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  Produced by the Council of Greyhawk
  May 12, 1995
  The Council of Greyhawk is an informal organization of gamers dedicated to keeping the World of Greyhawk a viable
  campaign world. At present, this group meets and communicates primarily on America Online. Send inquiries to
  Iquander@aol.com.
  ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. All TSR
  characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. The Oerth Journal is made available to users of
  America Online, Genie or MPGNet (or other electronic retrieval systems later sanctioned by TSR, Inc.). Please do not upload this file to any other BBS, FTP
  site or any other form of electronic media. Any reproduction or transmission of this material without the expressed consent of TSR, Inc. and the authors of
  the work is a violation of copyright law. Unless otherwise noted, all individual contributions copyright their respective authors.
  
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  here once was a game. Not a normal board nor card
  game, but a different kind of game; a game played
  primarily in the minds of it's players. One of the
  primary makers of this game created a world, and
  called it Oerth. And thousands of gamers grew to know and
  love this world and called it good. Alas, like many good
  things, this world eventually came to an end (officially that
  is). It was up to the players and DM's who had worked and
  played in its environs to keep it living and growing. From
  this desire came ... the Oerth Journal. The Oerth Journal is a
  collection of tidbits from Oerth, cities, histories,
  developments, oddities and curiosities which have been
  written, compiled, drafted, conceived, or collected by the
  members of the Greyhawk Council.
  This group is an odd collection of DM's who have
  utilized TSR's World of Greyhawk ... some are well known
  to the players of D&D and AD&D, grizzled veterans of role
  playing (I hope Len and Frank don't mind being called
  grizzled) and others are relatively newly come to this setting.
  We all share a great love for the craftsmanship that went into
  making this game world and its history. Some call us
  nostalgic (and we most likely are); we just call ourselves
  gamers.
  This edition is a precursor for following Journals. It
  contains a truly stupendous and huge History of Oerik (the
  continent on which the Flanaess lies, and the Jewel of the
  Flanaess, Greyhawk.) This is truly an effort of years based
  on the original chronology set forth by Gary Gygax, and
  developed by many writers at TSR. The Journal presents (for
  the first time) a large chronology of the Seul by Len
  Lakofka, of the Olven, Oerdian, Flan and Bakluni peoples, a
  fully developed chronology of the Common Years derived
  from all TSR materials published on the Greyhawk
  Campaign setting, and a chronology of Aqua-Aerdy, Frank
  Mentzer's continent west of Oerik (and recognized by Gary
  Gygax as a part of Oerth).
  The Journal itself is not meant to be "official" in
  any sense, it is instead an inspiration to give you ideas for
  your Oerth. Use what you like, alter what you see fit. Most of
  all have a great time!
  Welcome to Oerth!
  �
  
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  The History of Oerth (Oerik)
  ...... a long, long chronicle of years
  The County of Sunndi
  ...... Background and adventure ideas in one of the last
  bastions against the evil tide
  Radigast City
  ...... Planning a Trip? Check out what's what in Radigast
  Town!
  
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  especially pertaining to that continent known as Oerik, which
  includes the Flanaess
  THE EPOCH OF MYTH
  The oldest myth and legend tell of many different
  things;  The Humans tell of the time of change, when the
  very magic of Oerth forged the different races from a human
  stock, the Elves speak of "The Awakening," when they found
  themselves on Oerth after the battle of Correlon and
  Gruumsh; the Dwarves speak of Forge Time when Moradin
  forged the lives of the Dwarven fathers and set them under
  mountain. Other major forces stirred both evil and good, and
  warfare was frequent. Each of the major races of Oerth split
  and formed sub-groups which often warred with each other
  and took different powers to worship. The Elves were
  sundered, some taking to the deep forests, some to mountain
  fastness, some to the seas, and some to the deeps of the
  Earth, and so too split Dwarves, and Gnomes. Humanity, the
  most prolific of the races counted among the higher species
  (unlike those called lower, created by evil powers in
  mockery of the earlier formed), spread first on the continent
  later called Oerik. Here, too, were the Demi-human races,
  and the humanoid hordes most prevalent. The Demi-humans
  held sway in the east of that land, and the Humans held sway
  in the west. Few know of the events of those times when the
  Drow were driven into the depths, the Druargar were exiled
  from their Dwarven kindred, and the first gnomes moved
  from woodland and hill to ever deeper caverns. It was during
  the end of this epoch that the first mighty empire of humanity
  slowly grew from scattered groups in the south and west of
  the Oerik. Great heroes lived and died in this age, and the art
  of magic developed as did the use of weapons. But of this
  time little is told, and little is known.
  THE EPOCH OF LEGEND
  It was during this time that humans began keeping a
  record of time and began writing. So this is also called the
  Epoch of Ages, for in the South and West, the people made
  alliance with Grey Elves from the East and learned that they
  could keep records by writing. Here developed a system of
  mathematics which allowed for development in the sciences
  and art. However, the humans, not being exposed to many
  other races, saw these elves as higher beings, and they
  emulated their distance and haughtiness, not realizing the
  difference in nature between humans and elves. And so, the
  first human empire grew quickly, and at first it was fair and
  just for the elves were there to help nourish and guide. But
  soon, as the interest of the Eastern elves turned elsewhere,
  the empire became haughty, proud and powerful, forcing
  those around it to there knees, ruling with a ruthless cruelty.
  It was here that the first human culture formed. But even so,
  much knowledge of this time fragmentary and much is
  unknown and lost due to the Invoked Devastation, and the
  Rain of Colorless fire which closed this period of history.
  
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  THE SEULOISE DOMINION (SD)
  -900 SD The first of a group of traveling Grey Elves,
  exploring the South Central portion of Earth meet with tribal
  leaders of the Se-Ul (People of Ul). They strike up a
  friendship and the elves began tutoring the humans in
  mathematics, language, art and non-clerical magic. The
  Se-Ul proved apt students and soon were constructing cities
  and delighted the elves both with their creativity and their
  productivity. The cities of the Se-Ul were patterned similar
  to those of the Grey Elves set mountain fastness, but these
  occupied the plains and river deltas of the southlands. (-6416
  CY)
  -717 SD A group of beautiful dark skinned humans called
  Kersi from over the southern sea from a large island
  continent they called AnaKeri arrived on the southern
  portion of the Flanaess in large wooden platformed
  outriggers. (-6233 CY)
  -551 SD The Se-Ul began systematized trading with the
  tribes to the north and east. The Baklun in the northern
  plains, and the Flan who dwelt just west of the mountains
  were among these. Sea trade routes to AnaKeri are
  developed. The 10 cities of the Se-Ul develop into separate
  city states, but all are ruled by a single council of lords under
  the watchful eye of the Grey Elves. (-6067 CY)
  -259 SD The Gray Elves depart from the Se-Ul. News of a
  fierce war between the Grey Elves and their dark kindred in
  the East spreads, much like the fire which mysteriously
  begins to belch from the mountains in the East. The
  Mountains, once the place of the Grey Elven cities, are
  renamed The Mountains of Fire, and the Mountains of Hell,
  although the Barrier Peaks and Crystalmists remain calm.
  (-5775 CY)
  -223 SD Relations between the Se-Ul city states, deteriorate.
  The last council of the cities is held. Each city arms itself
  against the other. (-5739 CY)
  -194 SD After a years of fighting, one city state, ReAtryniBa,
  slowly brings the others under control. It's Lord, Anainyer,
  slowly begins to re-establish the trade which has been
  damaged by years of war. (-5710 CY)
  -187 SD Anainyer defeats, BiTharOl, the last Se-Ul city to
  hold out against him. He proclaims himself "The First
  Protector of the Se-Ul." He renames ReAtryniBa, Seula, the
  city of the Seuloise. (-5703 CY)
  -15 SD After a series of strong "First Protectors" and the
  development of the interior lands, First Protector
  Alianor-b-Hurn turns his eyes outward, and desires more
  control of the trade goods. He first attacks the settlements of
  the Kersi to the south, and proclaims their lands forfeit to the
  Seul peoples. He then begins planning "The great invasion"
  of AnaKeri. (-5531 CY)
  -2 SD Alianor with a large naval force attempts to invade
  AnaKeri. As the massive armada approaches. The outriggers
  of the AnaKeri are no match for the mighty warships of the
  Seul.  The Clerics of the AnaKeri awaiting certain doom, call
  on their Powers for protection, and they are heard. The
  powers encircle the island continent with a maelstrom of
  wind and wild seas and the invading fleet is totally
  destroyed. Few straggling ships return, the only survivors to
  tell the tale. The wall of wind and water remains, cutting the
  peoples AnaKeri off from others entirely. (-5518 CY)
  1 SD During the years of the turmoil following the
  destruction of the Se-Ul fleet, Obendar, a mighty Seuloise
  mage, rediscovers lost grey elven magics and creates the
  Great Binders and imprisons the genie king Ali Ben Yala. He
  then forces each of the genie princes of the North to swear
  obedience "as long as your king remains imprisoned." He
  then crafts nine magical items to bind the king and his eight
  princes. The use of genii to empower the Se-Ul is considered
  to be the beginning of the Times of the Se-Ul and the year of
  Ali Ben Yala's imprisonment is reckoned the first year of the
  Se-Ul. (-5515 CY)
  74 SD The Genii Princes are forced to perform magic for the
  Seul magi. (-5442 CY)
  92 SD The Seul appoint a Regency of three men to rule in
  place of the First Protector. This triumvirate divides the Seul
  realm into three districts and rules in an amazingly efficient
  manner. The building of ships for anything other than coastal
  or river travel is banned. No ship is allowed to sail beyond
  the sight of the Se-Ul lands. (-5424 CY)
  350 SD The seventh Regency is appointed. Two of the
  Regents, immediately turn on the third and destroy him in the
  First Regent War, claiming that he is possessed by evil
  beings. (-5166 CY)
  470 SD The tenth Regency is appointed. The great, great,
  great, great grandson of Alianor, Arinanin, approaches the
  Regency and demands that he be restored as First Protector.
  His request is denied and he is imprisoned. (-5046 CY)
  490 SD Tilorop-b-Nan, the great, great grandson of the
  Regent deposed in the First Regent War, frees
  Arinanin-b-Korin from prison. He tells him that his family
  has secretly been worshipping a seldom whispered name, one
  called Tharizdun. (-5026 CY)
  505 SD Arinanin and Tilorop mount a campaign against the
  Regency, but are defeated in the Second Regent War.
  Arinanin is destroyed, but Tilorop uses arcane energy to
  transform him into the first lich on Oerth. (-5010 CY)
  
