken down into 12 months
  of 28 days each. Each month can be broken
  down into four weeks of seven days each. The
  standard seven-day week is as follows: -
  Starday
  Work
  Sunday
  Work
  Moonday
  Work
  Godsday
  Worship
  Waterday
  Work
  Earthday
  Work
  Freeday
  Rest
  
  16
  These months are further divided into four
  groups of three months each, which are
  separated by a weeklong festival week. The
  timing of the months was taken from
  observation of the Oerth’s two moons - Great
  Luna and aquamarine Celene. The phases of
  Luna moves through the Dozenmonth on a
  predictable basis because of the inclusion of
  the four festivals. Celene is always full on the
  4th day of the festival week. The four festival
  weeks are Needfest, Growfest, Richfest, and
  Brewfest.
  Converting Dates
  The following formula should be used to
  convert between the various dating systems in
  use. 
  Conversion: CY + 5515 = CY in SD
  Conversion: CY + 644 = CY in OR
  Needfest
  The first festival of the year, Needfest marks
  the beginning of a new year. The first day of
  this week long festival is the most sacred with
  many faiths holding gatherings to give thanks
  for the safe transition from the old to the new.
  Many religions consider this a time of rebirth
  and this festival is a time of feasting and
  merriment throughout Onnwal with many
  small communities staging communal events
  involving singing, dancing, and tall-tale
  telling. Many young lovers get married or
  betrothed during this time with weddings
  taking place during the week being viewed as
  particularly blessed.
  Godsday of this festival is known as
  Midwinter Night, or Handmaiden’s Glory, as
  only the aquamarine orb of Celene is visible
  in the sky.
  Growfest
  To the nobility of the realm Growfest marks
  the occasion of the first of two official
  reviews of Onnwal by the Szek and his four
  Dukes. This weeklong review is often the
  scene of unparalleled political manoeuvring
  between the Cantred rulers and their ducal
  overlords.
  To the common folk of Onnwal this festival
  marks the beginning of the planting season
  and is a time of much preparation for the year
  ahead.
  Merchants celebrate the end of the storm
  season on the Gearnat during this festival and
  made offerings for a prosperous year at the
  temples of Zilchus and Norebo.
  Richfest
  The hottest of the festivals weeks only
  Midsummer Night is an actual holiday in
  Onnwal although normally workers are not
  worked so hard during the rest of this week.
  Both moons are full on Midsummer Night and
  so it is the time of the year when the activity
  of were-creatures is at its peak. For the
  scattered Flan throughout the Headlands this
  is a particularly sacred night and their
  religious leaders are thought to practise
  ancient ceremonies designed to thank Beory
  for the bounty she has bestowed upon them.
  The height of the celebrations are normally
  timed to coincide with Celene eclipsing Luna.
  Stargazers and astrologers view this night as
  full of portents of the future and can normally
  be found intently studying the night sky.
  Brewfest
  Traditionally the last major celebration of the
  year used to mark the successful completion
  of the harvest. Since 586 CY, however, the
  festival has gained special significance as the
  time when the Onnwalons first rose up against
  their Brotherhood oppressors. The actual Day
  of Rebellion was the 4th day of the festival -
  Godsday. It is a solemn affair with prayers said for
  the 34 farmers burnt to death in Scant’s marketplace
  - one of the worst public atrocities of the
  Occupation.
  Brewfest is the time when new batches of ales
  and other potables are presented for the first time.
  Typically it is a time when the normally respectful
  Onnwalons relax and make merry. It is also a time
  to give thanks for the bounty of the harvest. 
  In the normal course of events the Szek would
  meet with his Dukes during the Freeday of
  this period for a formal review of the state of
  his nation. This is the second of two reviews
  normally carried out each year.
  
  17
  Other Festivals in
  Onnwal
  The people of Onnwal also celebrate many
  other festivals both locally and nationally in
  addition to the four main festival weeks. A
  selection of such events is detailed below in
  chronological order, though this is by no
  means an exhaustive list.
  Dark Night
  On the 11th of Goodmonth both Luna and
  Celene stand new in the sky. Said by many to
  be the darkest night of the year it as earned
  such titles as Black Night, Dark Night, Night
  of the Long Watch, and Star Night. Thought
  by the peasant folk to be a night full of evil
  and dark omens, it is normal to observe
  communities maintaining fires and vigils all
  night to ward of the evil that lurks in the
  darkness. Nighttime attacks by Hochebi are
  especially prevalent on this night because of
  the natural advantage that the pitch-black
  darkness allows them. Folk also whisper that
  the night is sacred to various devil and demon
  worshipping cults that still linger in the
  Headlands.
  The Salmon Run
  Principally celebrated in Longbridge and the
  south of the country, keen fishermen have
  been known to travel from all over the
  peninsula to Longbridge for this event.
  Longbridge sits astride the River Fallnos,
  which is one of the principle routes that the
  sea salmon found off the coast of Onnwal use
  to reach their spawning grounds. For three
  days in the month of Patchwall, the river is
  packed with salmon trying to swim upstream.
  During this event the banks of the river are
  packed with contestants, their families and
  observers.
  Duke Cadwale traditionally gave prizes each
  day for the largest fish caught and to the
  individual who caught the most fish. In the
  evenings, large bonfires are lit and much
  merrymaking ensues. All the fish caught that
  day are cooked and then eaten by the
  participants. Since the coming of the
  Brotherhood, the Salmon Run has not been
  celebrated. Instead the Kesh of Longbridge
  ordered nets cast across the river to catch as
  many fish as possible. These nets were often
  sabotaged.
  Banner Day
  Celebrated throughout Onnwal, Banner Day
  has its origins in the Battle of Thousand
  Banners. After the successful campaign that
  broke the siege of Irongate, victorious
  Onnwalons 
  returned 
  to 
  their 
  newly
  independent country bearing with them
  The Calendar of the Flanaess
  
  18
  banners captured at the battle.
  On the 12th of Goodmonth every year these
  banners are taken out and the telling of their
  capture is recounted. Heroes of old are
  revered and bards recount their many deeds
  throughout the night. It is a night of
  remembrance not just of heroes but also of the
  common folk who have gave their lives in the
  past to ensure that Onnwal is free. Martial
  displays are also commonplace on this day
  with many warriors competing to prove their
  own valour and skill. It was also traditional
  for local Lairds to provide prizes for the
  winners of these combats.
  
  19
  This page has been left 
  intentionally blank
  
  20
  In recent years this ceremony has gained
  particularly significance for the participants -
  though in Brotherhood controlled areas the
  ceremonies are carried out in secret.
  Traditionally a Szek has ruled Onnwal.
  Originally appointed by the Herzog of South
  Province, 
  after 
  the 
  assumption 
  of
  independence the title passed to Parmus
  Destron in whose family it has remained ever
  since. Jian Destron is now Szek in all but
  name and currently the last of his line. The
  Szek was responsible for the upkeep of the
  armed forces of Onnwal, the levying of taxes,
  law and order, and for the maintenance of
  Onnwal’s dwindling woodlands.
  Onnwal is split into four provinces:
  Gilderond, The Azure Coast, The Storm
  Coast, and the Eastern Marchlands. A Duke,
  who held the territory from the Szek, oversaw
  each of these. The four ducal families are
  Destron, Cadwale, Coriell, and Relaster
  ruling (respectively) Gilderond, The Azure
  Coast, the Eastern Marchlands, and the Storm
  Coast. Rulership of Gilderond typically
  passed to the eldest Destron child. Duke
  Coriell has the additional title Seneschal of
  the East. Of these individuals only Duke
  Coriell survived the fall of his country. The
  third most important man in Free Onnwal,
  Coriell has remained in Irongate where he
  agitates for Irongate intervention in the
  struggle.
  Responsible to each of the Dukes were a
  number of Barons, Village Mayors, and other
  landholders - most of who were slain or
  carried off during the occupation. Each was
  responsible for a fief (or Cantred) within a
  ducal province. Some of these positions were
  hereditary while others were within the
  purview of the Dukes to grant. Normally
  centred upon a village or small town, several
  of the hereditary fiefs had multiple
  settlements and were politically quite
  powerful.
  Killdeer, a fortress town in the Eastern Marchlands,
  is officially the capital of Free Onnwal although it is
  doubtful that this is where the leaders of the
  Resistance actually are. Both have been subject to
  several assassination attempts by the Brotherhood
  and must therefore mask their movements and true
  locations.
  The Szeks of Onnwal Since
  Independence
  Reign (CY)
  Szek
  446 - 473
  Parmus Destron. Parmus led the
  nation to freedom and was
  rewarded by the remaining nobility
  with the hereditary title Szek.
  473 - 495
  Elverd Destron. A warrior well
  schooled in naval action. He held
  the pirates of the Pomarj in check
  throughout his reign. Nicknamed
  the Sea Wolf.
  495 - 497
  Triolar Destron. Slain early in his
  reign during a skirmish with pirates
  in the Gearnat.
  497 - 521
  Parmus Destron II. A skilled
  negotiator and diplomat, Parmus
  forged closer relations with the
  demi-humans of the Headlands.
  521 - 534
  Warnalf 
  Destron. 
  Able 
  but
  unimaginative.
  534 - 554
  Farnuk Destron. An unimaginative
  man given to relying on advisors
  for council.
  554 - 572
  Parmus Destron III. Parmus spent
  much of his reign energetically
  defeating the plotting of the newly
  appointed Chelors.
  572 - 584
  Ewerd Destron. Assassinated by
  the Brotherhood on the eve of the
  invasion.
  hapter Three:
  Rulership & Law
  C
  
  21
  584 - 591
  No crowned Szek but Jian Destron
  is widely accepted as the ruler of
  the land.
  Onnwal’s Nobility
  Before its capture by the Scarlet Brotherhood,
  Onnwal was a feudal state. The nobility held title to
  all the land and, therefore, all the power. The Lords
  of the Great Houses - the four Dukes of Onnwal -
  divided their holdings into Cantreds that they
  granted as fiefs to their vassals in return for military
  service in time of war and taxes in time of peace. The
  Cantred Lairds - the hereditary Barons and
  appointed Mayors - in turn divided their fiefs among
  their own vassals who owed them feudal service. At
  the bottom of this feudal pyramid were the
  peasantry, reliant upon their noble lords for their
  lands and for protection. Only since the rebellion
  from the Great Kingdom has the numbers of
  freemen - those able to purchase their own property
  - become significant. The nobility are the masters of
  the land and its society and customs are designed to
  accommodate them. Nonetheless, Onnwal’s nobles
  are, by and large, wise and their rule just.
  The Great Houses
  The four Great Houses of Onnwal claim descent
  from the captains of the Aerdi general Azharadian
  who conquered Onnwal centuries ago. As a reward
  for their loyal service to the Malachite Throne, they
  were granted extensive lands in the new Imperial
  fief. The Great Houses have ruled as Dukes of the
  Provinces of Onnwal since this time. It was they
  who led the rebellion that saw Onnwal throw off the
  oppressive rule of the Great Kingdom. 
  Minor Houses of Onnwal
  Onnwal’s Barons - the rulers of the sixteen
  hereditary cantreds - consisted of nobles from the
  great houses of Destron, Cadwale, Coriell, and
  Relaster as well as those from minor houses. Mayors
  are appointed directly by the provincial Dukes.
  Originally, they were appointed to oversee the
  Duke’s affairs in the four provincial towns. During
  the sixth century of the Common Reckoning,
  mayors were appointed to more of the wealthier
  cantreds in the lowlands - usually where the ruling
  line became extinct - a sign of the slowly growing
  influence of wealthy commoners in Onnwalish
  society.
  Cantred Lairds are responsible for upholding law
  and order, the collection of taxes, and the
  organisation and training of the peasant levies.
  Nobles are required to furnish household troops to
  the Szek in times of crisis, whilst mayors (or more
  precisely their fiefs) shoulder the costs of garrisoning
  Onnwalish regulars.
  When the Scarlet Brotherhood invaded, the Lairds
  were among their first targets for assassination and it
  is believed that up to twelve were slain in the first
  terrible night of blood. The remainder are hunted by
  the Brotherhood and publicly executed if captured (a
  further seven Lairds have fallen in this manner). Of
  the remainder, four escaped - the Lairds of the Dwur
  March, High Bergard, Fallnos Vale, and Silvervale -
  and one became infamous for his treachery.
  Rohal Soldas, mayor of Sornhill, admitted an
  advance force of Brotherhood troops into Duke
  Relaster’s tower in the town, resulting in the capture
  of the Duke and most of his immediate family.
  When Brotherhood ships were sighted entering the
  bay next morning, Soldas ordered the surrender of
  the town in the name of the now deposed Duke.
  Only the refusal of a young marine commander -
  Barrend Desharn - to obey this order prevented the
  town falling without a struggle.
  Though Desharn’s resistance was ultimately in vain,
  it did allow several ships to flee the port (including a
  naval caravel packed with marines and other
  refugees) and the torching of several other
  Onnwallish vessels, thus denying their use to the
  Brotherhood. While Desharn is believed to have
  fallen in a valiant rearguard action on the quays,
  Soldas went on to become an adviser to the Kesh of
  Sornhill. The traitor was not found (alive or dead)
  when the town fell to the rebels, but recent reports
  place him at the side of the deposed Kesh in the hills
  around the town.
  Despite the liberation of much of the country since
  the Brewfest Rebellion, Jian Destron has not
  appointed any Lairds to the recovered territories. To
  do so would be to condemn the men to certain
  assassination or subversion by the Brotherhood.
  Instead, local Resistance cells - usually led by
  members of the Wreckers - administer parts of Free
  Onnwal anonymously. This has angered some of the
  surviving nobility - affronted to see brigands and
  criminals usurping their rightful place in society. Jian
  has promised to make amends once the Brotherhood
  is driven from the country and he ascends his throne
  in Scant.
  
  22
  The Legal System
  The Onnwalish legal system is taken almost directly
  from the famed Legal Code of Schandor
  Cranden, Lawgiver, set down in the golden
  age of the Great Kingdom when the empire
  was yet good and just.
  Justice and law in Onnwal is officially the province
  of the Szek. However, in practice this right is
  normally delegated to the Chief Justice of Onnwal,
  also known as the Prime (and usually the High Priest
  of Pholtus). Disputes between nobles are dealt with
  by the Prime himself and three other High Priests
  (usually Zilchus, Heironeous, and Osprem), or in
  exceptional circumstances, where the security of the
  country is deemed to be endangered, by the Szek.
  ‘Middle’ justice - that is serious crimes (such as
  murder, arson, theft of goods to the value of 500 gold
  gulls, magical crimes, sedition etc) and disputes
  between peasants or freemen are dealt with by
  travelling Judges of the Sessions. These were almost
  always priests of Pholtus (though occasionally some
  were of Heironeous’ faith). As a restriction to help
  ensure impartiality, neither they nor any relative
  though blood or marriage could own land within 50
  miles of the place of judgement. 
  Justices of the Peace (usually appointed by cantred
  Lairds) deliver ‘Low’ justice. That is petty crimes
  and disputes between peasants or freemen. These
  Justices are generally constrained in sentencing by
  guidelines issued by the Office of the Prime, though
  there is some leeway for Lairds to adjust the
  sentences in certain cases.
  Schandor’s legal code further stipulates that at
  least half the local watch should be local
  peasantry.
  The Code of Laws for the
  Free State of Onnwal. 
  Note that under the Code of Laws, victims
  must be "People" - i.e. Humans, Olve, Dwur,
  Hobniz, and Noniz. Half-Orcs are not
  considered people under the Code of Laws.
  However, Familiars can be classified as
  People, Monsters, or Property depending on
  their ability to speak intelligently, the nature
  of the creature, and the mood of the Judge -
  but Golems and other constructs are
  considered the property of the maker.  
  Major Crimes:
  Major Crimes are tried at an Assize of the
  Court of Sessions before a Judge of the
  Sessions. Convicted persons may appeal once
  in the case of capital crimes and once at the
  judge′s discretion in the case of non-capital
  offences. 
  Minor Crimes:
  Minor Crimes are tried before a local
  Magistrate appointed by the Cantred Laird or
  Mayor/Provost of  provincial capitals.
  Appeals are at the discretion of the Cantred
  Laird, but are rarely granted. 
  Minor crimes include:
  •
  Minor Assault (no broken bones)
  •
  Blasphemy against a Priest
  •
  Blasphemy against/Desecration of a Temple
  •
  Dangerous 
  Conveyance 
  of 
  a
  Vehicle/Mount in a Public Place
  •
  Dangerous Navigation in Port (inc
  unauthorised Landing on the shores of
  the Free State)
  •
  Disturbance of the Peace (Excessive
  noise, light smell etc)
  •
  Public Disorderliness and Drunken Conduct
  •
  Offences against Noble/Free State property
  •
  Use of Interdicted Weapons*
  •
  Receiving, Possessing or Fencing
  Stolen Property
  •
  Slander or Libel
  •
  Slavery or Procurement of Slaves
  •
  Tax Evasion (< 50gp)
  •
  Trespass, Violation of Privacy and
  Unlawful Entry into the Free State. 
  •
  Unlawful Hindrance of Business
  •
  Use of Magic in a Public Place without
  Due Cause.
  *: Interdicted weapons: Polearms, Pikes,
  Garrottes, and all forms of poison are
  interdicted except for Nobles and their
  Bannermen, Agents of the Law and other
  servants of the Free State, members of the
  Regular Army, Free State Navy, and Marines
  and commoners fulfilling their Militia duty. 
  Tariffs:
  Tariffs for Minor Crimes are at the discretion
  of the Magistrate and the Cantred Laird. They
  usually vary from Hard Labour (two weeks to
  two years) to fines of 1-30% of the Convict′s
  True Worth up to a maximum of 1,000gp. 
  
  23
  Free State of Onnwal
  Major Crimes
  Charge
  Tariff
  Arson
  1, 5-7, 9
  Grievous Assault (inc Rape)
  1, 3, 6-11
  Banned Religious Worship
  1, 2, 4, 9
  Blackmail
  1-2, 4-10
  Bribery of a Free State official
  5-11
  Burglary
  3, 7-11
  Burglary of/damage to Free State Property
  3, 6-11
  Counterfeiting of Free State Coinage
  3, 5-9
  Embezzling
  2, 4-10
  Fraud (inc. lying to agents of the Law and the Free State)
  2, 4-10
  Impersonation of Free State Official or Noble
  3, 7-11
  Importation of Dangerous Controlled Items or Creatures
  2,9
  Incitement to Riot
  2, 6-9
  Magical Interference with the Integrity of the Person
  2,9
  Manslaughter
  2, 5-8
  Mass Murder
  1
  Murder
  1-4
  Perjury
  6-10
  Rioting and Affray
  2, 7-11
  Robbery (of goods or coin to value greater than 500 gp)
  3, 7-11
  Sedition
  1-5
  Tax Evasion (50gp +)
  10-11
  Tomb Robbing
  2, 6-11
  Treason
  1
  Trafficking with Dark Powers
  1
  Vandalism
  8-11
  Tariffs:
  1: 
  Death
  2: 
  Permanent Exile and Banishment - if exile returns to Onnwal - may be killed on sight.
  3: 
  Mutilation (loss of hand, tongue, eye, etc.)
  4: 
  Hard Labour for Life
  5: 
  Hard labour for 11-20 years (more for Olve, Dwur, Hobniz, and Noniz)
  6: 
  Hard Labour for 7-12 years
  7: 
  Hard Labour for 5-8 years
  8: 
  Hard labour for 1-4 years
  9: 
  Enormous Fine: 90-95% of convict′s true worth
  10: Heavy Fine: 60-80% of convict′s true worth
  11: Standard Fine 25-40% of convict′s true worth
  
  24
  The Legal System Today
  The old legal system was, of course, replaced
  by the Brotherhood’s own harsh laws. All
  those enslaved were denied any legal rights or
  status - effectively becoming the property of
  the Brotherhood. The laws of the Brotherhood
  bound the remainder, now sub-citizens in the
  new order. The three cardinal laws were:
  The Destiny of the Suel: Do not take actions
  that slow the Suel people on the path to their
  true destiny.
  The Bonds of the Brotherhood:
  The
  Brotherhood has a shared birthright. Behold
  their superiority above the slave races.
  The Words of the Fathers: Acknowledge the
  authority of your superiors and obey their
  commands.
  Aside from these precepts, a lexicon of
  specific statutes bound sub-citizens. Sub-
  citizens were not allowed to carry weapons
  longer than six inches in length unless they
  served the Brotherhood. Wilful or incidental
  acts causing damage to an excess of 100
  square feet of property, causing the injury or
  death of a citizen by wilful or accidental acts,
  or theft of damage to the property of a citizen
  were 
  punished 
  by 
  imprisonment,
  enslavement, or death. Torture and/or
  execution punish wilful acts of treason against
  the Brotherhood. Thralls breaking these laws
  are generally executed publicly as an example
  to others.
  In Free Onnwal, the legal system of Schandor
  has been restored in name. In practice
  however, the Office of Prime remains vacant,
  and few Judges of the Sessions survived the
  Occupation. Local rebel commanders enforce
  the rule of law on an ad hoc basis. However,
  as many of these are members of the
  Wreckers, enforcement tends to be lax to say
  the least. Only serious crimes such as murder
  and treason tend to be rigorously enforced -
  generally with a death sentence.
  This state of affairs is a further cause for
  complaint among the noble supporters of Jian
  Destron, who want to see him take a stronger
  line in this regard and appoint a new Prime.
  Also keen for this to happen is the new High
  Priest of Pholtus, Purcennd Kerondas. He has
  already encouraged his clergy to enforce the
  old laws whereever they are. This they have
  done with zeal, though the church’s adoption
  of intolerant dogmas from the Theocracy of
  the Pale has caused some disquiet among
  some rebels and other faiths, notably
  Trithereon, and may be the cause of Jian
  Destron’s reluctance to appoint Kerondas as
  Prime.
  The Brotherhood in
  Onnwal
  The Scarlet Brotherhood replaced the
  traditional system of government with a
  network of Kesh (in effect a Mayor) each of
  whom is responsible for the running of a
  village or town. All of them report to the Kesh
  of Scant, Maranefel Toktot, who in turn
  answers to Exalted Sister Kuranyie, Keshkal
  and Shepherd of Onnwal. Now however, most
  settlements of any size apart from Scant are
  under the control of the rebels. The fate of the
  few Kesh who survived the fall of their
  territories is unknown. The sections below
  relate some information regarding the internal
  workings of the Brotherhood in Onnwal that
  is generally thought to be correct.
  The Office of Diplomacy
  It has been asserted by the Dwur sage Morrev
  Ironseeker of Scant that agents of the office
  have been operating in Onnwal since before
  the public appearance of Brotherhood
  emissaries in 573 CY. It is apparent that the
  Brotherhood has managed to infiltrate all
  levels of Onnwalish society to one degree or
  another. The Office of Diplomacy was
  probably responsible for the espionage and
  assassination that so quickly disabled and
  destroyed any resistance to the Brotherhood
  invasion. Morrev Ironseeker is certain that the
  Office still maintains the Brotherhood’s
  network of spies and assassins in Onnwal.
  The Office of Arms
  The Office of Arms co-ordinated the naval
  assault on Scant and the other Onnwalish
  ports, the landing of troops, and the
  destruction of what scattered military
  resistance there was inland. Brotherhood
  forces continued their drive inland towards
  
  25
  Irongate but were recalled after the failure of
  the coup there. Command of the land armies
  in Onnwal, the naval forces maintaining the
  blockade of the Straits of Gearnat, and the
  vessels re-supplying Scant and Onnwal is
  thought to have remained in the hands of the
  Office of Arms after the invasion. It is notable
  though that where the forces of the
  Brotherhood acted with great tactical and
  strategic co-ordination during the invasion,
  this was almost completely absent during the
  Brewfest Rebellion. What this might mean in
  terms of the command structure of the Office
  of Arms is still unclear.
  The Office of Sovereignty
  The Office of Sovereignty was given control
  of Onnwal, alongside Sister Kuranyie as
  Keshkal of Onnwal, after the crushing of all
  open resistance in 584 CY. The Office
  enforced the rule of Brotherhood law in the
  territory, commanded the Brotherhood’s
  military forces, and co-ordinated the activities
  of the other Offices. Sovereignty also sought
  to infiltrate and subvert the Wreckers - though
  the cell structure and the thieves’ implacable
  resistance to the Brotherhood confounded
  most of these efforts. Kesh were appointed to
  oversee each of the major towns and cantreds.
  Kuranyie and her subordinates ruled with an
  iron fist, determined to crush dissent and
  sedition wherever it was thought to exist.
  However, the Brewfest Rebellion in 586 CY
  caught Sovereignty totally unprepared. The
  Office was overconfident after the speed of
  the Onnwalish collapse in 584. Added to this,
  the speed of the rebel advance left the Kesh
  and their military commanders disorientated
  and disorganised. Only Kuranyie’s personal
  intervention halted the rebels before they
  retook Scant itself.
  Since then, the Office has tried to regain some
  of the ground lost during the rebellion
  seemingly by any means necessary. In light of
  this, rumours of yellow sailed ships moored in
  the Great Harbour of Scant certainly bode ill.
  The Office of Faith
  Agents of the Office of Faith arrived soon
  after the fall of Onnwal to bring the pure Suel
  faith to the conquered land. The delegation
  was headed by groups of priests of the five
  main Brotherhood religions: Bralm, Llerg,
  Pyremius, Syrul, and Wee-Jas; as well as a
  mixed group of priests representing the
  remainder of the Suel pantheon (chiefly, Dalt
  - sentinels and fortifications, Kord - warriors,
  especially 
  savage 
  warriors, 
  Lydia 
  -
  indoctrination and re-education, Osprem - sea
  and navy, Xerbo - trade and supplies, and
  Phaulkon - archery). The existing churches of
  Suel faiths such as Osprem and Xerbo were
  taken over and their clergy “re-educated” in
  the ways of the Pure Faith. Non-Suel religions
  were brutally suppressed, their priests
  executed or enslaved, their temples levelled
  and the masonry used to construct temples to
  gods of the Pure Faith.
  The Church of Bralm has aided the efforts of
  the Office of Thralls in managing and
  mobilising the populace as labourers and in
  the indoctrination of the thralls to their new
  status. The Church of Llerg has chiefly aided
  the army, lending guidance, morale, and
  healing where needed.
  The Pyremians are greatly feared by the local
  populace for their depravity and cruelty. They
  have declared the hot springs of Scant (and
  thus the rest of the city) sacred to their lord
  and have vowed to defend it to the last. They
  also have considerable interest in the Hezarin
  Isles (Hezarin is Old Oeridian for Hell),
  which they call the Spires of Pyremius. The
  Church of Syrul also aids the Office of
  Diplomacy in their efforts against the Rebels.
  Finally the Church of Wee Jas, as well as
  aiding in the enforcement of law and order,
  has close ties to the Office of Sorcery in their
  efforts in using sea creatures to blockade the
  Straits and harass rebel shipping.
  The Office of Purity
  Members of the Office of Purity arrived soon
  after the fall of Onnwal and quickly spread
  out across the land visiting each town and
  village assessing the purity of the inhabitants.
  Onnwalons were classified as either sub-
  citizens (for those of pure or nearly pure Suel
  descent) or slaves (those of significantly
  mixed blood, Oerids, or demi-humans).
  Slaves had their lands and properties
  confiscated and were subject to the tender
  mercies of the Office of Thralls. Sub-citizens
  
  26
  were allowed to keep their property but were
  compelled to obey the commands of the
  Office of Sovereignty. Those of pure Suel
  blood were seized and shipped to unknown
  destinations.
  The cataloguing of the populace was
  interrupted in its final stages by the Brewfest
  rebellion. Since the rebellion, the Office of
  Purity has maintained only a small presence
  in Scant which is mainly involved in
  indoctrinating the populace as to the destiny
  and superiority of the Suel race and of the
  Brotherhood. Followers of Lydia assist the
  Office of Purity in its task.
  The Office of Thralls
  The Office of Thralls arrived in the wake of
  Purity to take control of the large slave
  population in Onnwal. With the aid of the
  Church of Bralm, the Office enslaved all
  those deemed impure by the Office of Purity
  then mobilised them in the restructuring of
  Onnwal - mainly the repair of damaged
  fortifications, the destruction of non-Suel
  temples and monuments, and the erection of
  Suel replacements. In the countryside, the
  lands of slaves were seized and amalgamated
  into large plantations worked by slaves to
  provision the large Brotherhood armies in the
  country and elsewhere. The Office has also
  moved significant numbers of slaves to the
  dreaded Obelstone Keep. Though many enter,
  none have been known to emerge and terrible
  and wild tales abound about the goings on
  there.
  Given their treatment of the populace it is
  hardly surprising that the Office lost many
  members during the rebellion as liberated
  slaves lynched their oppressors. The Office
  now appears to manage the large slave
  population of Scant, helping to bolster the
  defences of the beleaguered city. However
  given the shortage of food, the condition of
  many of the slaves is appalling and many die
  every day, despite the efforts of the Office to
  stem the loss of their “beasts of burden”. 
  The Office of Sorcery
  The mages of the Office of Sorcery are chiefly
  occupied in aiding the blockade of the Straits
  of Gearnat and the harassing of Rebel
  shipping. Their base of operations for this is
  Obelstone Keep, which is located on the
  western tip of the peninsula. Here also the
  Brotherhood’s storm mages wreak havoc on
  enemy shipping. 
  Onnwal and Other
  Nations
  The notes detailed below apply exclusively to
  that portion of Onnwal referred to as the Free
  State of Onnwal. Jian Destron maintains
  diplomatic relations with a number of
  sovereign states within the southeastern
  region of the Flanflanaessss. Allies of Onnwal
  include the demi-humans of the Headlands
  and Iron Hills, Irongate, Sunndi, Nyrond,
  Duchy of Urnst, and the Free City of
  Greyhawk. Enemies of the rebels include
  (obviously) 
  the 
  Scarlet 
  Brotherhood,
  Lordship of the Isles, and some piratical
  elements in the Pomarj. It is rumoured in
  Onnwal that the yellow sailed vessels of the
  Slavelords have again been seen in the
  western portions of the Gearnat although no
  ship bearing such sails has been seen further
  eastward than Blue. What this unwelcome
  development could herald for the Resistance
  is unknown.
  Allies
  Irongate: Since the founding of the Iron
  League, Irongate and Onnwal have been closely
  allied both in matters of mutual defence and
  trade. Since 590 CY when Irongate officially
  recognised the “government in exile” of Jian
  Destron, Onnwal has sent much needed
  foodstuffs east to Irongate. Diplomatic efforts
  fronted by Duke Coriell of the Eastern
  Marchlands now frantically revolve around
  convincing Cobb Darg to commit troops to the
  struggle in Onnwal.
  Nyrond: As a member of the Golden League
  and signatory of the Eastern Pact, Nyrond is
  still very much allied with the free portion of
  Onnwal. Jian Destron wintered in the port of
  Nessermouth in southern Nyrond after the fall
  of his country and still has many friends who
  agitate for stronger support from Nyrond to
  assist him in his campaigns. Unfortunately,
  Nyrond has more pressing concerns of its own
  and cannot commit itself to any major
  
  27
  programs of support. Elements of the
  Nyrondal fleet do however assist rebel vessels
  whenever they can, although they are
  forbidden to attack Brotherhood ships.
  Sunndi: Sunndi’s main attention is focused in
  two different directions: keeping an eye on
  Ahlissian imperialistic ambitions to the north
  and in guarding against Brotherhood attempts
  to subvert their land from within (attempts
  that until now have been impressively
  unsuccessful).
  As a former member of the Iron League,
  Sunndi supports Destron and his followers
  with intelligence, training, and provisions
  smuggled through Ahlissa via Irongate.
  Unfortunately, while the intelligence it
  provides is excellent, most deals with the
  internal political machinations of the United
  Kingdom of Ahlissa. Little real support
  (weapons, armour, and troops) manages to
  trickle through to the rebels. King Hazendel
  has seen fit, however, to dispatch several
  military advisors to assist the rebels.
  Messages arrive infrequently via courier from
  the Elfking’s court in Pitchfield. These
  couriers have to make the long run from the
  Rieuwood across the Hollow Highlands,
  through occupied Idee into the Iron Hills and
  thence to the Headlands via Irongate.
  Enemies
  The Scarlet Brotherhood: Free Onnwal is
  currently waging a bitter all out war with the
  Scarlet Brotherhood for control of Onnwal.
  The two nations have no diplomatic ties at all.
  The rebels of course want nothing more but
  the complete destruction of all Brotherhood
  forces within the borders of the old nation.
  During the occupation Sister Kuranyie was
  responsible for many atrocities against the
  civilians of Onnwal and so this is a
  particularly viciously fought war with no
  quarter offered or given.
  United Kingdom of Ahlissa: Universally
  distrusted by all in Onnwal, the new Kingdom
  of Ahlissa currently has no stated plans of
  conquest in the south. Indeed Overking
  Xavener I is currently engaged in limited (and
  cautious) trade with Irongate. Xavener is also
  attempting to gain control over the shattered
  remains of Medegia, rebuilding his neglected
  navies (of primary concern to the rebellion),
  checking the advances of his northern cousins
  and Nyrond, and in stamping out internal
  disorders brought about by renegade army
  units. However, Xavener is known to hate and
  fear the power of the Brotherhood and it is
  thought that his efforts to rebuild his naval
  strength is primarily an attempt to secure his
  coastlines from the threat of Brotherhood
  invasion. He is aided in his campaigns against
  the Brotherhood by Prince Reydrich of House
  Naelax, an archmage of great power and the
  ruler of the Principality of Zelradtron.
  Reydrich seems obsessed with avenging
  himself against the Brotherhood whom it
  assumed was instrumental in his death and
  subsequent return to life.
  The Pirates of the Pomarj: The pirates of
  Blue are a degenerate bunch consisting of
  humans, orcs, and half orcs. After the fall of
  the city in 513 CY the two races slowly
  intermingled the humans teaching the orcs
  maritime skills and the orcs instilling in the
  humans an appreciation of strength and
  violence. Blue is ruled by the Council of
  Three made up of the most successful and
  powerful individuals in the city (currently one
  representative of each of the three major races
  in the city). Pirates operating from Blue sailed
  the Gearnat up to around 578 CY when the
  Onnwalish navy defeated Blidg Fanger in a
  fierce action off the coast of Blue.
  Turrosh Mak won over the Council of Three
  with lavish praise and gifts and within weeks
  had transformed the whole city into a fortified
  port used as a base for piracy, slaving, and
  trade. Today it is not unremarkable to see
  many allied ships in the harbour including
  other Pomarj vessels, the yellow-sailed craft
  of the newly resurgent Slavelords, and the
  flagless ships of the Brotherhood. The pirates
  themselves assist the Brotherhood in keeping
  the Gearnat Straits closed to all that will not
  pay the levy, although they are not above attacking a
  ship that has already paid. Rumours abound in
  Onnwal that Kuranyie is planning an alliance
  with the orcish hordes of Turrosh Mak who
  would fight for her on the peninsula in return for
  slaves and booty. Adevelopment of this magnitude
  would undoubtedly make things very difficult for
  the rebels and cause much woe amongst the free
  inhabitants of Onnwal.
  
  28
  The Military of
  Onnwal
  Traditionally Onnwal had supplied naval units
  to honour its treaty obligations with the Iron
  League. It also built up a small but skilled
  army, backed up by well-trained peasant
  militias. The army relied upon a very rigid
  and well-defined chain of command with one
  in six men being either a sergeant or officer.
  Unfortunately this chain of command stunted
  many junior officers’ initiative, hampering
  their ability to operate without clearly defined
  orders from their superiors. This situation saw
  many officers blindly following the last
  orders received from their superiors even
  when these orders were clearly rendered void
  by the changing tactical situation.
  The notes below are intended to portray the
  condition of the Onnwalish military after the
  Brotherhood has taken control of the country.
  The Army
  Onnwalish troops were well equipped.
  Wearing scale mail (or chain mail for officers
  and sergeants) they either bore crossbows and
  short sword, or long sword and spear. In
  addition, crossbowmen bore small shields
  while spearmen carried medium shields.
  Cavalry were rare in Onnwal because of their
  unsuitability for use in the Headlands and the
  difficulty inherent in transporting them by
  ship. Several noblemen however maintained
  small cavalry squadrons.
  Onnwal relied upon a relatively small
  standing army directly under the control of
  the Szek to protect its borders. To counter the
  aggression of the South Province, Onnwal
  increased its army strength from 1,600 to
  3,000 in the autumn of 578 CY. A proportion
  of these troops were dispatched east, to be
  semi-permanently based in Idee, thus
  countering 
  the 
  manoeuvres 
  of 
  South
  Province.
  Dukes and Barons also maintained small
  personal forces that could number up to 400
  men at arms. Armed and armoured to the
  personal taste (and pocket) of the noble
  involved, these troops would in time of war
  come under control of the Szek. Law
  prohibited their use outside Onnwal however,
  and so any expeditionary force had to be made
  up of troops from the Szek’s personal
  command.
  During the battle for Onnwal, Duke Coriell
  fled to Irongate with over 200 followers while
  Jian Destron in Nessermouth managed to
  gather to his banner around 800 sailors,
  marines, and soldiers. However, many more
  soldiers perished in the vicious fighting
  around the Inner Harbour in Scant and still
  more have been incarcerated or used as slave
  labour in the plantations of the south or to
  repair buildings in Scant.
  The Hillstalkers
  The Hillstalkers were an elite unit within the
  Onnwal military. Never more than 50 in
  strength, these resolute and resourceful men
  were outside of the normal chain of command
  of the Army. Skilled outdoorsmen all, they
  worked closely with the demi-humans of the
  Headlands in their vigil for South Province
  aggression. Equipped for stealth and never
  operating in groups of more than three,
  Hillstalkers have been used by the Army of
  Rebellion as messengers carrying tactical
  information and orders from Jian and Chert to
  their units in the countryside of Onnwal.
  The Militia
  In the autumn of 578 CY the Militia was
  reorganised and increased in size to include
  all able-bodied men between the ages of 15 to
  45. In the past, each Duke had been
  responsible for the training and upkeep of the
  Militia. The reorganisation put the onus on the
  Lairds of the cantreds to service the Militia needs.
  Szek Ewerd hoped that in this way the Militia would
  be more flexible and better trained.
  The majority of the Militia was armed simply
  with spears and outfitted in leather or studded leather
  armour. Even so, the Militia fared better than the
  regular armed forces during the occupation. Not
  given time to form-up by the swiftness of the
  Brotherhood’s campaign, many Militiamen simply
  hid their weapons and armour and waited. At the
  first sounds of revolt many took to the
  Headlands, joining the Wreckers in their fight
  for freedom.
  
  29
  Onnwal’s Navy
  Onnwal traditionally relied on its powerful
  navy to keep it safe and to protect its
  maritime trading interests. The Navy was
  spilt into two fleets each commanded by a
  Sea Eagle (the Onnwal title for admirals
  of the fleet). Both Sea Eagles (Lord Elias
  Maldrenn and Lord Delmad Edanis)
  were slain by assassins in the first
  days of the conflict and, leaderless, only
  a few vessels managed to escape to
  Nyrond. The majority fell into the hands
  of the Brotherhood.
  The navy was primarily made up of caravels
  and galleys. Most of these are now crewed by
  a mix of savage warriors, Brotherhood agents,
  co-opted sailors, Hobgoblin soldiery, and
  mercenaries. Some Suel sympathisers and
  converts to Suel deities have also found
  places here.
  The few remaining vessels under Jian
  Destron’s control are mostly stationed at
  Killdeer and Sornhill. A few regularly make
  the run to Nessermouth in southern Nyrond
  carrying messages of import to the Nyrondese
  crown and much needed supplies on the
  return trip. 
  Rumours persist in Onnwal of one vessel still
  unaccounted for… The Chimera fled the
  fighting in Scant chased by two Lordship of
  the Isles warships. She was last seen seeking
  sanctuary in a fog bank westward of the
  port. Her wreck has never been found
  and neither of the two vessels chasing her
  has to date returned to port. The ultimate fate
  of all three ships remains unknown.
  The Marines
  The Marines of Onnwal, commonly called
  Leathersides after 
  their 
  characteristic
  armour, were particularly hardy fighters
  proficient in fighting on either land or sea.
  Equipped with studded leather armour, broad
  swords, crossbows, and polearm, a 40 strong
  Marine contingent was stationed on all naval
  vessels as a matter of course. However the
  Marines suffered particularly heavy casualties
  in the fighting losing perhaps 60% of their
  total strength killed or captured.
  The Order of the Golden Sun
  Known more commonly as the Glaives of
  Azharadian, this order of chivalry is made up
  exclusively of members of the nobility. The
  Glaives all have a devotion to Heironeous,
  and the core body of the Order, which before
  the war numbered about a score, is supported
  by a group of priests of the Invincible One -
  known as the Glaives Cohort. 
  The Glaives and their retinues of mounted
  men at arms comprised almost the entirety
  Onnwal’s medium and heavy cavalry -
  numbering about 100 before the Wars. The
  Glaives saw action in northern Idee during the
  Wars and won distinction. However, they
  were betrayed during the Brotherhood’s
  invasion of the country and only a handful of
  the Order remains, with scarcely a score of
  their cavalry.
  The Forces of Free
  Onnwal
  The 
  following 
  section 
  details 
  the
  composition, condition, and leadership of the
  rebel forces. After five years of conflict a
  rather informal command structure has
  evolved in the rebel ranks. 
  In overall command of Free Onnwal is Jian Destron,
  Szek of Onnwal. He holds direct command over Free
  Onnwal’s Navy and Marine forces, and the
  allegiance of his surviving nobles and their
  household troops as well as the remaining Glaives of
  the Order of the Golden Sun (both of the latter refuse
  to take orders from Rakehell Chert). 
  Rakehell Chert is the leader of the Wreckers,
  formerly Scant’s Thieves Guild, but latterly
  the 
  armed 
  resistance 
  to 
  the 
  Scarlet
  Brotherhood in Onnwal. Jian Destron has also
  given him command of the remains of the
  Regular Army and of the peasant Militias -
  now collectively called the Onnwalon Army
  of Rebellion.
  The Army of Rebellion
  Onnwal’s regular army was decimated during
  the invasion. Of a force of 3,000, less than
  900 remain, although training of new recruits
  
  30
  from the Militia is ongoing. Now under the
  direct command of Rakehell Chert, the
  Regular Army is being restructured for
  guerrilla warfare as part of the new Army of
  Rebellion. Before the Wars, the Army was top
  heavy, with one in six men being an officer or
  sergeant at arms. This “weighting” in favour
  of officers and sergeants in the command
  structure bred inflexibility and a lack of
  ability to cope with rapid changes in the
  tactical and strategic situation. 
  Chert has reformed the Regulars into Sertads
  (Companies) of ten warriors commanded by a
  Sertern (Sergeant). Four Sertads, commanded
  by an Altern (Captain), combine to make a
  Altad (Column). Five Altads in turn make a
  Braetad (Brigade) led by a Braetern
  (Brigadier). Altads are designed to travel light
  and fast, foraging off the land and are capable
  of operating independently of orders from
  above. Their role is as mobile units capable of
  striking at the enemy and withdrawing before
  they can concentrate their forces to reply.
  Equally, Altads react to block and repulse
  enemy thrusts into Rebel territory. Altads are
  generally made up of light to medium
  infantry, with a good proportion of
  crossbowmen or other missile troops. Only
  one Altad in any Braetad is mounted, given
  Onnwal’s traditional emphasis on infantry for
  its Regulars. This force is generally kept in
  reserve to react speedily to threats. 
  Chert’s reforms have been largely successful
  in producing a more effective fighting force.
  Despite this, many traditionalist officers
  resent him for his criminal connections and
  for his use in what they regard as cowardly
  brigand tactics. 
  The Militia
  The Militia - peasant levies - fared better in
  the occupation that the more regular forces as
  there was insufficient time for the levies to be
  mustered before Onnwal fell. Thus, most of
  Onnwal’s fighting strength is now made up of
  Militia units. For the moment, Chert uses the
  Militia in a defensive role - providing
  protection for the local people from attack, at
  least until help arrives in the form of
  Regulars. They are to attempt to repulse
  attacks by Brotherhood forces if they can but
  if the enemy force is too great, they are to lie
  low and harry the attackers in hit and run
  raids, until aid arrives. Commanders are
  picked from their own ranks, supplemented
  by Regular officers, members of the Wreckers
  and even priests of Trithereon and Mayaheine,
  rather than nobles - a notable break with
  tradition. 
  Chert has embarked on ambitious programme
  of training - with the aim of turning the
  disorganised and undisciplined Militia into a
  an effective fighting force of proper soldiers,
  to fill the gaps left in the Regulars by the
  Occupation. Some among the nobility have
  expressed concern about this, fearing that
  arming and training the peasantry and
  encouraging them to command themselves
  now will encourage a climate of rebellion
  after the Brotherhood have been driven out. 
  The Free State Navy
  As of Needfest of 590 CY, the Navy of Free
  Onnwal consists of seven warships and two
  converted merchantmen (on loan from the
  merchant family of Carbani). Before the
  Wars, Jian was known to have been a fine
  sailor and naval tactician. However, given his
  responsibilities elsewhere, he has appointed
  two new Sea-Eagles to command his naval
  forces. Lord Carthen Relaster commands the
  Sornhill Squadron of three vessels and has
  taken the step of renaming his vessels to
  signify his resolution to hold Sornhill at all
  costs. He commands the galley Fearless and
  the caravels Tempest and Gallant. Lord
  Carthen is charged with the defence and re-
  supply of the beleaguered garrison in the
  disputed town, as well as providing a screen
  for ships making the perilous run to
  Nessermouth in Nyrond.
  In command of the Killdeer squadron is
  Degan Corlennd. The galleon Revenge, the
  galleys Vehement
  and Relentless, and the
  caravel Fury make up this squadron. Also
  attached to the Killdeer force are the caravel
  Indomitable and the cog Valourous - a pair of
  converted merchantmen on loan from the
  merchant house of Carbani. The duties of the
  squadron include defending the approaches to
  Killdeer, keeping Dunhead Bay free of
  Brotherhood shipping and running the
  Brotherhood blockades to Nessermouth and
  the Free City of Greyhawk. 
  
  31
  Free Onnwal is desperately short of ships and
  needs to either construct more or to recapture
  lost vessels. Other pressing tasks facing the
  Navy are running the Brotherhood blockade
  of the Straits of Gearnat and getting naval
  vessels to defend the port of Longbridge. The
  town is currently without a naval screen and
  relies on small fishing vessels and shore
  defences to fend off attacks by Brotherhood
  and Lordship of the Isles craft. 
  The Free State Marines
  Lynhern Deshend (brother of Barrend
  Deshend, hero of Sornhill), commands the
  Free State Marines. The force took heavy
  losses during the invasion, occupation, and
  rebellion, always being where the fighting
  was fiercest - they now number less than 300.
  They are now based in Killdeer (their former
  base having been Scant) and the marines man
  all the ships of Free Onnwal’s navy, with
  usual contingents numbering about 20 - less
  than half the strength of pre-war forces. The
  remainder are used for garrison duty in the
  ports or training of new recruits (for which
  there has been no shortage of volunteers).
  Noble Contingents
  Like their masters, the household troops of the
  nobility 
  suffered 
  greatly 
  during 
  the
  occupation - being forced either into hiding or
  exile. Given that most of the ruling Barons
  were killed during the Occupation, many
  noble retinues have disbanded entirely - with
  men at arms either joining the Army of
  Rebellion or becoming mercenaries or bandits
  elsewhere. Others have remained loyal to the
  noble houses they served and either fled into
  exile or stayed and fought in Onnwal as
  guerrillas. Duke Coriell and his brother, the
  Baron of Dwur March, were both able to
  escape to Irongate with their household
  guards - a combined force of some 300 men at
  arms. This force now provides the core of
  Killdeer’s garrison. Baron Geldrenn of
  Silvervale led his household troops into the
  Headlands where they waged a guerrilla
  campaign against the Brotherhood. They
  liberated Silvervale in late 586 CY. 
  The nobles and their retinues have refused to
  recognise Rakehell Chert as their commander.
  Thus they are under the direct command of
  Jian Destron and outside the chain of
  command of the Army of Rebellion.
  Consisting of a mix of infantry and a small
  squadron of medium horse, they are mainly
  used for garrison duties in their native
  Cantreds. 
  Order of the Golden Sun
  The Glaives of Azharadian have always been
  beholden to the Szek alone. However, they are
  now only a shadow of their former strength -
  able to field scarcely a score of medium to
  heavy horse and divided by mistrust and
  suspicion. Furthermore, they are unsuited to
  the hit and run nature of the war being waged,
  and have seen few engagements since their
  return to Onnwal in 587 CY. The two factions
  within the Order are divided between
  Longbridge 
  (Cadwale) 
  and 
  Dunheern
  (Lorendrenn), where they aid in garrisoning
  the towns. 
  Knights of the Chase
  The few Knights of the Chase in Onnwal
  recognise no authority but that passed down
  from the Pursuer through Nialle the Wanderer.
  Dangerously unpredictable (in some people’s
  eyes) they profess allegiance to neither Chert
  nor Destron, instead preferring to act as their
  conscience dictates. A number of the Knights
  do however admire Rakehell Chert and the
  steps he has taken to free Onnwal of the
  Brotherhood’s oppression. Many of the
  nobles view this particular Knighthood as
  useful to the rebellion, but dangerous to the
  “natural order of things” none-the-less.
  Of impressive individual prowess the Knights
  prefer to act alone or with small groups of
  followers. Operating behind enemy lines they
  can be out of contact with the regular chain of
  command for weeks or months at a time. If
  they have a leader amongst themselves it is
  likely to be Kelmur Trantis. 
  The Hillstalkers
  The Regular Army’s elite, these hardy patriots
  have no time for the politics of the rebellion
  and report to both Destron and Chert.
  However, they have all sworn oaths to defend
  Onnwal and view Jian as the ultimate leader
  of the movement. Of its pre-war strength of
  50, fewer than 30 members still warm
  
  32
  themselves around rebel campfires. The rest
  have either disappeared while carrying
  despatches or have been captured by
  Brotherhood agents and tortured to obtain the
  information they were carrying. A few new
  recruits have entered the ranks of the
  Hillstalkers, mainly from the Eastern
  Marchlands and the eastern Cantreds of
  Gilderond.
  The Wreckers
  Though called the Thieves Guild of Scant -
  the Wreckers operated throughout the country,
  and their network of safehouses and hideouts
  proved useful when they were forced to go to
  ground prior to the invasion of Onnwal in 584
  CY. The guild is structured into cells capable
  of working independently of the rest of the
  guild. Though this structure was originally
  adopted to hinder infiltration of the Wreckers
  by Onnwalish authorities, it proved equally
  effective against the Brotherhood. 
  The Wreckers waged a low-level guerrilla war
  though out Onnwal during the occupation -
  ambushing small units of Brotherhood
  soldiery, engaging in assassination, arson, and
  sabotage to disrupt their rule and ease the
  suffering of the common folk. During the
  Brewfest Rebellion, they mustered and
  organised the common people to rise up
  against the oppressors, and as well as taking
  and holding villages and towns, they
  disrupted the Brotherhood lines of supply,
  hamstringing the ability of the Scarlet Sign to
  halt the advance of the rebel forces. 
  The gangs are still in place across most of
  Onnwal - acting in concert with the rest of the
  Army of Rebellion - but specialising more
  now in what they are good at; intelligence
  gathering, 
  subterfuge, 
  sabotage, 
  and
  assassination. In some regions, however,
  particularly in the west of the country, the
  gangs provide the only effective leadership
  and law. For the most part, gang bosses have
  dealt fairly with the people they now rule in
  practise, if not in name. Others however, have
  set themselves up almost as robber barons or
  petty despots, exploiting the common folk
  who depend on them to protect them from the
  vengeful Brotherhood. 
  
  33
  Before the Greyhawk Wars, Onnwal was a
  vibrant trading country, a vital link between
  Irongate and Idee and the rest of the Flanaess.
  Onnwalon vessels plied the Azure Sea as far
  west as the port of Gradsul in Keoland while
  also travelling as far eastwards as the
  Lordship of the Isles and beyond. A few brave
  merchantmen and privateers also travelled to
  the 
  mysterious 
  jungle 
  continent 
  of
  Hepmonaland and traded with the natives that
  they found there. Onnwal’s naval forces
  patrolled the Gearnat Sea as well as Relmor
  Bay attempting to check the roving warships
  of the Herzog of the South Province as well as
  the pirates (both human and humanoid)
  operating out of the Pomarj port cities.
  An agrarian country, Onnwal produced plenty
  of food and traded much of it with Irongate in
  exchange for metals, weapons, and armour.
  The Iron League was as much a trading pact
  as a military alliance with trade being carried
  out between the member states at preferable
  rates. Due to the far-flung nature of the
  alliance, most of this trade was carried out by
  sea, which was quicker, easier, and less costly.
  After the Greyhawk Wars the Iron League lay
  shattered: Irongate alone had managed to
  remain independent and although Sunndi
  regained its freedom from the forces of the
  Great Kingdom, it was virtually cut off from
  its allies. The Lordship of the Isles had become a
  puppet-state of the Scarlet Brotherhood and both
  Idee and Onnwal lay prostrate beneath the heel of
  the Scarlet Sign. Of the mainland states allied with
  the League, Almor was no more, blasted and
  smashed out of existence by the might of the
  Overking and although Nyrond still stood, it
  had lost territory and many good men to the
  tides of war.
  Today Idee, or the Principality of Naerie as it
  is now known, is free of the Brotherhood yoke
  but part of the United Kingdom of Ahlissa.
  Therefore its trade practises are almost
  completely governed by the Royal Guild of
  Merchants of Aerdy, which is itself backed by
  House Darmen and the priesthood of Zilchus
  in Ahlissa. The Free Onnwalons are therefore
  left with few viable trading partners. Trade
  has, however, resumed with Irongate: Onnwal
  sends desperately needed food stuffs east in
  exchange for the recognition by Cobb Darg of
  Jian Destron’s government in exile. A trickle
  of trade has also resumed with Nyrond,
  centred on the southern port of Nessermouth
  and a few brave Onnwalon captains have
  made the perilous journey to the Free City of
  Greyhawk. Rebel vessels are however at a
  premium and most are “reserved” primarily
  for combat duties.
  Taxes
  Prior to the Battle of a Thousand Banners and
  Onnwal’s independence, the Szeks appointed
  by the Herzog of the South Province taxed the
  province harshly. The level of taxes, and the
  brutality of their rule were two of the main
  catalysts that prompted the nation to rise up in
  arms against their rulers.
  This was a lesson well learnt by House
  Destron. Hence the rulers of Onnwal
  traditionally taxed their subjects lightly,
  instead concentrating the bulk of their
  attention on the merchants (both foreign and
  domestic) that passed through Onnwal.
  The rulers of the Cantreds, both elected and
  hereditary, had a duty to collect the taxes
  required of them by the Szek. The dukes would
  then pass the taxes collected, minus the amount
  needed for the upkeep of the Cantreds, onto the Szek
  who used the monies to maintain and equip
  the military of Onnwal.
  Cantred rulers were responsible for the up-
  keep of any major roads and port facilities in
  their Lairdships as well as the funding of sufficient
  armed forces for security and general law
  enforcement. In addition they were required to
  equip each member of the militia with at least
  a spear and leather armour.
  hapter Four:
  Trade, Tax, & Money
  C
  
  34
  The 
  Scarlet
  Brotherhood
  The Brotherhood initially undertook a census
  of its new domains, seizing any property
  owned by those not of Suel descent. The
  remaining populace that were seen to have
  Suel ancestry were afforded the position of
  subcitizen and allowed to keep their assets but
  were taxed heavily. Some individuals
  protested bitterly against the levels of taxation
  levied by Sister Kuranyie. Many were
  punished, the most notable of these events
  being the burning to death of 34 farmers in
  Scant’s Grand Market in 585 CY. This
  gruesome event quashed the immediate
  protestations against taxation but redoubled
  the general populaces’ desire to be free of the
  burden of Brotherhood rule.
  After the Brewfest rebellion all meaningful
  attempts 
  to 
  gather 
  taxation 
  by 
  the
  Brotherhood were abandoned, although their
  warriors loot and pillage any Onnwalons they
  come across.
  Transport
  Prior to the Greyhawk Wars, Onnwal was
  primarily a seafaring nation. Most travel and
  movement of trade goods was carried out over
  water; either along the coasts of the realm or
  over the sea.
  Travel by road, particularly for merchants,
  was comparatively rare. Onnwal did have,
  however, a moderately well developed
  network of tracks and trails centred on Scant
  that linked the settlements of the interior to
  the coastal areas. A paved road (the Cliffway)
  also exists that links Scant to Irongate along
  the Azure Coast. 
  Thought by many to be an extension of
  Ahlissa’s Lantern Road, a well-maintained
  trail runs down the Storm Coast linking the
  settlements of Sornhill, Scant, and Killdeer. In
  the past, this branch of the Lantern Road
  linked up with the main route that runs along
  the Ahlissan coast. With the loss of Imperial
  rule after the Battle of a Thousand Banners
  however, the portion that ran through the
  Headlands fell into disrepair and the road was
  split asunder. A faint trail does lead from the
  eastern border of the Eastern Marchlands to
  Irongate and this is now seeing more traffic as
  the rebel government strengthens its links
  with Cobb Darg.
  Two trails, collectively known as the Hind
  Road, traverse the Headlands but are prone to
  being washed away by summer flooding and
  are generally in poor repair. With the
  Occupation however, many of these roads,
  particularly those ones in the interior, have
  fallen into disrepair. The rebels were
  disinclined 
  to 
  repair 
  them 
  and 
  the
  Brotherhood did not have the resources or
  need. Both coasts have moderately well
  maintained roads that run the length of the
  country.
  Coinage of Onnwal
  Traditionally 
  minted 
  in 
  Irongate 
  and
  transported to Scant under heavily armed
  guard, Onnwal’s coinage has remained
  essentially unchanged since Imperial rule was
  thrown off circa 447 CY. After the Battle of a
  Thousand Banners and the creation of the Iron
  League, the then Szek desired the creation of
  a new set of coinage to stamp his authority on
  the new realm. Consequently his aides
  designed a set of coins that have remained
  essentially the same for over 150 years.
  Although plans were drawn up by Sister
  Kuranyie to remake Onnwalish currency in
  the Brotherhood’s image, she has had neither
  the time nor resources to put her scheme into
  effect. Onnwalish coins use the standard
  d&d3e conversion rates.
  All Onnwalish coins have a hole drilled
  through them somewhere allowing a strong
  cord or thin chain to be threaded through
  them. This tradition originated with sailors
  crewing trade vessels traversing the Gearnat
  during the stormy seasons. The sailors were
  constantly losing coin in gales as pouches
  were drenched or sea chests smashed open by
  the violent movements of the ship. Each man
  would have a chain or leather braid with his
  name or emblem upon it. Thus there was no
  argument as to who owned what. Sailors in
  port often carried their coins around their
  
  35
  waist or upon their wrists. Many a sailor has
  swaggered into port with the soft clinking of
  coin about him, only to leave several days
  later a lot quieter!
  The Sea Eagle
  The platinum coin of the realm is named after
  Coran Calimbore. As a young lieutenant on
  one of the Herzog’s ships at the time of the
  Turmoil Between Crowns, Coran slew the
  captain of his vessel - a loyalist named Adriali
  Herzagmor. Assuming command, he led a
  successful mutiny that spread throughout the
  fleet and defeated an invasion force sent from
  Prymp in battle just beyond the Great Harbour
  of Scant, thus saving the city. He was
  nicknamed the Sea Eagle, after the huge birds
  that still inhabit the southern Headlands, for
  his ability to anticipate what his enemy was
  planning. The appellation passed into
  common usage and became the name for the
  leader of the Onnwalish fleet. Thus it has four
  meanings within Onnwal.
  The Gull
  The Gull is the gold piece of Onnwal. Named
  for the thousands of birds that inhabit the
  many cliffs and crags around Scant, this coin
  was the standard used in much of the trade
  carried out on the peninsula. It has a stylised
  gull in flight on one side and the Onnwalish
  coat of arms on the other. It can be found as
  far afield as Nyrond, The Free City of
  Greyhawk, Irongate, and even Ahlissa.
  The Wader
  The Electrum coin of the realm shares its
  name with the nickname given to the Marram
  Cranes indigenous to southern Onnwal.
  Differentiated from normal cranes by their
  yellow/brown neck markings and their
  preference for nesting in the thick grasses
  found in the dunes of the Azure Coast, the
  Cranes are a familiar sight in the skies above
  Onnwal. A migratory bird that can be found in
  Onnwal during the spring and summer
  months, they feed on insects, molluscs, and
  small fish that the male finds. The coin bears
  the heraldic device of Onnwal on one side and
  a depiction of two Cranes nesting on the other.
  The Goose and the Duck
  The original Flan inhabitants of Onnwal
  relied on ducks for eggs and poultry-meat,
  never having had chickens. The invading Suel
  brought with them a stock of geese that have,
  over 
  time, 
  multiplied 
  throughout 
  the
  populace. The Duck and the Goose where
  therefore “honoured” by the incumbent Szek
  because of the vital role they play in the
  agrarian economy of the country. As before,
  the coins bear a representation of their type of
  bird on one side and the heraldic device of
  Onnwal on the other.
  Merchants Active
  in Onnwal
  Though before the Greyhawk Wars Onnwal
  was a prosperous trading nation, the nature of
  its feudal society meant that power remained
  firmly in the hands of the land-owning
  nobility. 
  Thus 
  while 
  Onnwal’s 
  and
  particularly, Scant’s, merchants were wealthy
  they wielded little political clout. This was
  mainly because the nobility discouraged the
  formation of a Merchant’s Guild, preferring to
  keep the merchants divided into rival,
  competing houses and companies. This was
  aided in large part by the Temple of Zilchus -
  which had strong ties to the nobility. The
  tradepriests made no effort to organise the
  merchants and spoke out against those who
  did. Mercantile life in Onnwal therefore
  tended to be fiercely competitive - with each
  individual house or trader vying with the
  others for the best markets and profit margins.
  Such was the fractious nature of Onnwalish
  merchants that the popular phrase “to
  squabble like a Scant trader” was coined,
  meaning a noisy and boisterous dispute.
  The Merchant House of
  Carbani
  A prominent merchant family based in Scant
  before the Wars, the Carbanis are in fact
  native to the city of Blue in the Pomarj. The
  founders of the family were a group of
  unrelated merchants and burghers of that city
  who were fortunate enough to be able to flee
  the port before it fell to the Orcish hordes in
  521 CY. Finding safe haven in Scant, the
  
  36
  refugees banded together with what resources
  they had sealing their pact with intermarriage
  and forging the group into one united, if
  sprawling, family. Through much hard work
  and effort, the Carbanis regained much of
  their lost wealth and established themselves
  as one of the richest merchant families in
  Scant. However, they never forgot their lost
  homeland and have been unwavering foes of
  the humanoids and pirates of Blue and the
  Pomarj ever since. They have repeatedly
  urged the Szeks of Onnwal to send their
  forces to reclaim Blue. 
  The Carbanis were once more forced to flee to
  escape the rule of the Scarlet Brotherhood.
  Led by Tygeld Carbani, they escaped to
  Nessermouth in Nyrond. Having already had
  the experience of losing everything - the
  Carbanis had prudently distributed their assets
  widely across the eastern Flanaess - from
  Dyvers to Rel Mord - rather than
  concentrating all their wealth in one place.
  Thus, unlike many Onnwalish merchants,
  they managed to survive the invasion
  with a substantial portion of their
  fortunes intact. Tygeld has used this
  money to purchase two vessels, which he
  has loaned to Jian Destron to ferry
  supplies 
  from 
  Nyrond
  to 
  Killdeer.
  Furthermore he has also made several large
  loans in coin to the Szek. 
  Larea Farmoor 
  A wealthy and powerful merchant of Scant,
  Larea conducts her business unhindered by
  the Brotherhood. It is unknown why the
  Brotherhood has allowed her to continue in
  business, but she does urge compliance with
  their edicts in Scant. Due to her preceived
  collaboration with the Brotherhood, Larea is
  not welcomed in Rebel-held ports and now
  deals via the free ports in the Hezarin Isles.
  Muamman and Sons
  Based in Killdeer and led by the crafty and
  financially 
  astute 
  Dwarf 
  Morathor
  Muamman, this company had considerable
  pre-war interests that included guano mines,
  warehouse property, a fleet of three ships, a
  small distillery, and a company of renowned
  Dwur builders. Muammon has returned to
  Killdeer in the wake of that town’s liberation
  and has set about rebuilding his business
  interests. He has contributed to the building of
  a temple to Mayaheine in Killdeer. Muamman
  hates the Ahlissans with a passion and will not
  trade with them describing them as a “curse in
  a silk purse”.
  Royal Guild of Merchants
  of Aerdy
  Although this trading organisation has no
  known agents active in Onnwal at this time, it
  has just created tentative business links with
  Irongate. Tensions are known to be high on
  both sides however the Ahlissians seem
  extremely keen to trade with the Dwur and
  humans of Irongate for steel and other mineral
  resources. In exchange, they offer luxury
  goods that have become in the last few years
  all too scarce in the capital of the Iron League.
  As the Merchants of Aerdy are in effect run by
  Overking Xavener, and are therefore opposed
  to the Brotherhood, some observers expect the
  rebels to open trade with this rich and
  powerful organisation in the future.
  The House of Feralen
  The House of Feralen was once the main
  human dealers in iron and steel goods in
  Onnwal. Surprisingly, the advent of war has
  Onnwalish Exchange Rates
  Exchange Value
  CP
  SP
  EP
  GP
  PP
  Copper Duck
  1
  1/10
  1/50
  1/100
  1/1000
  Silver Goose
  10
  1
  1/5
  1/10
  1/100
  Electrum Wader
  50
  5
  1
  1/2
  1/20
  Gold Gull
  100
  10
  2
  1
  1/10
  Platinum Sea Eagle
  1000
  100
  20
  10
  1
  
  37
  seemingly not affected their ability to get hold
  of large quantities of quality metals. Many of
  their competitors are curious to this sudden
  source of fine grade steel and do not believe
  the tale being spun by the House Feralen of a
  new vein being tapped in an isolated mine.
  They have some mines of their own but these
  are nowhere nearly as rich as the tightly
  guarded Dwur mines of the Headlands.
  Bankruptcy seems imminent for this family,
  their mines only able to stave off that
  inevitable day. 
  The House of Galthrena
  The House of Galthrena appears to be a
  family of humble, if affluent merchants.
  However, rumours have persisted of their
  involvement in many illegal activities, none
  of which have ever been proven. 
  Derl Galthrena, the aging and stern patriarch
  of the family, leads the house and has made
  the unpopular choice of naming his daughter
  Helana Galthrena as his successor. The
  extended family lived in a palatial mansion
  near Longbridge, which was then occupied by
  the Brotherhood Kesh of Longbridge before
  the liberation of the town. Derl has since
  reclaimed the half-burned shell of the house.
  The Galthrena have cultivated close ties with
  several noble families.
  The Waymen of the Storm
  Coast
  A small group of like-minded individuals, the
  majority of this group’s business ventures
  were either destroyed or appropriated by the
  Brotherhood. The Waymen dealt in the import
  of wood suitable for shipbuilding from
  Nyrond and, more rarely, Sunndi. They
  currently deal exclusively with Jian Destron;
  shipping desperately needed supplies to the
  rebel stronghold at Killdeer. In the past,
  members of this group have even funded
  expeditions to Hepmonaland to gather rare
  hardwoods 
  for 
  special 
  projects. 
  The
  Waymen’s 
  current 
  leader 
  is 
  Fabriga
  Farwanderer a portly, middle-aged, ex-
  military man known for his iron will,
  inflexibility, and patriotism.
  The House of Zelthred
  This merchant dynasty has existed since the
  time of Aerdi rule, almost constantly growing
  in wealth and prestige. Formerly based in
  Scant, they now reside in Killdeer. Like most
  of the other Merchant Houses, they were set
  back by the invasion and liberation, losing
  their patriarchal leader Golomus Zelthred to
  the Scarlet Brotherhood. The loss of this great
  leader has split the once united house into
  several small, petty, squabbling camps
  divided along family political lines, each out
  to get the other. 
  The Rebels seized several of the families’
  cogs in order to boost the strength of their
  navy before their true ownership was
  ascertained. Unfortunately both vessels have
  since been sunk. This act has earned Jian the
  animosity of much of the family. The House
  of Zelthred’s device is a Royal Blue sail and
  Yellow Sunburst. They were known in many
  ports, principally for their luxury goods,
  especially gems and ceramics.
  Yornal Kataga
  A native of Irongate, this astute, self-made
  man, settled in Onnwal around 565 CY and
  purchased 
  a 
  large 
  plantation 
  outside
  Longbridge, well irrigated and possessed of
  fertile soils. Yornal grew sugar cane
  interspersed with limes on his estates and was
  soon producing a clear spirit that became
  known simply as Yornal.
  Instantly popular in the environs of
  Longbridge, the drink had become much
  sought after throughout the peninsula prior to
  the Greyhawk Wars. His workers put much of
  Yornal’s estate to the torch in the face of the
  advance of the Scarlet Brotherhood. Yornal
  himself was imprisoned by the Brotherhood
  until he gave up the location of his secret
  storage facilities. Released during the fighting
  in Longbridge, Yornal has returned to his
  ruined estates where he is thought to be
  rebuilding his shattered mercantile empire.
  Pirates 
  of 
  the
  Gearnat and Azure
  Seas
  As befits sea-lanes that have traditionally seen
  
  38
  heavy use by merchants and trading
  companies, the Azure and Gearnat Seas have
  long been infested with pirates, privateers,
  and slavers. Many of these individuals, like
  Blidg Fanger, operated with relative impunity
  from the port of Blue in the Pomarj but many
  others have their base of operations much
  closer to Onnwal.
  The Storm Isles, located in the Gearnat, and
  the Hezarin and Saernedd (Serpent) Isles, in
  the Azure, are used by pirates and like
  individuals as bases to strike at passing
  shipping. Some work for the Scarlet
  Brotherhood, others have sided with the
  Resistance. The vast majority, however, cares
  little for the struggle wracking the mainland
  and will strike at any vessel they find.
  Baren Harnsheer
  A pirate without a ship and outwardly poor in
  appearance, Baren is extremely bitter. He
  travels the Isles stirring up resentment against
  Wuthur the Wild. He has been rumoured to
  have dealings with the Brotherhood. 
  Black Kristoph
  A man feared by all that know him, Kristoph
  is known to prey on mages and to covet magic
  above all else. An elderly but extremely
  charismatic man, he is arrogant and vicious.
  His ship, the Reaver, is crewed by a crew
  fanatically loyal to him. Black Kristoph had
  such a large bounty on his head before the
  Wars that even fellow pirates attempted to
  collect it. His last vessel, the Black Ram, was
  sunk beneath him and in the ensuing fight he
  lost his right hand to Wuthur the Wild.
  Jokra of Blue
  A Half-Orc that operates mainly around the
  Storm Isles and the Storm Coast, she deals in
  soma seed and retchweed. Known to have
  some small skill with magic, she is ever
  hungry for knowledge both magical and
  mundane.
  Wuthur the Wild
  This powerful warrior captains the Sea
  Serpent, a cog that can be found prowling the
  seas around the Storm Isles. He preys on any
  vessel that crosses his path and, as a result,
  both sides in the conflict bear him enmity. He
  acquired the Sea Serpent
  from Baren
  Harnsheer, who is known to hate him, after a
  duel. Wuthur has a wide collection of enemies
  including Huthor Draug and Black Kristoph.
  In 591 CY, Wuthur signed a pact with Szek
  Jian granting him a pardon from his past
  crimes in return for a Letter of Marque to
  attack the shipping of the Brotherhood and
  their allies. Wuthur is also expected to come
  to the aid of the Free State if asked and vice
  versa. Whether the pirate has any intention of
  honouring this agreement is a matter of some
  speculation and doubt in many quarters.
  
  39
  The humans predominant within Onnwal
  today hail from two main racial groupings:
  the Oerid and the Suel. The only clues to the
  Flan (the original inhabitants of the area)
  presence (apart from a few scattered
  descendents living in the Headlands) are
  the survival of several impressive
  hillforts on the fringes of the Headlands
  and the periodic discoveries of ancient burial
  mounds. The latter seem to fall into two
  categories: burial sites that have been
  discovered in the course of sinking
  foundations for new buildings or those that
  survive in their natural state in the
  countryside.
  Of the modern-day human inhabitants of the
  Dragonshead Peninsula there are very few
  examples of pure breed Suel or Oerid,
  except in the Eastern Marchlands, where
  pure Oerids predominate. Most have a
  typically muddied background, borrowing
  characteristics from both races, although the
  Oeridian influence is predominant in most
  individuals. Onnwalons are a fair-haired race
  - various shades of blond and auburn being
  the most common hues. Predominantly grey
  eyed, some individuals have pale blue or even
  violet eyes. The climate has given most
  Onnwalish at least a slight tan, although
  those who spend much time outdoors,
  such as sailors and soldiers, tend to develop a
  light dusting of freckles on exposed skin
  areas.
  The Onnwalish style of clothing runs to wide-
  legged pantaloons with a lightweight vest to
  cover their chests all in basic, solid colours. In
  cold weather a cape or cloak is added to keep
  the chill air at bay. Here, an Oeridian
  influence can be detected as many Onnwalons
  add a necktie, hat, or sash with a checked
  pattern.
  As to temperament, they take much from their
  Suel and Oerid ancestry. Stubborn and proud,
  they can be aggressive and quick to anger.
  They have a strongly developed sense of
  community - a legacy of the almost constant
  attacks by the South Province - and a strong
  awareness of the strength that can be gained
  from family. Family is very important to these
  folk and many know their ancestry back
  several generations.
  Scarlet Brotherhood - Suel
  Most examples of pure blood Suel in Onnwal
  are members of the occupying Brotherhood
  forces. They are a uniformly fair skinned
  (some being albinos) and their hair colour is
  similarly light - strawberry blondes, yellows,
  and platinums predominating. Their eye
  colour ranges from pale blue and violet
  through to deep blue - a very few have grey
  eyes. They tend to wear loose fitting
  pantaloons and airy blouses of solid colours.
  Red is the favourite colour (unsurprisingly)
  but white and light blue are also popular.
  Many monks refuse to wear any colour but
  red. When it is particularly hot, a lightweight
  vest is substituted in place of the blouse and
  when the weather cools, light robes are added.
  They love adornments, particularly broaches,
  with people of high rank having them
  fashioned out of silver or green, red, or yellow
  gold. Items of lesser value are carved
  from ivory, bone, and rare woods. Much
  of the jewellery also contains semi-
  precious stones, the colours of which are
  chosen to contrast the colours of the rest
  of the piece. Monks tend to wear black or
  white jewellery, made of blackened or
  white gold. Some examples of these are
  ancient, created before the Twin Cataclysms.
  Many are old and bear the family crest of the
  owner (and are therefore easily traceable).
  hapter Five:
  People and Races of
  the Dragonshead
  C
  
  40
  Savage Warriors
  The Brotherhood’s warriors, imported to the
  peninsula from Hepmonland, are originally of
  Suel descent. A millennia in the reeking
  jungles of the south has altered them - many
  are now at least as deeply tanned as the
  average Oeridian (though they do throw up
  the occasional albino) and freckles are
  common. Hair colours are, if anything,
  slightly lighter than mainland Suel - there are
  some red heads amongst the population, but
  this approaches auburn in hue. Eye colour is
  likewise as the Suel of the Brotherhood. Many
  of the savages wear nothing but a loincloth,
  although some add a simple cloth covering
  over their shoulders, particularly when it is
  cold. In Onnwal many wear stiff leather
  sandals and tie fur around their ankles,
  perhaps trying to invoke protective magicks.
  They are, however, a decorative people;
  tattooing and body painting of spiral and
  barred-spiral patterns being common amongst
  them. Similarly, primitive jewellery is
  common consisting of bone, animal skin and
  body parts, bright stones, pebbles, and simple
  metal items.
  The warriors also wear no armour, preferring
  to go into battle unencumbered - although a
  few have been seen to use shields. Their
  weapons are predominantly constructed of
  wood, sharpened bone, animal horn, and stone
  - mainly wooden spears tipped with bone or
  horn, bone short bows (with stone or bone
  tipped arrows), stone axes, and stone knives. 
  Hochebi (Hobgoblins)
  More warriors imported by the Brotherhood,
  the Hochebi were chosen for their lawful
  natures and fighting prowess. Used primarily
  by the Brotherhood to battle the Dwur and
  Noniz of the Headlands, many bands of
  Hochebi were left behind rebel lines after the
  Brewfest Rebellion.
  Dwur (Dwarves)
  Migrating to the Headlands many thousands
  of years before the Twin Cataclysms, some
  among these Dwur have a great reverence for
  Fortubo as well as their own deities. 
  Believing that Fortubo himself had led them
  to the Headlands, they established their
  citadels and holds with the blessings of the
  already resident Noniz who had already
  suffered a grievous toll in their war with the
  humanoids of the area. Dwarvish civilisation
  in the area is centred on three main citadels:
  Nerakern, Sarakast, and Vergannin. 
  A Council of Elders currently rules Nerakern,
  but there used to be a theocracy ruled by the
  priests of Moradin. Religion is still a very
  important part of life in the city, with the
  priests of Moradin ruling in all but name. The
  citadel itself stands on a small plateau in the
  Headlands, with its four great towers
  dominating the skyline. It is built across two
  great bridges spanning the River Nera
  (Silverstream). But, as with most other Dwur
  settlements, most of it is out of sight
  underground. Many of the walls of the city are
  decorated with great stone carvings of the
  Dwur pantheon, although Fortubo is a
  prominent absentee. Priests of Mordain’s faith
  consider Fortubo′s faith a pollution of Dwur
  traditions. 
  Sarakast is the newest of the major citadels.
  An offshoot of Nerakern, here rulership is in
  the hands of a Council of Merchants, who are
  in negotiations with the priesthood of Zilchus.
  Sarakast is thought to control many of the
  passages and caverns that traverse the full
  length of the Headlands. 
  Vergannin is the most isolated of the three
  citadels and is famed for its mighty warriors
  and skilful smiths. Now, however, the citadel
  has fallen on hard times with many of its
  mines being played out. Dwur from here are
  thought to be busily exploring portions of
  UnderOerth to locate new sources of precious
  metals and gems.
  Pre-wars the Dwur mined silver and
  gemstones from the hills, which was then
  traded with Irongate or Onnwal. Now the
  trade flows exclusively to Irongate.
  The Dwur of the Headlands were allied with the
  Iron League (at least in matters of defence) and have
  strenuously resisted the incursions of the
  Brotherhood into the hills. However, they are
  dubious about getting involved in human affairs
  and have so far declined offers to join the
  Resistance movement in a more active role.
  
  41
  Noniz (Gnomes)
  The first good aligned inhabitants of the
  Headlands, the Noniz occupation predates
  even that of the Flan. Never numerous,
  the Noniz (with the aid of the Dwur)
  managed to defeat and drive out the many
  tribes of Celbit and Jebline that infested the
  Headlands. The Noniz suffered particularly
  heavily during this long series of wars and
  their numbers have still not recovered.
  Preferring the protected fertile valleys to the
  wind-blasted slopes of the hills, the Noniz
  made their homes deep under the limestone
  cliffs of the Headlands. Their civilisation cris-
  crosses the Headlands following the
  valleys that cut through the hills. Their
  settlements are typically small but within
  easy travelling distance of others. Baerian
  Vangaer leads the Noniz of the Headlands.
  The Noniz greeted later Dwur migrations with
  enthusiasm, as their presence was seen to
  offer increased security to the Noniz. Of
  a similar mind to the Dwur, the Noniz
  have declined a more active role in the
  Resistance although they too have
  resisted Brotherhood incursions into the
  hills.
  Hobniz (Halflings)
  Hobniz migrated to the area during the time of
  the Great Migrations when successive waves
  of Oerid and Suel settlers displaced them
  from their traditional homes to the north.
  Landing on the northern coast of the
  peninsula they settled the western slopes of
  the Headlands It is here that their main
  settlement, Bergardbridge, can be found.
  Hardy souls and experienced fishers and
  boatmen, the rugged life style of the Hobniz
  attracted them to the Dwur with whom
  much trade is carried out. Most Hobniz
  live in subterranean homes with perhaps
  only a few windows cut into the hillsides
  to let in light. Many are skilled miners,
  jewellers, stone smiths, or mushroom
  farmers. Wrestling is a favourite pastime
  amongst these folk who will even challenge
  visiting Dwur to a friendly bout. 
  Olves (Elves)
  Pre-occupation, many Olves hailing from
  Sunndi, Irongate, and points east made
  Onnwal their home. With the coming of the
  Brotherhood most fled and the Brotherhood
  persecuted the remainder. Some have now
  begun to return to their homes in the freed
  portion of Onnwal. There are no known
  enclaves of indigenous Olves in Onnwal
  however.
  Half-Euroz (Orcs)
  Half Orcs making their home in Onnwal
  mostly originate on the Wild Coast,
  fleeing here to escape the onslaught of
  Turrosh Mak’s humanoid legions and the
  prejudices of Greyhawk City and the
  remaining free cities of the Wild Coast.
  No Orcs are known to be indigenous to
  Onnwal and so all Half Orcs in the
  region must originate somewhere else,
  although they could have been resident
  in the peninsula for some time. Half Orcs
  can be found on both sides of the
  conflict, although those siding with the
  rebels are treated considerably better
  than those allied to the Brotherhood.
  There is significant prejudice against Half
  Orcs, especially in the Storm Coast, where
  exiles from the Pomarj are most commonly
  found. 
  L a n g u a g e s
  “Commonly” in Use
  in Onnwal
  Ancient Suloise
  Ancient Suel (the language of the Suel
  Imperium) is a ‘dead language’, 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 spellbooks of the Suel Empire that
  was destroyed by the Rain of Colourless Fire
  over 1000 years ago.
  