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  513 SD Tilorop and Arinanin mount an attack in the Third
  Regents War and overthrow the Regency Council. Tilorop is
  appointed Priest Regent and the lich, Arinanin, proclaims
  himself Chief Regent of the Se-Ul. The Time of Darkness
  begins. (-5003 CY)
  850 SD The last of the Grey Elven cities in the mountains
  now known as the Crystalmist is discovered and destroyed
  by a concerted effort on the part of the Drow/Seuloise and
  Giantkind. The defense of the city is so great, however, that
  drowkind and giantkind are also nigh exterminated. The
  Seuloise army which aided in the destruction of the elven
  city is destroyed to a man, and no word of them can be
  obtained. The remnant of the grey elves flee eastward to the
  interior of the eastern portion of the continent. (-4666 CY)
  900 SD The chief houses of the Se-Ul rise up in unison and
  overthrow the Priest Regent, and drive Arinanin into the
  North. The priesthood of Tharizdun is likewise driven out.
  They flee northeastwards, and establish a temple somewhere
  in Southern Yatils. The Council of Noble Families is formed
  to rule the Se-Ul. (-4616 CY)
  1053 SD The four "Elven Realms of the East" are
  established, and a calendar is used for the first time among
  the elves to count their own days. Highfolk is established in
  the Northwest to guard the northern ways, Celene the Central
  Kingdom, Aliador in the Griff Mountains, and Arrisa in the
  Southeast Aerdi Sea (in what is now called the Spindrift
  Isles). This is accounted as (1 OC/-4463 CY).
  1102 SD Elonzir-b-nar, the Prince of the house of Rhola
  (worshippers of Jascar and other Seuloise deities of weal) is
  proclaimed the First Emperor of the Seul Empire. (-4414
  CY)
  1804 SD Ollizin-b-Zabor, of the neutral house of Belzim
  takes the throne when the Prince of Rhola abdicates in his
  favor. (-3712 CY)
  1997 SD Discovery of the art of Lesser Binding by the
  mages of Seul. This magic enabled the Seul to create items
  such as Rings of Genie Summoning. (-3519 CY)
  2856 SD A band of northern nomads, under the leadership of
  the Holy Man, El-Baklun-bar-Gash discover or build a
  strange circle of stone, and name it Tovrag Baragu, in
  Bakluni, "The Naval of the Earth." The Bakluni count the
  completion of this place as the beginning of the Bakluni
  calendar (1 BH/-2660 CY)
  2664 SD Succession to the throne of Argent var-Mengar, of
  the House of Neheli, worshippers of Lydia. (-2852 CY)
  3188 SD Assassination of Argent var-Mengar XXI by
  unknown collaborators. The throne falls to the House of
  Zolax, worshippers of Beltar. (-2328 CY)
  3204 SD Zofar ad-Zol proclaims that there is inherent evil in
  the binding of Genies and commands that all of the Great
  Binders be turned over to him for destruction and release of
  the genies. Zofar collects five of the Binders, in addition to
  the Binder of the King. Houses Fruztii, Cruski, and Schnai
  violently oppose this move, causing the Seuloise War of
  Revolution (3205 SD). (-2312 and -2313 CY)
  3235 SD Zelfed ad-Zol, the son of Zofar, brings the war to
  an end but does not gain the remaining Binders. (-2281 CY)
  3247 SD The years of Conquest and Prosperity begin. No
  major foe opposes the might of the empire of the Seuloise,
  although they do not push Eastward, because of some fear of
  the Elven hosts. Magic is rigorously pursued. Old Grey
  Elven texts are discovered and studied. The might and
  haughtiness of the Elves is copied in manner in the courts;
  their wisdom is not. Slavery becomes common and
  widespread in the Seuloise lands; this continues for many
  centuries. The Flanae in the southeast (just west of the
  Hellfurnaces), the Oerid to the east, the Kersi (the long
  distant descendants of those who first sailed from AnaKeri)
  to the south, and the Baklun to the north, and several
  unnamed small tribes to the west all fall under the grip of the
  Seuloise fist. The entire of the western half of Oerik, is
  controlled by the Seul. But the drow and darker forces, and a
  fear of other elves, halt the eastern expansion. (-2269 CY)
  3250 SD The Flanae, under the protection of Beory, Pelor
  and Rao flee their lands in mass, making a perilous crossing
  of the Hellfurnaces. They move North into the lands of
  Eastern Oerik, later called the Flanaess, as the first human
  inhabitants of the area. Initially, they are well received by the
  demi-humans dwelling there. (-2266 CY)
  3365 SD The founding of the first Flanae City in the Lortmil
  mountains in eastern Oerik, this is counted as year (1
  FT/-2151 CY).
  3971 SD The Bakluni, under one of their wandering
  chieftains, Ali-ben-Onar, unite in an effort to throw off the
  Seuloise yoke. During the War of Seven Score Nights one of
  the Binders is captured. The war ceases when the Bakluni
  threaten to use this item. The Seuloise cede a large portion of
  "their" Northern territories to the Bakluni. (-1545 CY)
  3977 SD The Seul and Bakluni come to an uneasy peace.
  The House of Zolax plots to fight the Bakluni influences (in
  Bakluni lands, and on other groups such as the Oeridians)
  wherever found. (-1539 CY)
  4000 SD The leader of House Fruztii, Abelbar ben Usby,
  seeks to wrest control of the Binder from the Bakluni.
  
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  Instead, he loses the Binder which his family has controlled
  for Millennia to the Bakluni, but he keeps this loss secret.
  (-1516 CY)
  4117 SD The Emperor Zeeckar attempts to strengthen his
  realm. He attempts to annihilate the Houses Ulmar and Opell
  in what he calls The War of Purity. These western houses
  have long intermarried with tribes to the west, and Zeeckar
  uses this as an excuse to tighten his grip on the empire. Both
  Houses ultimately flee the empire by traveling west over the
  Vast Ocean, where they pass out of memory. (-1399 CY)
  4411 SD The decay of the Seuloise Empire into crime and
  corruption cannot be denied as Emperor Zinkman ad-Zol
  declares himself a God. He uses the power of the Binders to
  enforce his claim. (-1105 CY)
  4434 SD The "god" Zinkman is not accepted by the Oeridian
  tribes to the north and west of the empire. Zinkman attacks
  the surprised Oeridian tribes destroying three of the thirteen
  that exist. The Oeridians are forced to bow to Zinkman. The
  Aerdy (the chief of the tribe of that name) refuses, and
  challenges Zinkman in a duel to the death. Zinkman accepts,
  but finds that he is battling none other than St. Cuthbert,
  himself. Cuthbert reduces Zinkman to a babbling, drooling
  idiot. Cuthbert does not take the Binders from the houses of
  Seul, but divides them among the ruling houses. (-1082 CY)
  4437 SD The House Schnai, after a short struggle, takes the
  throne of the Empire. Ovrung the First manages to restore
  the kingdom to a shadow of it's former self. (-1079 CY)
  4710 SD The minor temples of Tharizdun, hidden in the
  mountains immediately west of the Vesve starts practicing a
  heretofore unknown discipline which combines physical
  regimen with mental powers. It is rumored that these
  disciplines were torn from the mind of a captured Bakluni
  priest. (-806 CY)
  4788 SD The empire slips into stagnation. Numerous
  plagues sweep through the Seul Empire, some magical and
  some mundane. The population falls by over 40%. Many
  towns are completely emptied, and the border defenses are
  greatly weakened. This is the first year of those known as
  "The Plague Years". (-728 CY)
  4871 SD The Oeridian High Priestess Johydee using her
  Mask, breaks the Oeridian free from Seul domination. (1
  OR\-645 CY)
  4889 SD The population begins to recover, but the Bakluni
  peace begins to break down. Raids become frequent. (-627
  CY)
  4912 SD The first of the Succession Wars. The Schnai are
  removed from the throne. (-604 CY)
  5011 SD The last of the Succession Wars. After 500 years
  with the succession falling to nine different Houses, the
  House Zolax regains control of the Imperium. Missionary
  monks from the hidden Temple of Tharizdun return to the
  Seuloise Empire and begin winning converts. (-505 CY)
  5012 SD The Bakluni withdraw there ambassador from the
  Seuloise Empire when Zunid-ad-Zol, the Prince of House
  Zolax is crowned Emperor of the Seul Peoples. (-504 CY)
  5031 SD The beginning of "The Great War." Nine thousand
  Bakluni are slaughtered in the Salhaut Pass. Munid promises
  to destroy the Bakluni entirely, even if the majority of mages
  of his own house die in the process. (-485 CY)
  5050 SD Both Bakluni and Seuloise began to go east of the
  mountains, recruiting Humanoids as mercenaries in their
  battles for the first time. (-466 CY)
  5058 SD Heeding their prophets, many Oeridians began
  moving eastward, coming into contact and conflict with the
  Flanae. (-458 CY)
  5068 SD The Year of the Prophets. Seven different prophets
  foretell of the destruction of the Seul Empire within 30 years.
  The emperor has all seven drawn and quartered, even though
  one of the prophets is a High Priest of Beltar. (-448 CY)
  5069 SD Zellifar-ad-Zol, son of the emperor, mage/high
  priest of Beltar, breaks with his father and takes over 8,000
  Seuloise loyal to himself, and flees the kingdom, eastward.
  The ferocity and magical might of the movement scatters the
  Oeridians in it's path, causing the remainder of the Oeridian
  to migrate. One of the High Mages, Slerotin (called "the Last
  High Mage" by the rebellious Zolite Seul who settle in the
  south of the Flanaess, and the continent of Hepmon), causes
  a huge tunnel to be bored into the Crystalmists, through
  which the Zolite Seul flee. He then seals the tunnel closed at
  both ends, trapping one lesser branch of the family, the
  Lerara, inside. The Zolites continue eastward. (-447 CY)
  5070 SD The emperor sends commands that the Houses
  Schnai, Cruskii and Fruztii move bring his son, and the
  "Unloyal" back to face justice. (-446 CY)
  5071-5093 SD The Zolite scatter the Flanae before them,
  and move south to the Tilvanot Peninsula. Zellifar carries
  with him two of the lesser Binders and the imprisoned Genie
  King. It is during this time (5080 SD) that Uhas of the Neheli
  and his followers split from the Zolites and slaughtered a
  group of Flan in the Suehenna Hills (Drachensgrabs) and
  were turned by an unnamed Flan power into The Twisted
  Forest. The three pursuing houses, unable to find the magical
  tunnel, turn north, where they are met by regrouped
  Oeridians and fearful Flanae who harry and drive these Seul
  Houses south. Many are lost and remain in the Amedio
  