  42
  Common
  As it name suggests “Common” is the most
  widely spoken language in Onnwal (and
  indeed the Flanaess). It is the language of
  trade and negotiation 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. Ferral is a
  stagnant language and does not have the
  capability to express new concepts.
  Old Oeridian
  Old Oeridian was, until the works of Revort
  Leyhar, believed to be a pure language, free of
  outside influences until a few centuries ago. It
  is still used within the boundaries of the old
  Great Kingdom mainly by scribes, clerks,
  lawyers, and other professionals and many
  libraries are filled with documents and books
  in this language. Translation of Old Oeridian
  into any language apart from Common is
  impossible because of its unique linguistic
  components.
  Rasol
  Existing primarily as a spoken language
  amongst the warriors of Hepmonland that
  claim Suel descent, this language is derived
  from Ancient Suloise and Olman, from which
  names for the flora and fauna of the jungles
  was taken. Many higher concepts are absent
  from Rasol, as are terms and phrases
  inappropriate to the jungle environment.
  Speakers of Ancient Suloise can understand
  perhaps 40% of what is said. Primarily a
  spoken language, comparatively few written
  characters exist in Rasol. Those few in
  existence are related to food, water, creatures,
  and land and take the form of runes
  recognisably of Suel origin, however, magic
  is needed to divine their meanings. 
  Other Languages Found in
  Onnwal
  Dwur-voca
  Olven-voca
  Noniz-voca
  Hobniz-voca
  Ho-Jebline
  Greetings 
  &
  Farewells
  The following greetings, sayings, and phrases
  are in common use in and around Onnwal.
  Are You Athought? Used exclusively by
  those in the Scarlet Brotherhood. It is a
  challenge used by superiors to their juniors.
  The implication is that those loyal to the
  Brotherhood should not think but should carry
  out the orders of their leaders.
  Remember the Farmers! A rallying cry used
  by the Resistance to stiffen morale and to
  underline the vengeful nature of their
  struggle. The saying refers to the 34 farmers
  burnt to death by the Brotherhood in 585 CY.
  Stone Endures (and its variants) Used by
  those allied with Irongate as a greeting or sign
  of friendship. It is also used to acknowledge
  the heroic defence of that city. Other formats
  of the saying include: So long as stone
  endures and stone endures still.
  ‘Ware the Breakers is a farewell used
  between sailors. It literally means to beware
  of the Breakers that pound the coasts of
  Onnwal when returning to port.
  Titles 
  and 
  Forms 
  of
  Address
  Old Onnwalon society was very rigid and
  codified and it was vital that holders of
  important ranks were hailed in the correct
  fashion.
  As many members of the Resistance are from
  
  43
  this “old school” a list of a ranks and the
  correct form of address are listed below.
  Szek
  Your Majesty or 
  Your Noble Authority
  Duke
  Your Highness
  Prince
  Your Grace
  Baron
  Your Prominence
  Lord Mayor
  Worthy Sir
  Knight
  Sir
  Character Classes
  in Onnwal
  The following notes may be useful when
  developing a Player Character for use in
  Onnwal. You should develop your PC’s
  individual history so that you have something
  to make it your own character. Describe their
  appearance, where and how they got to
  Onnwal etc. Maybe keep a history of
  activities, people they met, etc…
  If you wish to play a character that originates
  in another part of the Flanaess, we
  recommend you contact the relevant TRIAD
  for information. You should include in your
  history how you came to be a resident of
  Onnwal.
  Scarlet Brotherhood
  It is not possible to play a Player Character
  who is a member of the Scarlet Brotherhood,
  Savage Warrior, or Hochebi; or any evil
  character.
  Barbarian
  Barbarians native to the peninsula are of Flan
  decent and hail from the steep, almost
  impassable valleys of the Headlands to the
  east of Onnwal.
  Flan Hillmen
  Remnants of the Flan civilisation swept aside
  by successive migrating waves of Suel and
  Oeridians still dwell high up in the Headlands.
  Only a few trappings of civilisation survive
  amongst these folk who have, in the main,
  regressed back to a more primitive state. They
  have not forgotten the secrets of agriculture or
  metalworking but eschew many of the
  trappings of modern society. They no longer
  live in large communities, preferring instead
  to exist in a series of small well-fortified hill
  top communities. Power in their society
  remains in the hands of hereditary tribal
  chieftains who rely on advice from the tribal
  druids and other spell casters.
  Worshipers of Beory, the Flan have claimed
  the high peaks of the Headlands as their own
  and not even the Dwur contest their claim. As
  their ancestors did they live in peace carrying
  out some small amount of trade and with the
  other residents of the hills and fighting
  amongst themselves. Representatives of the
  Resistance have met with several tribal
  chieftains in a bid to convince them to join in
  the struggle to free Onnwal from the grip of
  the Scarlet Brotherhood, so far without
  success.
  The Flan are acknowledged as fine hill
  fighters, many of whose remote fortresses
  have never fallen to an external foe. These
  warriors prefer to use javelins, hand axes, and
  daggers.
  The Flan of the Headlands commonly have
  dark brown or black eyes although a few have
  eyes of brown or amber hue. Their hair is
  usually black, but some individuals possess
  brown-black, dark brown, and brown hair.
  Tribesmen tend to go about wearing little
  more than a loincloth, a cape in bad weather,
  and leather wrappings on their feet. Body
  painting, for war or ceremonial purposes, is
  also common with yellow and vermilion
  colours being favoured. 
  Bard
  Prior to the Occupation, bards tended to
  wander the peninsula bringing news and cheer
  to the inhabitants of the towns and villages of
  Onnwal. Others took passage on the many
  vessels that docked in the ports of Onnwal,
  bringing back new tales and news of the
  outside world. With the coming of the
  Brotherhood however, bards were persecuted,
  imprisoned, or killed to stop their knowledge
  of the outside world reaching the inhabitants
  of this beleaguered state. Many bards joined
  the Resistance in search of new sagas and
  stories and became not just observers but
  valued members of the movement.
  With the liberation of many parts of the
  
  44
  country, bards once again returned to the
  general populace bringing good cheer and
  raising the morale of the common folk of the
  country. The prodigious knowledge and
  memory of bards has proved useful to the
  Resistance who use them as messengers and
  spies. 
  Cleric
  Due to the successive waves of migrations
  across the peninsula, the religious situation in
  Onnwal is a complex one. Prior to the
  invasion the populace worshipped Suel,
  Oeridian, and a few Flan gods. The
  Brotherhood outlawed all religions not of
  Suel decent and incarcerated or killed all the
  priests of these “deviant” religions that they
  could find, forcing many more to flee. Every
  community in Onnwal had some kind of
  shrine or temple within it, although who was
  worshipped where depended on the racial bias
  of the community and what primary industries
  it was involved in. Priesthoods in Onnwal
  were highly hierarchical in nature, as befitted
  a lawful society. 
  Commonly worshipped deities of Onnwal
  include Osprem, Zilchus, Procan, and
  Norebo. Currently, however, folk are turning
  to deities with more of a martial aspect such
  as Trithereon, Mayaheine, and Heironeous.
  For more information on the deities on the
  peninsula refer to the Chapter 5, Deities of the
  Dragonshead.
  Druid
  Druids are rare in Onnwal, being almost
  exclusively of Flan stock. Living in the
  Headlands surrounded as they are by such an
  example of Beory’s bounty, few feel the need
  to travel to the lowlands of the west. Some
  few do, however, feel compelled to witness all
  the forms of Beory’s creation. Such
  individuals are generally female, as is the
  priesthood of Beory in the Headlands. Refer
  to the entry for “Barbarians” for a physical
  description of these folk.
  Fighter
  Fighters are the most common single
  character class in Onnwal. Before the
  Occupation they could be found guarding
  caravans, acting as city guards, serving in the
  Szek’s standing forces, Onnwal’s navy, or in a
  noble’s household troops. Others hired
  themselves out as mercenaries or bodyguards.
  With the coming of the Brotherhood however
  this changed. Many skilled fighters were
  slain, incarcerated, or forced to flee. Many
  joined the Resistance while a few others
  changed allegiances and now side with the
  Brotherhood.
  Onnwal is a subtropical land and this, coupled
  with the need for many fighters to operate
  over water, has made heavy, encumbering
  armour such as plate mail rare. Natives of
  Onnwal tend to use crossbows more than
  other kinds of bows because of the lack of
  suitable wood - however, some groups, like
  the Hillstalkers, do make use of longbows and
  are famous (in part) for it. Fighters are also
  the most common class found in the War
  Companies of Onnwal.
  Monk
  Those devoted to a monastic life were rare in
  Onnwal before the Greyhawk Wars. Ideals of
  mental and physical mastery and perfection
  were somewhat alien to the somewhat more
  practically minded Onnwalons. The few
  monks that there were tended to be devotees
  of religious faiths, solitary wandering hermits
  that existed outside the official church
  hierarchies.
  Of the churches whose beliefs lend
  themselves to a monastic outlook, the
  Church of Pholtus is the one which has
  by far the most monks in Onnwal today.
  Many of these are missionary monks
  from the Theocracy of the Pale, where
  there are established monasteries to the
  Blinding Light. These Radiant Brothers
  of the One True Path have come to
  Onnwal to teach the locals the harsh
  structures of their faith and have had a
  number of converts particularly in the Eastern
  Marchlands. 
  Among the Dwur of the Headlands, monks of
  Fortubo are known to exist. They tend to be
  solitary - living alongside or in small
  communities in the hills on the fringes of the
  Dwur lands. 
  Some of Jascar’s wandering followers in the
  
  45
  Headlands are monks, rather than priests.
  Monks of Heironeous and Mayaheine are
  unknown in Onnwal - though the creeds of
  these churches do not rule them out. 
  It is not possible to play a monk of the Scarlet
  Brotherhood in the Living Greyhawk
  campaign.
  Paladin
  Paladins are rare in Onnwal, but the best
  examples can be found following the Oeridian
  power, Heironeous. Champions of justice,
  law, and good, many paladins refused to
  retreat before the advance of the
  Brotherhood invasion forces and were
  killed. The faith of Heironeous, although
  never 
  numerous, 
  was 
  however 
  a
  powerful one, sponsoring as it does the
  Order of the Golden Sun. Most of its
  adherents were members of the various
  noble families of Onnwal. Many of the
  servants of these families also venerated
  Heironeous and it is from these that the
  new ranks of paladins are coming. Newly
  ordained paladins of Mayaheine are also not
  unknown in Onnwal, as this relatively new
  faith has gained many converts since the
  Brewfest Rebellion.
  Ranger
  Predominantly drawn from the rustic folk of
  the interior of the peninsula, the rangers of
  Onnwal are hardy folk, skilled in traversing
  the twisting valleys of the Headlands.
  Alternatively, other rangers native to the
  Dragonshead could be Flan hillmen.
  Rangers are most at home away from the
  civilisation of Onnwal, be it in the woods
  of the lowlands or in the uplands of the
  Headlands. Many members of the
  Hillstalkers, an elite unit of the old
  standing army were rangers. The Szek
  also maintained another small group of
  rangers - The Timber Wardens - who
  were 
  tasked 
  with 
  protecting 
  and
  maintaining the many small enclaves of
  woodland dotted throughout the country.
  Favoured enemies that a ranger could
  have developed in his career now include
  Savage Warriors, Trolls, Hochebi, and
  undead, the numbers of which are on the rise.
  Rogue
  Prior to the Occupation, the thieves of
  Onnwal had been united under the leadership
  of the Guildmaster of the Wreckers.
  Membership of the Wreckers was open to all
  followers of the larcenous way and this policy
  almost cost the group dearly during the initial
  phases of the Brotherhood’s operation.
  Rakehell Chert however caught wind of the
  Brotherhood’s infiltration of Scant days
  before the fall of the city and spirited the bulk
  of his thieves out into the countryside where
  he organised them into a series of independent
  cells.
  The Wreckers: Before the occupation the
  Wreckers were predominantly made up of
  smugglers, privateers, hijackers, wreck-
  looters, and confidence men who preyed upon
  rich merchants and their cargo, rarely
  bothering the common folk of Onnwal. Well
  organised by their leader Rakehell Chert, they
  were a constant thorn in the side of the
  authorities. Based in Scant they operated
  mainly along the coasts of the country but had
  operations and safe houses in all settlements
  of note in the country and contacts in Idee, the
  South Province, and Nyrond.
  After the fall of Onnwal, they became the
  only true organised resistance to the
  Brotherhood and even today maintain a
  prominent place in the Resistance. Many of its
  members are dubious about working so
  closely, and sharing so many of their secrets,
  with their old enemies - namely the soldiery
  and sailors of Onnwal but Rakehell Chert’s
  instructions are clear on this matter.
  Membership to the guild is now by invitation
  only 
  and 
  prospective 
  candidates 
  are
  rigorously observed before being granted
  admittance to the group. This defence had
  served them well against agents of the
  Brotherhood who continually tried to
  infiltrate the group since they originally
  slipped through Kuranyie’s fingers.
  Sorcerer
  Sorcerers are independent but charismatic
  loners in the main - indeed, they are actually
  more common on the peninsula than wizards.
  Many learned (and not so learned) individuals
  have proffered many reasons for this, but no
  one has proved definitively why this is so.
  Some sorcerers claim to have the blood of
  
  46
  dragons running through their veins, but
  again, none can substantially prove this. 
  Being a sorcerer is a life that individuals must
  be born into. Whereas wizards have spent
  many years poring over manuscripts and
  books, a sorcerer comes into his power
  naturally at puberty or at a ‘crisis-point’.
  There are no known groups of sorcerers in
  Onnwal as they have little need to share their
  knowledge. Those with sorcererous abilities
  were also detained by the Brotherhood with
  many disappearing beneath Obelstone Keep.
  Their fate, although almost certainly
  gruesome, remains a mystery. Whatever the
  truth of it, sorcerers most commonly come
  from the Storm Coast, while a few hail from
  the Eastern Marchlands. Sorcerers amongst
  the Dwur and Hobniz are distrusted, with
  some even being forced from their clanholds.
  The Noniz, exposed to magic through the
  practises of their illusionists, have a higher
  degree of tolerance of sorcerers who are at
  least allowed to dwell amongst them as
  normal members of society.
  Wizard
  There is no established “Wizard’s Guild” in
  Onnwal as Wizards from the peninsula are
  known for being notoriously individualistic.
  Additionally, and quite simply, there are not
  enough wizards in Onnwal to sustain a Guild
  organisation. Prior to the Occupation, the
  closest thing to a Wizard’s Guild known in
  Scant were a few informal groups that met
  occassionally. However, as part of their
  Occupation, the Brotherhood systematically
  hunted down all known Wizards, their
  spellbooks and research were confiscated and,
  if the individual was not of Suel descent, they
  were slain out of hand. 
  Scant had, prior to the Occupation, been the
  base for a small group of sages and historians
  intent on unravelling the ancient history of the
  peninsula and its people. Some believed that
  the peninsula had been the site of great
  conflict millennia ago. Others had chosen to
  specialise in the Great Migrations and the
  Onnwi - the original Suel settlers of the
  peninsula. The best known of these sages in
  recent years is Morrev Ironseeker, a Dwur of
  long years, and much knowledge that was
  forced to flee to Irongate in the face of
  advancing Brotherhood forces. 
  The Aerie: The Aerie is the vulgar name for
  the Transcendent Convocation of the Wielders
  of Wind and Wave, a famed group of Air
  Elementalists and Weather Mages. Renowned
  throughout the Iron League and beyond for
  their power and skill, some of their members
  have crafted great magical items, among them
  the Scant Wand of Storms and the Rod of
  Onnwal. Founded in 76 CY by the Aerdi
  Mage Cyrannden Darstyne, it has had several
  distinguished members since its inception and
  still highly prides itself on their secrets and
  power over the elements - though some more
  conservative priests of Procan saw these
  claims and actions as heresy. 
  Before the invasion, they made their base in
  Obelstone Keep, though its members could be
  found working in many parts of Onnwal
  whether it be in the farmlands, on a ship, or in
  the navy. The Invasion forced many of them
  flee to Nyrond, The Wild Coast, the Isles, the
  Headlands, and beyond taking with them
  many magic items and secrets. The few that
  stayed are either interned in Obelstone or
  working for the Rebellion.
  With its members dressed in bright blue or
  silver robes, the Aerie was very exclusive
  with several initiation rites that must be
  completed in order to join. The Szek often
  encouraged members to work with the navy
  for certain missions. Their biggest success
  came when they used their expertise in
  controlling winds to force several pirate
  vessels into coves in which the Onnwalish
  Navy could easily contain and board, them.
  The members of the Aerie rarely liked to get
  involved with government unless it affected
  them directly, preferring to carry on with their
  research.
  The Greenleaf Society: This was the name
  given to the loose group of mages who on
  occasion gathered at the house of Fraznier of
  Halmarn, better known to the wider world as
  the Archmage Bigby. Formed soon after
  Bigby settled in Scant, the Society consisted
  of Bigby, his apprentices (past and present), as
  well as some of the brightest and best of
  Onnwal’s magi including Milos Relaster and
  Kelen the Grey. The Society had practically
  no formal structure - though Bigby was
  generally acknowledged as the leader - and it
  
  47
  served as much as a talking shop and
  opportunity for the members socialise as
  anything else. Nevertheless, matters of great
  import were often discussed by the Society
  and given the members’ power, decisions
  reached by the group often had far-reaching
  influence in Onnwal and beyond. 
  For all its knowledge and farsightedness, the
  Brotherhood’s invasion caught the Society by
  surprise. Bigby withdrew to Mitrik in Veluna,
  whilst other members fled to Irongate,
  Nyrond, the Urnsts, and the Domain of
  Greyhawk. The Society has effectively ceased
  to exist now - though the members do remain
  in contact, and old ties of friendship remain
  strong. Many work what means they can to
  aid the cause of Free Onnwal and the Iron
  League. It is known that two members of
  the Society aided Bigby in the creation of the
  gate linking Irongate to Mitrik.
  The Warmages of Killdeer
  The warmage is the epitome of a fusion of two
  ancient Oerid traditions - the love of
  excellence in marital arms (as epitomized by
  the Spear Dancers of the Eastern Marchlands)
  and the use of magic in war (as personified by
  the Aerdi War-Mages of old). In the Eastern
  Marchlands, some adepts have combined
  weapon play with magery. Masters of the art
  are found exclusively in the service of the
  Great House of Coriell.
  Warmages must serve and protect the scions
  of the House of Coriell and their lands and
  chattels. They are very proud of Oerid
  traditions and have great hatred for the Scarlet
  Brotherhood. They have a strong sense of
  fellowship and spirit. 
  They are very reluctant to leave fellow
  Warmages behind on the battlefield. The
  Commander of the Warmages is usually the
  most powerful mage of the cadre. He is
  chosen every four years by a non lethal trial of
  combat, overseen by the Duke.
  War Companies
  The phrase “War Companies” is a colloquial
  term used to refer to adventuring bands active
  in, or originating from, Onnwal. War
  Companies can number any amount of
  members within their ranks although most
  muster less than ten adventurers. It is
  traditional for War Companies to decide upon
  a name by which they are known and most
  have also developed some form of heraldic
  device that the members wear.
  The Breakers: The most famous of the
  current War Companies of Onnwal, the
  Breakers have been active in and around the
  peninsula for many years. Taking their name
  from the great waves that crash against the sea
  defences of Onnwal, the Breakers were
  originally seven in number. Three of their
  member perished fighting against the
  invading forces of the Scarlet Brotherhood.
  The survivors fled to the Free City of
  Greyhawk for a time, before returning to
  Onnwal to fight under Jian Destron’s banner.
  They are all well equipped with items of
  powerful magic.
  The group has not recruited any new members
  to their ranks recently, as they are worried
  about the possibility of Brotherhood spies and
  assassins. In general, they can either be
  encountered as a single group or as two pairs
  - the humans and the half elves forming
  separate “sub groups”. All four members of
  the Breakers wear the stylised device of their
  War Company - a huge wave breaking against
  a well-buttressed sea wall. The members of
  the Breakers are:
  *
  Danvirius Soron: An extremely strong,
  charismatic, 
  and 
  skilled 
  warrior,
  Danvirius is the leader of the Breakers.
  A follower of Heironeous, his preferred
  weapon is the broad sword.
  *
  Ellinka Vanar: A strong willed woman,
  Ellinka has the physical strength to
  match her devotion to Heironeous. A
  former marine of Onnwal, she is fiercely
  patriotic and favours fighting with
  sword and dagger.
  *
  Uthather Kais: A Half-Elf Invoker,
  Uthather is almost as wild as his human
  colleagues are lawful. A worshipper of
  Boccob he is starting to turn to
  Trithereon in his aspect as a liberator.
  
  48
  *
  Tahllean Baeltas: This female Half-Elf
  is a real rarity: skilled in arms, she also
  wields both divine and arcane magic
  with equal proficiency. Devoted to Deep
  Sashelas she also venerates Procan! A
  truly unique individual, Tahllean has
  many friends amongst the good
  denizens of the Gearnat.
  The Teldur Sisters: Three sisters hailing
  from Myrhill, they mainly act as bounty
  hunters for the Rebellion and other non-
  Brotherhood factions. They have worked thus
  for nine years, since their drunkard father
  squandered their inheritance. They are now
  based in Killdeer and have used their
  accumulated booty to maintain a comfortable
  lifestyle. The sisters are:
  *
  Ariah Teldur: The sorcerer, Ariah is the
  middle child, in both height and age.
  Her hair is auburn and wavy and she is
  considered brash and a show off, but
  quite charismatic and beautiful with it.
  She has many suitors whom she delights
  in embarrassing, tricking and generally
  make them look foolish.
  *
  Margatha Teldur: The rogue and
  youngest child, her hair is black and
  short. Quite acrobatic, quick with her
  hands, and an accomplished pickpocket,
  she has had run-ins with the law and is
  the most rebellious and daring of the
  sisters. She enjoys shocking folks with
  tales of her latest antics.
  *
  Geril Teldur: The warrior, eldest and
  tallest child, she is the most serious of
  all the sisters. Her hair is shoulder
  length and a glowing auburn in colour
  and she generally wears a mixture of
  plate and chain armour. Many of the
  Rebellion consider her quite talented
  with the sword, but she does not react
  well to men (of any breed) - seemingly
  quite bitter. Stories have it that a former
  suitor of hers ran away with another
  woman on the day of their wedding. She
  has never lived down the shame and is
  quite icy and cold to men.
  They use the symbol of Myrhiss repeated
  thrice and entwined as their coat of arms.
  The Gilded Hammers of Sarakast:
  Although they are not currently active,
  following the death of their comrade
  Vergaduin at the hands of the Flan Chieftain
  Arawn Bloodweaver, these six Dwur from the
  Citadel of Sarakast are legendary amongst the
  younger Dwur. Their exploits are still told to
  this day in Sarakast, especially their daring
  stand at Gol-Daer against a horde of 120
  Hochebi warriors. Since Vergaduin’s death,
  they have gone their separate ways.
  *
  Glarathred the Golden: Son of a
  powerful member of the merchant caste
  of 
  Nerakarn, 
  he 
  shunned 
  the
  materialistic life of his family and, much
  against their wishes, joined the Temple
  of Fortubo as a Temple Guard. Seeing
  that he could do more than protect
  buildings, he ventured into the outside
  world spreading the faith and protecting
  the innocent. He was the leader of the
  Gilded Hammers of Sarakast and was,
  and still is very, introspective. After the
  break up of the group he joined the
  temple of Fortubo in Sarakast and
  became a hermetic priest.
  *
  Throna “the Wild” Balamalk: A warrior
  from the hinterlands past Vergannin, she
  proved her fierceness and courage in
  battle time and time again. She never
  gained Glarathred’s love (much as she
  tried) and disliked the rigidity of
  civilised Dwur culture. Upon the break
  up of the group she left for parts
  unknown in the Iron Hills.
  *
  Nalila “The Blessed”: A Priestess of
  Berronar from Sarakast, she is warm
  and caring and is even known to give aid
  to fallen enemies. She joined the group
  as she saw in it a way to help ease the
  suffering she had seen throughout the
  land. Merciful and kind, she used all the
  wealth gained on her journeys to set up
  a hospice and orphanage in Killdeer.
  *
  Boruphus “The Merchant”: A Dwur
  Priest of Zilchus raised in human
  society and often torn between his
  human upbringing and his Dwur nature.
  He travelled with the group to spread the
  word of Zilchus and to find his place in
  society. Unfortunately he has yet to find
  
  49
  a place he feels comfortable in and has
  become more and more despondent over
  time. Recently, he has been almost
  continuously using alcohol to forget his
  worries.
  *
  Ovraim “The Spy”: Born to a low caste
  clan in Sarakast, this rogue used his
  wealth to finance his taking over of
  Vergannin’s Thieves’ Guild, not by wit
  or guile but by greed. A clever Dwur
  with a mind for finding weaknesses in
  people’s characters as well as purely
  physical traps and devices.
  *
  Vergaduin “The Fallen”: This Noble-
  born warrior of Vergannin fell in battle
  defending a Dwur Temple from the
  barbarian forces of the Flan Chieftan
  Awran Bloodweaver. His body was
  buried under a great stone monument
  erected in Vergannin.
  Whiteburrow 
  and 
  Glimworth:
  This
  smallest of War Companies currently has only
  two members, but will take on most jobs,
  although they will not willing hurt innocents.
  They have been partners for around ten years
  after they met while incarcerated in Killdeer.
  In this time, the pair have travelled over much
  of the peninsula. They are:
  *
  “Goody” Whiteburrow: a cheerful jovial
  Halfling who sees himself as a knight of
  old, he is a gullible, trusting individual.
  An acrobat in his youth, “Goody” often
  uses these skills in combat to gain the
  advantage.
  *
  Glimworth: An Illusionist by trade and a
  self described “rogue and ladiesman”;
  he stands tall for a Gnome and is quite
  vain and theatrical in his manners, often
  oiling his moustache or fixing his fine
  clothes and jewels. He prefers to use
  trickery and planning when in combat
  and dislikes “brute force” as it shows
  “no style or wit”. He tries to use his
  illusions to either scare his victims into
  compliance or to lead them into traps.
  He also enjoys making those who think
  they are mighty and brave look like
  foolish half-wits.
  
  50
  Major Deities
  Osprem (major)
  Lady of the Waves, Soother of Storms, Light of
  the Havens, Star of the Sea
  Pre-Occupation: Osprem was a popular
  goddess in Onnwal, given the nation’s
  dependence on the sea for trade and fishing.
  She is seen as a protective figure, watching
  over her faithful as they venture out upon the
  often stormy seas, filling their nets, steadying
  the ship in the tempest, and guiding them
  home once more. Among many in Onnwal,
  especially around Scant and on the Azure
  Coast, she is depicted as the wife of Procan,
  the Sealord. Her singing is said to soothe her
  husband’s tempestuous rage and lulls him to
  sleep, thus calming the seas. Though
  originally a Suel goddess, her faith was
  adopted by Oeridian settlers. Her church is
  strongest in the west - particularly Scant and
  Sornhill - and but takes second place behind
  Procan in the Eastern Marchlands. The faith
  was of course very popular with mariners of
  all kinds, be they ships’ masters, common
  sailors, or fishermen - and most Onnwalons
  traditionally make an offering to the Lady of
  the Waves. Such offerings usually take the
  form of a scattering of flower blossoms on to
  the water before setting out upon a voyage.
  Amongst followers, a candle is lit in the
  temple at the departure of each ship to keep it
  safe and guide her crew home. Only when the
  ship returns or is declared lost is the light
  extinguished. Dolphins in particular were
  held as sacred to the faith of Osprem,
  followers professing that they are sent by her
  to guide ships home to port.
  The heart the Church of Osprem in Onnwal
  was a large cathedral in Scant overlooking the
  harbour and the approaches to the bay. The
  priests maintained a beacon light upon the top
  of the green copper dome, to guide ships
  home to the haven. The clergy traditionally
  offered prayers for good fortune at the
  beginning of voyages and for protection of the
  ship and sailors. Priests of Osprem also
  blessed every keel that was laid and some
  were capable shipwrights themselves. In
  addition, 
  the 
  cathedral 
  maintained 
  a
  comprehensive library of sea charts detailing
  the coasts and islands of Onnwal and beyond.
  Some priests also served with the Navy,
  especially 
  in 
  actions 
  against 
  pirates.
  Furthermore, Osprem was the patron of the
  Loyal Company of Pilots, who were entrusted
  to guide vessels though the treacherous reefs
  of Scant harbour into port.
  Post-Occupation: The Church of Osprem
  was one of the first to be infiltrated by the
  Scarlet Brotherhood’s Office of Diplomacy in
  the 570’s. Agents worked their way into the
  Church and the Company of Pilots - thus
  gaining access not only to accurate charts of
  the Onnwalish coast, but to the safe passages
  though the reefs protecting Scant from
  seaward attack.
  This knowledge was key to the fall of Scant,
  for it allowed the Brotherhood fleet to sail
  into the harbour and land troops unhindered.
  Infiltrators seized the map library early in the
  attack. Since then all copies except those in
  the hands of the Office of Sovereignty have
  been destroyed and most of the members of
  Scant’s Guild of Cartographers have been
  murdered. Unauthorised possession of sea
  charts is punishable by death. In addition, all
  known members of the Company of Pilots not
  loyal to the Brotherhood have been captured
  and executed by drowning.
  Most of the Priesthood in Scant were captured
  with the fall of the city, though some few
  managed to flee the city in the last vessels out
  of the port - helping them to evade the
  hapter Six:
  Deities of the
  Dragonshead
  C
  
  51
  Brotherhood pursuit.
  Andera, a relatively minor Priestess from the
  Brotherhood’s Office of Faith, has replaced
  the High Priestess of Scant, Breal Geremak.
  The clergy has been imprisoned and re-
  educated by the Office of Faith. Those priests
  of Suel descent have been taught that the
  Brotherhood bring the pure ideology of
  Osprem, unpolluted by corrupting influences,
  while those of Oerid descent who convert are
  used as examples for the rest of the populace.
  Under this extreme pressure most of the
  captive priesthood has collaborated, though
  those small few who resist remain imprisoned
  in Scant. 
  In the rest of the country, many of the clergy
  had time to escape the invading forces -
  though those who were captured were taken
  to Scant for re-education. Most fled to
  Irongate or Nyrond by sea - the majority of
  these having been in service with the Navy at
  the time of the invasion. A Church in Exile
  was declared in Nessermouth in the winter of
  584 CY under the leadership of Marya Jernal
  - though this has been moved to Killdeer since
  the Rebellion. The Church in Exile has
  denounced the collaborators as pawns of the
  Brotherhood and its clergy are chiefly
  occupied with serving on Navy vessels and
  blockade-runners plying the dangerous route
  between Onnwal and Nyrond. The temples in
  Killdeer and Longbridge have been reclaimed
  and reopened. In Sornhill, the church has been
  instrumental in defending the fortress-beacon
  of Osprem′s Light. Along with the Church of
  Mayaheine, the church has founded the
  Stalwart Order of the Sea and Star - a
  religious group dedicated to the defence of the
  people of Onnwal on both land and sea.
  However, despite the efforts of the Church in
  Exile, some of those who lived under
  Brotherhood rule have been reluctant to return
  to the Church, preferring the Brotherhood
  suppressed church of Procan instead.
  Affiliated Orders: The Loyal Company of
  Pilots (believed destroyed); The Guild of
  Cartographers of Scant (believed destroyed);
  Stalwart Order of the Sea and Star.
  The Stalwart Order of the Sea and Star: Upon
  the battlements of Osprem′s Light - out of
  desperation and necessity - a coalition has
  formed between the clergy of Mayaheine and
  Osprem. So firm was this alliance that it led to
  the joint consecration of the Darkbane (built
  under the direction of two worthy followers of
  the Defender) and it being dubbed the Bastion
  of the Sea and Star, a new holy order under
  the patronage of both. The measure of the
  Stalwart Order is to protect the weak upon
  land and sea, and this is done from the walls
  of the fortress-temple of Osprem′s Light and
  the Bastion Darkbane in Sornhill
  Zilchus (major)
  Lord of Coin, the Flail of Propriety, the Purse
  of Plenty
  Pre-Occupation: Zilchus is a deity who
  oversees affairs of money and business, but is
  also a temporal power concerned with
  prestige and influence. He looks benevolently
  on those who wish the better themselves
  though acquisition of wealth and temporal
  power. Zilchus is a Power revered by those
  who are fair, scrupulous in their dealings, and
  honest; shady merchants do not look to him.
  In Onnwal, the church of Zilchus supported
  the growth of Scant as a trading port, with
  competition from the Church of Xerbo. When
  the rule of the Hertzogs of South Province
  became oppressive and tyrannical - the
  Onnwal church tacitly supported the local
  nobility in the rebellion.
  Nevertheless, it remained in contact with the
  Zilchans in Ahlissa. Political matters were
  studiously avoided and discussions were
  confined to commercial matters. Despite this,
  in the political turmoil that followed the
  rebellion and the foundation of the Iron
  League, the Onnwalon church grew apart
  from its parent, establishing its independence
  from the Aerdi hierarchy. It then forged direct
  links with the Zilchan churches of Nyrond,
  and the Free City of Greyhawk.
  The main Cathedral for the Lord of Coin in
  Onnwal was based in Scant, with substantial
  temples in Killdeer and Longbridge, though in
  Sornhill, Xerbo was preferred and the Zilchan
  temple here was accordingly smaller. As well
  as making offerings to the Lord of Coin to
  bless commercial contracts and trade
  expeditions (usually incense burning, and
  small offerings of goods), priests of Zilchus
  regularly oversaw that fair trading was
  
  52
  observed in the Grand Market of Scant and in
  other marketplaces throughout the land. The
  clergy undertook and supported their own
  commercial ventures including providing
  investment, 
  and 
  many 
  were 
  wealthy
  merchants in their own right. More active
  members of the Church acted as trade scouts,
  travelling widely in search of commercial
  opportunities both for themselves and their
  church and making contacts with the Church
  of Zilchus in other lands, especially Nyrond
  and the Free City of Greyhawk. Along with
  their commercial roles - Zilchans were
  involved in governance, often acting as
  Onnwal’s de facto diplomatic staff abroad and
  supporting the rights and privileges of the
  nobility at home. The Church has traditionally
  had very close relations with the nobility with
  the younger sons of many noble houses being
  encouraged to enter the Church of Zilchus as
  a prudent career move. In addition, both the
  Church itself, and a number of individual
  priests have substantial land holdings
  especially in the central lowlands and along
  the Azure Coast. The High Tradepriest of
  Zilchus has traditionally been an influential
  advisor to the Szeks of Onnwal, particularly
  on matters of economy and foreign relations.
  Post-Occupation: When Onnwal fell to the
  Scarlet Brotherhood, the Church of Zilchus
  was outlawed by the new regime. Its
  main cathedral in Scant and temples in
  the other towns were closed by the
  Office 
  of 
  Faith, 
  their 
  wealth
  systematically 
  stripped, 
  and 
  then
  levelled and the stone used to construct
  Brotherhood 
  temples. 
  Priests 
  were
  arrested and forced to be party to the
  looting of their own temple and other
  indignities such as being forced to scrub
  the cobbles of the Grand Market before
  being led off to slavery. The High
  Tradepriest of Scant was martyred by
  being flayed to death with flails threaded
  with gold coins.
  Some of the clergy, especially in the eastern
  towns managed to flee to Irongate or go into
  hiding in the Headlands. In Irongate they were
  greeted 
  sympathetically 
  by 
  their 
  co-
  religionists there and given succour. Despite
  this, many priests were financially ruined by
  the Occupation and some never recovered
  from the shock - some preferring suicide to
  having to live in poverty.
  Others however rallied around the court-in-
  exile of Duke Coriell and played key roles in
  negotiating with the government of Irongate
  for the provision of supplies and aid, first to
  the Onnwalish refugees and later to the Free
  Onnwal movement. A number of prominent
  members of the Onnwal church have
  remained in the Duke’s retinue in Irongate
  acting as ambassadors for the rebels lead by
  Tradepriest Kerlan Arrand, the second most
  senior surviving member of the Church. Other
  priests have been dispatched to Greyhawk
  City, the Urnsts and Nyrond to plead the rebel
  case, and to re-establish vitally needed trading
  links between Free Onnwal and the outside
  world.
  When the rebellion retook large sections of
  the country, the Zilchans, with their new
  leader High Tradepriest Barund Laramore,
  returned to reclaim what they could of their
  lost wealth. New makeshift shrines have been
  erected in Longbridge, Killdeer and most
  recently in Sornhill, and those of the clergy
  who held lands in the east have begun the
  onerous task of reconstruction. However most
  of the church’s land is currently unclaimed. 
  The first priority for the church is to re-
  establish trade, which the rebels need for the
  war effort and to rebuild Onnwal’s shattered
  economy. Trade with Irongate is beginning -
  though currently it is more or less all one way.
  Sea trade is perilous due to the predation by
  the Scarlet Brotherhood vessels operating out
  of Scant as well as Pomarji and Ahlissan
  pirates. Nonetheless, a tenuous link has been
  established with the Nyrondese port of
  Nessermouth.
  It is a strongly held opinion among the
  surviving Zilchans that overtures should be
  made towards Ahlissa. Xavener, the new
  Overking in Kalstrand is the head of the
  House of Darmen, the Aerdi Celestial House
  that traditionally was the Church of Zilchus’
  greatest patron. There is feeling among many
  members of the Onnwal clergy that Ahlissa
  under the Darmens can be trusted. With the
  strangling of sea routes by the Brotherhood,
  Onnwal would benefit from overland trade.
  Further, the resurgent Ahlissan navy would be
  powerful allies against the Brotherhood
  
  53
  blockade. The high standing of the Church of
  Zilchus in Ahlissa and the opening of trade
  between Ahlissa and Nyrond has only
  reinforced calls by influential Zilchans to
  begin normalisation of relations with
  Kalstrand. Many Zilchans in Onnwal envy the
  power the Ahlissan church has, and privately
  wish that things could be similar in Onnwal.
  In addition, they are conscious that dealing
  with Ahlissa would enable to rebuild their
  shattered fortunes.
  A small minority of Zilchans have urged
  caution however. Not only have calls for
  negotiations with Ahlissa aroused long-held,
  but latent suspicions as to the loyalty of the
  Church of Zilchus among some nobles and
  influential rebels, but they have watched with
  disquiet, 
  the 
  increasingly 
  acrimonious
  division in the hierarchy of the Ahlissan
  Church. Matriarch Schleretha of Zelradton
  has repeatedly accused Patriarch Larissen, the
  head of the Church in Ahlissa, of being
  Overking Xavener’s puppet and of making
  the Church an instrument of the Overking’s
  political designs. The Patriarch has denied the
  allegations, denouncing the matriarch as
  being paranoid. The Onnwalons fear that the
  matriarch may be correct and that dealing
  with the Ahlissan church may draw Onnwal
  closer into the embrace of Ahlissa than is
  healthy.
  Affiliated Orders: Fellowship of the Coin.
  This is a group of about two to three dozen
  warriors devoted to the service of the Lord of
  Coin. The Fellowship have sworn oaths to
  protect merchants and travellers upon
  Onnwal’s roads from bandits and other
  parasites threatening the flow of commerce
  and trade. Before the wars, they were sought
  after as honest and efficient caravan guards.
  In addition to guarding trade they also on
  occasion hunted down bandits in the
  Headlands, bringing them either to justice or
  to an early grave.
  They fought with the retreating Onnwalish
  forces during the Scarlet Brotherhood take-
  over, acquitting themselves well, though not
  without losses. The Fellows refused to leave
  Onnwal and so withdrew into the Headlands
  where they have fought a guerrilla campaign
  against the Brotherhood, putting their
  extensive knowledge of the terrain to good
  use. Though they are allied with the Rebel
  forces, the leader of the Fellowship, Jerrul
  Bardens, and many others in the band find
  working with the thieves and brigands they
  once pursued distasteful and there is no love
  lost between Jerrul and Rakehell Chert.
  Equally many with the Wreckers have lost
  friends and colleagues over the years due to
  the actions of the Fellowship and there is a
  definite feeling that old scores will someday
  be settled. Nonetheless, the Fellowship play
  their part in the struggle, though they
  generally only take orders from Jian Destron,
  refusing to recognise Chert’s authority.
  Procan (major)
  Sealord, Sender of Storms, Roar of the Ocean,
  Eye of the Tempest
  Pre-Occupation: Worship of Procan was
  brought to Onnwal with the Aerdi. He is
  depicted as a wrathful and intemperate god,
  prone to venting his ire in the form of storms
  and tempests in which he is thought to
  manifest himself. In the west and south, he is
  described as the husband of Osprem who is
  said to moderate his rage with her soothing
  songs. In the east however, where worship of
  Osprem is eclipsed by that of Procan, The
  Roar of the Ocean is seen as the primary god
  of the sea.
  A small cult called the Stormseekers was
  based in Sornhill. This bizarre offshoot of the
  main church, believing that Procan is actually
  manifest in the heart of tempests, seeks to be
  closer to him by actually holding ceremonies
  on ships in the middle of storms, sometimes
  sailing directly in the heart of a tempest to
  commune with their god. Many do not survive
  which obviously keeps the cult small.
  However, those that do are often hailed as
  living saints. One such was the founder of the
  cult - Burisan Stormseeker, who was said to
  have survived three score “communions”
  before finally as an old man of 70 years he
  sailed away and never returned.
  Procan’s temples are always placed on the sea
  shore and are centred around a pool of sea
  water. Worship of Procan generally takes the
  form of an appeasement sacrifice (commonly
  a offering of salt or a small clay doll
  
  54
  representing the sailor dropped into the pool
  in the temple) - generally made by sailors
  before setting out on a voyage. Procan was
  revered by all those who ventured out upon
  the often stormy seas around Onnwal and by
  those who await their return on the shore. He
  is also the patron of the salt harvesters of the
  Azure Coast and of the Guild of Navigators in
  Scant.
  Priests of Procan make offerings and prayers
  on behalf of their flock to avert the rage of the
  Sealord and for a plentiful harvest of fish.
  Their knowledge of tides and sea weather is
  second to none and borders on the
  precognisant for high ranking priests of the
  church. Generally, however in the past, priests
  of Procan did not serve aboard vessels -
  though many are accomplished sailors in their
  own right. They worship the sea itself rather
  than the act of moving across it.
  The main Cathedral to Procan was in Killdeer
  set upon the seashore. Large temples were
  also found in Scant, Sornhill and Longbridge.
  Post-Occupation: The Temple of Procan in
  Scant was beset early in the fighting, and
  was taken only after a quick but bloody
  struggle. Those priests not killed in the
  attack were publicly starved to death,
  given only salt to eat. The temple itself
  was 
  levelled 
  while 
  the 
  Guild 
  of
  Navigators was outlawed, its records
  seized and those members captured by
  the Brotherhood were enslaved and put
  to the service of the Brotherhood navy.
  Some members of the Guild either
  escaped the fall or were aboard ships at
  sea at the time. Most of these have entered
  the service of the Rebels.
  Elsewhere in Onnwal the Brotherhood made a
  point of eliminating the Church as soon as
  possible, fearing the powers of the priests
  might wreak havoc on their fleets and
  disgusted by the local belief that Procan
  was Osprem’s husband. The clergy were
  ruthlessly hunted down, temples levelled
  and the church crushed. Many priests
  especially in Sornhill and Killdeer
  managed to escape on fleeing ships, their
  powers aiding the vessels’ escape from
  the Brotherhood fleets. The Head of the
  Church in Onnwal, Delvan Gasparen
  refused to abandon the Cathedral and,
  sending his priests into exile, alone remained
  to face the advancing Brotherhood forces.
  When the Brotherhood troops came to seize
  him, he summoned an enormous wave to
  sweep away the temple, drowning the soldiers
  and himself and a section of Killdeer’s
  waterfront.
  The clergy mostly fled to Nessermouth and
  Irongate, though a few priests remained at
  large in the Storm Isles, and the rocky cliffs of
  the Storm Coast. This included the
  Stormseekers, led by their “Living Saint”
  Iseln Guiral, who since then has waged a
  savage guerrilla war against Brotherhood
  shipping. This has increased the profile,
  popularity and influence of the Stormseekers
  and Iseln is now treated on a similar footing
  with Delvan’s successor Holshend Wildren.
  The main church too has taken a more active
  role in aiding Rebel shipping. Wildren,
  invoking the memory of his predecessor’s
  sacrifice, has declared a holy war against the
  Brotherhood for the outrages they have
  committed against the church. Many priests
  therefore now serve aboard rebel ships and do
  their utmost to bring the wrath of the Sealord
  down upon the heads of the Brotherhood and
  their allies.
  The Cathedral at Killdeer is being rebuilt as is
  the temple at Longbridge. Given the collusion
  of members of the other maritime faiths with
  the Brotherhood, many especially in the east
  have turned to Procan, which like them was a
  victim of rather than a party to the
  Occupation.
  Norebo (major)
  Father of Chance, The Dice of Fortune
  Pre-Occupation: Norebo is the Suel god of
  luck, gambling and risks and his name was
  widely invoked for good fortune whether it be
  in work, business, play or love. Said to be
  daredevil rogue at heart, Norebo smiles upon
  those who throw themselves headlong at life,
  with no mind of the odds or the consequences.
  He is the patron of gamblers and of gambling
  establishments and all in Onnwal bear a small
  shrine to the Dice of Fortune.
  
  55
  Another Suel faith adopted by the Oerid
  settlers, he was more revered in the towns
  - especially in Scant and Sornhill - and in
  the west. He had only a small following
  among the somewhat dour Oeridian folk
  of the Eastern Marchlands. Norebo was
  especially popular with sailors (who,
  given the stormy seas around Onnwal
  were not averse to making as many friends
  among the gods as possible) as well a large
  following among the Wreckers - Scant’s
  Thieves’ Guild.
  In Scant, a temple of middling size was
  set in the heart of the poorer end of the
  city - also not coincidentally on Scant’s
  Street of Dice - where the gambling
  houses tended to cluster. Many of these
  were either run by priests of the temple
  or at least by devotees of the Father of
  Chance. The Priests of the temple
  routinely placed their blessing upon the
  gambling houses and most of the inns of the
  city - in return for generous donations from
  these establishments of course. As a result, the
  church was surprisingly wealthy. The
  flamboyant, and highly unpredictable High
  Priest Gerden Treda, prone to making
  decisions determined by the cast of a die, was
  known to distribute some of the wealth to the
  poor of the city, should the dice demand it.
  (Curiously the dice always seemed to know
  when the recipient was most needy). 
  Post Occupation: Most of the priesthood,
  including Gerden, remained in Scant when it
  fell and were subsequently absorbed by the
  Office of Faith. Though suspicious, the
  Brotherhood accepted the priest’s conversion,
  (though they still keep a close eye on
  Gerden’s movements). Given the low esteem
  in which the reckless Father of Chance is held
  in the orderly Brotherhood society, the temple
  in Scant was converted into the temple for the
  Suel pantheon. The Priests go about their
  business as commanded by their superiors in
  the Office of Faith, and are model converts.
  Elsewhere, those members of the church that
  were forced to flee the Brotherhood have
  served as part and parcel of the Wrecker’s
  resistance cells - where they have been valued
  members - as much as a morale boosting
  talisman as a source of clerical magic. 
  Xerbo (major)
  Master of the Mains, the Unwavering Rudder,
  Vault of the Oceans
  Pre-Occupation: The Church of Xerbo,
  popular with the Suel inhabitants of the
  Onnwal peninsula, was adopted by the Aerdi
  invaders after their conquest of the region.
  The Church was traditionally strong in the
  west of the country particularly in Scant and
  Sornhill, where maritime trade was the
  strongest - though in the east and south
  Zilchus proved the stronger. A long standing
  rivalry existed between this faith and the
  Church of Zilchus. While Zilchus tended to
  deal more with the wealthier merchants and
  enjoyed the patronage of the nobility, Xerbo
  catered more for the humbler merchants and
  also for overseas traders.
  The Temple of Xerbo in Scant stood close to
  the docks and acted as meeting place for
  merchant’s to find ships and ship’s masters to
  find cargo and crews, all overseen by the
  priests of the temple. Many of the priests
  themselves own shares in merchant vessels
  and grew wealthy from the trade. Mariners
  and merchant’s alike made offerings of goods
  to the temple to bring the blessings of Xerbo
  upon the voyage. Thus, the wealthy temple in
  Scant vied with the Church of Zilchus for
  control of the devotion of the city’s
  merchants. Priests of Xerbo were also active
  in the struggle against pirates and served on
  both Navy vessels in actions against Pomarji,
  Wild Coast and Ahlissan buccaneers. Less
  widely known is that some high ranking
  priests of the Church bankrolled Onnwalish
  privateers to make reprisal raids against pirate
  ships and ports.
  Post-Occupation: The Church of Xerbo -
  like that of Osprem - was infiltrated by agents
  of the Office of Diplomacy many years prior
  to the Greyhawk Wars. A significant number
  of the senior clergy were persuaded that under
  the rule of the Scarlet Sign that they would
  have primacy over their Zilchan rivals and
  that they would have a monopoly over trade in
  exotic items from the jungles of the south.
  Indeed a number of the present hierarchy
  were “bought” by being secretly given access
  to goods from Hepmonaland by the
  Brotherhood. It was through the Church of
  
  56
  Xerbo in Scant that the Brotherhood was able
  to secretly funnel supplies and aid to the Iron
  League early on in the Wars.
  When Onnwal fell, those in the Church who
  were not in league with the Brotherhood were
  quickly seized and imprisoned, often by their
  own co-religionists. These have undergone re-
  education at the hands of the Office of Faith
  and many have either died in the process or
  been brainwashed. A small number of
  dissenters escaped from Sornhill - though the
  retreating Onnwalish forces burned the
  temple in Killdeer on the orders of Duke
  Coriell. The few priests opposing the
  Brotherhood are treated with universal
  distrust and suspicion by the rebel forces and
  Jian Destron has forbidden navy ships to
  allow them on board. This group, led by Saras
  Jernigan and calling themselves the Loyal
  Church of Xerbo, though stung by the
  rejection by the rebels, still fights to clear the
  name of the Church. Thus they act in any way
  it can to fight the Brotherhood - even to the
  point of serving with privateers - so long as
  they raid Brotherhood vessels.
  Under the Brotherhood, the Church, led by its
  High Priest Elias Relho, was rewarded for its
  “loyalty” by being given a large portion of the
  wealth of the Church of Zilchus as well as the
  ships and goods of all merchants not of Suel
  descent (and therefore thralls). Traders of Suel
  descent (and therefore classified by the Office
  of Purity as sub-citizens) were allowed to
  keep their business - though it had to be
  registered with both the Office of Sovereignty
  and the Church of Xerbo. Furthermore vessels
  belonging to members of the Church were
  allowed free passage at all Brotherhood ports
  and though the blockades of the Tilva Straits.
  Indeed, this traffic has proved essential in re-
  supplying the garrison at Scant. Some have
  taken to slavery and have grown rich shipping
  slaves from Onnwal and Idee to the south and
  Hepmonaland and Amedio savages north. 
  The Rebels have dealt with collaborators
  swiftly and brutally. Practically every member
  of the Church outside Scant has been lynched,
  executed or imprisoned (depending on the
  whim of the Rebel commander and the anger
  of the liberated mobs). All the priests in Scant
  fear the fall of the city, which they know will
  mean their death should they fall into rebel
  hands. Many have therefore thrown their full
  weight behind the Brotherhood, aiding the
  resupply of the garrison. 
  Jascar (major)
  Lord of the Dells, Mist upon the Hills,
  Dweller upon the Heights, Voice of the Hills
  Pre-Occupation: Jascar, the Suel god of Hills
  and Mountains was another faith adopted by
  the Oeridian settlers. Jascar is Lord of the
  Dells and is thought to be manifest in the hills
  and the vales and watches over all that dwell
  within his realm. His faith was always a rural
  one - confined to the villages and herdsmen of
  the Headlands and the settlements huddling
  about their feet - particularly in the western
  and northern reaches. Most villages have a
  small shrine of chapel to Jascar in the centre
  of the settlement and many hilltops have
  small cairns of stones dedicated to him.
  Furthermore, his priesthood have constructed
  many dry stone huts for travellers and
  shepherds to take shelter in bad weather or
  overnight. These are mainly in the more
  inhabited fringes of the Headlands and along
  the main tracks and roads. The main temple of
  the church was at Notil (in Suel - hill-home)
  in the western Headlands. Here it said there
  are extensive maps of the hills and some of
  the caves and caverns that riddle them.
  The priesthood mainly concerned itself with
  caring for the Headlands and the folk that
  dwelt there. Some, generally older priests or
  acolytes remained tied to particular areas.
  Others - generally those recently ordained and
  younger priests wandered the Headlands,
  travelling from village to village and shrine to
  shrine. In many of the hill villages, priests of
  Jascar were the only clergy ever seen. As well
  as practical aid to the highland folk, most
  priests spend some time each day on hill tops
  or high places in contemplation of the beauty
  of their master’s realm, and their place within
  it. Some priests call this “listening to the
  Master” or “listening to Voice of the Hills”.
  Offerings were made to Jascar both in open-
  air chapels, in sanctuaries set in caves
  (generally upon the higher tors with cave
  mouths giving a grand vista over the
  surrounding lands), and even on top of hills at
  festivals. At Growfest, the festival is
  celebrated by the lighting of bonfires atop
  many hills and along the northern hills the
  
  57
  lines of blazing beacon makes a spectacular
  sight.
  Jascar is also revered and respected by many
  of the Noniz and Dwur of the Headlands.
  There are even a few Demi-human priests of
  Jascar, though generally this is more among
  the Noniz than the Dwur. The Demi-humans
  have great respect for the priests of the faith,
  glad to meet humans who share their love of
  highlands and stone. Priests of Jascar have
  been known to accompany prospecting
  expeditions into the hills, and these are
  generally the more successful ones. However,
  this is only on condition that no open cast
  quarrying takes place, and that the Headlands
  are not defaced.
  The only urban temple in Onnwal was a small
  chapel as set into the rock of the Palace Hill in
  Scant - itself a city of hills. The temple had
  few visitors - and even those were mainly
  Dwur or Noniz - often feeling a longing for
  the highlands once more.
  Post-Occupation: When the lowlands fell to
  the Brotherhood, most of the clergy retreated
  into the Headlands - often aiding lowlanders
  in the process. Many a tired column of
  refugees or Onnwalish soldiers were led to
  safe places in the hills by the followers of
  Jascar. Although Jascar is a Suel god, he is
  estranged from the Brotherhood, and so his
  faith, led by Erveg Kosral, a venerable and
  hardy hill wanderer, also rejected them.
  Though they did not active participate in
  fighting, they were invaluable to the guerrilla
  fighters hiding in the Headlands, acting as
  guides, offering their temples as shelters and
  tending the wounded.
  In Scant, the shrine tended by the priestess
  Brinia Earthshadow was allowed to remain
  open, given that Jascar is a Suel god, even if
  he does not grant powers to the Brotherhood.
  However, Brinia is kept under close watch by
  the Office of Sovereignty despite the fact she
  has made assurances that she would not resist
  the Brotherhood. 
  Elsewhere captured priests were imprisoned
  or if found to be acting with the rebels,
  tortured for information in the dungeons of
  Obelstone. Several have been martyred in this
  way. Unusually among Suel faiths in the
  present time, Jascar’s remains popular in Free
  Onnwal - and many rebels treat priests of the
  faith with respect. Some of those who fought
  in the Headlands in the years after the Fall of
  Onnwal have even converted.
  Recent incursions by Hochebi into the
  Headlands have outraged the clergy of Jascar.
  The church considers the hills pure and sacred
  in the eyes of their god - given that they have
  been free of the taint of humanoids for
  centuries. Talk of a holy war of purification
  has been rife among the priests of the church
  of late.
  Affiliated Orders: The Followers of the
  Stone Voice
  The Followers of the Stone Voice (who were
  once known as the Brotherhood of the Dells,
  but given recent events thought it politick to
  change their name) are a little-known
  hermetic order based out of the Headlands. It
  is said the Followers have built a handful of
  deserted secret shrines that act as safe houses.
  It is rumoured that these are carved into the
  side of the walls and hidden from non-
  believers. An exact census of their numbers is
  difficult as few of them live within civilised
  Onnwal, preferring to live off Jascar′s bounty
  within the Headlands. It is thought they
  cannot number more than a score. This
  information was gleaned from a point of
  contact for these truly hermitic individuals
  among the clergy of Jascar in Notil.
  Fortubo (major)
  The Bountiful Seam, the Pure Ore, the Master
  Smith, the Unyielding Rock
  Pre-Occupation: Fortubo is the Suel god of
  Stone, Metal, Mountains and Guardianship.
  However after the Suel created the Derro
  from enslaved Dwur during the days of the
  Imperium, he turned his back on his people in
  revulsion. In the days since the Rain of
  Colourless Fire however, some humans, Suel
  and others, have drifted back to the worship of
  the Bountiful Seam and these he has forgiven.
  In Onnwal his faith among humans was
  rooted in mining communities and among
  artisans working metal and stone - generally
  in the west and south however. He is also held
  
  58
  in special reverence by the Dwur and Noniz of
  the Headlands - actually more widely than
  among the human populace and the majority
  of his faithful in Onnwal are among these
  groups. Ancient Dwur legends claim that
  Fortubo himself led the Dwur to the
  Headlands, though this is rejected by the more
  hard-line priests of the Dwur pantheon -
  especially in Nerakern.
  His faith maintained a small temple in the
  Gate Hill district of Scant - where as well as
  the Dwur and Noniz communities most of the
  city’s artisans congregated. In the lowlands,
  Fortubo was mainly seen as a patron of metal
  and stoneworkers, and most of his priesthood
  there were craftsmen themselves. Nearly
  every forge in the western lowlands had the
  symbol of Fortubo set in a prominent position,
  and many masons carved the hammer of
  Fortubo on keystones and corner stones of
  buildings. The faith was less strong in the
  north and east. Offerings of finely crafted
  metal and stonework were made in his
  temples and priests routinely blessed smithies
  and building materials before constructions,
  especially in Scant and its hinterland.
  In the Headlands, Fortubo is the Bountiful
  Seam who bestows his great wealth upon
  those he favours. He was extensively
  worshiped in human mining villages and also
  had a place in many Dwur and Noniz
  settlements. Offerings of gems, raw ore and
  beautifully carved stonework were made at
  the shrines, which often stood at the centre of
  mining villages.
  Post-Occupation: Fortubo has a passionate
  hatred of the Scarlet Brotherhood, which is
  shared by this faithful. When the Brotherhood
  took Scant - the last resistance was on Gate
  Hill at the temple of Fortubo. Here the priests,
  aided by many craftsmen and artisans (mostly
  Dwur and Noniz) made a valiant, but
  ultimately futile stand for three days against
  the Brotherhood’s hordes. The Sixty Martyrs
  of Gate Hill have not been forgotten among
  the people of Scant nor the Faithful of
  Fortubo.
  The Office of Faith declared the Church
  impure and priests have been hunted - though
  efforts have been made to take them alive so
  that they might be re-educated. However, the
  clergy of Fortubo have little intention of
  surrendering and prefer to die rather than face
  capture. Those that have been captured have
  resolutely resisted all efforts at indoctrination
  despite horrific extremes of mental and
  physical torture. Temples to Fortubo have
  been 
  claimed 
  and 
  occupied 
  by 
  the
  Brotherhood but not destroyed.
  Elsewhere the priesthood similarly resisted
  fiercely, only reluctantly withdrawing into the
  safety of the Headlands, where they aided the
  guerrillas 
  there 
  in 
  defending 
  against
  Brotherhood probes into the hills. Priests have
  blessed forges making weapons, applied
  healing where needed and fought where
  needed, often being last to retreat and even
  prepared to bring down caves and mines on
  top of themselves to kill Brotherhood forces.
  The Church under its leader Waddell
  Scohlem, have worked also to strengthen
  support among the Dwur citadels for the
  rebellion and have loudly encouraged them to
  march to war against the Brotherhood.
  Since the Brewfest Rebellion, priests of
  Fortubo have once more returned to the
  lowlands, 
  reclaiming 
  the 
  temple 
  in
  Longbridge. They and their lay faithful are
  active as ever in supplying the rebels with
  materials and weapons.
  Affiliated Orders:
  The Khazuur Maar
  (Hands of Stone)
  Among the traditional Dwur faiths and indeed
  society, the monastic way of life is unknown,
  and indeed disapproved of. Only among the
  Dwur followers of the god Fortubo, who
  turned his back on the decadent Suel in favour
  of the Dwur millennia ago, is the practise
  found. The Khazuur Maar is a group of no
  more than a dozen monks devoted to Fortubo.
  They form a small sect within the Church of Fortubo
  based in the Dwur Citadel of Sarakast. The monks
  are entirely Dwur, though there is no barrier to
  human or Noniz followers of Fortubo joining
  their small congregation. Mediation takes the
  form of crafting items of exceptional beauty
  with painstaking care - the ultimate goal being
  to produce a work of such perfection that it,
  and therefore its crafter, is worthy to take his
  place at Fortubo′s side. Such items are never
  sold, but are kept in the Temple of Fortubo in
  Sarakast.
  
  59
  Minor Deities
  Pholtus (minor)
  The Blinding Light, the One True Path
  Pre-Occupation: Pholtus, the Oeridian god
  of Light, Order and Law and Resolution was
  brought to Onnwal with the forces of Aerdy.
  The Church of the Blinding Light was one of
  the three main churches of the Great
  Kingdom, especially in its early years.
  However with the simultaneous rise of the
  House of Naelax and the Church of Hextor,
  the influence of Pholtus within the heartlands
  of Aerdy began to wane. Many priests found
  refuge from the hostile environment of the
  Great Kingdom under the Hextorites in the
  far-flung provinces and former provinces of
  the Kingdom. Onnwal was no exception to
  this and though the numbers of priests was
  small, it stabilised the dwindling native
  clergy. Due to this influx, the Church in
  Onnwal had a strong LG bent (as opposed to
  stricter LN sects, which tended to cling on
  longer in Aerdy proper).
  Since the days of the great Aerdi lawmaker
  Schandor and his famous Code of Laws, the
  clergy of Pholtus have been acted as Judges of
  the Sessions, presiding over the law courts of
  the land. Though the legal code was
  frequently ignored, overruled and openly
  flaunted by the South Province appointed
  rulers of Onnwal, after the rebellion of 447
  CY, the Destron Szeks restored Schandor’s
  Legal Code and system, administered by the
  clergy of Pholtus. The Prime - or Chief Justice
  - of Onnwal was traditionally the high priest
  of Pholtus.
  The Church never had a widespread following
  among the common folk except in the Eastern
  Marchlands. Among the ruling classes, the
  church was well respected and patronised.
  The temple of the Blinding Light was a
  shining white marble building directly
  adjacent to the law court in the High Quarter
  of Scant, and acted as the seat of the Prime.
  Elsewhere the chapels of the Blinding Light
  were usually actually inside the Session
  Courthouses themselves, except in Killdeer
  where it was a separate building. Services to
  Pholtus included long sermons teaching the
  need to follow the One True Path and singing
  of the hymn “Oh Blinding Light.”
  Post-Occupation: Given its position in the
  old order, the Church of Pholtus was brutally
  suppressed Brotherhood, despite staunch
  resistance. Many of the Church hierarchy and
  clergy, including the Prime Tellendarn were
  martyred during the occupation - by being
  burnt alive inside their temple by the clergy of
  Pyremius. The temple in Killdeer suffered a
  similar fate - though many of the clergy
  managed to escape into the hills or as far as
  Irongate. In the countryside the clergy was
  ruthlessly hunted down and killed, while the
  legal 
  systems 
  was 
  replaced 
  by 
  the
  Brotherhood’s code of laws, administered by
  the Office of Sovereignty with the blessing of
  the Church of Wee-Jas.
  A few priests have survived and since the
  Brewfest Rebellion have been slowly trying
  to rebuild their shattered church in the lands
  held by Free Onnwal. Notably though, the
  survivors have turned wholeheartedly towards
  the intolerant teachings of the Theocracy of
  the Pale, and their new High-Priest, Shining
  Paragon Purcennd Kerondas has begun to
  structure themselves in a suitably martial
  manner. A number of missionaries have even
  arrived from Wintershiven to aid their efforts
  and to preach the Doctrine of the One True
  Path. This has so far had a moderate degree of
  success, 
  particularly 
  in 
  the 
  Eastern
  Marchlands, where reverence for Pholtus has
  always been strong, and where there is a
  widespread mistrust of Suel churches, given
  the 
  collaboration 
  of 
  many 
  with 
  the
  Brotherhood.
  Jian has not yet appointed a Prime for Free
  Onnwal yet, but Purcennd is encouraging him
  to do so. Even so, some of the more zealous
  Priests, led by the Palish missionaries have
  taken on themselves to administer law and
  order to Free Onnwal. Unsurprisingly, these
  self-proclaimed judges tend to be harsh in
  their rulings and severe in their punishments -
  blinding or death by crucifixion or burning
  being common sentences. Particularly harsh
  punishments are meted out to priests of Suel
  faiths suspected of collaboration.
  Purcennd is appalled by the power which
  criminals such as Chert and the Wreckers
  
  60
  have and the deference shown them by Jian.
  Purcennd has spoken of the danger of Onnwal
  becoming a bandit state and Chert and many
  of the Wreckers are known to hate the Shining
  Paragon almost as much as the Brotherhood.
  The Pholtines are also concerned by the rise
  of the Churches of Joramy and Trithereon and
  their disruptive and damaging influence
  among the peasantry. Harsh words have
  already passed between the Pholtines and the
  Pursuer’s faithful, and though matters have
  yet to come to blows, it is a matter of when
  rather than if.
  Affiliated Orders:
  The Radiant Brothers of the Blinding Light
  The Radiant Brothers of the Blinding Light is
  the name given to the group of monks who are
  devoted to Pholtus and hail from the
  Theocracy of the Pale. The majority of the
  monks are ascetic and intolerant individuals,
  dedicated to the harsh teachings of the Palish,
  and 
  unswervingly 
  loyal 
  to 
  Purcennd
  Kerondas. Some even put out one eye to show
  their devotion to the Blinding Light.
  Knights Militant
  The Knights Militant is a chapter of the
  Knights Valorous that are active in the Pale
  and Nyrond this splinter-group, as with its
  sister organizations, follow the most rigid
  doctrines of Pholtus. These men seeking a
  just-cause to fight for and came to Onnwal at
  the decree of Shining Paragon Purcennd
  Kerondas. They are typically clad in plate
  mail (for the Pale is a rich country),
  resplendent with white tabards bearing the
  silver moons of Pholtus and wielding either
  longswords or greatswords, these templars are
  an elite unit in terms of prowess and morale.
  Purcennd Kerondas once stated he had a
  hundred of these men willing to die at his
  command, but the precise number of knights
  active in Onnwal is a fact kept secret by the
  Shining Paragon and the Baron of Silvervale,
  who houses these knights within his own
  lands. While based in Silvervale they can oft
  be found roaming the land, administering the
  laws in its harshest forms. Their unbending
  nature has put them at odds with the freedom
  loving Knights of the Chase. 
  Trithereon (minor)
  The Summoner, the Avenger, the Pursuer
  Pre-Occupation: Trithereon is the god of
  Liberty 
  and 
  Retribution. 
  Before 
  the
  Occupation, the Summoner’s faith in Onnwal
  comprised a small but vigorous sect. The
  Church first rose to popularity in the days of
  the rebellion against the Great Kingdom,
  stirring up the common folk against the
  oppression of the rulers imposed from
  Zelradton. It has been long suspected by the
  faithful of Trithereon in Onnwal that the
  unrest among the common folk caused by
  their order was as much a factor in driving
  Onnwal’s nobility to rebellion as the abuses
  by the Hertzogs.
  In the prosperity that followed the 447 CY
  rebellion, his following waned somewhat -
  mainly being confined to the east, which
  faced the greatest threats from the Great
  Kingdom. The church was active in the early
  years of the sixth common century combating
  and crushing a suspected slaving ring in
  Onnwal. However beyond there were few
  causes for the clergy to pursue. The only
  temple to the Summoner was a small chapel
  in Killdeer. Nonetheless, the numbers of the
  clergy dwindled, until before the wars there
  were fewer than a dozen priests in the entire
  country were, many of them older than the
  would have liked to admit. Services centred
  around sermons driving home the need for
  vigilance against the ever-present threat of
  tyranny from South Province, consecration of
  weaponry for this purpose and ringing of the
  chapel’s gilded bell. The priest were ever
  eager to participate in raids against the South
  Province - and though they proved their worth
  on many an occasion, they were viewed with
  a degree of light-hearted fondness by the
  Marines who accompanied them - for many
  were old enough to be the leathersides’fathers
  or grandfathers.
  Post-Occupation: Since the Occupation, the
  popularity of the Church of the Avenger has
  soared everywhere in Onnwal, though its base
  remains the Eastern Marchlands. The small
  numbers of old priests were active in armed
  resistance against the Brotherhood and have
  earned the enmity of the Scarlet Sign. It is a
  contest in which quarter is neither asked for
  
  61
  nor given. The Trithereonites were the last to
  retreat from Killdeer (hiding their bell
  beneath the temple which was subsequently
  levelled by the Office of Faith) and harried the
  Brotherhood relentlessly, putting their years
  of experience to good use in organising and
  leading bands of guerrillas in the Headlands.
  This and their willingness to unselfishly
  sacrifice themselves for the cause won the
  Church many new converts. The ranks of the
  clergy was also boosted by priests from
  Nyrond who returned with Jian Destron in
  587 CY. Included in the ranks of these were a
  number of Knights of the Chase - questing
  warriors devoted to the cause of liberty and
  the Pursuer.
  The Church is now prominent in the
  Resistance - their leader Nialle the Wanderer
  is an advisor to Rakehell Chert, though the
  young Nyrondese priest is known to defer to
  the old blind Onnwalish priest Sarlen
  Freeman. The temple in Killdeer has been
  rebuilt and the bell unearthed from its hiding
  place once more rings true and proud over the
  town. Now however it draws a sizeable
  congregation to hear sermons decrying
  oppression and urging the need to fight
  oppression in all of its forms. Priests and lay
  members of the Church as well as the Knights
  of the Chase patrol the frontiers of the rebel
  held lands, striking at the Brotherhood at
  every opportunity and spreading the creed of
  the Pursuer. Small makeshift chapels have
  been set up in Longbridge and Sornhill and in
  the latter; the clergy are active in the defence
  of the town against Brotherhood attacks.
  For all the good the faith has done in
  motivating 
  the 
  rebels 
  against 
  the
  Brotherhood, its libertarian preaching to the
  common folk has disturbed some nobles and
  in some of the more traditional faiths, Pholtus
  notably. 
  Nialle and his followers have clashed with the
  Church of Pholtus for its severe and strict rule
  of law. The Pholtites of course regard the
  Bluecloaks as being shameful heretics and
  dearly wish to deal with them in a manner
  befitting the Blinding Light. If Nialle is aware
  of these enmities, he does not show it, rather
  continuing his church’s untiring crusade
  against the Brotherhood. The Trithereonites
  do however get on well with the Churches of
  Jascar (priests of that faith often acted as
  guides for the guerrillas in the Headlands) and
  the new established faith of Mayaheine - with
  whom they share a common goal - if not
  always a common outlook.
  Associated Orders: Knights of the Chase.
  This loosely organised Knighthood is made
  up of fanatical followers of Trithereon, the
  majority of whom are either priests or
  warriors. Wanderers all, these individuals
  wander the Flanaess fighting oppression and
  freeing those who are enslaved or held for no
  just cause. Many half-elves and half orcs find
  themselves drawn into this Order. Members
  travelled to Onnwal from Southern Nyrond
  with Nialle the Wanderer to aid Onnwal in its
  time of need.
  Knights 
  of 
  the 
  Chase 
  are 
  highly
  individualistic, devoted folk who are used to
  acting on their own initiative. As wanderers
  they own only what they can carry with them
  or on their warhorse. The only authority that
  these questing warriors recognise is that of
  their god or a Master Priest or Priestess.
  Merciless opponents they relentlessly hunt
  those who have earned their ire and almost
  always deal with the transgressor as they see
  fit. A Knight of the Chase will never turn
  away from those in need of rescue or
  protection, as this is seen as a terrible sin,
  unless the person in question is himself guilty
  of oppression.
  Usually encountered alone theirs is a life of
  loneliness although several have been
  encountered in Onnwal operating in small
  groups. These groups hardly ever stay
  together long as the highly individualistic, and
  chaotic, personalities of the group are not
  conducive to teamwork. Members of this
  order are easily distinguishable by their blue
  chain mail emblazoned with a silvered pursuit
  rune. Particularly devout or powerful Knights
  have this rune etched in gold.
  Kelmur Trantis is perhaps the best known of
  the knights, personally having personally
  slain three Kesh. Given the nickname “The
  Scourge of the Red Sign” it is widely known
  that Sister Kuranyie has placed a high price on
  his head. Famed for his prowess and
  dedication, Kelmur can often be found deep in
  
  62
  Brotherhood territory
  Mayaheine (minor)
  The Defender, The Protector, Shield of the
  Innocent
  Mayaheine is a demi-goddess who arrived on
  the Oerth during the Wars. She was said to
  have appeared to the defenders of Irongate
  and Chendl during the sieges of those cities
  and aided them in their resistance. She is the
  protector of the helpless, the defender on the
  walls.
  The Church of the Defender has been
  imported from Irongate by returning rebels,
  some of whom were consecrated priests of the
  Church during their stay in the city. Irongate
  was the birthplace of the Church - it being the
  first place where the Protector manifested
  herself during the Wars. Her following is
  small but grows by the day, eroding the flocks
  of many established faiths, especially the Suel
  faiths that are widely regarded with mistrust
  by the common folk. She is revered especially
  among the army where her followers are
  active 
  in 
  the 
  frontline 
  against 
  the
  Brotherhood, defending the people of the
  lowlands from Brotherhood raids from Scant.
  Thus, she also is winning a strong following
  among the common folk, especially in the
  war-torn south and west of the country.
  The centre of her faith in Longbridge and the
  Azure Coast. Here, Jelal Mullenden the leader
  of the church in Onnwal, has directed the
  building of a fortified temple which also
  serves as a sanctuary for the homeless of the
  town and refugees from the fighting and those
  who have escaped the Brotherhood lands.
  Services include singing of hymns and the
  consecration of weapons.
  The new church is well regarded by almost all
  the native churches with only the most hard-
  line of the Pholtines denouncing the
  Mayaheinean heresy of giving deference to its
  parent church of Pelor. They get on well with
  the Church of the Pursuer, often co-operating
  in actions against the Brotherhood as in
  Sornhill, where Jelal has personally led a band
  of her followers to bolster the defence of the
  town. The Church is of course hated by the
  Brotherhood and followers of the Defender
  can expect no mercy if they are captured.
  Those that are captured show little fear in the
  face of their martyrdom and go cheerfully to
  their deaths often singing a hymn to the
  Shield of the Innocent.
  The Church of Mayaheine has been
  indispensable in the defense of Osprem′s
  Light and Sornhill. The faith now lends its
  support to the Stalwart Order of the Sea and
  Star (qv).
  Associated Orders: Stalwart Order of the
  Sea and Star - see Osprem above.
  The Velaeri - Oeridian
  Agricultural Gods (minor)
  Telchur - God Of Winter And The North
  Wind
  Breath Of The North
  Atroa - God Of Spring And The East Wind
  Bringer Of Spring, Herald Of Storms
  Sotillon - God Of Summer And The South
  Wind
  Lady Of Summer, Sun Bearer
  Wenta - God Of Autumn And The West
  Wind
  The Corn Maiden
  Velnius - God Of Sky And Weather
  Arch Of The Sky, Sender Of Rains
  Pre-Occupation: The Velaeri, Oeridian gods
  of Winds and Sky, are collectively revered as
  agricultural gods in Onnwal and elsewhere in
  the Flanaess. They are thought to control the
  winds and the weather that they bring, and are
  revered especially at the festival weeks, which
  are thought to be scared to each (Telchur for
  Needfest, Atroa for Growfest etc.).
  In Onnwal they are worshiped mainly in the
  agricultural heartlands of Gilderond and the
  Azure Coast, though shrines to the winds and
  sky also may be found on the docks of nearly
  every port in the country - in the hope that
  they will bring favourable winds and fair
  weather for the vessels that venture forth from
  them. Inland the gods are revered as a group -
  in Chapels of the Wind and Sky. In their
  simplest form these consist of four poles set at
  the cardinal points, to which prayer ribbons -
  
  63
  pieces of cloth with the entreaties or prayers
  to the gods - are tied and allowed to blow in
  the winds. In the centre is a square stone altar
  in which is set a pool of water mirroring the
  sky. Offerings to Velnius - usually flower
  blossoms, or the fruits of the harvest - are
  placed 
  here. 
  Larger 
  towns, 
  such 
  as
  Bergardbridge, have more elaborate stone
  chapels - though they follow the same pattern
  as the rustic rural shrines. 
  The clergy of the Velaeri, tend to be devoted
  to them as a group, though many pick one of
  the five as their particular patron and assume
  duties appropriate to that deity. Priests
  devoted to Atroa bless births and often act as
  midwives while priests of Sotillion preside
  over weddings and marriages. Priests of
  Techur frequently lead funeral services.
  Nonetheless they will tend the entire shrine or
  chapel and officiate at festivals other than that
  devoted directly to their patron. The priests
  are called upon to bless and intercede with the
  gods for many aspects of rural life - sowing of
  crops, bountiful yields, good weather for
  harvest etc. Thus, in the agricultural
  heartlands, they were popular with the
  common folk and worship of the Velaeri is
  often seen as being more important than
  reverence of gods like Zilchus, Heironious or
  Pholtus, who have little bearing on the life of
  the ordinary peasant. Often when a peasant
  says priest - he means of the Velaeri. The
  clergy themselves are drawn from the
  common people, and are looked down upon
  by some of the more urban churches - who
  regard them somewhat as bumpkins. 
  Post-Occupation: As with all the other
  Oeridian faiths, the church of the Velaeri
  suffered terribly at the hands of the
  Brotherhood. Shines and temples were
  defaced and levelled, and the clergy were
  hunted relentlessly. Many priests were killed -
  though a substantial number managed to
  evade capture - using their superior
  knowledge of the land and their goodwill
  among the common folk, who often took great
  risks to shelter them. The priests too took
  great risks to tend to the needs of their flock -
  and a number paid with their lives for coming
  to the aid of needy peasants and being
  subsequently captured by Brotherhood forces. 
  As the church had no formal hierarchy - it
  proved difficult for the Brotherhood to root
  out or subvert, and thus despite the
  persecution it suffered, it survived better than
  some of the more rigidly ordered churches.
  Furthermore 
  - 
  its 
  suppression 
  only
  strengthened the devotion, which the common
  folk held for the Church and it has emerged
  after the Brewfest Rebellion almost as strong
  as ever, with common folk stepping forward
  to fill the gaps left by those who fell. The
  resilience of this faith is emblematic of the
  resilience of many common Onnwalish folk
  in the face of their oppressors. Priests of the
  Church have aided the rebels, but generally
  only in passive ways, providing guides for
  rebel units, healing and succour if required or
  occasionally manipulating the weather to give
  rebel troops the advantage in a fight. Priests
  generally only fight when it is to defend
  themselves or members of their flocks. 
  Heironeous (minor)
  The Invincible One, the Axe of Justice
  Pre-Occupation: Heironeous is the Oeridian
  god of Chivalry, Justice, Honour and Valour.
  He is depicted as a mighty warrior in
  gleaming armour, doing battle against the
  forces of woe with his great battleaxe,
  Vanguarding. The Faith of Heironeous was
  brought to Onnwal with the conquering Aerdi
  general Azharadian, who was said to be a
  paladin of the faith. Most of his captains, who
  later went on to be granted lands in Onnwal
  and were the ancestors of the current noble
  houses, were also devout followers of the
  Invincible One. Thus since the foundation of
  Onnwal as an Aerdi province the Church of
  Heironeous was closely linked with the
  nobility. However ideals of chivalry and
  righteous battle were of little use to the
  common folk of the province and so they
  turned to more practical faiths such as
  Osprem, Procan and Jascar. The Church
  therefore remained small with few worshipers
  outside of the nobility.
  The core of the Church in Onnwal was the
  quasi-religious Order of the Golden Sun (also
  known as the Glaives of Azharadian). Formed
  originally from Azharadian’s captains, who
  also served as his Companion Guard, the
  Order took its name from the Golden Sun
  device of the Arms of Aerdy, which
  