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  Jungle. They eventually move back east and march toward
  what is now the Rift Canyon. (-445 to -493 CY)
  5093 SD The First Division occurs. One of Zellifar's
  minions, the High Priest Pellipardus, slips away from the
  Zolites and takes his minor family to the Ratik area, in the
  North. Pellipardus takes one of the Binders with him. Zellifar
  does not pursue, fearing that this will take his attention away
  from the Three Houses of Pursuit: the Schnai, the Fruztii,
  and the Cruskii. (-493 CY)
  5094 SD Zellifar parleys with the Houses of Pursuit. His
  Arch Mage, Slerotin, unleashes a Mass Enfeeblement on
  their house mages, and a Mass Suggestion upon the other
  members of the Houses. Slerotin is blasted by magical
  energies upon the casting of these mighty spells, leaving the
  Rift Canyon as the only physical remains of this energy. The
  remnants of the Three Pursuing Houses (Schnai, Fruztii,
  Cruskii) are devastated and blasted by magic. Their mages
  minds are wiped of all magic, and the people are confused
  and terrified.
  In mass they flee, pell mell, northeastward, except one
  family. One small branch of the Schnai, the Hepmona, led by
  the priestess Jaguanara, moves south. They catch a lagging
  branch of Pellipardus' followers led by the two brothers,
  Lendore, a mighty mage, and Tilvan, a priestly follower of
  Tharizdun, and practitioner of the mental and physical
  disciplines, and drive them southward. This is called The
  Second Division. Tilvan takes his followers and hides in the
  Vast Swamp, and later moves south to establish a monastery
  on the peninsula which will later bear his name. Lendore
  takes his followers and moves to the largest island of the
  Spindrift chain and meets with the elves. By pact, they allow
  him and his family to remain on the island, so that he and his
  descendants should hold it "until the Elven realms have need
  of it." Jaguarana, and her followers continue madly, blindly,
  to the south, crossing the ocean in rough canoes to chase
  Lendore. She and her followers eventually find a large
  jungled land and take control of its northern reaches.
  In the Seul Empire proper, the Seul mages gather their
  magical energies and cast the Invoked Devastation. No
  Bakluni cities survive this blast of magical energy. But
  Bakluni clerics and mages gathered at Tovag Baragu, using
  the arcane powers of the Binders, and drawing upon the
  energies of their holiest site, withstand these energies and
  counterstruck with the Rain of Colorless Fire. The remains of
  this expenditure of energy are now called the Sea of Dust,
  and the Dry Steppes. (-492 CY)
  5097 SD Zellifar enters the Griff Mountains alone. None
  know where he goes or what he does there. (-419 CY)
  5099 SD The Three Houses of Pursuit move into the
  Thillonrian Peninsula. They remember and turn to powers
  which were basic and strong, Kord and Llerg, forgetting
  others in the face of the strong magics of Slerotin. Wizardly
  magic is almost entirely forgotten, all magic is feared and
  only priests, and skalds used it without fear. Witches are not
  uncommon, but are forced away from "normal" men. The
  skalds and priests develop a runic alphabet that carry mystic
  powers. (-417 CY)
  5100 SD Zellifar, last scion of emperors, teleports from the
  Griff Mountains back to the remains of the Seuloise Empire.
  He is destroyed by the lingering magics and final throws of
  conflict in the area. Thus ends the Seuloise Empire, mightiest
  and longest lived of Empires on Oerth, and it's reckoning
  (although the Scarlet Brotherhood still uses it to keep
  records). (-416 CY) The crowning of the first Overking of
  Rauxes, and the establishment of the Aerdian Empire, will
  not occur for another 416 years.
  Nature: The Seuloise Empire is vastly different things at
  different times. Compared to it, the Roman Empire was a
  short lived thing and the Chinese dynasties were only half as
  old. In it's early stages, it was comprised of wandering
  related tribes who developed city states. These city states
  were similar technologically to the Mesopotamian states on
  Earth. Then, with the arrival of elves they became more like
  the Greek polis. And then developed into an empire which
  structurally was like the Senate driven Rome, and finally into
  aristocratic families and princes among which the Imperial
  rule passed. The Romanesque flavor of the Empire, was
  modified by the influence of the haughty grey elves. The
  elves introduced the magic which drove the quest for power
  and magic which dominated the whole of the Seul history.
  This additional element gives the Seuloise an almost
  Melibonian oddness. A sense of haughtiness, of right to
  power, and of non-concern for others that is still not found in
  any other culture on Oerth. Even the structured Gray Elves
  had a sense of wisdom and compassion that was totally
  foreign to the thoughts of many of the Seuloise rulers. The
  modern Seul (except those living beneath the Sea of Dust,
  those trapped beneath the Crystalmist, those in the Scarlet
  Brotherhood and perhaps those who fled west across the
  Vast Ocean) have lost this haughtiness. It is instead it is
  replaced by a bravura, and a wildness which is equally
  dangerous when roused. The savages of the Amedio, of
  Hepmonaland, and the Barbarians in the Northeastern
  Flanaess exemplify of this.
  (This Seuloise History is primarily the work of Lenard
  Lakofka in his development of the Seul peoples with
  additions by Steve Wilson and is derived from the work of
  Gary Gygax and the World of Greyhawk (TSR), and
  Greyhawk Adventures (TSR)).
  
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  THE OLVEN CALENDAR (OC)
  After the Gray Elves last city in the Crystalmists
  fell, the remnants fled eastward. They, in conjunction with
  their High Elven and Sylvan kindred, developed the four
  Elven Kingdoms. The Westernmost of these, the "Realm" of
  Highfolk in the Yatils and the Vesve was established as a
  guardian against the Seul and the Drow. This realm was
  established with the Sylvan elves of the Vesve. Of all the
  Elven realms, it was the most open to other races, allowing
  humans, gnomes, halflings and even dwarves to partake of
  it's society. The second Kingdom, Celene, was also called
  the "heart jewel" of Elvendom, High Elves and Gray Elves
  established this realm. It, alone of the realms, is always ruled
  by an elven queen. The third Kingdom, Aliador, was
  established in the Griff Mountains and the plains to the west
  to the shores of the Nyr Dyv, it is also called the "Lost
  Kingdom." This was the Crown of the Elven seat, and was
  inhabited solely by Gray Elves and their servants. The High
  King of All Elves had his place here. The Fourth Realm,
  Arrisa, was established by a council of mages and priests in
  the southern islands now known as the Spendrifts. It is called
  "The Secret Realm" and it has been closed for long. Little
  traffic passes between this realm and the remainder of the
  Flanaess. And it's purpose, until recently, has been hidden
  (even to the other elven Realms).
  1 OC Prior to this time, Elves used no calendars. But on this
  date (which corresponds to 1053 SD/-4462 CY) the Four
  Elven Realms of the East are founded.
  60 OC The Wind Dukes of Aaqa, meet a gathered force of
  evil humanoids and drow on the Plains of Pesh (in what is
  now Keoland). This is the last recorded great battle between
  Elves and their drow cousins. The Dukes shatter the dark
  elven armies. (1103 SD/-4403 CY)
  Between these times the realms flourish, the battles with
  humanoids are frequent, but the might of each of the realms
  is unchallenged. This is known as "The Time of Flowering"
  and much of the best of Elvendom came to pass in these
  days. The 12 Gray Elven cities were built, including
  Erieadan, the High Seat of Elvendom and The City of
  Summer Stars. Many mighty magics, and songs and items of
  beauty were crafted. The history of this time is largely
  hidden from humans, however, because there were few (if
  any) humans in the East at this time. Elves rarely speak of it
  today. Among the few known personages to have lived
  during this time were Queen Ehlissa and the Elven Minstrel
  Ye'Cind.
  2210 OC The Flan move into Eastern Oerik. They are
  welcomed by the Highfolk, but the other kingdoms,
  remembering the disaster of the helping of the Seul, close
  their Realms to humans. (3263 SD/-2253 CY)
  2312 OC The founding of the first Flan city in the Lortmils
  "Haradahagh." This is counted as (3365 SD/1 FT/-2151 CY)
  2716 OC One of the small tribes of Flan, the Ur-Flannae,
  located just west of Aliador send servants as hostage to the
  Gray elven kingdom, in return for land rights. The 7th High
  King, Galitholian Glitterhelm, is especially taken by the
  sharp mind of a young man of promise, named Vecna.
  Vecna, inspired by the glories of elven splendors, began to
  study magic. He discovered in the libraries a book from the
  Seul entitled "The Fate of Tilorop." He secretly begins to
  worship Tharizdun. (3769 SD/-1747 CY)
  2730 OC Galitholian receives a warning from the mages and
  priests of Arrisa, his reply is "I am the High King of
  Elvendom, you would do well to remember that!" (3783
  SD/-1733 CY)
  2747 OC Vecna asks Galitholian's permission to visit his
  homeland. This permission is granted. (3800 SD/ -1716 CY)
  2794-2820 OC Vecna marches against Galitholian, bringing
  back his slaughtered soldiers as an undead hoard. Slowly his
  alliance of humanoids, undead, and Flanae drive the Gray
  Elves back to their mountain fastness. (3847 to 3883
  SD/-1669 to -1643 CY)
  2821-2900 OC Gilthonial's forces are driven in a lightning
  strike from the plains west of the Griff's. Vecna's forces
  sweep the central plains east of Nyr Dyv and North, they
  hold the plains to the feet of the Griff's. (3848 to 3857
  SD/-1642 to -1563 CY)
  2906 OC Celene fields an army to assist Galitholian.
  Although they meet with initial success, Vecna calls on the
  powers of Tharizdun and unleashes a magical burning force
  which causes the Bright desert. Many perish and the elven
  host is thrown into a panic. They retreat to Celene, but
  Vecna does not advance. His eyes are fixed to the east. (3763
  SD/-1557 CY)
  2925 OC The first of the Grey Elven mountain cities falls to
  Vecna's armies. This is the beginning of the 400 Year War.
  (3982 SD/-1538 CY)
  3242 OC Gilthonial's armies slowly give way before Vecna,
  no aid reaches Gilthonial. Vecna's armies destroy all but 5
  Grey Elven cities in the Griff Mts. (4299 SD/-1221 CY)
  3309-3315 OC Gilthonial left his capitol with the host of that
  city. He marched against Vecna and drove him from the
  mountains. But once in the plains, Vecna revealed a new
  weapon, a black sword forged of material from the stars.
  Vecna met Gilthonial in single combat and slew him. The
  army of Vecna then destroyed the elven host, and marched
  into the mountains. They inhabited and defaced the elven
  
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  cities, remaking them in the image of Vecna. Four cities,
  however, were never found. The capital, Erieadan, the height
  of Gray elven architecture and power, was destroyed to a
  stone. So ended the Elven Kingdom of Aliador, the seat of
  the High King. (4362 to 4368 SD/-1154 CY to -1148 CY)
  3318 OC The City of Summer Stars defends itself from
  Vecna's incursions. But the city is abandoned after Prince
  Darnakurian turns to darkness. Queen Sharafere and the
  remnant of her people head to the islands in the south. (4371
  SD/-1145 CY)
  3321 OC Vecna's body is destroyed. Despite this, the three
  remaining hidden Gray Elven cities of Aliador do not reveal
  themselves. (4374 SD/-1142 CY)
  3325 OC Envoys from Celene are sent to contact the three
  hidden cities of Aliador, they do not return. This is the
  beginning of "The Sleeping Years". The Elven Realms do
  not communicate with outsiders and rarely with each other.
  (4378 SD/-1138 CY)
  3900 OC A temple to Tharizdun is located near the Realm of
  the Highfolk, it is cleared, but a mystic force keeps it from
  being destroyed. (4957 SD/-563 CY)
  4005 OC Migrations of Oerid tribesmen. Elves close their
  Realms to humans. (5058 SD/-458 CY)
  4923 OC The demi-human Ulek realms are effected. Celene
  reveals itself. (5976 SD/460 CY)
  5048 OC The realm of Arrisa reclaims Lendore Island, elves
  from the Flanaess began to migrate to Arrisa in large
  numbers. (6099 SD/584 CY)
  Nature: The Elven histories, of all the demi-humans, touch
  more upon human history that any other; that is why their
  history is included. The two major interactions between
  Elves and Humans has led to great sorrow. For it is the
  magic of the Grey Elves which gave rise to the often hateful
  Seul empire and later to Vecna the Cruel. The haughtiness
  and magic nature which is natural to some elves as the Elder
  does not sit well upon the shoulders of the Younger. Despite
  this, the Elves have created great beauty, and their wisdom
  and magic, in part, is now integrally entwined with that of
  the human realms of Oerik.
  (This Olven history is by Steven Wilson, based on the work
  of Gary Gygax and World of Greyhawk (TSR) with
  additional material from Vecna Lives (WGA4), Ivid the
  Undying (TSR by Carl Sargent), and The Dungeon Master's
  Guide, 1 ed. (TSR)).
  
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  THE BAKLUNI HIERARCHY (BH)
  -1096 BH Many nomad families of the northern plains first
  encounter the Seuloise Empire. They began to rely on trade
  with the empire. Herd animals, horses, cloth, and pottery are
  exchanged for superior weapons and adornments of
  "civilization." (1760 SD/-3756 CY)
  -32 BH The holy man, El-Baklun-bar-Gash, a prophet of
  Istus, has a vision of a holy monument near the lake of
  Udrukankar. He travels the area and gathers a group of
  supporters. (2834 SD/-2692 CY)
  1 BH The band of northern nomads, under the leadership of
  the Holy Man, El-Baklun-bar-Gash find or construct (it is
  not clear which) a strange circle of stone, and name it Tovrag
  Baragu, that is, "The Naval of the Earth." The Bakluni count
  the discovery of this place as the beginning of the Bakluni
  calendar (2856 SD/-2659 CY). Northern nomadic families
  which hold this as their most holy site, began to call
  themselves Bakluni or "The Men of Baklun." The family
  Yamir, which dwells closest to the site, forsakes wandering
  to become it's protector.
  391 BH The first recorded "Slavery Raid" occurs. Seuloise
  forces capture an entire family of Bakluni and take them into
  the Seul Empire in servitude. (3247 SD/-2269 CY)
  596 BH "The Great Betrayal." After treating with seven
  nomadic merchant clans at a merchant gathering, the
  Seuloise Odiafer, attacked the merchants, attempting to take
  their goods and enslave them. The families drew their trains
  together and fought to the last person instead of
  surrendering. (3452 SD/-2064 CY)
  605 BH Seuloise armies march into the northern planes and
  claim overlordship. The nomads are generally defeated when
  they resist. The first Seuloise fortresses in the north are
  constructed (3461 SD/-2055 CY). For the next 600 years the
  Bakluni are subjugated to the Seul.
  1115 BH The Bakluni, under one of their wandering
  chieftains, Ali-ben-Onar, unite in an effort to throw off the
  Seuloise yoke. During the war one of the items created by
  the Seul to bind the Geniekind is captured. The war ceases
  when the Bakluni threaten to use this item. The Seuloise
  cede a large portion of "their" Northern territories to the
  Bakluni. (3971 SD/-1521 CY)
  1121 BH "The First Victory." The Bakluni claim a large
  portion of the northern lands as their own by treaty with the
  Seul. The family Amirs and Sultans gather and elect
  Ali-ben-Onar, by proclamation, as "Caliph of All the
  Families of the Baklun". (3977 SD/-1540 CY)
  1144 BH "The Fruztii War." The Bakluni defeat the Seuloise
  noble army of the House Fruztii, and tighten their grip on the
  north. (4000 SD/-1516 CY)
  1150 BH The construction of Istustan commences as the
  central city of the Bakluni people. Several other towns
  develop as nomadic families clans began to build permanent
  headquarters in their traditional homelands. Upon Ali's
  death, his nephew, Mohinid-ben-Saphir, is proclaimed
  "Caliph of the Baklun." (4006 SD/-1510 CY)
  1224 BH Leery of the "mages" in the south, a group of
  worshippers of Xan Yae, began developing "mental
  disciplines" in conjunction with their clerical powers. (4080
  SD/-1428 CY)
  1381 BH Al Akbar, a mighty priest and prophet, creates his
  cup and star. (4237 SD/-1279 CY)
  1494 BH The first monastery of Zuoken is erected. Mental
  and physical disciplines are studied rigorously. (4350
  SD/-1166 CY)
  1852 BH Claiming that an adherence to a mental regimen
  will help bring defeat to the Seuloise, a Master of the Zuoken
  monastery of Ramala, leaves his monastery and travels
  eastward to find the lands of the gray elves to study their
  magic. He does not return. (4705 SD/-808 CY)
  1932 BH Plague breaks out in the Bakluni Lands. This is the
  first year of those known as "The Plague Years" (4788
  SD/-728 CY). The monastic practices of the followers of
  Zuoken spread and as a result the Plague losses are not
  nearly as great as what is found in the south. However, many
  Bakluni blame the Seul and began to speak of cleansing the
  South.
  2033 BH Under Hali-ben-Usif, the first organized raid of the
  Baklun into Seul occurs. (4889 SD/-627 CY) During the next
  hundred years, the Baklun prosper as the Seuloise fall into
  confusion and strife between Noble Families. The Baklun
  courts grow wealthy and prosperous, the northern Oeridian
  lands fall under Baklun sway.
  2157 BH The Bakluni withdraw their ambassador from the
  Seuloise Empire when Zunid-ad-Zol, the Prince of House
  Zolax is crowned Emperor of the Seul Peoples. (5012
  SD/-503 CY)
  2175 BH The beginning of "The Great War." Caliph
  Haran-ben-Ramif sends an army into the Salhaut pass where
  nine thousand Bakluni are slaughtered. The Holy Prophetess
  Devrah of Istus forsees that the lands of the Seul will be
  washed "pure as the desert." (5021 SD/-485 CY)
  
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  2194 BH Both Bakluni and Seuloise began to go east of the
  mountains, recruiting Humanoids as mercenaries in their
  battles for the first time. (5050 SD/-466 CY)
  2211 BH Arish-ben-Alif, a wandering prophet, warns of the
  destruction of the Baklun People. He is declared an outlaw
  by the High Priestess of Istus, Aphra. The Caliph
  Namesh-bin-Jamish orders the arrest of Arish, but he
  escapes. (5067 SD/-449 CY)
  2212-2215 BH Arish wanders the western edges of the
  Baklun realms and convinces a full six families of the
  oncoming disaster. They move east into the Northern parts of
  the Flanaess. (5068 to 5071 SD/-448 CY to -445 CY)
  2230 BH Arish returns to the court and attempts to convince
  Talna-bin-Namesh to move eastward with the Baklun
  peoples. Arish is put to death by drowning. (5086 SD/-430
  CY)
  2235 BH The Baklun army begins advancing into the
  Northern Provinces of the Seul Empire. The Seuloise
  weakened by strife and the sending of the Houses of Pursuit,
  continually fall back before the Bakluni assault. (5091
  SD/-425 CY)
  2238 BH. The Seul mages gather their magical energies and
  cast the Invoked Devastation. No Bakluni cities survive this
  blast of magical energy. But Bakluni mages and clerics
  gathered at Tovag Baragu, using the arcane powers of the
  Binders, and drawing upon the energies of their holiest site,
  withstand these energies and counters with the Rain of
  Colorless Fire. The remains of this expenditure of energy are
  now called the Sea of Dust, and the Dry Steppes (5094
  SD/-422 CY). The destruction of Bakluni Caliphate occurs.
  However, the family Yamir, and six families who moved east
  with Arish, remain.
  2254 BH Four of the six Baklun Families of the East elect to
  return to their homelands. The Ketti stop just east of the
  Tusman Hills, the other families, Tusmii, Zeifa, and Ekberri
  continue into back to traditional Bakluni lands. The two
  families which remain in the North of the Flanaess, become
  estranged from the families in the West. Because of the
  barren state of the Dry Steppes, Geshtai becomes almost as
  important a power as Istus. Xan Yae and Zuoken also retain
  their worshippers. The seeds of the modern Bakluni states
  are sown. (5110 SD/-406 CY)
  2970 BH A tribal group from the far west of Oerik sweep
  through the southlands of the old Bakluni areas, they call
  themselves the Paynim. One of these clans, the Uli move into
  the area between the Ulsprue Mountains and the Barrier
  Peaks and establish Ull. (310 CY)
  Nature: The Bakluni people started as a nomadic herder
  people. And despite their later movement into the cities, they
  maintained that "wild" roving nature. Their religions were
  simple compared to the Seuloise, they worshipped fate, and
  the Twilight of the wide plains, and physical and mental
  toughness. These peoples are very similar to the Arabic
  nomads of Earth, and their culture likewise similar. At the
  height of their culture they resembled the Persians, a state
  which the newer western Bakluni states are rivaling.
  (This Bakluni history by Steve Wilson is an extension of the
  history of the Seul by Lenard Lakofka derived from the work
  of Gary Gygax and the World of Greyhawk (TSR), and the
  Dungeon Master's Guide, 1st ed. (TSR) and Greyhawk
  Adventures (TSR)).
  