  64
  Azharadian bore upon his banner. When
  Azharadian died in Onnwal - while his body
  was returned to Rel Astra for burial, his
  Banner and his great axe, Bardinar (both
  reputedly invested with powerful dweomers)
  remained in the keeping of the Order.
  Bardinar was reputedly interred inside a large
  pillar erected by the Order on the site of
  Azharadian’s death in the western Headlands.
  The Banner was kept in Scant in the
  Chapterhouse of the Order - which later came
  to be called the Bastion of the Golden Sun -
  part of Scant’s fortifications overlooking the
  approaches to the harbour.
  The Order was at the heart of the Rebellion of
  447 CY. Disturbed by the rise of the Church
  of Hextor in the heartlands of Aerdy and the
  injustices of the rulers imposed from
  Zelradton, the Glaives used their influence
  among the noble houses to encourage a rising
  against the Szek at the time - Prince Trevellyn
  of Hexpools. It was the Glaives who marched
  upon the Szek’s Palace and seized it in a sharp
  struggle from Trevellyn’s Bodyguard - the
  only troops willing to face the Glaives.
  Traditionally Glaives of the Order have all
  been of noble blood, while the Glaive
  Superior, the leader of the Order has generally
  been a scion of one of the four great noble
  houses. Admission to the Order is by
  invitation only, and the candidate must be
  seconded by two other Glaives of the Order.
  Usually invitations are issued to those who
  have proved themselves worthy in the eyes of
  the Order with their virtue, their prowess and
  their deeds. There are three ranks of knight
  within the Order - Glaive Martial, Glaive
  Valourous, and Glaive Virtuous, in ascending
  order of seniority. Passage from each rank to
  the next requires a trial of the candidate’s
  prowess and virtue. In recent years this has
  become highly ritualised - and was before the
  wars generally conducted in the Bastion, in
  the form of a trial of arms against other
  knights. Priests of Heironeous have also been
  accepted into the Order but only as Glaives
  Cohort - unless they are nobility. The Cohorts
  generally act to support the Glaives
  administering healing or moral advice and
  performing the rituals of the Order - though
  the Cohort has also been known to be at the
  forefront of the fighting when the Glaive’s
  enter battle. Given the limited reach of the
  Church of Heironeous in Onnwal, priests have
  tended to be either of noble blood or
  commoners serving in noble households.
  In terms of numbers, the Glaives at their
  height never numbered more than three dozen
  including the Glaives Cohort. Nonetheless,
  given that all Glaives were nobility, they
  could also call on a substantial force of
  mounted men at arms - and before the wars
  were able to field five score heavy cavalry,
  which effectively formed Onnwal’s entire
  contingent of heavy horse. All Glaives are at
  least expected to wear mail - though given the
  wealth of most of the Glaives, platemail was
  not uncommon. Lances from horseback and
  battleaxes for close combat are the preferred
  weapon’s of choice. All shields are
  emblazoned with the arms of the Order - a
  golden sun on an azure field surmounted by a
  silver hand gripping a lightning bolt, with the
  motto - “Unvanquished even in death” in Old
  Oeridian beneath.
  Post-Occupation: The Order fought with
  distinction on the plains of Idee during the
  Greyhawk Wars. Just prior to the fall of
  Onnwal, the Glaives were summoned to a
  conclave in Scant. However on the eve of the
  meeting, Brotherhood assassins struck at
  Onnwal’s leaders, including the Glaive
  Superior Jian Relaster. Those knights
  gathered at the Bastion of the Golden Sun
  found themselves assailed by advance parties
  of Brotherhood forces, bent on disabling the
  city’s seaward defences. By dawn the
  surviving members of the Glaives and the
  Cohort had been trapped in the temple of
  Heironeous inside the Bastion. They could
  only look in despair as the red sailed ships of
  the Scarlet Sign passed unaccosted beneath
  Scant’s defences and began to land troops in
  the Inner Harbour. They fought grimly to the
  last man. The fate of Azharadian’s Banner,
  upon which all new Glaive’s swore their
  oaths, is unknown, but it is feared that it was
  destroyed by the Brotherhood.
  Only nine Glaives survived the fall of Scant,
  all having been outside the city at the time for
  various reasons. They attempted to rally the
  scattered Onnwalish forces, but could do little
  to halt either the rout or the Brotherhood
  advances. Three further Glaives fell in the
  retreat with the survivors being forced to
  
  65
  eventually withdraw to Irongate some via the
  Headlands. The Priests of the Cohort suffered
  similar losses - with fewer than a dozen
  surviving. Of a force of five score heavy horse
  - only one score remain to the Order.
  The surviving members of the Order are
  divided by suspicion and mistrust. All suspect
  that the sudden recall to Scant from Idee was
  a trap to draw the Glaives to the city where
  their cavalry would be least effective. Each
  has questioned the others’ reason for being
  outside the city at the time, and there is a
  conviction that one amongst them must be a
  traitor. This corrosive mistrust has split the
  surviving Glaives into two camps and has
  prevented the election of a new Glaive
  Superior. The most senior surviving knight is
  the Glaive Virtuous Gellen Cadwale (also the
  most senior surviving member of the House
  of Cadwale). Though he should have been the
  clear choice for Glaive Superior - he was also
  the Glaive who bore the recall order to Idee.
  He denies any involvement in a plot and
  claims to be as much a victim of the
  Brotherhood’s machinations as those who
  fell. Gellen is deeply concerned that the Order
  is on the verge of extinction and has proposed
  that the conditions for membership be
  extended to commoners in an effort to bolster
  numbers. Despite the suspicion hanging over
  him, he has the support of two other senior
  knights - the Glaive Virtuous Tiren Farness
  and the Glaive Valourous Baernen Kelldas.
  Opposing him is the Glaive Valourous
  Halrend Lorendren. Halrend fought with
  distinction in Idee and at the time of the recall
  leading his banner in harrying the withdrawal
  of South Province forces form the north of
  that country. He is convinced that Gellen is a
  traitor to the Order and refuses to
  acknowledge his claim of authority.
  Though he agrees that the Order needs
  new 
  blood, 
  he 
  opposes 
  Gellen’s
  proposals, on grounds that it is a ploy to
  recruit more supporters and thus gain the
  leadership of the Order. The Glaives Martial
  Dorlan Maldrenn and Milos Faskel as well as
  the majority of the surviving Glaives Cohort
  support him.
  Affiliated Orders: The Order of the Golden
  Sun; The Glaives Cohort of the Golden Sun.
  Joramy (minor)
  Mistress of Wrath and Hearth, Maiden of
  Disputes, the Furious Inferno
  Joramy is the goddess of Fire, Wrath,
  Volcanoes, and Quarrels and is depicted as a
  women clad in blazing robes, standing
  unharmed in the midst of an inferno. The faith
  of the Maiden of Disputes is another new
  arrival in Onnwal. Under their leader - Jarwar
  Highflame, a small group of missionaries
  arrived in Onnwal after the Brewfest
  Rebellion and have set about preaching their
  Mistress’ angry message. This has been well
  received by some among the population,
  resentful after the years of oppression at the
  hands of the Brotherhood. The growing cult
  made its base initially in Killdeer, but has
  recently moved to Sornhill after growing
  friction with both the Pholtites and the
  Triterhionites. Under the influence of the
  priests of Joramy a number of suspected
  collaborators have been burned alive in
  Sornhill, despite the efforts of the rebel
  commander in the town.
  A temple is being constructed in Sornhill - a
  red-stoned pyramidal structure housing a
  huge bonfire at its heart - which is the
  sanctuary for the building. The Church of
  Joramy has a longstanding feud with the
  Church of Pyremius and the faithful in Onnwal
  have carried this on by laying claim to the hot
  springs in Scant, which the Pyremiens have declared
  sacred, as well as to the Hezarin Isles in the
  Azure Sea. The Pyremiens have responded by
  declaring the Joramites anathema and both sides are
  on the brink of a religious war in which quarter is
  unlikely to be given or asked for.
  The Joramites are also making enemies on the
  rebel side. While they may aid the rebellion
  against the Brotherhood, their requisitioning of
  valuable timber stocks and felling of trees that might
  otherwise be used to build and repair ships, for
  use as fuel in their temple in Sornhill has
  angered rebel commanders. Furthermore the
  cult is believed to have been responsible
  for the destruction by fire of a large tract of
  forest officially owned by Jian Destron in the
  autumn of 590 CY.
  The Church does have a few allies in Free
  Onnwal for their attempts at rooting out spies. 
  
  66
  Delleb (minor)
  The Wise, The Learned, Father of Letters
  Pre-Occupation: The Oeridian God of
  Reason, Intellect, and Learning, Delleb is
  reputed to have given the gift of writing to the
  ancient Oerids in the west. In Onnwal
  Delleb’s was the only significant scholastic
  faith, the church of Rao never having made
  much of a foothold here. The church never
  had much influence outside of Scant, which
  was the centre of learning in the country -
  though it was not particularly notable
  regionally. The priests of the small temple
  kept a fine, is somewhat limited library
  (which included the records of the state) in the
  High Quarter of Scant as well as a school -
  largely for the children of the nobility and the
  wealthy merchants of the city. Priests of
  Delleb also served as scribes for the
  government. One or two of the more kind-
  hearted clergy also taught letters to the
  children of some of the poorer families in
  Scant.
  Post-Occupation: The temple, library and
  school of Delleb in Scant were ransacked by
  the Brotherhood after the fall of the City. The
  priests, under the direction of the Office of
  Purity and priests of Lydia, were forced to sort
  though the books and burn those deemed to
  contain impure knowledge. The unfortunate
  priests were then thrown on to the blazing
  bonfires. The school was taken over by the
  priests of Lydia who now instruct the children
  of the city in the manifest destiny of the Suel
  and the superiority of the Brotherhood of the
  Scarlet Sign. Though it was believed to be
  extinct, the faith has risen anew in
  Longbridge, where one Ploellin has, with the
  aid of a number of mages and bards founded
  a small academy devoted to Delleb a few
  miles north of the town.
  Beory (minor)
  Oerth Mother, Matron of the Rains
  Beory is the Flan Goddess of the Oerth and
  believed by that people to be the Mother of
  their gods and to be personified in the very
  Oerth itself. Beory’s faith is restricted to
  certain Flan hill tribes dwelling in the
  Headlands (called Ial Iorneh- the Dreaming
  Hills in Flan). Here Beory is worshipped not
  only in her aspect as Oerth Mother but as
  Mistress of the Rains that come to the
  Headlands especially in the summer months.
  The clergy of Beory is almost exclusively
  female - and the priestesses hold a great deal
  of power within the tribes - being not only the
  religious heads of the tribe, but also variously
  the lore-keepers, midwives and arbiters of
  succession to the chieftainship. Chieftains are
  “wedded to the Oerth” and are considered to
  be “husbands of the Oerth Mother”. This, as
  much as their personal power, legitimises
  their rule.
  The Brotherhood invasion has not affected the
  tribes of the Ial Iorneh much directly. The
  Brotherhood has been content to rule the
  lowlands, sending only punitive raids into the
  highlands. Indirectly though the tribes have
  suffered not just from more encroachment on
  their lands by rebel bands as well as by bands
  of Hochebi escaping the yolk of their Suel
  masters in the lowlands. Several of the tribes
  have suffered from these disturbances and
  there is a growing feeling that the tribes
  should once again unite to face these threats.
  Phaulkon (lesser)
  Master of Birds, The Feathered One, Far
  Reacher
  Phaulkon is the Suel god of Air, Birds, and Archery.
  Though there was no formal church of Phaulkon
  before the occupation, many archers of the marines
  bear tattoos or talisman of Phaulkon. Somewhere
  along the cliffs of the Storm Coast dwells a
  remarkable man - Tarnedas, Hermit of the Gulls.
  Twenty years ago - he was a merchant in Scant. No-
  one knows why he left it all to become a hermit,
  nonetheless twenty years ago he did. Since then he
  has lived an ascetic life in a complex of cliff caves
  on the Storm Coast, with the gulls and seabirds who
  until recently were his only companions. He
  constructed a shrine to Phaulkon with his own
  hands in a cleft overlooking the tempestuous
  waters of the Gearnat Sea. Here he worshiped
  his master and was said to commune with the
  Parliament of Birds which gathers there
  reputedly delivering in their chaotic chorus of
  cries and song the wisdom of Phaulkon.
  No-one has heard from Tarnedas since the Fall of
  Onnwal and his fate is currently unknown
  
  67
  Daern (lesser)
  The Steadfast Stone, the Keystone
  The Oerid demi-goddess of fortifications had
  a small but devout following in Onnwal - in
  Scant where the security of the city and
  country often depended on the stoutness of its
  fortifications. Popular legend has it that Daern
  herself drew up the plans and constructed the
  fortifications of Scant. Whatever the truth -
  they are formidable defences, so much so that
  even Dwur from the Headlands and Irongate
  are impressed. Furthermore the symbol of
  Daern is set into many of the keystones and
  cornerstones of the walls and bastions.
  Daern’s small cult was made mainly of
  military engineers and those responsible for
  maintaining Scant’s defences. The centre of
  the cult was Daern’s Redoubt, one of the
  bastions overlooking the approaches to the
  Inner Harbour.
  The sect in Scant was targeted by the
  Brotherhood early in the assault on the city
  with Daern’s Redoubt falling to trickery and
  treachery. In the desperate fight which
  followed - several of the cult were forced to
  martyr themselves in order to prevent the full
  secrets of Scant’s defences from falling into
  Brotherhood hands. It is not known whether
  any of this faith or their precious plans and
  lore (which would be an enormous boon to
  the rebels) survive.
  Olidamarra (lesser)
  The Laughing Rogue, the Laughing Mask
  Olidmarra, the god of Rogues, Wine and
  Revelry, has a small following in the
  Wreckers focused mainly around Rakehell
  Chert. He is also known among the common
  people, though there was no marked devotion
  to him in Onnwal before the Occupation.
  Chert’s role in the rebellion has raised the
  profile of the Laughing Mask somewhat.
  Kurell (lesser)
  The Envying Eye
  Kurell is the Oerid god of Jealousy, Revenge,
  and Theft - and has a following among some
  of the more sinister elements of the Wreckers
  as well as among many of the Pirates of the
  Storm Isles. Worshipers of Kurell were
  historically powerful in the Wreckers, and
  earned the group and unsavoury and deadly
  reputation. However, nigh on twenty years
  ago, Rakehell Chert staged a coup with in the
  Guild, aided by elements in the Wreckers
  who felt that the old bosses had gone too
  far and would bring the full weight of the
  authorities 
  down 
  upon 
  them. 
  The
  followers of Kurell were overthrown, but
  not eliminated and have since kept a low
  profile, plotting revenge on Chert and his
  followers.
  Scarlet Brotherhood
  Faiths
  Telek Senh who is assisted by Athania
  leads the Office of Faith of the
  Brotherhood in Onnwal. Yabay Ren also
  aided him but he was slain in his bed by
  person or persons unknown in 590 CY.
  Beneath Telek and Athania can be found
  the following faiths. Individuals in
  brackets are the leaders of those faiths.
  •
  Bralm (Palim Loban)
  •
  Llerg (Hilar Sharn),
  •
  Pyremius (Kiren Granas),
  •
  Syrul (Ara Lattaras)
  •
  Wee-Jas (Jenna Bergal);
  A mixed group of priests represents the
  remainder of the Suel pantheon:
  •
  Dalt (sentinels and fortifications)
  •
  Kord (warriors esp savage warriors)
  •
  Lydia (Indal Nollaf) (indoctrination and
  re-education)
  •
  Osprem, (sea and navy)
  •
  Xerbo (trade and supplies)
  •
  Phaulkon (archery)
  The churches of Suel faiths such as
  Osprem and Xerbo were taken over and
  their clergy “re-educated” in the ways of
  the Pure Faith. Non Suel religions were
  brutally 
  suppressed, 
  their 
  priests
  executed or enslaved and their temples
  levelled and the masonry used to
  construct temples to the Brotherhood
  gods.
  
  68
  Bralm (Suel)
  Flying Queen, Hive Goddess, The Toiling
  Lady, The Queen of Every Hive
  The 
  Suel 
  goddess 
  of 
  Insects 
  and
  Industriousness Bralm is the goddess
  representing the world of insects and the idea
  of working with others toward a common
  goal. Images of her are invariably of an
  ordinary-looking human female of middle age
  with dark blonde hair; she is occasionally
  shown with insect wings sprouting from her
  back.
  The Church of Bralm has aided the efforts of
  the Office of Thralls in managing and
  mobilising the populace in building and other
  labour and in the indoctrination of the thralls
  to their new status. They are called upon by
  the Brotherhood to bless and augment various
  sorts of labour including mining, construction
  and farming. Priests of Bralm were hated for
  their presence on the Brotherhood’s slave
  mines and vast slave farms in the Onnwalish
  countryside before the Brewfest Rebellion.
  Her faith is known to have particular enmity
  for the Church of Trithereon, whose chaotic
  ideals are at direct odds to its own. They are
  also known to hate the Church of Joramy.
  Llerg (Suel)
  Great Bear, Animal Fang, Strongest Serpent,
  God of Force, The Feral Roar
  The Suel god of Beasts and Strength, Llerg is
  the god of beasts and physical strength. He is
  depicted as a huge bear, a giant alligator or a
  short, shaggy man of sturdy build wearing
  furs and great fighting girdle. All his forms
  give the impression of great strength.
  Many of the common Suel soldiery of the
  Brotherhood’s armies are known to have a
  reverence for Llerg as do many of the
  southern Suel savages brought to Onnwal to
  fight with the Brotherhood. The Church of
  Llerg has chiefly aided the army, lending
  guidance, morale and healing where needed
  (especially after the rebellion - when it helped
  stabilised the demoralised Brotherhood
  forces). 
  Pyremius (Suel)
  The Blazing Killer, Demon of Venom, Hideous
  Assassin, the Murdering Flame
  The Suel god of Fire, Poison, and Murder,
  Pyremius is the Suel god of fire, poison
  and murder. Images of the god show him
  as a grotesque-looking man whose head
  resembles that of a Jermlaine; he wears
  great brass bracers and carries a sword
  and a whip.
  The Church of Pyremius is greatly feared
  and hated by the Rebels and the populace
  alike for their depravity and cruelty.
  They have declared the hot springs of
  Scant (and thus the rest of the city)
  sacred to their lord and have vowed to
  defend it to the last. They also have
  considerable interest in the Hezarin
  Isles, which they now call the Spires of
  Pyremius. The Clergy of Pyremius
  instructs the Brotherhood’s soldiery in
  effective methods of killing and is known to
  aid their navy in the use of fire against rebel
  ships.
  Syrul (Suel)
  The Forked Tongue, the Night Hag,
  Oathbreaker
  The Suel goddess of Lies and Deceit, every
  lie, deceitful act and betrayal empowers
  Syrul. She is shown as a dirty old hag in
  ragged clothing, although this visage is
  supposedly an illusion. 
  The priests of Syrul. aid the Offices of
  Sovereignty and Diplomacy in their efforts
  against the Free State. 
  Her followers are feared for their ability to
  infiltrate Rebel ranks. 
  Tharizdun (Suel)
  The Dark One, the Slumbering One, He Who
  Slumbers Yet, He Who Must Forever Sleep,
  The Great Destroyer
  In Onnwal - no temple to the Dark One has been
  erected and no public mention of He who Slumbers
  Yet is made. However, this has fueled even greater
  paranoia among the Rebels and the people of
  
  69
  Onnwal - who having long heard stories of
  Tharizdun worship among the Brotherhood, suspect
  that the Brotherhood is hiding something.
  Worrying rumours have begun to circulate recently
  about temples of the Slumbering One beneath Scant
  and in the dreaded dungeons of Oblestone Keep and
  of terrible human sacrifices and other horrific acts
  that are carried on there.
  Wee-Jas (Suel)
  The Dark-Eyed Lady, Witch Goddess, Ruby
  Sorceress, Stern Lady, Death’s Guardian
  The Suel goddess of Death, Magic and Law,
  Wee Jas oversees death and the application of
  magic in the world. Wee-Jas’ domain is the
  creation and usage of magical items and
  spells. She is always portrayed as a stunning
  Suel woman dressed in a beautiful gown and
  often wearing some sort of skull ornament,
  whether a ring, bracelet or necklace.
  The Church of Wee-Jas, as well as aiding in
  the enforcement of law and order, has close ties to the
  Office of Sorcery. They assist Sorcery in their
  efforts in using sea creatures to blockade the Straits
  and harass rebel shipping. 
  Lydia (Suel)
  The Mother of Truth, the Pure Song
  Lydia is the Suel goddess of Knowledge and
  Music. Before the Brewfest Rebellion the
  priestesses of Lydia set up schools throughout
  the country as well as taking control of
  existing schools such as the Dellebian School
  in Scant. The primary aim of these
  establishments was the indoctrination of Sub
  citizens with the ideals of the Brotherhood.
  This was done in association with the Office
  of Purity. However, while they operated they
  also provided a standard of education unheard
  of outside the noble and wealthy classes in
  pre-occupation Onnwal. All of these schools
  in rebel held lands have been closed, with the
  priestesses 
  either 
  being 
  captured 
  and
  imprisoned by the Rebels or managing to flee
  to Scant. In Scant the Church still runs the
  former Dellebian Academy.
  Kord (Suel)
  The Unflinching Arm, the Brawling One
  The Suel god of Athletics and Brawling, Kord
  is widely worshiped by the savage troops
  brought 
  by 
  the 
  Brotherhood 
  from
  Hepmonaland and the Amedio Jungle as well
  as by some of the civilised troops from the
  Tilva lands. His priests provide healing, and
  
  70
  moral support for the soldiers.
  D e m i - H u m a n
  Deities
  Dwur Deities
  •
  Abbathor (Greed).
  •
  Berronar Truesilver (Safety, Truth,
  Home and Healing)
  •
  Clangeddin Silverbeard (Battle and
  War).
  •
  Dugmaren Brightmantle (Knowledge,
  Creativity, Scholars.
  •
  Dumathoin Mining and Exploration).
  •
  Fortubo Stone, Metals and Mountains).
  •
  Jascar (Hills, Mountains and Slopes).
  •
  Moradin (Creator; Smithing, Crafts and
  War).
  •
  Muamman Duathal (Expatriates, Urban
  dwur, Travellers, Exiles Vergadain
  Wealth and Luck).
  Hobniz Deities
  •
  Arvoreen (the Defender Protection,
  Vigilance and War).
  •
  Brandobaris (Stealth, Thieves and
  Adventure).
  •
  Cyrroallaelee (Friendship, Trust and
  Home).
  •
  Kaldair Swiftfoot (Cleverness).
  •
  Sheela Peryoryl (Nature, Agriculture
  and Weather).
  •
  Urgolan (Demi-god of Earth and
  Death).
  •
  Yondalla “The Creator” (Protection and
  Fertility).
  Noniz Deities
  •
  Baervan Wildwanderer (Forests, Nature
  and Travel).
  •
  Baravar 
  Cloakshadow 
  (llusion,
  Protection, Deception and Hatred of
  Jebline).
  •
  Flandal Steelskin (Mining, Smithing
  and Fitness).
  •
  Fortubo (Stone, Metals and Mountains
  •
  Gaerdal Ironhand (Protection, Vigilance
  and Combat).
  •
  Garl Glittergold (Creator; Protection,
  Humour, Gems and Smithing).
  •
  Jascar (Hills, Mountains and Slopes).
  •
  Nebelun “The Meddler” (Quasi Power
  and Tinker).
  •
  Segojan Earthcaller (Earth and Nature).
  Olven Deities
  •
  Aerdrie Faenya (Air, Weather and
  Birds).
  •
  Araleth 
  Letheranil 
  (Prince 
  of
  Stars/Twilight Rider/Light).
  •
  Corellon Larethian (Creation; Magic,
  Arts, Crafts and War).
  •
  Erevan Ilesere (Trickster, Mischief and
  Rogues).
  •
  Hanali Celanil (Romance, Love and
  Beauty).
  •
  Kirith 
  Sotheril 
  “The 
  Magess”
  (Divination & Enchantment. Magic).
  •
  Labelas Enoreth (Time and Longevity).
  •
  Lafarallinn (Olven Hero Power).
  •
  Melira Taralen “The Songstress” (Bard
  Patron, Minstrel, Songwriter).
  •
  Naralis Analor “The Healer - Watcher of
  Souls” (Easing of Pain, and Death.)
  •
  Sehanine the Moonbow (Mysticism,
  Dream, 
  Journey, 
  Death 
  and
  Transcendence).
  •
  Shashelas (Deep) “The Knowlegdable
  One” (Aquatic Olves, Oceans and Seas).
  •
  Solonor Thelandira (Archery and
  Hunting).
  •
  Tethrin Veralde “The Shining One,
  Master of Blades and Swordsmanship”.
  
  71
  Onnwal is located at about 27º and 28º north
  latitude and thus has a sub-tropical climate.
  Along with the rest of the Flanaess, Onnwal
  enjoys a particularly long summer and
  growing season. Typically Onnwal’s winters
  are dry and cool while the coming of summer
  brings rain. In general the coastal areas of the
  peninsula receive more rain and remain cooler
  in summer than the inland areas. Conversely,
  during the winters the coast is warmer than
  the interior.
  In the spring and summer the prevailing
  winds come from the east and south-east,
  while in the autumn and winter they swing
  around to blow from the north and north-east.
  The spring wind is known as Atroa’s Laugh
  while the winter wind is known as Telchur’s
  Breath. With summer, warm southerly winds
  blown up from the unknown seas beyond
  Hepmonaland sweep across Onnwal, dripping
  with moisture. 
  Spring heralds a shift in the winds from north
  to east and south-east. As the weather warms,
  the clash of Telchur and Atroa brings fierce
  tempests to the waves of the Gearnat. During
  this season the Storm Coast earns its name in
  earnest and travel by sea is foolhardy at best.
  In Summer, the weather is humid and hot with
  plentiful rain and sun in equal measure. As
  summer passes into autumn, tropical storms
  broil up from the warm Azure Sea, lashing the
  Azure Coast and passing across the
  Dragonshead in the Gearnat. Later as the
  weather cools and the winds again turn to east
  and north, the tempests subside and Telchur
  again rules.
  In winter, Telchur’s Breath brings a cool, dry
  air from the north. Despite this, it is never
  cold - and snow is rarely if ever seen except a
  rare dusting in the highest peaks of the
  Headlands. Occasionally dust and sand is
  carried from the Bright Desert across the
  Gearnat to fall on Onnwal. These glassy white
  deposits are commonly called “Telchur’s
  Gems” or “Onnwallish Snow”. 
  Month 
  Season 
  Av.Temp         Rainfall 
  (F/C)          (%chance)
  Fireseek 
  (Winter)
  55/13   
  15% 
  Readying 
  (Spring)
  58/14   
  18% 
  Coldeven 
  (Spring)
  60/16   
  28% 
  Planting 
  (Low Summer)
  70/21   
  30% 
  Flocktime 
  (Low Summer)
  75/24   
  45% 
  Wealsun 
  (Low Summer)
  80/26   
  55% 
  Reaping 
  (High Summer)
  85/30   
  60% 
  Goodmonth
  (High Summer)
  80/26   
  60% 
  Harvester
  (High Summer)
  75/24   
  50% 
  Patchwall
  (Autumn)
  70/21   
  20% 
  Ready’reat
  (Autumn)
  65/18   
  15% 
  Sunsebb
  (Winter)
  57/13   
  18% 
  hapter Seven:
  Climate
  C
  
  72
  The northernmost province of Onnwal, the
  Storm Coast takes its name for the tempests
  that regularly roll in from the Sea of Gearnat
  to batter its rocky shores and cliffs. The land
  here is rugged. A loose chain of low stony
  plateaus and craggy ridges, called the
  Volanots, stretches along the coast from south
  of Scant to just east of Sornhill, generally
  decreasing in height from west to east. To the
  north, the land rises out of the sea in steep
  cliffs. However, to the south, the crags slope
  down more gradually into the central plains.
  In the east - the Norland peninsula forms a flat
  and rather marshy bowl of land fringed by low
  hills and cliffs.
  Many small fast-running streams that cut
  deep, sheltered valleys running north into the
  sea or south onto the plains dissect the low
  coastal hills of the Storm Coast. Remnants of
  Onnwal’s primordial forest cling on in many
  of these valleys and on sheltered southern
  slopes. North-facing slopes tend to be clothed
  in rough hardy scrub - stunted by the fierce
  gales and the salty sea spray, which they carry.
  Heaths, bogs and small lakes are found in
  many of the valleys.
  Most of the Storm Coast’s populace are
  concentrated in the valleys - huddled in
  fishing villages set in sheltered coves where
  the streams meet the Gearnat. Fishing is the
  main occupation here - with the small boats
  venturing onto the Gearnat mainly in summer
  and winter - when the storms that bedevil the
  Gearnat are less frequent. The people of the
  Storm Coast are well known throughout
  Onnwal as capable and hardy sailors - wise in
  sea lore and weather and well used to riding
  out a squall or gale. Inland, the people mainly
  herd and graze sheep and goats on the
  hillsides and valleys - though unlike the
  Headlands, little wool comes from here -
  though a number of interesting salted sheep
  and goat cheeses are made in the Storm Coast. 
  In the south were the land merges into
  the central plains there is some arable
  farming - mainly root crops - and
  viticulture on well-drained, south facing
  slopes. Storm Coast wines - entirely red
  - are known for being solid and
  dependable but not outstanding (not
  unlike the people according to one wag
  in Scant). Suel blood predominates more
  in the people of the Storm Coast -
  especially the west - than elsewhere in
  Onnwal, and some old Suel customs and
  traditions, forgotten elsewhere, linger on
  here. The valleys and fishing towns of
  the Storm Coast are noted for their mages
  and sorcerers, many of who are elementalists,
  unsurprisingly.
  hapter Eight:
  The Storm Coast
  C
  Cantreds of the Storm Coast
  Cantred
  Type of Laird
  Ruling House
  Laird
  Cantred Seat
  Sornhill
  Appointed Mayor
  Relaster
  Mayor
  Sornhill
  Gearnwal
  Hereditary Baron
  Maldrenn
  Baron Keirnel
  Tessak’s Cove
  Maldrenn
  Stormwal
  Hereditary Baron
  Baryaern
  Baronness Velyae Tarlesan
  Baryaern
  Obelstone
  Hereditary Baron
  Jherlo
  Unknown
  Obelton
  Norland
  Hereditary Baron
  Relaster
  Contested 
  Verwald
  Saltirn
  Hereditary Baron
  Relaster
  Baron Milos
  Greenfalls
  Relaster
  
  73
  The Great House of Relaster
  Dukes Of The Storm Coast, Barons Of
  Norland And Saltirn
  The wind and wave lashed Duchy of the
  Storm Coast is ruled by the House of Relaster.
  Unlike many of the other Aerdi nobles who
  remained aloof of the conquered Suel, the
  Relasters, whose subjects were largely Suel,
  married into the former Suel nobility and
  adopted many Suel customs. Not surprising
  then, that the Relasters are known for its
  mages and sages of the subtle arts, from Lady
  Lindera - the Suel White Witch of Sornhill
  (whom Holgarn, the first duke, married), to
  Kosrel, the mage-duke, grandfather of the
  current Duchess. Many of the Relaster mages
  concentrated on control of the elements of air
  and water - a practical pursuit, given the
  climate of the Duchy. As well as mages, the
  Relasters produced many fine sailors and
  several of Onnwal’s most notable Sea Eagles
  came from this house. 
  The Relasters also held the baronies of
  Norland and Saltirn and made extensive
  marriage alliances with their noble vassals. 
  On the Night of the Scarlet Knives, Rohal
  Soldas, the town’s treacherous mayor
  betrayed Sornhill, the duke and his family, to
  the Scarlet Brotherhood. The Duke’s brother,
  Jian Relaster - Glaive Superior of the Glaives
  of Azharadian was assassinated in Scant just
  prior to the fall of the city, while the duke’s
  cousin the mage Pirraen, Baron Saltirn, led
  resistance against the Brotherhood until he
  was captured and burned alive in the
  marketplace of Sornhill. Thus Saielma
  Relaster, eldest surviving child of the
  previous duke now administers the Storm
  Coast. Her younger brother, Garamon, who
  ruled the ancestral lands at Norland, vanished
  without trace in the Lortmil Mountains in
  591CY. Since his disappearance, three closely
  related cousins now contest the rulership of
  the Cantred: Milos Relaster, already Baron
  Saltirn; Wallac Relaster, who fought with the
  Wreckers in the Headlands during the
  Occupation; and Harnashir Relaster, a staunch
  worshiper of Pholtus. Paradd Carbani, heir to
  the Merchant House, has been appointed by
  Szek Jian as Provost-Arbiter to administer
  Norland while the dispute is resolved.
  Baryaern (Minor House) 
  Barons of Stormwal
  The Barons of Stormwal are an old Sueloise
  family, who were raised to nobility though
  intermarriage with the Relasters several
  centuries ago. Like the Relasters they are
  noted for their mages and elementalists. They
  are also well known for their longstanding
  feud with the neighbouring House of
  Maldrenn. With the death of the previous
  baron in the Occupation, his daughter, the
  Lady Velyae, a mage some prowess, is the
  baroness apparent. 
  Jherlo (Minor House)
  Barons of Obelstone
  The House of Jherlo was one of the few pre-
  Aerdi Suel noble houses to retain its lands and
  titles after Onnwal was absorbed by the Great
  Kingdom. The house allied itself with
  Azharadian at the outset of his invasion of the
  country, welcoming him ashore when he
  landed at Obelton. The house has nonetheless
  been at pains to maintain the purity of its
  bloodline though the centuries. This may have
  been the Jherlo’s undoing, for when the
  Brotherhood invaded, after the baron was
  poisoned, his wife and three daughters were
  led away by the invaders and have not been
  seen since. The late baron has no other living
  heirs, thus the fate of the house is very much
  in question. 
  Maldrenn (Minor House)
  Barons of Gearnwal
  The staunchly Oerid House of Maldrenn was
  given charge of the troublesome Cantred of
  Gearnwal early in the Aerdi rule of Onnwal.
  The region was home to many Suel bandits
  and pirates until the firm rule of the Maldrenn
  quashed such lawless behaviour. Though
  harsh and intolerant of Suel customs and, the
  Maldrenn barons where nonetheless fair and
  just. Their martial traditions and their
  disparaging attitude to Suel traditions has
  been the cause of a longstanding feud
  between them and the neighbouring House of
  Baryaern. This attitude also led to the
  pervious baron being singled out for a
  particularly gruesome death at the hands of
  
  74
  the Brotherhood - he was laid under a wooden
  platform and crushed beneath the weight of
  local people who the Brotherhood forced to
  stand atop it. His brother, Lord Keirnal
  Maldrenn, however, survived the Occupation,
  and is now fighting to restore his still
  occupied fief. 
  Locations on the
  Storm Coast
  Detailed below are a selection of locations
  that can be found on the Storm Coast. This
  should not be considered an exhaustive
  listing.
  The Town of Sornhill
  Local Lore and History
  Named after a prominent local landmark,
  Sornhill possesses one of the best-sheltered
  anchorages in Onnwal. Situated on the
  southern rim of Notxia Bay and protected
  from the seasonal storms by the rugged up-
  lands of the western arm of the bay that juts
  out into the Gearnat like the out-flung arm of
  a giant, Sornhill in one shape or another has
  existed for almost a thousand years. The Suel
  first settled the area after they subjugated the
  local Flan tribes after the Great Migrations.
  They constructed a small bastion and town;
  parts of which, including the Red Tower, are
  still in use today. Much of the town was,
  however devastated when the Oeridians swept
  out of the east and conquered the region in the
  late 590s OR. Suel arrogance was their
  undoing - secure in their might, the settlers
  had not walled their fledgling town.
  The Oeridians reconstructed the shattered
  town by throwing a curtain wall around the
  whole town and constructing four additional
  Keeps to defend the approaches to the town.
  Desiring greater security, they also built
  additional fortifications around the Red
  Tower, dubbing them “Storm Haven” from
  which, the Relasters governed the Storm
  Coast. Sornhill prospered under the rule of the
  Aerdi, expanding beyond the original Oerid
  High Town to two further districts - Harbour
  and Haven Town. These were encircled by
  walls in the late 440′s CY.
  Independence
  After the founding of the Iron League and the
  Battle of a Thousand Banners Sornhill grew
  steadily to its pre-Greyhawk Wars population
  of 3000, expanding beyond its protective
  walls. This new community was dubbed Gate
  Town, located as it was around the Saltirn
  Gate - the main accessway to the town.
  A squadron of the Onnwalon fleet was based
  here to guard against the depravations of
  Imperial 
  warships 
  and 
  a 
  booming
  shipbuilding and repairing industry sprang up
  servicing merchants and nobility alike. A not
  insignificant proportion of the town can be
  found beyond the walls, though much of this
  has been heavily damaged in the near constant
  skirmishing that went on afer liberation.
  The Fall of Sornhill
  Although most of the town is enclosed within
  its own walls, Sornhill fell quickly to the
  Brotherhood, a victim of similar tactics to
  those employed during the battle for Scant.
  Rohal Soldas, the then Mayor of Sornhill,
  admitted an advance guard of Brotherhood
  troops who captured Duke Relaster along
  with most of his immediate family and
  secured the fortress-lighthouse of Osprem’s
  Light allowing the Brotherhood fleet that
  appeared on the horizon the next morning to
  sail into Notxia Bay unhindered. 
  The Retaking of Sornhill
  Rebel forces launched a surprise attack on
  Osprem’s Light late in Patchwall 590 CY
  which allowed them to effectively cut off the
  town from Brotherhood supply vessels that
  attempted to reach the town. When they took
  the town, the Brotherhood had increased the
  number of catapults on and around Osprem’s
  Light and these were now used to good effect
  by Rebel artillerists who sank one vessel and
  severely damaged two more before the town
  fell. A short siege ensued which lasted
  through the last months of 590 CY. Cut off
  and subject to almost constant probing and
  infiltration attacks Brotherhood forces
  quickly lost the will to resist. The Kesh of
  Sornhill, Kekarav Madi, was forced early in
  Sun’sebb 590 CY to attempt a breakout from
  the doomed town. During a confused night
  action Kekarav managed to flee with a
  handful of priests, warriors, and elite Hochebi
  followers aboard his personal vessel The
  