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  THE FLANAE TALLY OF YEARS (FT)
  -118 FT The years of Conquest and Prosperity of the
  Seuloise begin. The Flan in the southeast (just west of the
  Hellfurnaces), the Oerid to the east, the Kersi (the long
  distant descendants of those who first sailed from AnaKeri)
  to the south, and the Baklun to the north, and several
  unnamed small tribes to the west all fall under the grip of the
  Seuloise fist. The entire of the western half of Oerik, is
  controlled by the Seul. (3247 SD/-2269 CY)
  -115 FT The Flanae, under the protection of Beory, Pelor
  and Rao flee their lands in mass, making a perilous crossing
  of the Hellfurnaces. They move North into the lands of
  Eastern Oerik, later called the Flanaess, as the first human
  inhabitants of the area. Initially, they are well received by the
  demi-humans. (3250 SD/-2266 CY)
  1 FT The founding of the first Flanae City in the Lortmil
  mountains, Haradaragh, in eastern Oerik, this is counted as
  year 1 of the Flan calendar. (3365 SD/2312 OC/-2150 CY)
  161 FT The Flan wizard, Galap-Dreidel builds Inverness to
  protect his "Soul Gem." (3526 SD/-1990 CY)
  219 FT The first reports of strange cities to the south
  worshipping strange gods is reported by the Flanae. These
  people (according to Flan sources) call themselves Almeks
  (Olmec in the Common tongue). (3584 SD/-1932 CY)
  404 FT One of the small tribes of Flan, the Ur-Flanae,
  located just west of Aliador send servants as hostage to the
  Gray elven kingdom, in return for land rights. The 7th High
  King, Galitholian Glitterhelm, is especially taken by the
  sharp mind of a young man of promise, named Vecna.
  Vecna, inspired by the glories of elven splendors, began to
  study magic. He discovered in the libraries a book from the
  Seul entitled "The Fate of Tilorop." He secretly begins to
  worship Tharizdun. (3769 SD/2716 OC/-1745 CY)
  435 FT Vecna asks Galitholian's permission to visit his
  homeland. This permission is granted. (3800 SD/2747
  OC/-1716 CY)
  440 FT Vecna erects a black tower in the middle of the Nyr
  Dyv. He claims chieftanship of his tribe, the Ur-Flanae and
  slays the former chieftain in combat by use of magic. (3805
  SD/2752 OC/-1711 CY)
  441-468 FT Vecna shields his presence from the Elves by
  use of magic. He studies "The Fate of Tilrop" and was driven
  by an insatiable lust to live as long as the elves. His
  established towns on the model of the Gray Elves, and began
  to experiment with his Ur-Flanae for the "Ultimate Solution
  to Death." Several undead are created. (3806 to 3833
  SD/2753 to 2780 OC/-1710 CY to -1683 CY)
  480 FT Vecna perfects the technique required for Lichdom.
  He transforms himself. He goes north to the plains and
  brings forth many humanoids to his banner. He corrupts and
  twists his people, and, through his breeding program, now
  has a host that far outnumbers the elves to the East. (3845
  SD/2792 OC/-1671 CY)
  496 FT Vecna forges the sword which he later passes to Kas.
  (3861 SD/3308 OC/-1655 CY)
  482-506 FT Vecna marches against Galitholian, bringing
  back his slaughtered soldiers as an undead hoard. Slowly his
  alliance of humanoids, undead, and Flanae drive the Gray
  Elves back to their mountain fastness. (3847 to 3873
  SD/2794 to 2820 OC/-1669 CY to -1645 CY)
  507-576 FT Gilthonial's forces are driven in a lightning
  strike from the plains west of the Griff's. Vecna's forces
  sweep the central plains east of Nyr Dyv and North, they
  hold the plains to the feet of the Griff's. (3874 to 3943
  SD/2821 to 2900 OC/-1644 CY to -1575 CY)
  585 FT Celene fields an army to assist Galitholian. Although
  they meet with initial success, Vecna calls on the powers of
  Tharizdun and unleashes a magical burning force which
  causes the Bright desert. Many perish and the elven host is
  thrown into a panic. They retreat to Celene, but Vecna does
  not advance. His eyes are fixed on the east. (3949 SD/2906
  OC/-1566 CY)
  604 FT The first of the Grey Elven mountain cities falls to
  Vecna's armies. This is the beginning of the 400 Year War.
  (3968 SD/2925 OC/-1547 CY)
  921 FT Gilthonial's armies slowly give way before Vecna, no
  aid reaches Gilthonial. Vecna's armies destroy all but 5 Grey
  Elven cities in the Griff Mts. (4295 SD/3242 OC/-1230 CY)
  988-994 FT Gilthonial leaves his capitol with the host of that
  city. He marches against Vecna and drives him from the
  mountains. But once in the plains, Vecna reveals a new
  weapon, a black sword forged of material from the stars.
  Vecna meets Gilthonial in single combat and slays him. The
  army of Vecna then destroys the elven host, and marches into
  the mountains. They inhabit and deface the elven cities,
  remaking them in the image of Vecna. Four cities, however,
  including the City of Summer Stars, are not found. The
  capital, Erieadan, the height of Gray elven architecture and
  power, is destroyed to a stone. So ends the Elven Kingdom
  of Aliador, and the seat of the High King. (4362 to 4368
  SD/3309 to 3315 OC/-1163 to -1169 CY)
  995 FT Kas becomes Vecna's chief lieutenant. Vecna gives
  Kas his fabled sword. (4369 SD/3316 OC/-1156 CY)
  
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  997 FT  The City of Summer Stars, after being revealed,
  defends itself from Vecna's incursions by Prince Darnakurian
  use of his dark blade. Vecna's armies are broken by this
  defense. Queen Sharafere and the remnant of her people
  head to the islands in the south. (4371 SD/3318 OC/-1154
  CY)
  1000 FT Because of the energies he expended in the attack
  upon the City of Summer Stars, Vecna is weakened. Kas,
  aspiring to Vecna's position, is able to vanquish Vecna.
  Vecna's body is destroyed, except for his hand and eye. Kas
  dies in this battle as well. Some of Vecna's followers found a
  "Cult of Vecna". Vecna's empire collapses. (4374 SD/3321
  OC/-1151 CY)
  After this several small Flanae kingdoms arise, but none
  match the might of the Ur-Flanae under Vecna, several
  northern Flan fearing the both the wrath of the elves and the
  brutality of another lich-king flee their cities and turn back to
  a tribal systems of government. One exception to this general
  dissolution is the area under an able Theign named Tenh. He
  manages to keep his people from scattering, although
  incursions by roaming monsters and undead into this area are
  frequent.
  1117 FT Founding of the Flanae Kingdom of Sulm in the
  Bright Desert Region. (4482 SD/-1034 CY)
  1583 FT Shattados, mage-king of Sulm and his entire people
  are translated into Scorpion Men. (4948 SD/-558 CY)
  1693 FT Heeding their prophets, many Oeridians began
  moving eastward, coming into contact and conflict with the
  Flanae. (5058 SD/-458 CY)
  1704 FT Zellifar-ad-Zol, son of the emperor, mage/high
  priest of Beltar, breaks with his father and takes over 8,000
  Seuloise loyal to himself, and flees the kingdom, eastward.
  The ferocity and magical might of the movement scatters the
  Oeridians in it's path, causing the remainder of the Oeridian
  to migrate, who in turn attack the beleaguered Flanae. The
  Zolites continue eastward. (5069 SD/-447 CY)
  1706-28 FT The Zolite scatter the Flanae before them, and
  move south to the Tilvanot Peninsula. The three pursuing
  houses, unable to find the magical tunnel, turn north, where
  they are met by regrouped Oeridians and fearful Flanae who
  harry and drive these Seul Houses south. (5071 to 5093
  SD/-445 to -423 CY)
  Nature: The Flanae are a people who strongly resemble
  some of the Germanic and Celtic peoples of Northern and
  Western Europe. Before the migration to the East, they were
  a tribal people, and they retained many tribal characteristics
  even at the height of their culture. After the development of
  their first cities, many Flanae became estranged from the
  demi-humans who first befriended them. The Grey Elves of
  the Aliador take hostages in return for allowing the Flanae to
  dwell on elven lands. Under Vecna, the Flan become a
  unified people. However, the repercussions of Vecna's reign
  alter the Ur-Flan (in the Northeast) forever. They revert, with
  the exception of the Tenha, to a nomadic and wandering
  people, much like the Native Americans. The Western Flan
  are slowly absorbed into the invading cultures, much like the
  Roman and later Anglo-Saxon absorption of the Celtic
  peoples of Europe.
  (This Flanae history is by Steven B. Wilson and based on the
  work of Gary Gygax and World of Greyhawk (TSR) with
  additional material from Vecna Lives (WGA4), Rary the
  Traitor (WGR3), The Dungeon Master's Guide, 1 ed. (TSR),
  and Greyhawk Adventures (TSR)).
  
  ����� �������
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  THE OERID RECKONING (OR)
  -1624 OR The years of Conquest and Prosperity begin. No
  major foe opposes the might of the empire of the Seuloise,
  although they do not push Eastward, because of some fear of
  the Elven hosts. Magic is rigorously pursued. And old Grey
  Elven texts are discovered and studied. The might and
  haughtiness of the Elves is copied in manner in the courts,
  but their wisdom is not. Slavery becomes common and
  widespread in the Seuloise lands; this continues for many
  centuries. The Flan in the southeast (just west of the
  Hellfurnaces), the Oerid to the east, the Kersi (the long
  distant descendants of those who first sailed from AnaKeri)
  to the south, and the Baklun to the north, and several
  unnamed small tribes to the west all fall under the grip of the
  Seuloise fist. The entire of the western half of Oerik, is
  controlled by the Seul. But the drow and darker forces halt
  the eastern expansion. The Oerid are the most oppressed of
  all Seul subjects. It is believed that Seul priests have
  foreseen greatness in these people which rivals that of the
  Seuloise (3247 SD/-2269 CY)
  -437 OR The "god" Zinkman is not accepted by the Oeridian
  tribes to the north and west of the empire. Zinkman attacks
  the surprised Oeridian tribes destroying three of the thirteen
  that exist. The Oeridians are forced to bow to Zinkman. The
  Aerdy (the chief of the tribe of that name) refuses, and
  challenges Zinkman in a duel to the death. Zinkman accepts,
  but finds that he is battling none other than St. Cuthbert,
  himself. Cuthbert reduces Zinkman to a babbling, drooling
  idiot. (4434 SD/-1082 CY)
  -237 OR High Priest Arnd of Tdon forges the first chain link
  mail shirt to honor the anniversary of the victory of Cuthbert
  over Zinkman. The shirt is called The Invulnerable Coat of
  Arnd. (4634 SD/-882 CY)
  -3 OR High Priestess Johydee tricks evil powers into making
  her Mask. (4868 SD/-648 CY)
  1 OR After repeated attempts by both the Seul and Bakluni
  to regain control of the Oeridian tribes, Johydee breaks the
  Oeridians away from the control of the Seul. The tribes
  swear the Oath of Unity. This oath places allows for the
  common defense of Oeridian tribes under one War Leader,
  the First War Leader (styled Herzog) is Chenil of Aerdy.
  (4871 SD/-644 CY)
  187 OR Heeding their prophets, many Oeridian families
  began moving eastward, coming into contact and conflict
  with the Flanae. (5058 SD/-459 CY)
  198 OR Zellifar-ad-Zol, son of the emperor, mage/high
  priest of Beltar, breaks with his father and takes over 8,000
  Seuloise loyal to himself, and flees the kingdom, eastward.
  The ferocity and magical might of the movement scatters the
  Oeridians in it's path, causing the remainder of the Oeridian
  to migrate. One of the High Mages, Slerotin (called "the Last
  High Mage" by the rebellious Zolite Seul who settle in the
  south of the Flanaess, and the continent of Hepmon), causes
  a huge tunnel to be bored into the Crystalmists, through
  which the Zolite Seul flee. He then seals the tunnel closed at
  both ends, trapping one lesser branch of the family, the
  Lerara, inside. The Zolites continue eastward. (5069
  SD/-447 CY)
  200 OR -212 OR The Zolite scatter the Flanae before them,
  and move south to the Tilvanot Peninsula. Zellifar carries
  with him two of the lesser Binders and the imprisoned Genie
  King. The three pursuing houses, unable to find the magical
  tunnel, turn north, where they are met by regrouped
  Oeridians and fearful Flanae who harry and drive these Seul
  Houses south. Many are lost and remain in the Amedio
  Jungle. They eventually move back east and march toward
  what is now the Rift Canyon. (5071 SD to 5093 SD/-445 CY
  to -433 CY)
  250 OR Baron Lum establishes the first Oeridian kingdom in
  the Flanaess. He, aided by his very able general Leuk-O,
  uses two very powerful items to defeat all who oppose him.
  (5121 SD/-395 CY)
  293 OR Tuerny the Merciless establishes his Oeridian realm
  in the Flanaess. (5164 SD/-352 CY).
  301 OR The first recorded appearance of Baba Yaga's Hut.
  (5172 SD/-334 CY)
  THE EPOCH OF MAGIC
  This age is primarily marked by the ascendancy of
  humanity in the Flanaess and the (re)discovery of continents.
  It is a time of great magics and the foundation of mages not
  as state or family controlled beings, but as individuals free to
  experiment, learn and explore on their own. It is also a time
  when powers and demi-powers take an active role in Oerth's
  history. In one case, one greater power even changes the fate
  of all living beings on the planet. It is a time of struggle, a
  time of shifting balances, and a time of hope.
  THE OERID RECKONING (OR), CONTINUED
  315 OR The Isles of Woe, a small Aerdian enclave ruled by
  Wizard Priests (led by Yagrax), sink into the Nyr Dyv. (5186
  SD/-330 CY)
  330 OR The City of Jurnre is built. (5201 SD/-315 CY)
  