  75
  Scarlet Death. Rebel forces did manage,
  however to severely damage the attendant
  warship, The Scarlet Rage, so much so that
  they were able to board and capture the
  crippled vessel. Rohal Soldas’ body was not
  found in the retaken town and it is assumed
  that he escaped with Madi.
  Strike and Counter Strike
  After the recapture of the town the rebels
  moved quickly to reinforce their beleaguered
  troops in the area. The Relasters also returned
  to Storm Haven and began to reorganise their
  holdings. Several months after their expulsion
  however, Hochebi troops have returned to the
  area. Kekarav Madi is also thought to have
  returned to the area although how he managed
  to escape the wrath of Kuranyie is unknown.
  The rebels still hold Osprem’s Light and
  attendant fortifications on the western side of
  the bay but Hochebi troops have again entered
  the hills in force. Now the only contact with
  the beleaguered forces holding those vital
  fortifications is by boat. All other buildings on
  the western side of the bay are in the hands of
  the Hochebi troops that infest the hills.
  Skirmishing is continuous here, although
  rebel forces have exclusive control of the bay
  itself.
  Who Rules
  The Great House of Relaster rules the Storm
  Coast and have their seat at Sornhill. Sornhill
  is the capital of the Storm Coast and is
  administered by a Mayor who is traditionally
  appointed by the leader of House Relaster.
  The eldest member of the ducal family to
  survive the conflict thus far is Saielma
  Relaster and is she who now rules Sornhill.  
  Who Really Rules
  Although Saielma rules here in name, and has
  the favour of the townsfolk, she is
  unskilled in the arts of war. Fearing that
  she is not equal to the task she has
  allowed the Captain of her father’s
  personal guard, a grizzled old marine
  veteran Hazaraz Skullsplitter almost
  complete freedom to deal with the
  Hochebi that infest the western reaches
  of Notxia Bay. A cunning tactician and not
  unskilled 
  warrior, 
  Hazaraz 
  has 
  been
  successful in containing the Hochebi threat to
  the western arm of the bay.
  Population
  Sornhill’s pre-occupation population was
  close to 3,000. Currently the total number of
  people resident in the town is around 2,000.
  Not all of the “missing” thousand folk
  however have been killed in the fighting and
  oppression levelled at the population by the
  Brotherhood. A few hundred managed to flee
  across the Gearnat to southern Nyrond in a
  single caravel (Tempest), fleeing the town as
  the docks rung to the sounds of a desperate
  rearguard action by a few brave marines and
  their leader, Barrend Desharn. Others fled into
  the Headlands, while others of Suel descent
  were carried off by the Brotherhood. Some,
  sickened by the constant warfare, fled the
  town after liberation, carrying their meagre
  possessions south and east in search of a safer
  place to call home. 
  Major Products
  Before the Wars Sornhill boasted a formidable
  ship building and repair industry as well as a
  healthy surplus of agrarian products which
  were exported to Irongate and Nyrond. Much
  of the shipyards were damaged or destroyed
  by retreating Brotherhood forces however and
  many of the fields, orchards and plantations
  surrounding the town were also similarly
  damaged. Although currently food production
  easily feeds the folk of Sornhill no surplus is
  available to export. Fishing is also important
  to the folk of the town, although this is no
  longer carried out in the western portion of the
  bay.
  Armed Forces
  Hazaraz leads a small force of veterans that is
  strengthened in times of need by the militia
  that is relatively well trained and equipped.
  He commands a force of 60 marines and 380
  men at arms that operate solely in and around
  the town. The militia can muster a force of
  roughly 250, some of which are on duty at any
  given time. In addition he commands a galley
  (Fearless) and two caravels (Tempest and
  Gallant) that escaped the fall of Onnwal by
  fleeing to Nessermouth in southern Nyrond.
  His troops are well motivated and well led
  although the constant skirmishing across the
  bay has led to equipment and manpower
  shortages. Fearless is constantly stationed in
  Notxia Bay, carrying stores and replacement
  men to Osprem’s Light several times a week.
  Tempest and Gallant patrol up and down the
  
  76
  coast keeping an eye on possibly Hochebi re-
  supply routes and discouraging Brotherhood
  vessels from trying to get too close to the
  town. 
  In early 592CY, a war galley dominated by
  the Viscount of VerboConc joined the
  squadron, its captain pledging his allegiance
  and service to Duchess Saielma. The vessel,
  Te Lady of the Silver Hills, as a gift from the
  viscount in return for the noble deeds
  performed for the Viscounty by one of the
  duchess’ loyal followers Gremag the Mule.
  Notable Mages
  Sornhill has not been a centre for the learning
  of the mystic arts since the invasion of the
  Suel almost 1000 years ago. Many learned
  individuals fled the town in the face of the
  Brotherhood invasion although a few mages
  and sages have returned to the town after the
  flight of local Brotherhood forces. 
  **
  Erian Tournavil  Originally from Almor
  he fled here after a border raid by the
  Overking’s forces destroyed his village
  and killed most of his family. He is a
  comically thin, tall individual who
  prefers to wear bright, flamboyant
  clothes and is particularly fond of
  “impressive” headgear. His eyes are
  brown, as is his hair although he has a
  small lock of blond hair behind his left
  ear. Intelligent and quick, he lacks
  common sense and is not overly strong.
  Erian possesses a wide range of spells
  and will cast most of these for a fee.
  Unfortunately Erian believes himself to
  be a talented singer - and he most
  definitely is not. He uses the bulk of the
  monies gained from his spellcasting to
  fund his hobby, hiring musicians to
  accompany him in the various inns and
  tavern of the town. This situation is not
  helped by his lack of common sense and
  the fact that he is almost tone deaf. He
  can normally be found at the “Laden
  Merchantman”, in Harbour Town where
  he permanently rents a small suite of
  rooms. 
  *
  Kiral Kackrov is a brash young Invoker
  who often accompanies Fearless across
  the bay to Osprem’s Light. Wild and
  unpredictable he has yet to find himself
  in a situation which, he cannot blast his
  way out of. Older and wiser mages
  agree that it is just a matter of time…
  *
  Niara Telk is a quiet unassuming young
  woman skilled in the arts of divination
  who provided invaluable assistance to
  Hazaraz’s forces during the battle for
  Osprem’s Light. She assists the soldiers
  still and some whisper of a romance
  between her and Hazaraz. Born and
  raised in Sornhill she fled the town as it
  fell to Brotherhood forces. She hid in
  the Headlands for several years aiding
  the Resistance until it was safe for her to
  return home.
  *
  Tahllean 
  Baeltas, 
  companion 
  of
  Uthather and member of the Breakers,
  disappears from town for days at a time,
  ranging up and down the coast for miles.
  Only Uthather may know what she
  seeks.
  *
  Uthather Kais, a member of the
  Breakers, has been seen in the town in
  recent 
  months, 
  along 
  with 
  his
  companion Tahllean Baeltas. It was
  Uthather’s personal might that threw
  back the recent attack on Osprem’s
  Light that carried the outer walls. He is
  known to be a powerful spell caster with
  access to many magical items including
  a Staff of Fire.
  Notable Churches
  The Temple of the Light of the Havens. This
  is a small temple dedicated to the Soother of
  Storms in the Harbour Town of Sornhill that
  serves as a supply base for Osprem′s Light
  across the bay. A prominent temple in the
  town, it has its own dock for the use of the
  faithful. The clergy of the church were almost
  all captured by the Brotherhood when the
  town fell with only a handful escaped by ship
  to Nessermouth. The captured priests were
  subjected to “re-education” at the hands of the
  Brotherhood’s Office of Faith. While some
  died during the ordeal or went mad - the
  remainder have become fanatically loyal
  supporters of the Scarlet Sign. When the
  rebels retook the town although and efforts
  were made to capture them alive, a number of
  priests died rather than surrender. The
  
  77
  survivors are now held in the dungeons of the
  Red Tower. It is unknown whether their minds
  can be freed from the hold, which the
  Brotherhood has over them. A
  small
  contingent of priests loyal to Free Onnwal, led
  by Dreyan Manasar, now man the temple and
  Osprem’s Light across the bay. 
  The Hall of the Pursuer, devoted to
  Trithereon, 
  was 
  established 
  after 
  the
  liberation of the town. Members of the
  priesthood were at the forefront of the
  struggle and as a result the faith has many
  converts here. The Hall is a makeshift effort,
  set up in an abandoned inn - formerly the
  Windward House. Heramall Senned, a
  devout, tempestuous man, leads the faith. He
  is something of a rabble-rouser and in
  preaching the importance of Liberty - has
  begun to harp on anti-aristocratic sentiments.
  His favourite phrase is “who forgets history
  today, forgets liberty tomorrow.”
  Several Knights of the Chase have been seen
  in and around the Hall, aiding the priests in
  the defence of the town. Heramall has been at
  the forefront of rallying the cowed townsfolk
  to resist the return of the Brotherhood to
  Sornhill. 
  The Vault of the Sea, this imposing Temple
  of Xerbo stands close to the docks, near the
  market. In more peaceful times, Xerbo was
  one of the most popular faiths in Sornhill and
  the priests of the temple grew wealthy from
  their share of the sea traffic between the port
  and Nessermouth in Nyrond. However, nearly
  the entire hierarchy of the church here were
  either agents of the Scarlet Sign or willing
  collaborators. Only a handful of junior priests
  rejected the invaders, fleeing to the Storm
  Isles and joining the Loyal Church of Xerbo
  there. The remainder became part of the new
  regime, betraying their Zilchan counterparts
  to the Brotherhood and receiving much of the
  wealth of that church as a reward. The Church
  also aided in re-supplying the garrison in
  Sornhill and enjoyed many trading privileges. 
  After the Brewfest Rebellion however, Maren
  Vidkho - a prominent priest in the temple,
  sensing the way the tide was turning, began
  aiding  Free Onnwal. Information provided by
  Vidkho proved essential in the recapture of
  Sornhill. When the town was liberated - the
  populace rose up against the collaborators.
  The mob ransacked the Vault and lynched
  three before Free Onnwal forces were able to
  bring the crowd under control. While Vidkho
  is held in the Red Tower for his own
  protection, the remainder of his former
  compatriots are held in the dungeons beneath
  - awaiting trial for their collaboration. The
  Vault, largely stripped of its wealth, is now
  used both to house those made homeless by
  the fighting and as the base for the Church of
  Mayaheine in Sornhill. 
  Once the temple of Xerbo, The Shield of the
  Faithful, or simply “The Shield” is the centre
  of Mayaheine’s faith in Sornhill. The
  sanctuary has been rededicated to the
  Shieldmaiden, the altar of Xerbo having been
  destroyed by vengeful mobs after the
  liberation. The leader of the Church of
  Mayaheine in Onnwal, the golden-tressed
  shield-maiden Jelal Mullenden has personally
  led a mission of a half dozen priests to help
  bolster the defence of the beleaguered town.
  Mullenden and three priests, plus a group of
  converts, form part of the garrison defending
  Osprem’s Light. The remainder helps with the
  defence of Sornhill and in the tending of the
  homeless and injured taking shelter in the
  temple. The good efforts of Mullenden and
  her devoted clergyfolk have won many hearts
  and minds in Sornhill and services in the old
  temple are regularly attended by large
  numbers of townsfolk.
  The Stormspire, or “the Spire” among locals
  was the temple of Procan in Sornhill. Located
  on the waterfront in the harbour, it was named
  for its great spire, shaped like a great shell
  made of a polished blue marble imported
  from Medegia and was one of Sornhill’s most
  notable landmarks. The temple of was
  levelled after the fall of the town in 584 CY. A
  few of the temple’s priests escaped on the
  only ship to escape Sornhill, the others were
  either killed in the fighting in the harbour,
  captured and enslaved or managed to escape
  though the limestone caverns linked to the
  sanctuary pool in the temple. Some masonry
  from the temple was being used in the
  construction of a temple to Llerg - however
  the building work was interrupted by the fall
  of the town last autumn. Thus the Spire is now
  little more than a pile of half cleared rubble. A
  small number of priests led by one Velder
  
  78
  Hanreth have managed to clear the sanctuary
  pool and have set up a makeshift shrine in the
  rubble. They are more usually occupied
  aiding 
  the 
  naval 
  squadron 
  against
  Brotherhood raiders however. 
  Sornhill was also home to the Stormseekers, a
  small splinter sect of the main church of
  Procan. They held their services in a large
  house in the Harbour Town, called the
  Tempesthall. The house was once the home
  of the sect’s founder Burisan Stormseeker, but
  has since been converted into a shrine to him
  and to the Sender of Storms. The sect fled
  Sornhill a few weeks after the town fell,
  escaping Brotherhood pursuit by steering into
  an autumn squall on the Gearnat which sank
  the Brotherhood vessel chasing them. Iseln
  Guiral, who commanded the ship at the time
  has now become the sect’s leader and with his
  followers have waged war on the ships of the
  Brotherhood in the Storm Isles and Coast. In
  retaliation the Brotherhood burnt the
  Tempesthall and housed pigs inside the
  tumbled walls. 
  The Halls of the Shining Coin, was once the
  temple of Zilchus in Sornhill. An ornate and
  gilded temple, it stood near the market place.
  Overshadowed by the influence of the church
  of Xerbo, the priests of Zilchus did however
  derive wealth from overland trade with Scant
  and Killdeer and it was no accident that the
  staging yards for wains in the town was
  directly behind the Halls. When Sornhill fell,
  despite the fact many went into hiding in the
  town, their rivals in the temple of Xerbo
  betrayed the priests of Zilchus to the
  Brotherhood. The enslaved priests were
  forced to strip the goldleaf from the temple,
  pry out the jewelled eyes of the statues, open
  the statues of their god and pry out the golden
  hearts within and finally to level the temple.
  The senior priests were then laid under
  wooden doors in the market place and crushed
  by having wains driven over them. A temple
  to Bralm was built on the site using the stone
  from the old temple and the lives of many
  slaves. This edifice was ransacked and
  desecrated during the liberation and it is now
  houses a small mission of Zilchan priests
  newly arrived from Killdeer as well as the
  surviving local clergy, many of whom are still
  in an appalling state after their long ordeal.
  The leader of the mission is one Ceriam
  Grathenn, who with his fellow clergymen are
  trying to re-establish trade-links between
  Sornhill and the rest of Free Onnwal. Success
  in this venture would bring much needed
  supplies to the town. 
  The Chapel of Fortunes, a small domed
  building set near the market place, houses the
  temple of Norebo in Sornhill. As well as
  giving blessings of good fortune on the
  fishermen and sailors who braved the stormy
  Gearnat to make a living, the priests of the
  Chapel also ran one of Sornhill’s best gaming
  houses, The Ivory House, situated adjacent to
  the chapel. When the town fell, some of the
  clergy (mainly those of Oerid blood) managed
  to quietly disappear and later found their way
  into rebel bands. Most however stayed on in
  the town and collaborated with the
  Brotherhood regime. Though not a popular
  god with the Brotherhood, Norebo is shown
  respect, and as long as they obeyed orders the
  priests were not harmed. After the liberation,
  when vengeful mobs of townsfolk came to
  lynch the collaborators, they found that they
  had already been detained by the rebel forces
  and whisked away into the Red Tower under
  the protection of the Rebel commander.
  The Chapel of the Blinding Light, is set as
  an annex to the former lawcourts and served
  as the town’s temple to Pholtus. Before the
  occupation, the priests of Pholtus ran the
  Court of Sessions in the town and oversaw the
  application of justice and the rule of law.
  Pholtus though, never enjoyed widespread
  popularity on the Storm Coast. When Sornhill
  fell, the small group of clergy here was
  martyred almost in its entirety, while the
  Lawcourts were gutted and converted into a
  Temple to Wee Jas by the Brotherhood’s
  Office of Faith. One priest, Galetin Kestell,
  managed to escape to Nyrond in a small open
  boat, though his health and his mind were
  shattered by his ordeal. His remarkable
  journey was taken as a sign of the will of
  Pholtus and he has become a talisman of the
  new intolerant Palish dogma which the
  Onnwalish church has adopted. Galetin was
  brought back to Sornhill last month by a band
  of Pholtites, led by Cathera of Ogburg, a
  fanatical missionary from the Theocracy of
  the Pale. They have rededicated the chapel,
  destroying the reliquary of Wee Jas, and have
  set about preaching the Doctrines of the One
  
  79
  True Path to the people of Sornhill. The
  Pholtines have taken up enforcement of the
  law once more, but now apply harsh Palish
  laws and sentences rather than the laws set
  down in Schandor’s legal code. Furthermore,
  they preach loudly against the Suel faiths,
  marking them all as servants of the Scarlet
  Sign and have begun witch-hunts to root out
  collaborators 
  and 
  traitors. 
  With 
  her
  charismatic firebrand preaching, Cathera has
  won many converts - especially among those
  who were enslaved by the Brotherhood. 
  The Hearth of the Raging Flame, is a new
  temple now being constructed by a group of
  followers of Joramy on the site of the half
  built temple of Pyremius which has aptly
  enough burnt to the ground during the
  fighting to liberate the town. Centred about a
  fierce bonfire that forms the sanctuary of the
  temple and which the Joramites keep
  continually stoked, the temple itself is
  constructed of reddish masonry and brick
  cobbled from other ruined buildings in the
  town. Plans are afoot to try to haul stone from
  Death-Fall Quarry to complete the building,
  which is intended to be the focus for the new
  faith in Onnwal. This is despite warnings by
  locals of the dangers of the place. The
  Joramites here number only about a dozen
  priests and acolytes, led by Jarwar Highflame.
  Though small in number, their angry creed
  has struck a chord with some in the town, who
  suffered under the Scarlet Sign and the church
  has a growing following - especially among
  the dispossessed. However, the Joramites
  continual use of timber to fuel their sanctuary
  flame has raised hackles among the Rebel
  commanders, who require all the wood they
  can find to recommence the construction of
  naval vessels. 
  A Shrine of the Winds and Sky, devoted to
  the Velaeri, once stood in the market place. It
  was a popular focus of worship both for
  farmers bringing their produce for sale and for
  sailors braving the tempestuous seas. Though
  the Brotherhood desecrated and destroyed the
  shrine, a makeshift replacement has recently
  been erected. 
  The Scarlet Brotherhood Temples: During
  their occupation of Sornhill, the Brotherhood
  began the construction of temples to their
  gods and the conversion of the local populace.
  While conversion was largely unsuccessful,
  the temples of Bralm and Wee Jas were
  completed by the time the town was liberated
  by Free Onnwal forces. As has been noted
  above, the temple of Bralm is being used as a
  temporary shelter for the priests of Zilchus.
  The hated priests of the Toiling Lady where
  stoned to death by a lynch mob in the
  precincts of the temple, though the body of
  Janisar, the hated high priestess of the temple
  was not among the dead. Her fate is unknown.
  The Temple of Wee-Jas was resanctified by
  the Church of Pholtus. Most of the clergy
  managed to escape with the fleeing
  Brotherhood forces. The Temples of Llerg and
  Pyremius were only half constructed when
  Sornhill was recaptured. Many of the priests
  of both faiths either died in the fighting or
  fled. The constructions have been claimed by
  the churches of Procan and Joramy
  respectively. Finally, a shrine to Syrul was
  found in one of the dungeon rooms beneath
  the Red Tower. Interestingly, a number of
  religious murals were found on the walls of
  this chamber whose age long predated the
  Brotherhood occupation. It is speculated that
  they are relics of the Onnwi. Whatever the
  truth, they have defied defacing - with the
  colours and pictures re-emerging through
  either damage or covering. The room has been
  sealed off. 
  Notable Rogues’ and Thieves’
  Guilds
  The Wreckers were very active here before
  the occupation, fleecing merchants travelling
  to and from Nyrond and points further west.
  With the arrival of Brotherhood forces the
  Sornhill cell led by Teral Lightfingers assisted
  many inhabitants to flee to Nyrond. A
  partially successful penetration of the
  organisation by members of the Scarlet
  Brotherhood in 585 CY heralded the death or
  imprisonment of most operatives here. The
  surviving members fled the town and
  operated out of several secret bases up and
  down the coast. Some even hid in previously
  explored barrows in the Barrow Fields. With the
  liberation of the town most surviving members have
  returned to assist in the extermination of the
  humanoids to the west. Members can be
  found assisting scouting parties on the west
  shore 
  using 
  their 
  nefariously 
  gained
  knowledge of the terrain to good effect.
  
  80
  Prominent members in the local cell include:
  *
  Jornal Surearm. is a wild unpredictable
  man, originally from Scant who now is
  a member of the Wreckers operating
  along the north coast of Onnwal. A
  handsome and vain man he is
  nevertheless intelligent and quick. He
  stands 5’ 8’’ tall, is of average build, and
  has a thick “mane” of black luxurious
  hair that he constantly preens and cleans
  and has eyes of a light grey hue that dart
  around seemingly trying to take
  everything. He prefers to wear fine
  fabrics that set off his eyes and hair. The
  son of a minor merchant he is skilled as
  a gem cutter and appraiser. He knows
  the northern coast of Onnwal well.
  Jornal can normally be found in a
  taproom or around the docks searching
  for 
  information 
  or 
  Brotherhood
  informants. He is well known along the
  north coast and has friends in all the
  towns there.
  *
  Teral Lightfingers is a competent
  intelligent rogue who was given
  command of the Sornhill cell by Chert
  himself, to whom he is fiercely loyal.
  He prefers to deal through a few trusted
  intermediaries 
  than 
  directly 
  with
  strangers. Of late Teral′s lieutenants,
  Relmar and Radaban, have slipped back
  into the old ways, preferring profit to
  patriotism.
  Equipment Shops
  Most equipment usable in military operations
  is funnelled directly to Hazaraz Skullsplitter
  and his forces although small amounts of
  weapons and armour can be found for sale
  albeit at higher than normal prices. Other
  equipment, apart from that constructed of
  metal is easy to find and can be found at
  normal prices.
  Adventurer’s Quarters
  A port, Sornhill had many taverns and
  hostelries suitable for the use by War
  Companies and other adventurous souls.
  Many of these establishments were used to
  house the Hochebi troops of the occupation.
  Subsequently many have been damaged and a
  few 
  rendered 
  uninhabitable 
  by 
  the
  depravations of the humanoids. Several of the
  owners have also been slain during
  altercations with the Hochebi troops so much
  so that after the liberation of the town fully
  half of the inns and alehouses of the town had
  no traceable owner. Many have been simply
  commandeered by the Resistance, being used
  to house troops, members of the militia and
  those, whose own housing had been destroyed
  in the fighting. 
  Other Personages of Note
  *
  Randolf of Sornhill. Originally a kitchen
  labourer in Storm Haven Randolf never
  knew his parents, being raised as an
  orphan by the cook and his wife.
  Although now overweight, he is still
  healthy and he has brown hair, which he
  wears down to his shoulders and light
  blue eyes. Unfailingly polite Randolf
  has a keen business mind and is a good
  planner. He is also an accomplished
  haggler and is well known in most of the
  coastal towns. Randolf maintains small
  businesses in Killdeer and Sornhill and
  has business contacts in many of the
  villages of Onnwal. Randolf will always
  seek to turn a situation to his advantage
  and is a firm believer in the phrase “you
  must speculate to accumulate”. He is
  missing the little finger on his left hand. 
  *
  Ement Naersaul. Ement is captain of the
  merchant vessel “The Peryton” that
  makes the perilous journey between
  Nyrond 
  and 
  Onnwal. 
  Ement 
  is
  originally from Idee and fled before the
  Scarlet Occupation in that country and
  the subsequent Alhissan “liberation”.
  Ement stays on the Peryton even when
  docked in harbour. He has dreams of
  one day building up a vast merchant
  fleet under his command. It is said that
  he was once the leader of a merchant
  house in Naerie and left behind his
  fortune and his wife-to-be in order to
  remain free. It is not known exactly how
  he escaped along with his crew and ship
  when many others did not.
  *
  Onrulf “the Smith Prince”. Onrulf is a
  
  81
  Dwur weaponsmith of great skill and
  low prices. He has not married and has
  devoted his life to perfecting his craft.
  He dislikes the attitudes of Nerakarn
  Dwur, seeing them as overly pious,
  narrow minded and mired in their own
  self importance. He is a follower of the
  Dwur ways but even he has adapted to
  human ways and customs. He worships
  Fortubo and his families patron deity
  Clangeddin at a small shrine in his
  house. Onrulf is tall for a Dwur with
  leathery tanned skin due to years next to
  the forge. His beard and hair are pleated
  and sandy red in colour, while his eyes
  are brown.
  Features of Sornhill
  Storm Haven and the Red Tower: Built by
  Suel settlers shortly after their arrival on the
  Storm 
  Coast. 
  This 
  fortification 
  was
  constructed solely out of red-hued granite
  mined from the hills to the south and dragged
  here by captured Flan. The Onnwi was to
  house important Flan prisoners and as a final
  defensive bastion against a Flan uprising. The
  tower now forms part of the inner defences of
  the Oeridian citadel Storm Haven. A circular
  affair 100’ high and 60’ in diameter the Red
  Tower has survived the centuries well. The
  red-hued granite used exclusively in its
  construction has proven exceptionally tough.
  Although the stones are pitted with aged and
  the eroding effects of the frequent storms,
  making the outer walls of the citadel quite
  easy to climb, the original structure had
  extensive dungeons beneath it used for
  storage and other less savoury purposes. 
  Captured by the Brotherhood during the
  conquest they converted it back to its former
  use, keeping influential Onnwalon captives
  here. They reopened the ancient tunnels and
  chambers beneath the tower, using them for
  the incarceration and torture of captives. Duke
  Relaster was kept imprisoned here during the
  first 2 years of the occupation until his escape
  in 586 CY through unknown means. Relaster
  was subsequently found slain by magic on the
  coast road to Killdeer with his rescuers, one of
  whom was his eldest son Doriene, a warrior of
  no small prowess. Since liberation Storm
  Haven has served as Hazaraz’s command
  post. Saielma Relaster can also be found here
  with a small retinue of trusted servants and
  guards. The marines stationed in Sornhill also
  use Storm Haven as their base of operations.
  They have taken the precaution of re-sealing
  the underground portions of the complex not
  knowing what could lurk there and lacking
  the manpower (and the inclination) to
  investigate.
  Osprem’s Light: Standing across the bay
  from Sornhill, this lighthouse has, in various
  forms, guided sailors safely into port for many
  centuries. The original tower was all but
  destroyed when the Oerids entered the area.
  Rebuilt and expanded during their rule the
  complex served as a temple of Osprem,
  lighthouse and fortification commanding the
  approaches to the harbour. It is now the site of
  the most desperate fighting in the Storm
  Coast. Both sides believe that who ever
  controls Osprem’s Light will control Sornhill,
  and therefore the Storm Coast.
  Ship Yards: Originally three individuals
  owned shipyards, which were strung out
  along the northern portion of Harbour Town.
  The Brotherhood made extensive use of these
  facilities and their attendant wood stockpiles
  during their occupation. As they abandoned
  the town they set fire to much of these
  facilities and slew all the skilled labourers
  they could find. Of the three owners only two
  survived, one of them blinded by the cruel cut
  of a Brotherhood sword. Rebel effort has been
  concentrated on repelling the Hochebi to the
  west and in buttressing the fortifications of
  Sornhill. Rebuilding the shipyards has been
  their second priority and they have
  “cannibalised” parts of the deceased Harnshir
  Jarome’s operation to rebuild Patriis Monir
  and Gershimon Iilinski’s facilities. 
  Although blind, Gershimon directs the frantic
  rebuilding work with amazing accuracy and vigour,
  seemingly being immune to the effects of fatigue.
  Each shipyard can accommodate two ocean going
  vessels at any one time and it is expected that
  Sornhill will become one centres of the rebels ship
  building efforts next year when the repair work is
  completed. Harnshir Jarome’s operation is little
  more than a burned out shell. His dry docks
  are choked with rubble and he and his workers
  are dead. The whole area is considered
  extremely dangerous and unstable with rebel
  work crews only working on the periphery of
  the site, carting away what can be saved.
  
  82
  The Briny Halls: Situated close to the
  harbour this large indoor market is where
  many folk buy and sell fish. The produce here
  is considered to be the freshest Sornhill with
  fish being brought in at all times of the day. It
  is not just fish that are sold here though. Salt,
  spices, fruits, grains and various other
  consumables are also to be had here when
  shipments make it though to the town. All the
  vendors consider themselves to the best in
  Sornhill and many make special dishes to
  prove it! 
  The Halls are named for their wet floors and,
  in particular, the smell that emanates from the
  Fishmongers court. The Halls are divided into
  the Fishmonger’s Court (the largest and
  through which all must pass to enter the other
  courts), The Salt Court (salts, spices and
  preserves), The Green Court (fruit and
  vegetables) and the Bakers Court (cakes,
  pastries and other sweet things). 
  Sellers of flowers, songs and entertainers
  travel among the courts of the halls, mingling with
  the buyers and sellers. Members of the militia and
  the Church of Zilchus also watch the Briny Halls
  because in the past smuggling has been carried out
  within its precincts. It was built some 300 years ago
  by an Aerdi noble as a seafront mansion.
  Unfortunately flooding some 285 years ago
  destroyed it and rather than restoring it the noble sold
  it and returned to Ountsey. It was then used as a
  hospice for several decades but was closed
  after a full-scale fever epidemic broke out
  within its walls. The hospice was quarantined
  and all within died of the fever. The hospice
  was then bought by a wealthy merchant as a
  warehouse. Upon his death it was turned over to the
  mayor who administered it, renting space in the halls
  to various traders. As many of the old traders have
  either perished or fled the town since the
  Occupation, a good number of the stalls here are
  vacant, giving the Halls a forlorn half-empty air.
  The Hanging Garden: Outside the town is a small
  copse of trees from which bandits and robbers were
  hung in the early part of the century. It is from this
  that the copse has earned its name: “The Hanging
  Garden.” Many of the Robbers and Bandits were
  buried here at the foot of the trees they died in. It is
  debatable however if any of their loot was buried
  with them.
  Other Locations on
  the Storm Coast
  Although not an exhaustive list, the following
  entries deal with locations that can be found
  close to the town of Sornhill.
  Death-Fall Quarry: Located south and east
  of Sornhill this is the place from which the
  strangely coloured rock used in the
  construction of the Red Tower was mined.
  Known in Flan legends as the Battlefield of
  Giants originally a huge extrusion of rock
  jutted out from a hillside. Discovered by Suel
  explorers they deemed the rock tough enough
  to be used in their fortifications and began to
  mine the area using captured Flan slaves, the
  majority of whom died here. Work stopped
  when the remainder of the hillside,
  destabilised by the removal of so much rock
  collapsed killing almost all the workers and
  guards present. Today the site is a lonely,
  desolate one. Still unstable sinkholes and
  small local collapses are common. Several
  Scarlet Brotherhood patrols were lost in the
  area and now none venture here. 
  Local legends say that the mine is haunted by
  those killed in the final collapse that even now
  attempt to dig themselves free, causing the
  sinkholes 
  and 
  other 
  collapses. 
  Any
  disappearances in the area are blamed on
  these restless spirits. 
  Sorn’s Hill: The feature that Sornhill is
  named after, Sorn’s Hill, is the burial site of
  an ancient dwarven hero who perished here. A
  combined army of Noniz and Dwur troops
  exterminated the lingering remnants of the
  humanoid tribes of the peninsula in a
  weeklong battle. Sorn, the greatest Dwur hero
  present was mortally wounded at the moment
  of victory and in accordance with his last
  wishes was laid to rest where he fell. 
  Centuries later the burial mound bears little
  resemblance to its original appearance.
  Several oak trees have taken root on the
  eastern face of the mound and the southern
  has partially collapsed after some would-be
  grave robbers attempted to tunnel into the
  mound in search of dwarven treasures. The
  only survivor’s garbled account of the very
  
  83
  earth coming alive to swallow his companions
  has served to keep other treasure hunters at
  bay. The southern face is known as “Chekar’s
  Folly” after the leader of that ill-fated
  expedition.
  Sorn’s Hill is a well-known local landmark
  used occasionally by travellers who cannot
  reach the safety of Sornhill as shelter. Those
  standing on the peak of the hill can see several
  miles in all directions and in times of trouble
  the hill has been used as a lookout post.
  Several small skirmishes have been fought
  here, the debris of which can still be found
  lying here and there.
  The Barrow Fields: Located amongst the
  hills around Sornhill these barrows stand as
  testament to the bravery of many fallen Flan
  warriors. These tombs were built long before
  the Suel conquered the region. Some have
  been 
  disturbed 
  and 
  creatures 
  within
  awakened. Others have been cleansed of
  undead and used as hideouts for rebels and
  bandits. However few have ever breached the
  inner and the more elder barrows, rumoured
  to be filled with the undead warriors, deadly
  traps, fell magic and great treasure. Much is
  still not known of the early Flan and scholars
  argue that the treasures undoubtedly hidden
  with the barrows could help them to
  understand more about these primitive
  people. 
  Celestian’s Court: Celestian’s Court is the
  name given to a stone circle located midway
  along the route between Sornhill and Killdeer
  in the Cantred of Saltirn. At the centre of the
  stone circle, which is located on a small
  hillock, is a stone monolith with a circular
  hole some two inches in radius carved
  through it. The whole is level with the
  horizon. Two times a year the sun is “in” this
  circle at sunset and sunrise and marks the
  winter and summer solstices. It was rumoured
  to have been built by the early Flan as a sort
  of calendar by their priests. Lately it has
  gained popularity with priests of Sotillion and
  Telchur who travel here on the summer and
  winter solstice respectively to pray and
  celebrate.
  Flannanot: An old abandoned hill fort
  located in the Cantred of Norland, the area
  gained its current name when the Onnwi
  fought a great battle against a conglomeration
  of local Flan tribes intent on resisting their
  advances. After several days of skirmishing
  the Flan were driven back to the hillfort where
  they made their final stand. Amongst the Suel
  were several powerful spellcasters who at the
  climax of the battle destroyed much of the hill
  with powerful magicks. The dazed survivors
  were lead off into slavery and the place
  swiftly fell into disrepair only sometimes
  being used as a way stop by weary travellers
  intent on sheltering from the elements.
  Several hundred years later an imperial patrol
  discovered several beaten gold and silver
  trinkets on the hill after digging a fire pit. This
  find sparked off a wave of treasure hunters
  and adventurers who came and dug on the hill
  but nothing else was ever found. A small
  village sprung up on the slopes of the hill to
  service the needs of the treasure hunters and
  the travellers who had begun to use the coast
  road with more regularity. The inner walls of
  Flannanot still stand to this day. Until recently
  the villagers of Harltonhill used the remains
  of the fort as a pen for their livestock at night.
  Today the hilltop is the sight of frenzied
  activity as rebel forces attempt to refortify it
  in 
  expectation 
  of 
  a 
  Brotherhood
  counterattack. It is not unknown for rebel
  soldiers to be seen here late at night digging
  up on Flannanot seeking to supplement their
  meagre pay with a find of ancient flan
  artefacts. 
  Harlton Hill: Named after the original owner
  of the first inn built on the slopes of the hill
  Harlton Hill is home to around 220
  individuals. Built in the lee of the old hillfort
  and linked to the coastal road by two spur
  tracks Harlton Hill originally sprung up to
  service the needs of the treasure hunters
  searching Flannanot for forgotten Flan
  treasures. Since then the treasure hunters have
  gone but the village still manages survive,
  tending their crops and livestock and
  servicing the needs of those using the coast
  road to the north. A Mayor appointed by Duke
  Relaster oversaw the village. Slain as an
  example to others by the Brotherhood Harlton
  Hill has been without a Mayor for five years.
  A local man, Tarek Blackhands, has taken it
  upon himself to lead the villagers. The only
  surviving blacksmith in the village he is
  charismatic and popular although a private
  
  84
  man much given to brooding and black
  moods. 
  Now back in rebel hands after a series of
  small actions here late in 590 CY the village
  is a focal point for the rebels, possessing
  strong defences. Kesh Arinohal was slain in
  the fighting to regain the village, as were most
  of her troops, and her body was severely
  mutilated by the outraged villagers before
  being cast into a shallow grave to the west of
  the village. 
  Work is currently being carried out on
  Flannanot to repair the old earthen
  fortifications in preparation for Brotherhood
  retaliation. It is a slow job as time and the
  elements have done a good job in smoothing
  and levelling the inner walls of the once-great
  fort. Plans also exist for the digging of a huge
  ditch around the rest of the village but
  currently the manpower for such excavations
  does not exist.
  The Saltirn: This short stream runs directly
  out of the northern Headlands, cutting a deep
  gorge for most of its length, emptying into the
  Gearnat not far from Sornhill. It is known for
  its many cataracts - of which Greenfalls - so
  named for the supposedly medicinal moss
  which grows thickly on the rocks around it - is
  the most famous.
  Swallowfeld: Swallowfeld is a village that
  has grown up on three sides of Hillwater
  Lake. The lake itself is formed out of a natural
  depression bounded to the north, west and
  east by a small range of hills. Only to the
  south do hills not mark the extent of the lake.
  Two small rivers that flow out of the
  Headlands to the south feed the lake, which is
  drained (supposedly) via several underground
  watercourses that run northward emptying
  into the Gearnat although the truth of this is
  not known. Swallowfeld is named for the
  flocks of swallows that early Suel settlers
  discovered dwelling around the hills. They
  discovered that the broad flood plains of the
  two rivers were particularly fertile and ideal
  for grazing their cattle. Beyond this the land
  rises slowly and is well drained making
  excellent land for the cultivation of crops. 
  Before the occupation almost a five hundred
  people made their homes in the hills around
  the lake either farming the land or fishing the
  lake to survive. After the first few months of
  occupation many Onnwalons were carried off
  to Scant and captivity. Many have not
  returned. The local mayor has not been seen
  since the beginning of the occupation and his
  fate remains unknown. In his place his eldest
  daughter rules. During the occupation she
  managed to keep her magical talents a secret
  from the Kesh, Berat Regor, while giving the
  Resistance extensive assistance in infiltrating
  the area.  
  The centrepiece of the lake is a large island
  upon which grow nine huge oak trees known
  locally as the “Nine Giants”. Local legend has
  it that the nine trees are ancient nature spirits
  trapped in physical form. Whatever the truth,
  the trees are listed in the records of the first
  Suel to colonise the area. 
  The Western Portion
  Of The Gearnat Sea 
  The storm-lashed Gearnat hosted some of the
  busiest shipping lanes in the summer and
  winter before the Greyhawk Wars. During the
  spring and autumn it is a treacherous place
  with storms whipping its surface into a
  succession of towering waves. Pirates from
  the Pomarj operated here frequently, sailing
  from the port of Blue in the south of that land.
  The navies of Onnwal and Nyrond combated
  them and the Imperial navy of the South
  Province operating out of the port-city of
  Prymp. Only Nyrond still maintains a
  significant naval presence here now. The
  Brotherhood still control much of Onnwal’s
  fleet and use it along with their pirate allies to
  block the Gearnat Straits, demanding a toll of
  all who would travel there. Ahlissa is
  currently rebuilding its fleet and will one day
  soon sail these waters in strength. What this
  may herald for Free Onnwal is unknown. In
  the east the Gearnat is known as Relmor Bay.
  In the south Dunhead Bay separates Onnwal
  from the South Province and was, historically,
  the scene of many clashes between the two
  nations.
  The Gearnat was once known as the Sea of
  Yar after a famed Suel navigator who opposed
  the expansion of the Kingdom of Aerdy. After
  
  85
  the Aerdi conquered all the surrounding states
  they renamed the sea after a prominent
  Oeridian navigator.
  The Storm Isles
  This sub-tropical island cluster is in fact a
  great coral reef from which many of the
  islands have found their genesis. It is
  considered the more well known of the island
  chains, despite the fact that much is still
  unexplored and unknown of it, due to the
  many pirate ships that hide in and amongst the
  numerous verdant isles. The isles are named
  for the great storms that weather them every
  spring. 
  Farmers and others have settled some of the
  islands for both mundane and more obscure
  reasons. The islands as such, have become a
  home for those who wish to flee the chaos of
  the mainland. Since the Rebellion began,
  many of the Brotherhood’s soldiers have been
  recalled to the mainland to fight in the war
  leaving 
  the 
  islands 
  to 
  descend 
  into
  lawlessness. Many pirate lords have seized
  power and rumours of a hidden city amongst
  the islands abound. The Scarlet Brotherhood
  still have an iron grasp on many of the islands
  nearer to the mainland mostly due to the
  fanaticism of the Kesh Johran Teven.
  The farmers of these islands mainly grow
  citrus (and other) fruits and rear pigs and
  sheep. Fishing is also a major industry here. 
  These islands have been the subject of many a
  tall tale, and feature prominently in the
  legends of the Flan and early Suel settlers, as
  lands of great magic and danger. However
  none of the Scholars of Scant have been able
  to prove that these tales have any grounding in
  truth.
  Seaspire
  This spire of marble and coral that resembles
  a great shell rises 50 feet out of the sea some
  30 miles off the Storm Coast. It is rumoured
  to be the home of many aquatic Olves and is
  shrouded in mystery. It is unknown who
  constructed the crumbling edifice (now home
  to several flocks of gulls). The sea and winds
  are eerily calm near the spire and few evil sea
  creatures dare come near the main spire but
  instead lurk in the many ruins surrounding it
  on the sea floor.
  Oblestone Keep
  This forbidding castle stands like a black
  shadow looming over the horizon in the
  Cantred of Obelstone. It is perched ominously
  atop a massive free-standing pillar of rock
  separated from the mainland by a half-mile
  channel. Oblestone was built by early Aerdi
  Overlords as a symbol of their control over
  Onnwal, as a place to house their army and to
  keep many prisoners who suffered horrendous
  punishments in the name of the Overkings. It
  was then a symbol of terror to the pirates,
  many of whom spent their final days rotting in
  its many dungeons.
  Now it houses the villainous Office of Sorcery
  and many enslaved and imprisoned people of
  Onnwal. No one has ever proven that escape
  from Oblestone is possible. Rumours of
  magicks that distort distance, cells without
  doors, walls that shift and shape, magical
  guardians and labyrinthine corridors abound,
  though none have yet escaped to confirm
  these dread tales. All that is certain is that it is
  a fell place and full of horrors imagined and
  real.
  
  86
  This page has been left 
  intentionally blank
  
  87
  The largest province of Onnwal encompasses
  the plains of the Gilderlea to the west and the
  Silvervale in the east - some of the most fertile
  land in Onnwal. In the west, the broad valley
  of the meandering Bergard forms Onnwal’s
  agricultural heartland. The land is generally
  flat - and dotted with farming villages and
  interspersed with surviving copses of trees.
  Most of Onnwal’s grain (maize, wheat and
  barley) is grown in the Bergard and Fallnos
  valleys and the Bergard is known for its wheat
  and barley beers. Most of Onnwal’s Hobniz
  dwell in High Bergard and around the town of
  Bergardbridge.
  Between the two rivers, the land rises into a
  low series of dells, which form a saddle
  between the peaks of the Headlands and the
  coastal ridges of the eastern Azure Coast.
  Here the last remnants of Onnwal’s
  primordial lowland forest cling on under the
  stewardship of the Szek. Patches of forest are
  also found on the slopes of Low Headland.
  Away from the river valleys, sheep and goat
  herding predominates - supplying most of the
  wool for the looms of Onnwal’s weavers.
  To the east, cradled by the Headlands, lies the
  fertile Silvervale. Blessed with both mineral
  wealth in the form of gem and silver mines in
  the Headlands, it is also an agricultural centre
  - with maize and grapes being the main crops,
  while cattle rearing is also common.
  Silvervale is noted for its fortified wines -
  which appeal greatly to the Noniz and even
  some Dwur. The largest populations of demi-
  humans (especially Noniz) in the lowlands
  were found in the Silvervale before the
  occupation - though most fled to their cousins
  in the hills, and are only now beginning to
  return.
  The Great House of Destron
  Dukes of Gilderond, Barons of Middle
  Bergard and Deyshond
  The House of Destron has held sway over the
  bountiful plains and vales of Gilderond since
  the land’s conquest by the Aerdi. The house
  grew wealthy on the rich harvests which their
  fief produced. As the rule of the Szeks
  appointed from Zelradton grew more
  tyrannical - it was the Destrons, being closest
  to the seat of the Szek in Scant, who bore the
  brunt of their abuses. It was the Destrons too,
  under Duke Parmus who led the rebellion
  against the Great Kingdom - an act which saw
  him condemned as a traitor in Rauxes and
  crowned as Szek in Scant. His heirs have
  ruled Onnwal capably and wisely, ever
  attendant to their responsibility to defend the
  country from its enemies. The Destron Szeks
  have, by in large, been capable warriors and
  hapter Nine:
  Gilderond
  C
  Cantreds of Gilderond
  Cantred
  Type of Laird
  Ruling House
  Laird
  Cantred Seat
  High Bergard
  Mayor
  Destron
  Celdirn
  Bergardbridge
  Yarrowstone
  Halmarn
  Mayor
  Destron
  Halmarn
  Middle Bergard
  Hereditary Duke
  Destron
  Arbend
  Low Bergard
  Hereditary Baron
  Dernail
  Disputed
  Myrhill
  Gullhaven
  Mayor
  Destron
  Gullhaven
  Deyshond
  Hereditary Baron
  Destron
  Garveld
  Silvervale
  Hereditary Baron
  Geldrenn
  Baron Henshas Silvervale
  Geldrenn
  Low Headlands
  Herediatry Baron
  Farness
  Baron Tiren
  Grovehill
  Farness
  
  88
  sailors - a characteristic of the house as a
  whole. The Szek holds the city of Scant as his
  personal domain, while his heir holds the title
  of Duke of Gilderond. In addition to this,
  junior branches of the house held the baronies
  of Middle Bergard and Deyshond. As the
  ruling house, the Destrons formed alliances
  by marriage with a number of houses - the
  three other Great Houses and most recently
  the minor house of Geldrenn.
  The Brotherhood stuck deep at the heart of the
  ruling house in the very first hours of its
  invasion of Onnwal. The Szek Ewerd Destron
  was stuck down in his own palace, while his
  cousins, the barons of Middle Bergard and
  Dayshond, where poisoned and burned
  respectively. All scions of the house were
  ruthlessly hunted out and executed. Only Jian
  Destron, Duke of Gilderond and heir to the
  throne, escaped their murderous sweep -
  being at sea commanding a naval squadron in
  the Sea of Gearnat at the time. Szek now in
  name if not in fact, Jian has done his utmost to
  rally resistance to the Brotherhood, regain his
  lost birthright and avenge the murder of his
  kinsmen.
  Dernail (Minor House)
  Barons of Low Bergard
  A prominent merchant family based in Scant,
  the Dernails were raised to nobility in 576 CY.
  Due to their commoner origins, other nobles
  consider them vulgar and lowborn and despite
  their titles treat them with disdain. The former
  baron was hanged by the Brotherhood in
  Myrhill when the town fell. His widow
  Calwenn Dernail is fighting off a challenge by
  Halden Dernail, her brother-in-law, to the
  baronial title. She wishes to ensure that her
  daughter Calrinn succeeds to the title and
  fortune when she comes of age in three years. 
  Farness (Minor House)
  Barons of Low Headland
  The barons of Low Headland have long
  derived their wealth from wool and silver -
  the main produce of Low Headland. In
  addition, to helping to maintain patrols on the
  stretch 
  of 
  the 
  Hind 
  Road 
  between
  Bergardbridge and the Silvervale, the House
  of Farness has special duties to preserve the
  Szek’s woodlands - many of which are
  located within Low Headland. The father of
  the current Baron Apparent, Tiren Farness, a
  Glaive Valourous of the Knights of
  Azharadian, was assassinated in the first
  Brotherhood attacks on the country. Tiren is a
  staunch supporter of Gellen Cadwale for the
  position of Glaive Superior.
  Geldrenn (Minor House)
  Barons of Silvervale
  Another old Aerdi house, the Geldrenns have
  ruled the rich Silvervale for centuries. They
  are possibly the most wealthy of the minor
  houses, due to the revenues from the
  Cantred’s many silvermines and from its rich
  agricultural bounty. The Geldrenns also wield
  a great degree of political influence, not only
  because of their fortune, but due to their links
  by marriage to the House of Destron, which
  effectively make them a cadet house of the
  ruling family. The current Baron Silvervale,
  Halshas Geldrenn is a first cousin of Jian
  Destron and his closest living relative.
  Halshas survived the Brotherhood’s attempt
  on his life, though he still limps from the blow
  the assassin struck him, ere he fell to the
  baron’s broadsword. The baron withdrew into
  the Headlands with his household guards and
  waged a guerrilla war on the Brotherhood
  until he retook Silvervale during the Brewfest
  Rebellion. Halshas is a fine warrior and leader
  of men.
  Locations Within
  Gilderond 
  Detailed below are a selection of location that
  can be found in Gilderond. This should not be
  considered an exhaustive listing.
  Scant
  Debate has long raged in scholarly circles as
  the origins of the name of Onnwal’s capital.
  Radmond of Trigol claims Scant is a
  corruption of the Sueloise “Sekarant” (lit.
  “Reef-haven”). Craedon the Broad counters
  that the name derives from disparaging
  comments made by the cosseted Imperial
  
  89
  courtiers dispatched there from the splendor
  of Rauxes who described the then rough and
  ready Imperial outpost as having “...scant
  comfort, scant pleasures and scant worth.”
  Finally Germin of Dyvers suggests the name
  comes from a contraction of “thieves’ cant” -
  the patois of the smugglers and pirates who
  plagued the city in former times. 
  Whatever the truth - there is no argument that
  Scant is one of the best-defended and fortified
  cities in the Flanaess. It is situated upon a
  steep and rocky outcropping surrounded on
  three sides by the sea and connected to the
  mainland by a narrow, sandy strip of land,
  known locally as the Langneck. The city and
  the Langneck enclose a large, sheltered bay
  called the Great Harbour. The mouth of this
  bay and the seaward approaches to Scant are
  barred by a line of treacherous reefs, breached
  in only two places by channels that are
  navigable only with the aid of an experienced
  pilot. Before the Greyhawk Wars, this lore
  was the closely guarded secret of Scant’s
  Loyal Company of Pilots. It was the
  infiltration of this now defunct group by the
  Scarlet Brotherhood that allowed the ships of
  the Scarlet Sign to safely enter the Great
  Harbour and land troops. 
  Scant is spread across two steep hills - Gate
  Hill and Palace Hill, the seaward sides of
  which are fringed with precipitous cliffs
  ranging from fifty to two hundred feet in
  height. These are almost unnecessarily topped
  by a thirty-foot curtain wall. The tallest cliffs
  are those of the Palace Hill, which overlook
  the reef fanged channels and bristle with
  artillery engines poised to rain fiery ruin on
  any vessel foolish enough to attempt to force
  a passage though to the Great Harbour. Alas -
  treachery undid these defenses too when the
  Brotherhood took the city. 
  Between the two hills nestles a gap in the
  encircling cliffs and a small, sheltered inlet
  from the Great Harbour that forms Scant’s
  Inner Harbour. Two sturdy fortifications flank
  the mouth of the Harbour - Daern’s Redoubt
  upon the eastern side and the Bastion of the
  Golden Sun opposite it. Thus the combination
  of natural features and cunning fortification
  make the city nigh unassailable by land or sea
  by conventional means. 
  Scant is a comparatively small city of no more
  than five thousand people before the Wars. It
  is divided into three main districts:
  Gate Hill: Overlooking the Langneck, Gate
  Hill houses most of the city’s artisans. Before
  the Wars, 
  Scant’s 
  Noniz 
  and 
  Dwur
  communities were centred here. The scruffy
  north end of the district is home to Scant’s
  poorer inhabitants. 
  The Harbour
  Quarter: This district
  describes the natural amphitheatre of land that
  nestles around the Inner Harbour at the feet of
  the two hills. It was the centre of commerce
  and trade, with the Grand Market, the temples
  of Xerbo and Zilchus and the Custom’s House
  all being located here.
  Palace Hill or the High Quarter: Separated
  from the rest of Scant by an internal curtain
  wall and looming over the Inner Harbour atop
  high cliffs, the High Quarter houses the city’s
  more affluent inhabitants. The hill is crowned
  by a magnificent palace dating from the
  golden age of the Great Kingdom, which
  served as the seat of Onnwal’s szeks and gives
  the district its name. 
  In the middle years of the current century as
  the population of Scant grew, pressure for
  space increased, particularly in Gate Hill and
  the Harbour Quarter. Thus the city as a whole
  has a very cramped feel about it. There is little
  in the way of open space, bar the Grand and
  High Markets. The pale limestone buildings
  seem to be piled chaotically atop each other,
  with narrow streets twisting between them,
  winding their way up the hills.
  Construction was forbidden by decree on the
  Langneck - for defensive reasons. Therefore
  the town of Halmarn, which faces Scant
  across the Great Harbour, profited from the
  overflow from the city. Many rich merchants
  or nobility maintained villas either in
  Halmarn or atop the steep cliffs that fringe the
  Great Harbour to the south, taking full
  advantage of the breathtaking views over the
  harbour and the city. The tower formerly
  occupied by the Archmage Bigby stands at the
  seaward end of these cliffs, directly opposite
  the city and overlooking the harbour entrance.
  It was customary for those that could to flee to
  these villas, to escape the heat and stench of
  
  90
  the teeming city in summer. So much so that
  during these months, more of the business of
  governance went on in Halmarn than in Scant,
  prompting one local wag to dub the small
  town “Onnwal’s other capital”.
  Now however, both Scant and Halmarn are
  firmly in the grip of the Scarlet Brotherhood.
  Sister Kuranyie rules what remains of her
  domain in Onnwal from the Szek’s palace.
  She is determined not to lose control of the
  city and maintains strong garrisons in both
  Scant and Halmarn, and a substantial military
  presence in the surrounding land - holding the
  landward approaches to the city. The city is
  resupplied by sea by Brotherhood vessels.
  Scant is the main base for the Brotherhood’s
  naval presence of the Straits of Gearnat and is
  thus well protected from seaward attack or
  blockade. 
  The condition of Scant’s populace is
  appalling. More than three-quarters of the
  population are believed to have been
  classified as slaves, with the remainder
  enjoying the dubious privilege of being
  subcitizens. Marnafel Toktot, Kesh of Scant,
  enforces the Brotherhood’s rule in the city
  with brutal efficiency. Rumours of atrocities
  and the barbaric behaviour of the occupiers
  abound. With the current stalemate between
  Free Onnwal and the Brotherhood, there is
  little hope that the suffering of Scant’s
  populace will end anytime soon. 
  The Bergard River
  Onnwal’s longest river flows from the
  western Headlands and meanders across the
  plains of Gilderond. Though fast flowing at
  near its source, the river slows considerably
  below the market town of Bergardbridge, and
  is thereafter sluggish and placid until it
  eventually reaches the sea at Halmarn, near
  Scant. Like many of Onnwal’s rivers it is
  prone to flooding in summer - and levees have
  been constructed to protect the more
  vulnerable parts of the floodplain. The river is
  navigable by skiffs, rafts and small flat-
  bottomed craft as far as Bergardbridge.
  Hosselholt
  Hosselholt is a small mining community that
  can be found in the eastern-most fringes of
  High Bergard. Here, Noniz, Dwur, Hobniz
  and humans can be found working side by
  side. It is was founded -310 CY by a Noniz
  miner who discovered a bountiful vein of
  topaz and agate here. Local Legend has it that
  he was lead to the hills by a badger grateful to
  the miner for saving him from a snare. Many
  of the more devout and older Noniz firmly
  believe that this talking animal was an avatar
  of a Noniz god. This view is not shared by
  many of the younger Noniz who believe that
  this is taking things too seriously.
  Hosselholt has a temple devoted to the gods
  of the Noniz pantheon. There are also shrines
  to dedicated to Jascar and Fortubo here.
  Hosselholt is known mainly for its gemstones,
  many of which are used in the manufacture of
  jewellery and other ornaments. However it
  also has a strong agricultural background,
  rearing goats on the hills and growing oats in
  the field. Hosselholt Goats Milk and Cheese
  are known for their pungent aroma, which is
  considered a delicacy among the elite of
  Nerakarn. The Burgomeister, an elected
  official that serves as mayor and sheriff, rules
  Hosselholt. Only the village elders may vote
  ensuring that no short lived human has yet
  been elected.
  The mines were occupied by the Brotherhood
  between 584 and 586, with almost the entire
  populace being enslaved and forced to work
  the mines. The demi-human workers singled-
  out for particularly brutal treatment by the
  slave drivers, and few Noniz and Dwur
  families did not lose a loved one during this
  terrible time. The experience has left an
  undercurrent of bitterness and resentment on
  one hand and shame on the other between the
  demi-human and human inhabitants of the
  settlement respectively.
  Silverstream
  Along with its tributary, the Goldstream, the
  Silverstream drains the southern Headlands
  and the fertile Silvervale, flowing into the
  Azure at Haylind. Some gold-panning goes on
  in the upper reaches of the Goldstream, but
  this has never really been commercially
  successful - and only a few die-hards remain.
  The river is known by the Dwur as the Nera -
  and has its principle source close to the Dwur
  citadel of Nerakern.
  
  91
  This page has been left 
  intentionally blank
  
  92
  The smallest of Onnwal’s provinces in term of
  Cantreds 
  - 
  the 
  Eastern 
  Marchlands
  nonetheless encompass most of the Headlands
  and a narrow coastal plain along the shores of
  Dunhead Bay. Most of the population huddles
  in towns along the coast - well fortified
  against attack from what was once the South
  Province. The plain is watered by many small
  fast flowing streams, which tumble out of the
  hills and are prone to flooding in the summer.
  There is some arable farming carried on along
  the plain - mainly fruit and some maize.
  Pastoral agriculture predominates - mainly
  pigs and cattle in the lowlands and sheep in
  the hills as animals are easier to defend than
  crops and fields. Fishing in Dunhead Bay is
  rich - though the dangers posed by Ahlissan
  corsairs have traditionally made it a
  hazardous way of life. Military service is a
  major occupation here - and many of
  Onnwal’s Marines and army Regulars hail
  from the Eastern Marchlands.
  The people of the Marchlands, unlike the rest
  of Onnwal, are of almost pure Oeridian decent
  - and Oerid faiths and traditions predominate.
  Marchers are known to be generally quite
  serious, dour folk but good in fight. It is
  unsurprising then that good relations exist
  between them and the Dwur of the Headlands
  and Irongate. Killdeer was the main centre for
  Dwur in the lowlands of Onnwal prior to the
  occupation - outstripping even Scant is this
  regard. 
  Duke 
  Coriell’s 
  famed 
  Dwur
  bodyguard is perhaps the best known feature
  of this friendship. The three Dwur citadels in
  the Headlands lie in the eastern portion of the
  province, officially within the Cantred of
  Dwur March. Onnwal, however, has never
  pressed a formal claim over these lands.
  The Great House of Coriell
  Dukes of the Eastern Marchlands, Seneschals
  of the East, Barons of the Dwur March
  The nobles of the House of Coriell rule the
  Eastern Marchlands and have since the
  rebellion against the Great Kingdom warded
  that frontier of Onnwal against her Imperial
  foes. They have been well suited to this task -
  being like their subjects - stoic in the face of
  hardship, courageous in the face of the enemy
  and at all times dependable and true to their
  oath. These qualities are well appreciated by
  the Dwur of the Headlands - and there have
  been strong bonds between the House of
  Coriell and the Dwur of Vergannin. During
  the Battle of a Thousand Banners, Duke
  Halend Coriell - an ancestor of the current
  duke - is said to have saved the life of
  Vorengund, 
  Thegn 
  of 
  Vergannin. 
  In
  repayment of this debt of honour, a picked
  bodyguard of a dozen of the finest Dwur
  warriors of Vergannin has protected all the
  Coriell dukes. 
  hapter Ten:
  The Eastern Marchlands
  C
  Cantreds of the Eastern Marchlands
  Cantred
  Type of Laird
  Ruling House
  Laird
  Cantred Seat
  Killdeer
  Mayor
  Coriell
  Killdeer
  Dunheern
  Hereditary Baron
  Lorendrenn
  Baron Halrend
  Dunheern
  Lorendrenn
  Dwur March
  Hereditary Baron
  Coriell
  Baron Elwerd
  Varl’s Keep
  Coriell
  High Headlands
  Hereditary Baron
  Faskell
  Baron Kalderon
  Notil
  Faskell
  
  93
  It was the by the efforts of the Vergannin
  Guard that the current duke, Baeren Coriell,
  escaped 
  the 
  daggers 
  of 
  the 
  Scarlet
  Brotherhood assassins. Rallying his troops to
  fight off the advance Brotherhood force sent
  to capture Killdeer, he quickly assessed the
  enormity of the disaster that had befallen
  Onnwal. The duke instructed his people to
  flee into the hills and with his household
  forces retreated into the Headlands, making
  his way finally to Irongate. He has ever since
  acted as Onnwal’s ambassador to the Fortress
  City. His brother, Elwerd, Baron of Dwur
  March too survived the occupation, finding
  refuge with his household guard in Vergannin.
  He has since returned to his fief, though he
  continues to urge his Dwur friends to join the
  struggle against the Brotherhood.
  Faskel (Minor House)
  Barons of High Headland
  Vassals of the Duke of the Eastern
  Marchlands, the House of Faskel might at first
  glance be thought to have been given a poor
  lot in terms of their fief - including as it does
  the some of the most rugged and impenetrable
  parts of the Headlands. The majority of the
  inhabitants here are Flan tribesmen who,
  despite official claims by the Faskels, owe
  allegiance to no one. However, the share of
  the revenues from the rich platinum mines of
  Notil which goes to the House more than
  makes up for the lack of subjects and lands.
  The previous baron of High Headland was
  lured to Scant and assassinated during the
  initial Brotherhood strike on the city. His
  brother, Lord Kalderon Faskel, survived
  however. Though he was forced to retreat
  when Notil was seized by a large force of
  Hochebi in 584 CY - he did not have wait
  long to regain his seat in 586 CY.
  Unfortunately, Brotherhood forces collapsed
  many of the mines - often entombing
  themselves in the process. Work continues to
  reopen them and a vital source of income to
  the Free State. 
  Lorendrenn (Minor House)
  Barons of Dunheern
  The Barons of Dunheern have always had a
  long military tradition - even before Onnwal
  broke away from the Great Kingdom and their
  fief became part of the country’s first line of
  defences against the aggression of the herzogs
  of Zelradton. The faith of Heironeous has
  always been highly regarded - and many
  younger sons of the house have in the past
  become priests of the Invincible One or
  members of the Order of the Golden Sun. The
  son of the assassinated baron, Sir Halrend
  Lorendrenn is a Glaive Valourous of the Order
  and distinguished himself during the
  Greyhawk Wars against the forces of the
  South Province in Idee. He is the leader of the
  faction within the Order, that opposes Gellan
  Cadwale, believing him to be the one who
  betrayed the Glaives to the Brotherhood in
  Scant. 
  Locations Within the
  Eastern Marchlands
  Detailed below are a selection of location that
  can be found in the Eastern Marchlands. This
  should not be considered an exhaustive
  listing.
  Killdeer
  The heavily fortified capital of the Free State
  of Onnwal and the Eastern Marchlands began
  as a humble fishing village huddled at the
  broad mouth of the Jelald River. The Aerdi
  first saw its potential as a defensive site and
  constructed the first fortifications here early
  in their invasion of Onnwal. Initially, it served
  as a supply port connecting the Aerdi armies
  in the Dragonshead to their homeland. After
  the conquest, it enjoyed a brief boom as the
  main entrance to the peninsula for Oeridian
  settlers from the heartlands of Aerdy, until it
  was eventually eclipsed by the new port of
  Scant. Killdeer slowly slipped back into
  obscurity, quietly accepting its fate as a
  provincial town.
  It was not until Onnwal’s independence in
  447 CY, that Killdeer once more rose to
  prominence. The then duke of the Eastern
  Marchlands, the legendary Halend Coriell,
  recognising that the town would be the
  keystone in Onnwal’s defences against the
  South Province, embarked an ambitious
  programme of fortification. Halend threw up
  walls around the main town of Killdeer on the
  
  94
  north bank of the river and around the small
  satellite settlement of Templeside on the south
  bank, connecting the two with a causeway and
  lifting bridge of dwur design. Behind the
  causeway, he set about constructing one of the
  most impressive fortresses in Onnwal. Built
  on two natural islands in the estuary and
  comprising a series of concentric rings of
  walls surrounding the main citadel, Killdeer
  Castle is one of the best examples of the
  principle of defence in depth - borrowed from
  the Dwur of Vergannin who aided in the
  design and construction. Killdeer thus became
  the base for Onnwal’s squadron in Dunhead
  Bay and prospered despite intermittent raids
  by Ahlissan corsairs.
  Today, Killdeer is the heart of Free Onnwal.
  Most of the small rebel fleet is based here,
  along with a large contingent of the Army of
  Rebellion, backed by Duke Coriell’s personal
  guards. The majority of the free churches of
  Onnwal have set up temples here, with
  Zilchus, Trithereon, Procan and Pholtus being
  the most prominent. The clergy of Procan
  have begun reconstruction of their cathedral
  on Templeside, which was destroyed, along
  with a large force of Brotherhood troops and a
  section of the waterfront, by a tidal wave
  summoned by the churches’ martyred High-
  Priest, Delvan Gasparan.
  Something approaching normal life has
  returned to the main town and considering
  that before the Wars, Killdeer was effectively
  an army camp, little has changed except the
  identity of the enemy. The people have put
  aside the dark memories of the past and
  thrown themselves into the struggle for
  freedom. Killdeer’s fishing fleet once more
  sets forth proud and free, to return with nets
  bulging with fish to provision the Army of
  Rebellion. Trade has begun with Irongate -
  with foodstuffs being shipped down the coast
  to Northanchor in return for badly needed
  arms and armour.
  Nonetheless, the occupation has left its mark,
  not only in the hostages taken from every
  family by Kuranyie, of which nothing has
  been heard of since, but also in the distrust
  and suspicion of strangers which is pervasive
  here. Rumours of the resurgence of Ahlissa
  are a further cause of concern. Whatever guise
  the rulers of Aerdy adopt, it will not erase the
  enmity the people of Killdeer have held for
  their neighbours to the east for over a century. 
  The Headlands
  The Headlands form the “spine” of the
  Dragonshead peninsula and merge with the
  Iron Hills to the east of Irongate. Where the
  hills meet the Azure Sea they form towering
  cliffs that run for approximately half the
  length of the hills. Mainly composed of
  limestone, with small pockets of harder
  igneous rock such as granite, the range is a
  maze of steep sided tors riddled with natural
  cave systems. The hills are cut by thousands
  of streams, which form twisting and tortuous
  valleys and gorges. Two roads cut through the
  Headlands to Irongate, one in the south and
  one in the north. Otherwise they are generally
  considered impassible, and large sections of
  the interior of the range have never been
  explored by lowlanders
  Blessed with abundant rainfall - the hills are
  clothed in lush vegetation. Forests cling to the
  gentler slopes or atop larger mesas. Herding
  of sheep and goats is carried on in the valleys
  - by both Onwallons, along the fringes of the
  hills, and by Flan tribesmen who inhabit the
  rugged and dangerous High Headland.
  Mining by humans, Dwur and Noniz is an
  important activity and source of revenue with
  platinum, silver and gems such as peridot,
  topaz and aquamarine. While some of these
  mines (mainly the more westerly ones) fell to
  the Brotherhood and became slave mines,
  others, especially Dwur and Noniz delvings,
  held out throughout the occupation. Notil, the
  Cantred seat of High Headland, is the site of
  important platinum mines.
  The Dunn
  This energetic river gushes out of the north-
  eastern Headlands and empties into Dunhead
  Bay at the town of Dunheern. Locally known
  as Isak’s Torrent, it is named for a local legend
  - Isak Trollslayer who is said to have cleared
  the upper reaches of the river of the trolls that
  plagued it of old.
  Jelald
  Typical of Marchland rivers - the Jelald flows
  fast, straight and true out of the Hills and
  across the narrow plains to the sea at Killdeer.
  
  95
  The hill road to the Silvervale follows the
  upper reaches, however the road is frequently
  washed away by regular summer flooding -
  which also troubles the lowlands.
  The Gearnat Sea
  For information regarding the Gearnat Sea
  refer to Chapter 7, The Storm Coast.
  Dunhead Bay
  Dunhead Bay, named after the river that
  empties into it, is a shallow arm of Relmor
  Bay. The bay separated Onnwal from the old
  South Province and was the scene of many
  naval actions between the two nations.
  Conflict was particularly intense here during
  the War of the Golden League (579-581 CY)
  and during the Greyhawk Wars (583-584
  CY). With the fall of Onnwal to the followers
  of the Scarlet Sign the bay has been
  comparatively peaceful, although the navy of
  Ahlissa has now begun to reassert itself.
  The waters of the bay are noted for their
  excellent fishing. Accurate maps of the region
  have existed since the Oeridians conquered
  the whole area.
  
  96
  The Azure Coast is considered the most
  pleasant of Onnwal’s four provinces;
  particularly by its inhabitants, who are not
  afraid to share their opinion with others.
  Though rocky cliffs rear from in the sea in the
  west and the Headlands march into the sea in
  the form of the Kurst Islands in the east, the
  coastline between is low lying, with many
  beaches, saltmarshes and lagoons. The land
  generally slopes down from the Headlands to
  the sea, the exception being in the west where
  the coastal ridges of the Storm Coast spill
  south in to the Cantred of Gullhaven. Well-
  watered and lush from the abundant summer
  rains, which the winds carry in from the Azure
  Sea, the Azure Coast has more exotic and
  tropical vegetation than other parts of
  Onnwal. 
  The valleys of the Fallnos and the
  Silverstream are both fertile and there is much
  arable agriculture here - maize and sugar cane
  being the main crops. Yornal is distilled
  around Longbridge. Away from the rivers,
  orchards abound, with olives, citrus fruits and
  other soft fruits growing in abundance. Along
  the lagoons of the central coast - salt
  harvesting is a major industry as is fishing in
  the rich waters of the Azure. Pearl fishing is a
  major source of wealth in the western coast -
  around Longbridge.
  In the east, steep, half-drowned peaks of the
  Headlands poke their heads above the water
  to form the Kurst Islands. In the past, this
  maze of small rocky isles was a haven for
  pirates and others seeking sanctuary from
  civilisation - for whatever reason.
  Trade, both maritime and along the Scant-
  Irongate road, was important in the past. With
  the upheavals of the Wars and the occupation,
  this has largely dried up. A trickle of trade is
  now beginning between Longbridge and
  Irongate.
  The Great House of Cadwale 
  Dukes of the Azure Coast, Barons of Azurond
  The House of Cadwale traditionally ruled the
  rich and bountiful Duchy of the Azure Coast
  from their ancestral seat in Longbridge. The
  House has held not only the title of Duke, but
  a cadet branch additionally holds the title of
  Barons of the Cantred of Azurond, as well as
  sundry minor holdings throughout the
  province. The nobles of this house grew
  wealthy not only from the produce of their
  rich lands but from revenues of trade passing
  between Scant, Irongate and the port of
  Naerie in Idee both by road and by sea.
  Nobles of this house where known for their
  culture, refinement and worldliness - with
  artists, poets, scholars and even explorers
  numbered amongst their scions.
  As with all the great families, the house was
  one of the first targets for the Scarlet
  Brotherhood when they struck. Duke Ansend
  his wife and three sons were slain by
  Brotherhood assassins as they slept. The
  hapter Eleven:
  The Azure Coast
  C
  Cantreds of the Azure Coast
  Cantred
  Type of Laird
  Ruling House
  Laird
  Cantred Seat
  Longbridge
  Mayor
  Cadwale
  Longbridge
  Gavelenn
  Mayor
  Cadwale
  Gavelenn
  Fallnos Vale
  Hereditary Baron
  Kelldas
  Baron Joren
  Kennar’s 
  Kelldas
  Crossing
  Baldrenn
  Mayor
  Cadwale
  Baldrenn
  Azurond
  Hereditary Baron
  Cadwale
  Haylind
  Iron March
  Hereditary Baron
  Dernaster
  (extinct)
  Kurstand
  
  97
  Duke’s cousin, Duvend, Baron Azurond, fell
  in the Brotherhood landings at Longbridge,
  leaving no direct heir. A few junior members
  of the house managed to flee to Irongate,
  while 
  others 
  were 
  enslaved 
  by 
  the
  Brotherhood. The heir to the Duke’s coronet
  is Ansend’s brother, Sir Gellen Cadwale, a
  Glaive Virtuous of the Order of the Golden
  Sun, the most senior survivor of the order. A
  cloud however hangs over the Duke Apparent
  - for some suspect him of betraying the
  Knights to the Brotherhood during the
  invasion - a charge which he and his
  supporters vehemently deny. 
  Dernaster (Minor House)
  Barons of Iron March
  An ancient Aerdi family, who came to
  Onnwal with the first waves of Oeridian
  settlers, the House of Dernaster has ruled over
  the rugged Iron March for centuries. The
  family had extensive contacts with Irongate
  and was mainly responsible for keeping the
  land link to the fortress-city clear of bandits
  and the collection of excises on traffic
  entering Onnwal from the east. The
  Dernasters were therefore one of the wealthier
  houses. The fate of Baron Leinand Dernaster
  and his entire family is a mystery. They were
  last seen fleeing the Brotherhood advance
  aboard the navy galley Pegasus, bound for
  Irongate. However neither Pegasus, its
  passengers nor the Dernaster fortune ever
  reached the Fortress City. They are feared lost
  to either Brotherhood or Kurst Island pirates
  Kelldas (Minor House)
  Barons of Fallnos Vale
  The House of Kelldas gained their lands
  though marriage with the House of Cadwale
  in the last century. They rule over the fertile
  valley of the Fallnos - some of the richest land
  in the country. In the past, the barons of
  Fallnos Vale have been content to rule their
  lands and take their ease - and have been
  perceived by other nobles as country
  bumpkins. Perhaps it was this perception of
  their irrelevance, which spared the current
  baron, Joren Kelldas from the attentions of the
  assassins of the Scarlet Brotherhood. Joren
  was nonetheless hunted by the Brotherhood
  after the invasion, but made good his escape
  with his family into the Headlands and found
  refuge with the survivors of the House of
  Faskel. A strong bond has grown up between
  the two houses and a marriage between
  Joren’s eldest daughter, Natalia and Sir Milos
  Faskel is rumoured. 
  Locations on the
  Azure Coast
  Longbridge
  Longbridge was originally two towns that
  sprawled opposite each other for several
  hundred yards along the banks of the Fallnos
  River. The construction of "The Span," in the
  years following the Battle of a Thousand
  Banners amalgamated Naerway and Solliton
  into the town of Longbridge (it should be
  obvious to even the slowest of wits how the
  fledging town came by its name). Also known
  as "Zilchus′ Way" and good fortune is thought
  to smile on those who cast a coin into the
  waters of the Fallnos while standing on the
  bridge. 
  The western portion of the town (once the
  town of Naerway) is lower than the eastern
  bank and occasionally floods. Because of this,
  those who can therefore dwell in Solliton.
  Prior to the Wars, Longbridge was an integral
  part of the Cliffway - a trade route that linked
  Irongate with Scant. However, with the
  outbreak of hostilities, trade along this route
  has been reduced to a trickle. 
  Docks and jetties can be found up and down
  both banks of the Fallnos. Built with Dwur aid
  to resist both the Azure Sea′s autumnal high
  tides and the seasonal floodwaters that flow
  out of the Headlands, the bridge bars the
  passage of larger vessels further up river. The
  Fallnos is a particularly fast river and annual
  dredging is needed to keep the approaches to
  the town open. The mouth of the river is over
  50 yards wide, but unpredictable tidal currents
  and constantly shifting sandbars make the
  approaches perilous unless a local pilot is
  aboard. 
  The current ruler of Longbridge, Sir Gellen
  Cadwale, is the fallen Duke′s brother and the
  
  98
  Mayor, Accilon Dara and his wife (Kaywen, a
  follower of Sotillon) aid him in ruling the
  town. Gellen is a Glaive Virtuous of the Order
  of the Golden Sun and is the highest-ranking
  survivor of the Order - however, his
  leadership of that august body is in doubt.
  Suspicion surrounds him, as he was the knight
  that bore the recall order to his brethren,
  which resulted in the deaths of all who heeded
  it. He is deeply concerned that the Order is
  close to extinction, arguing that membership
  must be extended to commoners to bolster
  numbers. 
  The waters around the town are famed for
  their fishing. For three days during Patchwall,
  the Fallnos is packed with salmon trying to
  swim upstream to their spawning grounds.
  This event has evolved into a festival of sorts
  featuring fishing competitions during the day
  and celebrations by night. During the day the
  riverbanks are packed with contestants,
  observers and families. At night on nearby
  beaches great bonfires are lit upon which the
  days catch is cooked. The Duke traditionally
  gave prizes for the largest fish caught and the
  most fish caught each day.
  TheEstates of House Cadwale
  House Cadwale’s estates are located several
  miles up the Fallnos from Longbridge. They
  are linked to that town by a well-laid road that
  is now showing signs of neglect. The estate
  takes the form of a single large and rambling
  manor house with its attendant outbuildings
  and perimeter wall. The wall now has several
  breaches, which were created, during the
  recent 
  fighting 
  between 
  rebel 
  and
  Brotherhood forces. 
  The House of Cadwale has its origins in the
  conquest of Onnwal by Aerdi forces. The
  original Cadwale was a young warrior of
  exceptional 
  skill 
  and 
  bravery 
  who
  distinguished himself enough to be elevated
  to the rank of duke. The Cadwales were
  renowned for their skill at arms until the so-
  called “Tunnelling Duke” (373 CY - 402 CY)
  who hid himself away from the populace and
  busied himself constructed galleries, tunnels
  and chambers beneath his estate. One of the
  tunnels he was rumoured to have created was
  wide enough for his carriage to traverse and
  was thought to run from his stables all the way
  to the main gate. 
  The estate is now deserted after rebel forces
  discovered the Brotherhood troops had been
  slaughtered to a man by something that
  (presumably) escaped from the depths.
  Several rebels who spent the night in the
  house were found torn limb from limb and so
  the house is avoided by all now. 
  Fallnos
  The sister river of the Bergard, the Fallnos
  drains the south-western Headlands and cuts a
  wide shallow valley southwards, emptying
  into the Azure Sea at Longbridge. The Fallnos
  is known for its fast currents and fine fishing.
  Elmscoombe
  Located in the eastern portion of the Cantred
  of Iron March, amongst the foothills of the
  Headlands is a secluded box valley known as
  Elmscoombe. A huge and ancient elm tree
  stands amongst a small copse of trees around
  a small lake. Scorched by fire and struck by
  lightning several times in its long history the
  tree has stood for centuries. The lake is fed
  from unknown underground sources and has
  not run dry in living memory. The valley is
  notoriously difficult to traverse as it has been
  subject to frequent landslides and rock falls
  and so this area is quite isolated. At least two
  bands of Brotherhood warriors disappeared in
  the vicinity of the lake during the occupation
  leaving no sign of their fate. Prior to the Wars
  a minor War Company, The Blades of
  Irongate, also disappeared in the area after
  spreading it around Kurstand that they had
  uncovered some previously undiscovered
  caverns. Their horses were found several
  weeks 
  later, 
  grazing 
  by 
  the 
  pool
  undernourished and in need of exercise but
  otherwise unhurt. 
  The Azure Sea
  The Azure Sea is truly a vast body of water. It
  stretches from the Hold of the Sea Princes in
  the west to Idee in the east. Always
  responsible for carrying much of the sea-
  borne trade between the west and the central
  nations 
  buccaneers, 
  free-booters 
  and
  privateers have traditionally been common
  here. Dominated solely by the Brotherhood
  after the Greyhawk Wars, traders were
  technically free to travel as they wished here.
  