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  428 OR Founding of the Kingdom of Aerdy. For the next
  100 years Aerdy absorbs other Oeridian states to the west.
  (5299 SD/-217 CY)
  535 OR Battle of a Fortnight's Length. (5406 SD/-110 CY)
  578 OR Tzunk the Archmage disappears. (-67 CY)
  645 OR Crowning of Overking in Rauxes. The Oeridian
  Reckoning Calendar (OR) is replaced by the Common Year
  Calendar (CY) throughout the Flanaess. (5516 SD/1 CY)
  Nature: The Oeridian peoples rose from an extended time of
  enslavement to the pre-eminent position on Oerik, and
  Aqauria. As a people, the Oeridians were more of a military
  state from their earliest times. Although initially nomadic
  and tribal, their movement to a cosmopolitan monarchical
  system was rapid (beginning with individuals like Lum and
  Tuerny). They resemble the Feudal Germanic systems found
  in France, Germany and England, and are strongly
  hierarchical by nature. However, there is great flexibility in
  how a particular hierarchy is established and carried out. At
  the height of its power, the Kingdom of Aerdy spanned most
  of the Flanaess (with the exception of the southwestern
  Oeridian Kingdom of Keoland).
  (This history Oeridian History is by Steven B. Wilson and
  based on the work of Gary Gygax and World of Greyhawk
  (TSR) with additional material from Vecna Lives (WGA4)
  and The Dungeon Master's Guide, 1 ed. (TSR)).
  
  ����� �������
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  THE COMMON YEARS (CY)
  -217 CY Founding of the Kingdom of Aerdy. (428 OR)
  -113 CY “The Great Disembarkment”; the Aqua-Oeridians
  sail eastward. (522 OR)
  -110 CY Battle of a Fortnight's length. (535 OR)
  1 CY Crowning Nasron, of the House of Cramden, as the
  Overking of Aerdy. (645 OR)
  75 CY Tenmeris and his Queen, Yalranda rule Aerdy. (720
  OR)
  100 CY Foundation of Viceroyalty of Furyondy. (745 OR)
  107 CY The Overking of Aerdy constructs Castle
  Millennium at Seawolf Point. (752 OR)
  113 CY Alisedran's report of The Hanging Glacier. (758
  OR)
  155 CY Attir Aedorich's discovery of the Sinking Isle. (800
  OR)
  198 CY The appearance of the Ball of Fire over the South of
  the Great Kingdom. (843 OR)
  200 CY City of Leukish began as a trading post. (845 OR)
  213 CY Age of Great Sorrow. (858 OR)
  254 CY Kingdom of Furyondy declared with crowning of
  Thrommel I. Veluna and Tenh follow in declaring
  independence. (899 OR)
  272 CY Padin the Vain uses the Hand of Vecna to start the
  Insurrection of the Yaheetes, a Flanae enclave in the North
  Province. The Malachite Throne destroys them to a person.
  (917 OR)
  283 CY Thrommel III begins construction of Chendl. (916
  CY)
  290 CY "Vecna II" builds rises in the Bone March Area and
  builds Tyrus. He rules for 100 years with the aid of the Eye
  of Vecna. (935 OR)
  310 CY Beginning of the Formation of the Shield Lands.
  (955 OR)
  320 CY Nomads Appear in the North, outer dependencies of
  Aerdy gain sovereignty. (965 OR)
  350 CY The formation of the Bandit Kingdoms complete.
  (995 OR)
  356 CY Kingdom of Nyrond established, Kingdom of
  Keoland reaches peak; Keoland's "Small War" with
  Furyondy. Urnst become independent. Theocracy of the Pale
  founded by religious refugees of Pholtus from the Great
  Kingdom. (1001 OR)
  360 CY Battle of Molvar and Battle of Lopolla end
  Keolandish expansion to the North. (1005 OR)
  371 CY Founder of Bandit Kingdom City of Rookroost
  assassinated. Starts precedent for ascension to leadership of
  that enclave. (1016 OR)
  375 CY Zagig Yragerne begins construction of Greyhawk
  Castle. (1020 OR)
  390 CY The Malachite Throne overthrows Vecna II. (1025
  OR)
  393 CY Zagig Yragerne founds the Guild of Wizardry in
  Greyhawk. (1028 OR)
  394 CY The publishing of Pontus Hardiggin's, halfling
  traveler extraordinaire, journals and his description of
  Esmerin, "the land of giants and halflings in the Lortmils."
  (1029 OR)
  400 CY Voorman Perren unites cantons of Perrenland. (1035
  OR)
  416 CY The paladin, Myro, conquers one of the bandit
  kingdoms and declares himself "king." (1041 OR)
  430 CY Vlek Col Vlekzed establishes the Hold of Stonefist.
  (1065 OR)
  435 CY An unnamed agent of an evil deity bestows the Hand
  of Vecna, on Myro. He is corrupted by it. (1070 OR)
  437 CY Turmoil Between the Crowns. House Naelax
  replaces House Rax on Malachite Throne. (1072 OR)
  440 CY Warrior-Priests of Wintershiven found the Church
  Militant (of Pholtus). (1075 OR)
  446 CY Founding of Iron League; Bandit Kings sack Trigol;
  Assassination of the entire house of Rax in the Great
  Kingdom. (1081 OR)
  449 CY Second Civil War in Rauxes. University of Rauxes
  sacked. (1084 OR)
  
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  450 CY Myro is destroyed by a joint force from Nyrond,
  Furyondy and the Shield Lands. (1085 CY)
  453 CY King Tavish III of Keoland dies, Tavish IV ascends
  to throne; end of Keoish Emperialism. The ill-fated
  expedition of Sormod of Perrenland to find Eru-Tovar, north
  of Blackmoor. (1088 OR)
  455 CY Sunndi rebels against the Great Kingdom, joins the
  Iron League. (1090 OR)
  461 CY Demi-human realm of Ulek affected, demi-human
  realm of Celene revealed (although it is also "affected" in the
  eyes of the Great Kingdom, this hidden Elven realm actually
  just decides to open communications with the human
  kingdoms at this time). (1096 OR)
  465 CY Volte, a blue dragon terrorizing Geoff and Sterich,
  is defeated by a group of adventurers aided by Schemley, a
  Greyhawk dragon. (2000 OR)
  468 CY The Witch-Queen Iggwilv's power grows in the
  Yatils. She conquers Perrenland. (2003 OR)
  478 CY Iggwilv is overthrown and imprisoned. Perrenland is
  liberated. (2013 OR)
  479 CY Might of Iuz grows, humanoid invasions become
  common. (2014 OR)
  480 CY City of Elredd founded by a Wolf Nomad warrior on
  the site of earlier camp settlements. (2015 OR)
  494 CY Ivid I dies, Ivid II ascends the Malachite Throne.
  (2029 OR)
  497 CY Ivid II is assassinated and replaced by his son, Ivid
  III. (2032 OR)
  498 CY County of Urnst becomes Palatinate under Duchy of
  Urnst; Greyhawk becomes free city. (2033 OR)
  505 CY Imprisonment of Iuz in beneath the Castle
  Greyhawk. (2040 OR)
  506 CY Jurnre falls at the height of The Hateful Wars. (2041
  OR)
  510 CY Last of the Euroz and Jebli driven from the Lortmil
  Mountains. Lord Sandor the Headstrong of Polvar (in Ket)
  pursues the goblin horde of Urgush. Both forces are lost to
  the poisons of Csipros Erd, the Geysers of Death located
  somewhere in the maze of valleys and hills north of the
  Barriear Peak region. This ended the Hateful Wars. (2045
  OR)
  511 CY The Battle of Dour Pentress. (2046 OR)
  513 CY Rise of Horned Society; humanoids take Pomarj.
  (2048 OR)
  516 CY First Sighting of the Velunese Lights. (2051 OR)
  519 CY Founding of Azak-Zil ("Pureheart") by the dwarven
  clan Highgate. (2054 OR)
  520 CY Hradji Beartooth's discovery of Skrellingshald.
  (2054 OR)
  522 CY King Belvor II is crowned in Furyondy. (2056 OR)
  523 CY Storrich of the Hold of Stonefist supposedly enter
  the Burning Cliffs region. (2057 OR)
  524 CY Loss of Azak-Zil. (2058 OR)
  526 CY Dyvers becomes a Free City. (2060 OR)
  537 CY King Belvor III of Furyondy dies in his sleep. (2071
  OR)
  550 CY The Valley of the Mage is established. (2084 OR)
  555 CY The Frutzii are conquered by the Schnai. (2089 OR)
  556 CY The discovery the unusual halfling casket in the
  River near Courwood. Ivid IV is assassinated by his son, Ivid
  V. (2090 OR)
  (The following years from 557-583 CY are called "The
  Times of Struggle" by historians.)
  557 CY Rise of the Slaver Lords in Drachensgrabs. (2091
  OR)
  560 CY Formation of the Circle of Eight. (2094 OR)
  561 CY The Wizard Murq captures and kills many of the
  children of the nobility of Greyhawk. (2095 OR)
  563 CY Bone March taken by humanoids. (2097 OR)
  565 CY Defeat of the Slave Lords. (2099 OR)
  566 CY Alliance of Drow with Giants in the West of the
  Flanaess. (3000 OR)
  567 CY The "Beggar's War" in Greyhawk Beggar's Union
  defeated by Thieves' Guild. (3001 OR)
  569 CY Battle of Emridy Meadows --Horde of Elemental
  Evil Scattered. Herzog of the South Province leads forces to
  
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  a minor victory over the Golden League (Nyrond, Almor and
  the Iron League). (3003 OR)
  570 CY Iuz freed from captivity and returns north. (3004
  OR)
  571 CY Irongate joins the Golden League and drives Ivid's
  forces under the Herzog back to the South Province. (3005
  OR)
  572 CY The Dawnbreaker Clan of Rauxes fails to overthrow
  Ivid. Sea Barons defeat Duxchaners in The Battle of
  Medegia. (3006 OR)
  573 CY Scarlet Brotherhood first reported; Prince of
  Furyondy and Provost of Veluna kidnapped; The Cult of the
  Reptile God Rises in Orlane. (3007 OR)
  575 CY Appointment of the People's Constables in
  Greyhawk City. Duke Eyeh II of Tenh begins an aggressive
  campaign to clear the Troll Fens. (3009 OR)
  576 CY "Guide to the World of Greyhawk" completed by
  Pluffet Smedger the Elder. (3010 OR)
  577 CY The expedition of Archmage Marinian of Willip is
  lost searching for "The City of the Gods" north of
  Blackmoor. The Royal Minting House of Nyrond moves
  from Rel Mord to Womtham. (3011 OR)
  579 CY Reformation of Coinage in Greyhawk City;
  beginning of infiltration of Horned Society into Bandit
  Kingdoms; The Outbreak of the Red Death, and the Change
  of Istus. (3013 OR)
  580 CY Magnificent Talking Goat Party formed in
  Greyhawk; The Declaimers of Stroun predict the downfall of
  Tenh. (3014 OR)
  581 CY Vecna (after apparently destroying of the Circle of
  Eight) is himself thrown into out of the Prime Material
  planes at Tovag Baragu. Cuthbert expends huge amounts of
  energy to simulate the death of the Circle, and after
  contributing immense aid to a party in overthrowing Vecna,
  is himself greatly weakened. (3015 OR)
  582 CY Rise of Vatun (Iuz) in the North; Fall of Tenh;
  Beginning of the Greyhawk Wars. (3016 OR)
  583 CY Destruction of Shield Lands; Ossian's Raid, fall of
  Medegia; Rise of the Pomarj; Fall of Geoff and Sterich,
  Conquest of Bissel; Usurpation of the Lordship of the Isles,
  Fall of the Sea Princes. Fall of the Onnwall and Idee;
  Halfling Blight in Elmshire; Night of Terror on the Wild
  Coast; Elves reclaim Lendore Isle. The first appearance of
  Mayaheine's avatar on Oerth. (3017 OR)
  584 CY Destruction of Almor; Dissolution of the Great
  Kingdom; End of the Greyhawk Wars; Great day of Signing;
  Treachery of Rary; Breaking of the Circle of Eight; The
  Great Burn in Greyhawk; Formation of the Kingdom of the
  Bright Lands. (3018 OR)
  Nature: The Common Years deal with the Rise and Fall of
  the Oeridian Kingdom of the East, styled "The Great
  Kingdom of Aerdy." This reckoning will most likely
  continue to be used as long as the fragments of this large
  kingdom continue to vie for power, and as long as the
  powers which have been revealed in this age continue their
  struggles.
  (This calendar compiled by Steven B. Wilson and Grimulf
  and is based on several TSR publications including: The
  World of Greyhawk, From the Ashes, Greyhawk Wars, The
  City of Greyhawk, The Temple of Elemental Evil (T1-4),
  Rary the Traitor (WGR3), The Marklands (WGR4), Iuz the
  Evil (WGR5), Ivid the Undying (Carl Sargent, TSR AOL),
  Fate of Istus (WG8), Vale of the Mage (WG12), Vecna Lives
  (WGA4), Dungeon Master's Guide 1st ed., Greyhawk
  Adventures (TSR) and others by TSR based on the work of
  Gary Gygax).
  
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  JOHN'S RULE (JR)---(AQUARIAN
  NOTATION)
  -137 JR The Great Disembarkment; Colony of Aqua-Oerdy
  founded by fleet of Aerdians sailing east from the Great
  Kingdom. (522 OR/-123 CY)
  -14 JR First Olven contact with human habitations in
  Aquaria. (645 OR/1 CY)
  -1 JR John Asperman proclaimed king, replacing ruling
  council of syndics during the "People's Revolution." He is
  titled King John "The Founder." (13 CY)
  1 JR Proclaimed First Year of John. (14 CY)
  78 JR Death of King John. He is succeeded by his eldest son
  who is crowned John II (later called "The Builder"). (92 CY)
  100 JR In honor of the centennial of the kingdom, the capital
  is moved from Johnsport to Bankspret which is renamed
  Empyria. (114 CY)
  148 JR Death of John II. He is succeeded by his brother's
  son who is crowned John III (later called "The Wise), who
  assumes the throne at age 17. (162 CY)
  152 JR John III leaves the capital to live with demi-humans.
  (166 CY)
  177 JR John III enacts the Pact of Neutrality with
  demi-humans. (191 CY)
  179 JR Return of evil from the south. (193 CY)
  199 JR King John III falls ill. (213 CY)
  203 JR Death of King John III, ascension of John IV to the
  throne. (217 CY)
  231 JR Gathering of the Host of Evil to the south. (245 CY)
  236 JR Siege of Empyrea begins. (250 CY).
  240 JR The Final Battle of Empyrea (Empyrea disappears in
  the magical energies surrounding the battle). (254 CY)
  The history of Aquaria is unsure after this point in time...
  Nature: This Eastern Oeridian realm on a new continent is
  like it's sibling "The Great Kingdom" to the west. Although
  early mages, such as Zagyg Igraine, made infrequent trips to
  this area, none have done so in over two-hundred and fifty
  years.
  (Aquaria, it's peoples and history were created by Frank
  Mentzer and was recognized by Gary Gygax as being "The
  Official" continent west of Oerik, although it is not so
  recognized by TSR. It is based on the World of Greyhawk
  campaign setting (TSR)).
  This history does not include the reckoning of the Olman
  peoples and nations native to southern Hepmonaland, nor
  does it include that events of the fabled continent to the south
  of Western Oerik (which I have called AnaKeri in this
  history), nor of any island states or nations or empires which
  might exist elsewhere on Oerth.
  NOTE : All dates include a cross reference to other
  calendars. This was done to establish the historical
  relationship to the cultures most connected to the calendar in
  question and the common year (CY).
  All calendars are based on the World of Greyhawk campaign
  setting (TSR).
  
  ����� �������
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  �������������������������������
  ������
  by  QSamantha
  Copyright 1995. All Rights Reserved.
  Land of the Sun
  ew lands survived the Greyhawk Wars unscathed.
  Sunndi was lucky. Largely conquered by the Glorioles
  Army of the Great Kingdom, the people of Sunndi
  escaped the worst of Ivid's mad ambitions. Fighting
  from hidden bases in the Vast Swamp, Count Hazendel
  prevented the Aerdi from establishing a firm control of the
  land. When Osson led his raid, the Sunndian people rose up
  and liberated themselves from their oppressors. The Scarlet
  Brotherhood's subsequent attempt to invade the County was
  stymied by the Vast Swamp and the battle seasoned swamp
  fighters Hazendel had so ably led. In the aftermath of the
  Wars, Sunndi is a beacon of light amidst the glowing ashes
  of the Flanaess.
  Blessed with a wealth of natural resources, Sunndi
  also enjoys a rich diversity of peoples. More precious still is
  the racial harmony of these folk. Hazendel, Olvensteward of
  the South, takes pains to include representatives of all
  factions and races in his Council to better promote
  understanding. He has been singularly successful. No other
  land can boast of Sunndi's diversity and unity.
  The greatest challenge faced by the Sunndians is the
  flow of refugees from the shattered remains of the Great
  Kingdom, the South Province and Medegia. These people
  strain the County's resources and bring with them the
  intolerance of the once great Aerdi. Second only to the
  refugees is the trouble with Idee. Fallen to the forces of the
  Scarlet Brotherhood, Idee is a threat that must soon be met.
  Fortunately, Sunndi's natural defenses thwart outright
  invasion almost as well as an army in the field. The Scarlet
  Brotherhood still licks its wounds after being so lately turned
  back from these self same lands.
  In his place, many a ruler might content himself
  with ruling a land such as Sunndi, but Count Hazendel is no
  ordinary sovereign. Strong in the service of good, he seeks to
  turn the tide of darkness that has washed over the Flanaess.
  He is aided by the druids of the Menowood and the Rieu
  Wood, who would see balance restored in the eastern lands.
  Hazendel also has the good fortune to have discovered
  within his borders two magical sites of power that can aid
  him. Now, he needs only stalwart adventurers to take up the
  fight.
  Kheren bith Karan: The Pit of Stars
  Far to the South the Vast Swamp rises, rolling
  North, mile after trackless mile. Spreading out as it
  approaches the borders of the County of Sunndi, the great
  bog lazily comes to rest at the foot of the rising land. Its
  energy spent, the black waters can come no farther, but
  neither do they recede. Stagnant, the Vast Swamp waits.
  Only the River Sunn slowly drains this sprawling wilderness
  of marshy hillocks, bleak bayou stretching to the horizon and
  overhanging Cypress trees. Few willingly traverse this mire.
  Fewer still emerge.
  The Swamp is Sunndi's proof against invasion from
  the south but a fertile source of fell creatures that must be
  contained. For the most part the denizens of each land are
  content, if not happy, to let each other be. Too much
  inquisitiveness on either side is met with a stern rebuke. It is
  unlikely that Sunndi will ever tame the swamp or the bog rise
  farther to the north. Nature demands that the two share a
  common border. Theirs is an uneasy truce, born of necessity,
  and not infrequently broken.
  Perhaps the greatest incursion into the Swamp came
  in the Oeridian year 428 in the reign of Dromdaniel,
  Olvensteward of the South, Count of Sunndi and father of
  Hazendel, the current sovereign. That year saw the birth of
  the Kingdom of Aerdy. As if to herald the birth of a nation
  whose banners would sweep across the Flanaess and whose
  mad rulers would be the death of multitudes, the sky rained
  fire in the month of Flocktime. Few could recall a more
  spectacular meteor shower but the greatest display was yet to
  come. Three great comets hung in the sky that summer,
  fading from view only in the month of Harvester. They
  seemed to pass quickly, and harmlessly, enough away and
  were soon forgotten.
  None saw them fall to Oerth for they dropped from
  the sky in remote places. One fell far to the North in the
  Burning Wastes. Another fell deep in the Crystalmists. The
  last was lost in the depths of the Vast Swamp.
  Only the good folk of Sunndi learned of their fate
  and that purely by chance. No flash illuminated the horizon
  when the third comet passed overhead only to crash into the
  swamp. The ground did not shake. A plume of steam, barely
  visible in the distant summer haze, was the only clue, but it
  was enough. Always wary of periodic invasions by his
  monstrous neighbors to the South, the Warder of the
  Marshes determined to investigate this strange phenomenon
  lest he be caught napping later and forced to answer for his
  lack of diligence.
  Thus it was that a company of adventurers was
  retained to venture into the Vast Swamp and bring back news
  �
  