  99
  Traders used to stick to the coasts of the Iron
  League states during their travels but, few
  now take the risk, as sea monsters, always
  common in the past, seem to be more plentiful
  now. With the freeing of Idee (now the
  Principality of Naerie) and the rebellion in
  Onnwal trade here is again beginning to grow.
  To the south lie the Amedio and Hepmonaland
  jungles. The Densac Gulf is thought to open
  into a vast, uncharted ocean, which stretches
  well into Lower Oerth. The only portions of
  that ocean even partially known is the area
  around Hepmonland, which a Rel Astran
  caravel proved was navigable by arriving in
  Hardby in 590 CY
  claiming to have
  circumnavigated 
  the 
  southern 
  tip 
  of
  Hepmonaland.
  The Hezarin (Hell) Isles
  The Hezarin Isles consist of five islands, the
  three larger islands being volcanically active.
  Situated on a fault line the three main islands
  constantly spew forth ash, smoke and fire, the
  seas around them churn, boil and quake and
  the air is black and poisonous. Historically
  these volcanic isles have mostly been ignored
  due to both the natural dangers that hinder any
  exploration and the many superstitions
  attached to them. However in recent years this
  has changed with the growing conflict over
  these isles between the Joramites and
  Pyremians who both see them as a holy site of
  their respective Gods. 
  The Hezarin Isles is also the home of two
  small settlements of Pelorbay and Ospret
  located on the relatively dormant and fertile
  islands of Gedan and Berel respectively. Since
  the Brotherhood withdrew its occupying
  garrisons in early 587 CY, these small island
  towns have been free ports. They have served
  as safe havens for foreign merchants who
  wish to avoid the strife that plagues the
  coastal waters of the mainland. As a result
  they have also attracted many pirates of the
  Storm Isles, who traverse the trade routes and
  have plundered the bountiful cargo of many a
  Keoish Galleon or Uleki Caravel, much to the
  anger of the citizens of the Isles.
  These piratical and slaving activities are said
  to be responsible for the many ships lost in the
  vicinity of the Hezarin Isles, and sightings of
  ships of the Yellow Sails have added much
  credence to this theory.
  The Saernedd (Serpent) Isles
  The Saernedd Isles are the most southerly and
  mysterious of the island chains. Although they
  were discovered centuries ago, the Iron
  League made the first steps in exploring and
  settling these isles in the decades before the
  Wars by the founding of two separate
  colonies, one by Onnwal, the other by Idee
  and named Fort Azharadian and Port Saerwen
  respectively. The inhabitants of these small
  colonies have shed little light on the many
  tales of lost cities, cannibalistic tribes, savage
  gods, colossal snakes, trees of gold and silver,
  of nations of talking animals in which
  humankind are the pets, that come from these
  isles.
  The islands are verdant, filled with lush
  jungles, home to many unknown plants. A
  large variety of reptiles and snakes, many of
  which are not found elsewhere make the
  islands their home.
  When the settlers of Fort Azharadian arrived
  they discovered that these isles were under the
  rule of many tribes of lizardmen who have
  lived and flourished here for millennia. They
  also discovered that the Dwur had already
  been here and had established a small
  stronghold named Narazthat. The Dwur of
  Narazthat find a life at sea far more rewarding than
  toiling under miles of dirt. They are considered
  pariah among many of the mainland Dwur clans for
  their attitudes (many of which fly in the face of the
  great Dwur traditions) and for their “abnormal” love
  of shipbuilding. The folks of Saerwen and Fort
  Azharadian regard them as great shipbuilders.
  They guard their secrets closely and sail the
  open seas upon their sturdy catamarans.
  Fort Azharadian has long since fallen into
  anarchy with the loss of contact with the
  mainland and is rumoured to be run by agents
  of the Scarlet Sign. Port Saerwen, with the fall of
  Idee to the Kingdom of Alhissa, has changed rulers
  and is the only bastion of civilisation in these isles
  (according to the new Ahlissan governer Garthubald
  Neranden). Humans have never visited many of the
  islands and subsequently what secrets and
  dangers they may hold are yet uncovered.
  
  100
  This page has been left 
  intentionally blank
  
  101
  This chapter gives some hints and advice on
  developing adventures in the Onnwal region
  for home play. 
  Styles of Play
  A diverse region, Onnwal is currently
  struggling through some major changes and
  as such it has the capability to support all
  kinds styles of play.
  Hack and Slash: As a country embroiled in a
  bloody rebellion, Onnwal offers unparalleled
  opportunities for the player who enjoys hack
  and slash. Although large-scale battles are at
  this time unknown the whole land is
  embroiled in a series of skirmishes and raids
  designed to give side the upper hand. Player
  characters can battle against the Brotherhood,
  their savage jungle warrior allies, Hochebi
  soldiery, the pirates of the Pomarj, or possibly
  even the infamous Slavers. Players could be
  involved in any number of small defensive
  and offensive actions.
  Roleplaying: As much a physical battle the
  Onnwalish rebellion is a struggle of words
  and ideals. The rebel camp is made up of
  allies thrown together out of necessity.
  Warriors and soldiers of Onnwal rub
  shoulders with thieves and smugglers while
  nobles fight alongside peasants and common
  folk. Many different priesthoods, all with
  their own agendas and belief systems, have
  lent their strength to the rebellion and
  although all these different factions have a
  common goal - the defeat of the Scarlet
  Brotherhood and the liberation of Onnwal -
  many of them cannot agree on a strategy to
  accomplish this.
  Many in the movement resent the fact that
  Rakehell Chert, in their opinion nothing more
  than a common thief, enjoys such a high level
  of power and respect from Jian Destron. In
  their eyes there should be only one leader of
  the rebellion and that should be the rightful
  heir to the throne. Many agitate for this while
  the original members of the Wreckers point
  out that if it were not for them there would
  probably be no organised rebellion. Many of
  the thieves are extremely uncomfortable
  working so closely with soldiers, city guards
  and law enforcement types and have grave
  misgivings about allowing them accessed to
  the thieves many hidden bases and safe
  houses. Indeed many in the Resistance
  suspect the existence of another network of
  bases and facilities even now being kept a
  secret from them.
  Problem Solving and Investigation: One of
  the main problems facing the rebels are the
  constant attempts by the Brotherhood to
  infiltrate the Resistance at all levels. In the
  past the Brotherhood have proven to be
  masters at inserting their agents into all levels
  of Onnwalish society. Many in the Resistance
  fear that there could yet be sleeper agents
  buried deep undercover waiting for the right
  time to strike. Both Jian Destron and Rakehell
  Chert have both been the target of several
  assassination attempts since the fall of
  Onnwal. Both must now mask their true
  location and appearance through disguises
  both mundane and magical. PCs could be
  recruited by the rebel spymaster, a shadowy
  mysterious figure, to attempt to root out such
  agents. This work would be extremely
  difficult and dangerous bring the players into
  contact with some of the most deadly and
  dedicated members of the Brotherhood.
  Another area open to investigation is Onnwal
  itself. The land has been occupied for
  millennia by various peoples and many have
  left their mark on the landscape in the forms
  of ruins, monuments and fortifications. Who
  knows what could lie undiscovered here?
  There are also several chains of islands lying
  off both coasts of the country that could prove
  useful bases for rebel forces if they were
  investigated and mapped properly.
  hapter Twelve:
  Adventuring in Onnwal
  C
  
  102
  Adventure Themes
  Listed below can be found some general
  guidelines on the themes of adventure suitable
  for Onnwal. This should not be considered an
  exhaustive list.
  Fight the Good Fight...
  *
  Struggle Against the Brotherhood:
  This is the central theme of the
  campaign in Onnwal and as such offers
  almost limitless opportunities for
  adventure.
  *
  Rescue: The Brotherhood has taken
  many hostages during their occupation.
  Much of the hostage taking occurred
  when Sister Kuranyie ordered the
  populace to give up one member of each
  family to ensure that no-one else fled to
  Nyrond. What happened to these
  people? Where are they? Are they still
  alive? The Brotherhood may still hold
  hostages on a local level and PCs could
  be hired, or ordered to retrieve them.
  *
  Hold At All Costs: The Brotherhood
  has launched a surprise attack against
  some of the rebel’s holdings and the
  players have been ordered to “hold the
  fort” until reinforcements can arrive. An
  interesting variant on the traditional
  approach to adventuring this scenarios
  main events revolving around the PCs
  defending a position, fortification of
  dungeon and not attacking it.
  *
  Attack! The players have been chosen
  to participate in an attack against a
  Brotherhood 
  fortification 
  or
  strongpoint. Challenges would involve
  getting into the objective unseen and
  sabotaging vital defences or equipment.
  Alternatively they could participate in a
  full-scale attack designed to drive the
  Brotherhood from one of their enclaves
  beyond the walls of Scant.
  *
  Spy Hunting: The PCs have been asked
  to observe and apprehend a suspected
  Brotherhood agent in a forward base on
  the Storm Coast. PCs would have to
  observe the individual; and gain
  evidence of his true loyalties before
  apprehending him.
  *
  Legacy of the Brotherhood: The
  Brotherhood has not only tried to
  occupy the land of Onnwal, but also the
  minds of its people. The Scarlet Ones
  have driven home the doctrine of the
  superiority of the Suel race using
  brainwashing as well as more subtle
  means of social control. Even after the
  liberation, this ordeal has left scars on
  the people of Onnwal. Those that
  collaborated are hunted down; those that
  suffered must try to rebuild their lives.
  Spies and traitors undoubtedly still lurk
  within Free Onnwal. The old social
  order and its certainties have been
  systematically destroyed and no one is
  sure what will replace it. Will it be mob
  law where might make’s right, or will
  justice and civilisation prevail? The
  actions of the PCs will be central to the
  creation of the new order - for good or
  for ill.
  Exploration...
  *
  Island Hopping: Although Onnwal has
  been settled for centuries comparatively
  little is known about the three island
  chains dotted around the coasts of the
  peninsula. PCs could be instructed to
  search these islands either for signs of
  Brotherhood 
  activity 
  or 
  good
  anchorage’s suitable for use as rebel
  bases.
  *
  UnderOerth: Adventurers in Onnwal
  have traditionally been involving in
  check the ambitions of the South
  Province or battling against pirates on
  the Gearnat. These pursuits have left
  little time for the exploration of the
  network of tunnels and passages that are
  thought to exist under the peninsula.
  Several deep cavern complexes are
  thought to link with UnderOerth deep
  below the Headlands.
  *
  Travel: Free Onnwal is desperately
  short of friends, or more precisely it is
  desperately short of friends who will
  support it with monies, equipment and
  
  103
  troops. PC′s would form part of a unit of
  specialists 
  tasked 
  to 
  protect 
  an
  important ambassador or diplomat as he
  travels to a foreign land. Such a mission
  would inevitably involve ocean travel
  and all the perils associated with that
  practise.
  Dissention Within the Rebel
  Camp...
  *
  Religious Tensions: The rebel alliance
  includes 
  within 
  its 
  ranks 
  many
  individuals 
  of 
  differing 
  religious
  denominations who frequently clash on
  a variety of subjects.
  *
  The Class Divide: Peasant folk have
  been heard muttering that when the
  struggle is won the system of
  government of Onnwal should be
  modified to give the normal folk of
  Onnwal more rights and privileges. This
  implied erosion of their hereditary rights
  horrifies the nobles of the realm.
  *
  Thieves vs. Merchants: The Wreckers
  are a core part of the rebellion. The
  merchants of the alliance are unhappy
  with having to work with the “low life”
  who have been responsible for so much
  of their financial looses in the past. Petty
  thievery is also not unknown and
  several prominent merchants who have
  supplied the rebellion have complained
  to Jian Destron about their losses. The
  Fellowship of the Coin are thought to be
  particularly unhappy about having to
  work so closely with their former prey
  .
  Rumours andWhispers
  Sornhill
  Fighting is continuing around Sornhill on the
  Storm Coast. Rebels successfully retook the
  bulk of the town in Fireseek 590 CY, but
  hochebi Brotherhood forces, led by Kesh
  Kekarav Madi, still hold the hilly western arm
  of Notxia Bay. Constant skirmishing is
  reported 
  around 
  Osprem’s 
  Light, 
  a
  lighthouse-temple complex dedicated to the
  Lady of the Waves. The rebels only
  stronghold in the west it is held by a coalition
  of priests, marines, and rebels. The fortress
  was breached last month in some of the
  fiercest fighting to date and the defenders are
  thought to be in dire need of assistance.
  Red Skinned Trolls
  Red skinned Trolls are again abroad in the
  Headlands. Folk of the Cantreds of Killdeer
  and Dunheern in the Eastern Marchlands have
  both reported combating this Brotherhood
  created monstrosities. In all five known
  instances of the trolls coming into contact
  with rebel forces there has been considerable
  loss of life. The depravations of these trolls
  are becoming bolder with time and the rulers
  of both Cantreds are both thought to be hiring
  War Companies to deal with this menace.
  The Phantom of Scant
  A mysterious, shadowy figure can sometimes
  be seen jumping from roof to roof in Scant
  under the moonlight. Clothes in grey mask,
  brimmed hat cloak and pantaloons, he fights
  with a cutlass, often engaging minions of the
  Brotherhood in the heart of Scant. Apparently
  a superb fighter and swashbuckler he has
  earned the wrath of Kuranyie herself. He is
  rumoured to hide somewhere in Scant and is
  only sighted at night leading many a tale to be
  spun that he is cursed with vampirism or some
  other affliction. Some of the more romantic
  women of Onnwal say that he is avenging the
  death of a loved one or trying to free her from
  the clutches of the Scarlet Brotherhood.
  Posters and Murals have sprung up in parts of
  Scant, apparently by the Phantom’s hand,
  urging the populace to rise up against their
  oppressors.
  Berei’s Bounty
  One Japher Burcen, a captain of the caravel
  “Berei’s Bounty” has reported that his ship
  had been attacked and several members of his
  crew murdered by a group of sea olves. This
  is the third time in the past few months that
  reports of sea olve attacks have been reported.
  Many suspect that some of the several
  ships recently missing in the Storm Isles
  may in fact be due to these attacks and
  not to skirmishes with pirates or forces
  of the Scarlet Sign, as previously
  suspected.
  
  104
  Dying Merchants
  Several wealthy merchants based in Killdeer,
  Sornhill, Berel and Longbridge have recently
  died in their sleep under suspicious
  circumstances. 
  Divination 
  magicks
  apparently revealed that each merchant died
  at the same time by some sort of snake
  venom. Each of the merchants it seemed
  where all partners in a failed business venture
  to mine ore from an isolated isle located in the
  Saernedd Isles.
  Myrhill
  Reports from Myrhill indicate that the Scarlet
  Brotherhood’s increased activity in the area in
  recent months is definitely a cause of concern
  to the Rebellion. Sightings of alchemists,
  Brotherhood mages from Oblestone and “the
  Butcher” do not bode well for local residents.
  Free State forces have so far failed to uncover
  the motives for this sudden interest in Myrhill
  and the guarded caravans from Myrhill to
  Oblestone.
  Sornhill (again)
  The torrential rains that have dogged Sornhill
  for the last several weeks are finally letting
  up. Scholars are baffled by the conditions that
  have effected the city for the last few weeks.
  The rest of the country has experienced
  normal weather for the time of year and some
  people are muttering about dark magics.
  Rhoramd, the Wandering
  Bard
  Rhoramd, the wandering bard, has returned to
  Sornhill after an absence of almost a year. He
  is known to be staying at the Black Tulip, an
  upmarket inn in High Town where he “holds
  court” every night telling stories and news for
  the price of his food and lodgings.
  The following is an alphabetical listing of all
  those individuals mentioned in the Gazetteer
  and who are still active, or who have
  influence, in the area. Any titles that the
  individual may possess are noted in brackets
  after their name.
  
  105
  Andera. A minor member of the Office of
  Faith who has been installed as the High
  Priestess of Osprem in Scant.
  Ara Lattaras. Leader of the faith of Syrul in
  Onnwal.
  Archbold. The previous monarch of Nyrond
  he was the third to bear that name. Archbold
  has now abdicated in favour of his son,
  Lynwerd.
  Ariah Teldur. One of the Teldur sisters, Ariah
  is a sorcerer.
  Athania. Athania is Teleks “right hand man”
  in Scant and a formidable spell caster in her
  own right.
  Avedis Kelzenn. An old priest dedicated to
  Pholtus who subscribes to the more tolerant,
  traditionalist way of worship.
  Awran Bloodweaver. A Flan chieftain of the
  Headlands.
  Baernen Kelldas (Glaive Valorous). Brother
  to Baron Joren Kelldas of Fallnos Vale; A
  Glaive Valorous of the Order of the Golden
  Sun.
  Baerian Vangaer. This doughty cheerful
  warrior is the leader of the gnomes of the
  Headlands.
  Baeren Coriell (Duke of the Eastern
  Marchlands and Seneschal of the East).
  The only Duke to survive the Brotherhoods
  assault Coriell can be found in Irongate
  agitating for more assistance from that city
  state. Prior to the Wars he ruled the Eastern
  Marchlands.
  Baren Harnsheer. A bitter old man of mixed
  Suel and Oeridian heritage, Baren travels the
  isles of Onnwal stirring up resentment against
  Wuthur the Wild. 
  Barrend 
  Desharn.
  A
  young 
  marine
  commander in charge of the detachment at
  Sornhill Barrend led the only Resistance
  against the Brotherhood forces in that area.
  Unfortunately he fell in a valiant rearguard
  action on the docks while allowing a single
  packed vessel to flee.
  Barund Laramore (High Tradepriest).
  Leader of the faith of Zilchus.
  Bigby. One time resident of Scant and
  member of the Circle of Eight. A native of
  Oldridge, a town in the western portion of the
  old Great Kingdom, which he was forced to
  flee in 573 CY.
  Black Kristoph. Feared throughout the area,
  Kristoph is a vicious, sadistic man consumed
  with hatred for those who practise magic. He
  has much magical treasure including the
  spellbooks of those mages he has slain.
  Boruphus “The Merchant”. Member of the
  Gilded Hammers of Sarakast and a Dwurish
  follower of Zilchus.
  Breal Geremak. The previous leader of the
  faith of Osprem in Onnwal; her fate remains a
  mystery.
  Brinia Earthshadow. Brinia tends the shrine
  dedicated to Jascar in Scant.
  Calrinn Dernail. Heir to the baronial seat of
  Low Bergard, she comes of age in three years.
  Calwenn Dernail (Baroness of Low
  Bergard). Currently holding the baronial title
  so that her daughter Calrinn can succeed in
  three years when she comes of age.
  Carthan Relaster
  (Sea Eagle).
  This
  aggressive, indomitable mariner commands
  the Sornhill squadron of Onnwal’s navy.
  ppendix One:
  Persons of Note
  A
  
  106
  Cathera of Ogburg. Leader of the Pholtites
  in Sornhill.
  Celdirn Yarrowstone.
  Mayor of High
  Bergard in Gilderond.
  Celendren. A one time apprentice of Bigby;
  rumoured to be influential in the Free Onnwal
  movement. 
  Ceriam Grathenn. Priest of the faith of
  Zilchus, he is busily trying to re-establish
  trade routes around Sornhill.
  Cobb Darg (Lord Mayor). Surprisingly little is
  known about the background of the Lord Mayor of
  Irongate. Unmatched as a politician and in his
  understanding of intrigue and deception Cobb Darg
  was not fooled by the aid sent to his realm by the
  Brotherhood. His subjects, both humans and Dwur
  are extremely loyal to this old man who has kept
  Irongate independent for over 15 years.
  Danvirius Soron. Hugely popular leader of
  the Breakers. A very skilled warrior famed for
  his deeds and his sentient broad sword.
  Degan 
  Corlennd 
  (Sea 
  Eagle).
  This
  competent mariner commands the Killdeer
  Squadron of Onnwal’s navy.
  Derl Galthrena. Leader of the merchant
  house of Galthrena.
  Dorlan Maldrenn (Glaive Martial). Son of
  Baron Keirnal and a Glaive of the Order of the
  the Golden Sun.
  Dreyan Manasar. The leader of Osprem’s
  faith in Sornhill. 
  Elias Relho. High Priest of Xerbo and a
  Brotherhood collaborator.
  Ellinka Vanar. Member of the Breakers and a
  formidable warrior. A former Onnwalish
  marine.
  Ement Naersaul. Captain of the Peryton. He
  hails from Idee.
  Elverd Coriell (Baron of the Dwur March).
  Survived the invasion by fleeing to Vergannin. A vocal
  advocate of Dwurish intervention in the struggle.
  Erian Tournavil. A mage and would be
  singer who dwells in Sornhill.
  Erveg Kosral. Leader of the faith of Jascar.
  Fabriga Farwanderer. The current leader of the
  Waymen of the Storm Coast, a merchant consortium
  dealing in the importing of wood for ship building.
  Frolmar Ingetskatti (Prince). Leader of the
  lordship of the Isles after a coup during the
  Greyhawk Wars.
  Garamon Relaster. (Baron of Norland).
  Saielma Relaster’s oldest surviving sibling -
  lost in the Lortmil Mountains in 591 CY.
  Garthubald Neranden. Garthubald is the
  Viceroy of the Saernedd Isles. He operates
  from Port Saerwen on behalf of the Kingdom
  of Ahlissa.
  Gellen Cadwale (Glaive Virtuous). The
  most senior survivor of the Order of the
  Golden Sun. Also the Duke-Apparent of the Azure
  Coast after the death of his brother and cousin and
  their heirs. Appears in some texts as Gellan.
  Gerden Treda. High Priest of Norebo.
  Geril Teldur. One of the Teldur sisters, Geril
  is a skilled warrior.
  Gershimon Iilinski. Shipwright of Sornhill
  blinded by the Brotherhood.
  Glarathred the Golden. Leader of the Gilded
  Hammers of Sarakast, this Dwur warrior is a
  follower of Fortubo.
  Glimworth. A skilled illusionist and member
  of Whiteburrow and Glimworth.
  Goody Whiteburrow. Half of Whiteburrow
  and Glimworth this Hobniz is a multi-skilled
  fighter/thief.
  Halden Dernail. Brother-in-law to Calwenn
  Dernail; rumoured to covet his sister-in-law’s
  title.
  Halrend Lorendrenn (Baron Dunheern; Glaive
  Valourous). Fought with distinction in Idee during
  the Wars and is the leader of the factions of the Order
  of the Golden Sun opposed to Gellen Cadwale. 
  
  107
  Halshas Geldrenn (Baron of Silverdale).
  First cousin, and only living relative of
  Jian Destron. One of only four Cantred
  rulers to survive the initial attack of the
  Brotherhood. 
  Walks 
  with 
  a 
  limp
  sustained during the Brotherhood’s
  attempt on his life. Retook his lands
  during the Brewfest rebellion. Skilled at
  using guerrilla tactics. 
  Hazaraz Skullsplitter. Commander of the
  rebel forces in Sornhill.
  Hazendel (King). The multi-talented Olven
  ruler of Sunndi.
  Helana Galthrena.
  Daughter of Derl
  Galthrena and his successor.
  Heramall 
  Senned.
  Leader 
  of 
  the
  Trithereonites in Sornhill.
  Hilar Sharn. Leader of the faith of Llerg in
  Onnwal.
  Holshend Wildren. Leader of the faith of
  Procan.
  Huthor Draug. An infamous pirate.
  Indal Nollaf. Leader of the Suel sect of
  Lydia.
  Iseln Guiral. The current leader of the
  Stormseekers.
  Janisar. Leader of the Brotherhood faith
  of Bralm in Sornhill. Her fate remains
  unknown.
  Japher Burcen. Captain of the caravel
  Berei’s Bounty.
  Jarwar Highflame. The head of the faith of
  Joramy.
  Jelal Mullenden. Leader of the faith of
  Mayaheine; currently based in Sornhill. 
  Jenna Bergal. Leader of the faith of Wee-Jas
  in Onnwal.
  Jerrul Bardens. Leader of the Fellowship of
  the Coin, a group of warriors devoted to Lord
  of Coin.
  Jian Destron (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. Trained in military
  history and tactics from a young age he
  has inherited his father’s military acumen
  and tactical planning. A not unskilled warrior
  Jian survived the conquest of his country and
  retreated to southern Nyrond to consolidate
  his position. He dearly wishes to see his father
  avenged and his country free again. Never
  much of a diplomat or scholar on matters
  other than military studies and history he
  relies on a small circle of advisors for
  assistance in other matters. A hunted man by
  the Brotherhood, Jian in constantly on
  the move around Onnwal.
  Johran Teven (Kesh). Johran is a priest of
  Xerbo and is the Kesh of the Storm Isles.
  He is known to be a fanatic.
  Jokra of Blue. A half orc pirate.
  Joren Kelldas (Baron of Fallnos Vale). One
  of only four Cantred rulers to survive the
  initial attack of the Brotherhood. Hunted
  by the Brotherhood he found refuge with
  the survivors of House Faskel.
  Jornal Surearm. Member of the Wreckers in
  Sornhill.
  Kalderon 
  Faskel 
  (Baron 
  of 
  High
  Headland). Forced from his ancestral
  lands by Hochebi he returned in 586 CY.
  Controls the platinum mines at Notil.
  Kelen the Grey. Member of the Greenleaf
  Society, his family was taken from him
  during the Occupation. He has since joined the
  rebellion.
  Keirnal Maldrenn (Baron of Gearnwal).
  Head of the house of Maldrenn who rule
  Gearnwal on the Storm Coast. His fief still
  occupied, Keirnal is the brother of the slain
  baron. He has a son - Sir Dorlan Maldrenn.
  Kiral Kackrov. A brash young invoker.
  Resident of Sornhill and member of the
  rebellion.
  
  108
  Kekarav Madi (Kesh of Sornhill). The
  former Kesh of Sornhill, Kekarav Madi’s last
  confirmed sighting was aboard the Scarlet
  Death, as that warship fled Sornhill after the
  brief rebel siege that retook the town. Kekarav
  Madi is thought to be a priest of some kind
  although his patron deity is not known. He is
  currently thought ot be resident in the hill
  along the west arm of Notxia Bay with his
  Hochebi forces.
  Kerlan Arrand (Tradepriest). The second in
  charge of the faith of Zilchus. 
  Kiren Gronas. Leader of the faith of
  Pyremius in Onnwal.
  Kuranyie (Sister). Exalted Sister Kuranyie is
  the leader of the Brotherhood in Onnwal and
  is a dangerous and vicious woman. Given her
  command by the Father of Obedience himself
  she will stop at nothing to do what needs to be
  done to maintain her grip on Scant. The
  subject of at least two assassination attempts
  Kuranyie is strongly warded by various items
  of power and is known to be a monk of
  considerable ability.
  Larea Farmoor. A wealthy merchant of
  Onnwal she is 5’2’’ tall, has long blonde hair,
  blue eyes, and is slightly overweight. She
  views the struggle against the Brotherhood as
  futile. She is currently based in Scant.
  Maren Vidkho. A priest of Xerbo who
  assisted the rebels in retaking Sornhill form
  the Brotherhood. Currently under guard in the
  Red Tower for his own protection
  Maranefel Toktot (Kesh of Scant). The
  Kesh of Scant is perhaps one of the most
  brutal members of the regime in Onnwal.
  Responsible for keeping the population of
  Scant in line, Maranefel carries out his duties
  with a passion that many find chilling.
  Maranefel is the second most powerful
  member of the Brotherhood in Onnwal with
  all the other Kesh reporting to him. Reputed
  to be a powerful mage he has taken up
  residence in a tower overlooking the harbour
  of Scant that belonged to Bigby
  Margatha Teldur. One of the Teldur sisters,
  Margatha is a skilled rogue.
  Marya Jernal. Leader of Osprem’s faith in
  exile based in Killdeer.
  Milos Faskel (Glaive Martial). Son of Lord
  Kalderon. Thought to be romantically
  involved with Natalia Keldas.
  Milos Relaster (Baron of Saltirn). A cousin
  of the slain duke of the Strom Coast and
  Wallac Relaster. He fled to Irongate during
  the occupation. Member of the Greenleaf
  Society.
  Morrev Ironseeker. A Dwur sage, once
  based in Scant, who specialises in the study of
  the Scarlet Brotherhood.
  Morathor
  Muamman.
  This is small,
  hunchbacked Dwur is the head of Muamman
  and Sons Company. He refuses to deal with
  the Scarlet Brotherhood or Ahlissa and tries to
  stay out of the current problems citing them as
  a human problem.
  Nalila “The Blessed”. Member of the Gilded
  Hammers of Sarakast and priestess of
  Berronor.
  Naile the Wanderer. A young Nyrondese
  priest who leads the faith of Trithereon in
  Onnwal. He defers on many things to the old
  priest Sarlen Freeman.
  Natalia Keldas. Eldest daughter of Joren
  Keldas. Rumoured to be marrying Sir Milo
  Faskel.
  Niara Telk. A diviner attached to the forces of
  Hazaraz. Possibly romantically involved with
  the Skullsplitter.
  Onrulf (The Smith Prince). A skilled Dwur
  weaponsmith and inhabitant of Sornhill.
  Ovraim “The Spy”. Thief and member of the
  Gilded Hammers of Sarakast.
  Palim Loban. Leader of the faith of Bralm in
  Onnwal.
  Patriis Monir. Shipwright of Sornhill.
  Purcunnd Kerondas (Shining Paragon).
  Leader of the Church of Pholtus in Onnwal,
  he has embraced the intolerant creeds of the
  Pholtines of the Theocracy of the Pale. 
  
  109
  Rakehell Chert. One of the leaders of the
  Resistance, and the leader of the Wreckers,
  Chert is one of the most powerful individuals
  in Onnwal today. With personal skills
  bordering on the superlative, Chert is an
  experienced adventurer who originally gained
  his reputation in and around his native
  Hexpools. Gravitating to Onnwal, Scant
  became home. His ambition and skills quickly
  led him to claim leadership of the Wreckers.
  Rakehell’s skills have been in much demand
  in the past. Even Tenser (then of the Circle of
  Eight) used him to assist in the retrieval of the
  Crook of Rao prior to the Greyhawk Wars.
  Rakehell has been the subject of several
  assassination attempts by the Brotherhood
  and to guard against this he maintains an
  extensive array of disguises and decoys. Few
  apart from old adventuring companions know
  his true appearance.
  Randolf of Sornhill. A merchant based in
  Sornhill.
  Reydrich (Prince). A powerful archmage
  who seized control of the South Province at
  the end of the Greyhawk Wars. Responsible
  for the liberation of Idee from the
  Brotherhood and the death of many of Sister
  Kuranyie’s Herdsmen in 586 CY, he himself
  was apparently slain by the Brotherhood, but
  subsequently reappeared several months later
  to reclaim the rulership of the Principality of
  Zelradton. He is known to hate the Circle of
  Eight. 
  Reynard (General). One of the finest
  military minds to come out of the South
  Province in many years and is a master
  strategist and historian. He has led the
  forces of the south Province for over 15
  years and during that time has not aged!
  Some whisper that he is a vampire, or a
  disguised fiend. The truth of this is
  unknown.
  Rohal Soldas. Mayor of Sornhill prior to the
  Brotherhood invasion, Soldas became one of
  the most hated of collaborators when he
  admitted Brotherhood troops into his town.
  His current whereabouts are unknown.
  Saielma Relaster (Duchess of the Storm
  Coast). The ruler of the Storm Coast and
  senior surviving member of the Relasters.
  Saras Jernigan. The leader of the Loyal
  Church of Xerbo.
  Sarlen Freeman. An old, blind influential
  priest of Trithereon.
  Sessek Tesh. A sadistic and zealous member
  of the Scarlet Brotherhood based in Oblestone
  Keep. Nicknamed “The Butcher” by the
  rebellion who have attempted to kill him
  twice.
  Tahllean Baeltas. A member of the Breakers
  she is extremely knowledgeable about the
  Gearnat and the islands that can be found
  upon it. Some wonder how she has such
  detailed knowledge of the pirates and their
  island bases.
  Tarek Blackhands. Acting mayor of Halton
  Hill. Blacksmith.
  Tarnedas. Known as the Hermit of the Gulls,
  he is a follower of Phaulkon. His current fate
  is unknown.
  Telek Senh. head of the Brotherhood’s
  Office of Faith in Onnwal Telek is an
  extremely powerful and charismatic
  priest of Wee Jas devoted to the ideals of
  the Brotherhood and its deities. He
  hardly ever leaves Scant.
  Teral Lightfingers. Leader of the Wreckers
  in Sornhill.
  Throna “the Wild” Balamalk. This Dwuress
  was a member of the Gilded Hammers of
  Sarakast.
  Tiren Farness (Glaive Virtuous; Baron of
  Low Headland). Glaive Virtuous of the
  Order of the Golden Sun; a staunch supporter
  of Gellen Cadwale for the position of Glaive
  Superior.
  Turrosh Mak. Leader of the humanoids in
  the Pomarj he is responsible for The Empire
  Where None Has Stood Before, otherwise
  known as the Orcish Empire of the Pomarj.
  Tyeld Carbani. Head of the trading house
  Carbani and a stauch friend of the crown; Known for
  his hatred of Turrosh Mak, all Orcs and their kin. 
  
  110
  Uthather Kais. A powerful Invoker and
  member of the Breakers, Uthather can be as
  violent as a Gearnat storm. He prefers direct
  and swift solutions to problems.
  Velder Hanreth. Leader of the faith of
  Procan who is leading the rebuilding effort in
  Sornhill.
  Velyae Baryaern (Baroness of Stormwal).
  Head of house Baryaern who rule the Cantred
  of Stormwal on the Storm Coast. 
  Vogel Daxand. Leader of the faith of Norebo
  in Sornhill; he is currently under protective
  custody in the Red Tower.
  Vorengund, (Theign of Vergannin). A
  doughty Dwur warrior.
  Waddell Scohlem. The leader of the faithful
  of Fortubo.
  Wallac Relaster. A cousin of the slain duke of
  the Storm Coast and of Milos Relaster. He is
  currently thought to be in hiding with the
  Wreckers.
  Wuthur the Wild. This tall and mean pirate is
  in his mid twenties and is already a
  formidable warrior. He has much booty from
  previous expeditions including a yuan ti idol
  that has magical powers. Rumours suggest that,
  among other things, Wuthur is a pawn of the slavers,
  a butcher of women and children and extremely
  rich. Now allegedly allied with the Free State.
  Xavener I (Overking). The first Overking of
  the United Kingdom of Ahlissa and is the head
  of House Darmen, through which he has virtual
  complete control of all mercantile activity in his empire.
  House Darmen formed the Royal Guild of Merchants
  of Aerdy to manage its far-flung business assets and
  today the guild pours vast amounts of wealth into
  Xavener’s treasury. Little is known of him
  personally apart from what his court lets slip:
  by all accounts he is a superb leader and extremely
  charismatic but it is apparent that some of his aids
  fear him greatly and that his enemies do not
  survive long in Ahlissa.
  Yornal Kataga. Anative of Irongate who before
  the Wars had extensive holdings around
  Longbridge. Also famous for creating Yornal - a
  rum-like drink.
  
  111
  The following is a list of those individuals
  mentioned within the Gazetteer who although
  now deceased (or assumed to be deceased)
  had an impact on Onnwal during their
  lifetime. Any titles that the individual may
  have possessed are noted in brackets after
  their name
  Adriali Herzagmor. An Aerdi sea captain
  slain by Coran Calimbore for command of his
  vessel prior to the formation of the Iron
  League.
  Ansend Cadwalle (Duke of the Azure
  Coast). Slain while he slept along with his
  wife and three sons by Brotherhood assassins.
  Arinohal (Kesh of Harlton Hill). Slain
  during the liberation of the village by rebel
  forces.
  Azharadian. Legendary Aerdi general who
  conquered Onnwal. He died in the western
  Headlands.
  Berat Regor
  (Kesh of Swallowfeld).
  Drowned 
  during 
  the 
  liberation 
  of
  Swallowfled. Body never recovered.
  Blidg Fanger. Notorious pirate based in Blue
  who was hunted down by the Onnwalish navy
  in 578 CY. All his vessels were sunk and the
  majority of his crews were either captured or
  killed but his body was never recovered.
  Burisan Stormseeker.
  Founder of the
  Stormseekers, a cult dedicated to Procan
  based in Sornhill. Members believe that to
  properly commune with Procan they must sail
  directly into the storms that periodically
  wrack the Gearnat. Disappeared after sailing
  into a storm on the Gearnat about a century
  ago.
  Gerris Cadwale. One of the four War
  Captains of Azharadian who given portions of
  Onnwal to rule.
  Chekar. Leader of the only known attempt to
  gain access to Sorn’s Hill.
  Coran Calimbore. The naval commander
  after whom the Sea Eagle is named. The title
  originally won by Coran has also been
  adopted as the appellation for the commander
  of both Onnwalish fleets.
  Redmennd Coriell. One of the four War
  Captains of Azharadian who given portions of
  Onnwal to rule.
  Cyrannden Darstyne. Aerdi mage who
  founded the Aerie in 76 CY.
  Damalinor Naelax. Leader of the South
  Province during the rebellion of 446/447 CY.
  Delmad Edanis (Lord; Sea Eagle of the
  Azure). Slain by Brotherhood assassins
  during the occupation of Onnwal. Appointed
  to his position by Ewerd Destron.
  Delvan Gasparan. Head of the faith of
  Procan 
  he 
  slew 
  himself 
  and 
  many
  Brotherhood troops by drowning the temple
  in Killdeer with an immense tidal wave.
  Craylest Destron. One of the four War
  Captains of Azharadian who given portions of
  Onnwal to rule.
  Duvend Cadwalle (Baron of Azurond). Fell
  defending Longbridge against the attacks of
  the Brotherhood.
  Ehlissa (Queen). The famed ancient enchantress
  said to have owned a marvellous magical bird of
  subtle enchantments. She reputably lived 17
  centuries ago when she ruled a Flannish kingdom in
  the vicinity of the present-day Kingdom of Ahlissa
  from which the Oeridian kingdom gets its name.
  Elias Maldrenn (Lord; Sea Eagle of the
  Gearnat). Slain by Brotherhood assassins
  during the occupation of Onnwal.
  ppendix Two:
  Historical Figures
  A
  
  112
  Erian Garendtar. The first Szek of Onnwal,
  he was an exceptional administrator. He
  oversaw the founding of Scant and the other
  regional capitals.
  Ewerd Destron. Father of Jian Destron
  and the Szek of Onnwal when that
  country fell to the machinations of the
  Scarlet Brotherhood. Ewerd was slain by
  an assassin’s blade during the fall of
  Scant and his body displayed before the
  gates of the city. In some texts his name
  appears as “Elverd”.
  Garantheuld. A great Flannish warrior king
  who fought the invading Onnwi after the
  Great Migrations. He founded the land of
  Vaerwal somewhere in the Dragonshead
  peninsula and was one of the final chieftains
  to fall before the Suel. He is still revered
  today in song and tale by many a bard.
  Golomus Zelthred. Leader of the merchant
  family Zelthred, Golomus was slain during
  the Brotherhood invasion.
  Halend Coriell (Duke of the Eastern
  Marchlands). Present at the Battle of a
  Thousand Banners during which he saved
  the life of Vorengund, Theign of Vergannin.
  Harnshir Jarome’s. Shipwright of Sornhill
  slain in the Occupation.
  Holgarn (Duke of the Storm Coast). The
  first to carry this title Holgarn also married
  Lady Lindera (qv).
  Holy Censor of Medegia. The ruler of
  Medegia to the east he was last reported to be
  suffering the Unending Death below Rauxes.
  Jian Relaster. Glaive Superior of the Order
  of the Golden Sun. Killed by Brotherhood
  assassins.
  Kosrel (Duke of the Storm Coast).
  Father of the previous duke and a  powerful
  mage.
  Latmac Ranold (Prince). The ruler of the
  Lordship of the Isles replaced by Prince
  Frolmar Ingerskatti during the Greyhawk
  Wars.
  Leinand Dernaster (Baron of the Iron March).
  Leinand’s fate (and that of his family) remains
  unknown. Last seen fleeing Onnwal aboard the
  Pegasus.
  Lindera (Lady). Known as the White Witch
  of Sornhill; she married Holgarn the first
  Duke of the Storm Coast.
  Nasran Cranden. The first Overking of the Great
  Kingdom, he proclaimed Universal Peace
  throughout his realm and instigated the Common
  Year (CY) system of dating.
  Parmus Destron. The first Szek to preside
  over a free and independent Onnwal.
  Pirraen Relaster (Baron Saltirn). Cousin to
  Jian Relaster, Pirraen led the Resistance to the
  Brotherhood along the Storm Coast until he
  was captured and burnt to death in Sornhill’s
  marketplace.
  Holgarn Relaster. One of the four War
  Captains of Azharadian given portions of
  Onnwal to rule.
  Schandor.Ancient Aerdi Lawmaker responsible for
  the original set of laws for the Great Kingdom, many
  of which are still used in Free Onnwal.
  Sorn. A Dwur hero of antiquity who was
  killed in the final battle fought to rid the
  peninsula of humanoids.
  Tellendarn. The High-Priest of Pholtus and
  Prime of Onnwal who was martyred by being
  burnt alive with many of his followers by
  priests of Pyremius.
  Trevellyn of Hexpools (Prince). Ruler of
  Onnwal during the rebellion of 446/7 CY.
  Tunneling Duke, the. This individual was
  responsible for the networks of passages and tunnels
  under the Cadwale estates outside Longbridge.
  Vergaduin “The Fallen”. The slain warrior
  of the Gilded Hammers of Sarakast, lain to
  rest in Vergannin he was slain by Awran
  Bloodweaver.
  Yabay Ren. Assistant to Telek Senh he was
  one of the most influential priests in Scant ntil
  he was slain by persons unknown in 590 CY.
  
  113
  This page has been left 
  intentionally blank
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Onnwal/Onnwal_Gazetteer.pdf