  ����� �������
  ����� ������� ����  22
  of what transpired there. Hazendel, the elven king's son,
  accompanied them. Long was their journey and difficult the
  road. Swarms of biting black flies, venomous snakes and
  menacing alligators were mere discomforts compared to the
  unnatural dangers they faced. But at last they won through
  and though depleted in number, arrived at their destination.
  It was much as might have been expected and not a
  little disappointing. An immense hole had been dug out of
  the earth by the comets impact. So intense had been the
  resulting fireball that the sloping sides of the pit had fused
  into a hard baked shell, preventing the waters of the swamp
  from seeping in. In the very center of the crater, a twisted
  mass of black rock rose from the ground to a height of some
  ten feet, the cold heart of the comet. Dejected, the company
  consoled themselves that at least they would have dry ground
  upon which to sleep before beginning the long journey home.
  So it was that they made camp for the night.
  Now, as it happened, among the company was a
  talented young bard, Aaran, blessed not only with the gift of
  music but of song as well. That night he played and sang for
  his companions as was his wont. As his voice rose high and
  clear into the night a single hanging note answered. It was
  the spire of black rock at the center of the crater, vibrating
  much like a tremendous tuning fork. Intrigued but not
  alarmed, the bard let the pitch of his voice rise higher and
  higher.
  The rock answered and the night became strange.
  There was a subtle feeling of vertigo. The stars shinning in
  the darkened sky seemed to spin and whirl about the Pole
  Star. When Aaran stopped singing, all returned to normal.
  The companions set watches and went to sleep.
  The morning dawned cold and a stench of sulphur
  was heavy on the air. Rousing themselves, the party climbed
  from the pit to discover that they had somehow been
  transported far to the north, to a land were the very ground
  burned. They were quick to guess the cause. Trial and error
  revealed the truth of it. By singing at just the right pitch, the
  central spire of the pit could be made to open a portal to the
  site of either of the other cometary craters. All within the pit
  at that moment would be transported along with all of their
  belongings to the new location. By repeating the process it
  was possible to teleport from pit to pit. Satisfied, the party
  teleported back to the crater in the Vast Swamp and started
  on the return to Sunndi.
  While interesting, the power of the craters,
  translated in Olven as Pit of Stars or Kheren bith Karan, was
  of no immediate use. The trip into the swamp was too
  dangerous and the other Pits too remote from any settlement
  to hazard the trip. The Pit of Stars was marked on the
  Olvensteward's maps and forgotten.
  Years passed and Hazendel followed his father as
  Olvensteward. The Aerdy Kingdom became the Great
  Kingdom. Sunndi was absorbed only to eventually break
  away to join the Iron League. Then, the Greyhawk Wars
  washed over the land. In the fighting, Sunndi was largely
  spared the depredations that destroyed other lands. In the
  aftermath of the Wars, Hazendel has determined that Sunndi
  must become an active force for good, because it can and
  because it is right. To that end he has begun to recruit
  adventurers whose exploits can make a difference but Sunndi
  lies far to the South and distances are great.
  So did the Olvensteward's mind return to his days as
  an adventurer before he assumed his father's mantle of
  authority. He remembered the Pit of Stars. The very
  remoteness of the other craters that had once seemed a
  liability now seemed a perfect concealment. If a way could
  be opened through the Vast Swamp, the Pit of Stars would
  provide an answer to the problems of distance.
  His mind made up, Hazendel set about the task. His
  success has been limited. A way has been opened to the Pit
  of Stars but it is neither safe nor sure. Adventuring parties
  that make the trek must still contend with the Swamp and its
  inhabitants. However, the time saved in traveling overland or
  by sea from a landlocked country is more than compensation
  in these desperate times.
  The Pit of Stars can be activated by any character
  who has the Singing proficiency and makes a successful
  proficiency check. Hazendel will reveal the Pit's location
  only if a party is working in the cause of good and needs to
  travel great distances. Once an initial service to Hazendel has
  been rendered, parties will remain free to use the Pit on their
  own but will have swear an oath to the cause of good and to
  not reveal the location of the pit to others.
  Borathe eth Alaane: The Fires of Time
  High in the Hestmark Highlands a cave descends
  deep into Oerth. From the mouth of the cave it is possible to
  smell the sea breeze and hear the crash of the waves.
  Overhead, gulls circle slowly but the ocean remains hidden,
  just out of sight. Few visit this lonely reach. Fewer still know
  of the cave.
  Descending through twisting caverns, forests of
  frosted stalactites and calcified stalagmites, past gardens of
  rock crystals, the cave widens into a huge subterranean
  cavern. The ceiling, lost is space and darkness, twinkles
  faintly with reflected light. The floor of the cavern is rent by
  great fissures that seem almost to trace some uncertain
  pattern. Rising from these wounds in the earth, strange
  phosphorescent gases pass into the air. Coruscating with
  
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  color, they shimmer and dance. Looking closely, indistinct
  figures can be seen to move within the streaming gases.
  These are the Borathe eth Alaane, The Fires of
  Time. The fissures in this cavern plunge down not only into
  space but also into time. Here, possible futures, the present
  and the past are one.
  Discovered by adventurers long ago, they sold the
  secret of the cave to Hazendel, Olvensteward of the South,
  who paid well for their silence. Since that day, he has shared
  his knowledge with but few. Now, events force his hand.
  As the Greyhawk Wars raged Hazendel had not the
  luxury to turn to the Fires of Time, being pressed by events.
  In the Wars aftermath, however, he has been quick to
  recognize the potential of the Borathe eth Alaane, if it is not
  already too late. Though Sunndi is not immediately
  threatened by the forces of evil, if allowed to go unchecked
  those forces will plunge all of the Flanaess into greater
  darkness. Hazendel has decided. Sunndi must rise in the
  defense of good lest all be plunged into a storm of chaos.
  The Fires of Time give Hazendel an invaluable
  means of looking out across the Flanaess. Within the flames,
  it is possible to see where evil may be weakest and where the
  dark tide can most easily be turned. If brave bands of
  adventures can be recruited, they can be dispatched to make
  the difference at critical moments in the coming days and
  months. Good may yet prevail, if any can survive the trial.
  The Seers of the South are those recruited by Hazendel, who
  have succeeded in their attempt to pass within the Fires of
  Time and return with a glimpse of the future. By
  concentrating the mind, a character can attempt to pass
  within the flames and influence the tableau. If successful, the
  Seer will gain a vision of when and where to strike at the evil
  forces plaguing the Flanaess, though other visions may also
  be had.
  Characters with sufficient constitutions, intelligence
  and wisdom may attempt to become Seers and gain visions
  of the future. A Constitution of at least 15, an Intelligence of
  at least 16 and a Wisdom of at least 17 are necessary to even
  make the attempt. But there is a price to be paid. A saving
  throw vs death must be made for each attempt to pass within.
  Failure means certain madness and death, brought on by the
  mind's inability to handle the imagery flooding the brain. Not
  all of the visions are pleasant or natural.
  Even if a character is successful, the vision he or
  she receives will be vague and cryptic. Visions will usually
  be of a place where good may triumph over evil. Monsters or
  NPC's associated with the place may also be seen. This
  should be particularly true if more than one PC successfully
  attempts to pass within the flames. This technique is also a
  useful method of foreshadowing and helps add to the
  atmosphere of prophecy. In no circumstance should PC's be
  able to learn the exact nature of the evil or precisely how to
  stop it. The visions may even be of potential allies that must
  be won over or aided in their fight, rather than evil to be
  defeated. It is also well to remember that the visions of the
  future are only of possible futures. Visions of the present are
  less useful but more reliable.
  At any one time there will be a dozen Seers living
  in and guarding the Borathe eth Alaane. They will be of
  various classes and levels at the DM's discretion. No one will
  be allowed access to the cave unless authorized by Hazendel.
  Seers will fight to the death to protect the cave. The title Seer
  is a term of respect and does not bind a PC to service, though
  it indicates that one has served Hazendel in the past, as only
  he can grant access to the cave. Anyone who successfully
  passes within the Fires of Time may be appropriately called
  a Seer. In Sunndi, Seers are allowed to wear the Hazendel's
  personal insignia and are on that basis accorded great
  respect. NPC reactions should be modified by +20%.
  Life Out of Balance
  Guardians of the deep woods and the eternal
  balance, druids have often stood outside the affairs of the
  Flanaess, content to let nature establish her golden mean. But
  as nature priests, druids remain servants of the balance.
  Perhaps, none could have foreseen the disaster of the
  Greyhawk Wars but the balance has not been well served.
  Thus, it is that in the aftermath of the Wars, druids feel a
  special call to action.
  The balance is out of alignment. Evil stands astride
  the Flanaess, poised to deliver the fatal stroke. The forces of
  good are scattered, isolated and desperately clinging to their
  once great stations. Now, must druids from every corner of
  the Flanaess, join in the fight against evil. The balance must
  be restored. Evil must be checked long enough for the forces
  of good to recover. To this end, druids must leave their
  groves and join the fray.
  In the South lands of the once Great Kingdom, the
  sacred groves remain strong. In Sunndi, the Olvensteward
  organizes to fight the tide of darkness descending
  everywhere, even though his own nation has been largely
  unscathed. He senses that life is out of balance and reacts.
  He is an agent of the balance, unwittingly or no. Druids of
  the Menowood and the Rieu Wood must to his side and
  stand as one. From two great forests can Count Hazendel
  look for help.
  Between the Hollow hills and the Vast Swamp, in
  the uttermost south of the County of Sunndi, lies the
  Menowood. As forests go, the Menowood is not great in
  expanse. Neither are its trees remarkable in size or kind. But
  
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  the Menowood is old, far older than more abundant stands,
  and a sense of great age permeates the entirety of the forest.
  This is nature's cathedral. Time stands still here and the
  footfalls of man and elf echo hollowly. The druids of the
  Menowood are more truly caretakers of nature than any
  others in the Flanaess. The Menowood does not need them.
  It abides.
  Even the most dull witted feel that the forest
  watches them here. Loggers, have disappeared. Wild fires
  seem to burn only long enough to clear away dead wood then
  mysteriously die down. Perhaps, it is the great population of
  treants that dwell here. Others speculate that the thick glossy
  moss that covers the forest floor and hangs thickly from the
  trees is alive and sentient. Darker tales are told of the fungi
  that grows so abundantly and of the rarely seen fairy races.
  Even the druids have yet to learn all of the Menowood's
  secrets.
  The sacred grove of Haleigh lies in the western
  extent of the wood. It is here that the Druidess Bressen, the
  most senior of the Menowood druids, resides. Twelve great
  oaks rise from Oerth here and form a ring. In the center of
  the ring stands a large dolmen of unknown origin. Any
  druids who enter the circle can cast commune, weather
  control and call lightning spells in addition to the spells
  normally available to them for the remainder of the day.
  Druids sleeping within the circle gain the benefits of a cure
  serious wounds spell. Others sleeping within the circle, gain
  the benefits of a cure light wounds spell if their alignment is
  neutral. All persons sleeping within the circle will have vivid
  dreams of primordial forests, where some unseen presence
  seems to watch and wait. A saving throw vs spells must be
  made or these visions will haunt the waking sleeper and call
  for them to return to the Menowood. This haunting is not a
  curse and cannot be removed by a remove curse spell.
  In sharp contrast, the Rieu Wood is an elven forest.
  The elves live in harmony with the forest and their lives and
  that of the forest have become one. Elven tree cities and
  dwellings dot the forest and well traveled trails crisscross its
  extent. Fruit and nut bearing trees are tended by elves, who
  usually live close by. The wild animals of the Rieu Wood are
  also carefully maintained to ensure the elves have a ready
  supply of meat and furs. The forest has an almost urban feel.
  Only in the northern sections of the forest does
  nature run wild. Circumstance has made it so for the Rieu
  Wood almost completely spans the gap between the
  Glorioles Mountains and the northern most extent of the
  Hollow Hills. Any invasion of Sunndi from the North must
  pass through the Rieu Wood for the hills and mountains to
  either side are well guarded and all but impassable to a large
  army. Thus, invasions from Medegia and the Great Kingdom
  have concentrated on the Rieu Wood as the lesser of several
  evils. The elves have found it wise to let these reaches grow
  unchecked to better impede invaders. The unfortunate
  consequence of this policy has been to create a haven for
  monsters, driven from other areas of the forest.
  The druids of the Rieu Wood are mostly elves. The
  sacred grove of Estoriale, lies in the western expanse of the
  wood where it abuts the Hollow Hills. This area has been
  given over to the druids and grows intentionally wild.
  Shevain is the chief druid of the grove. The grove itself is a
  circle of menhirs erected by the druids around a truly
  gigantic oak tree. The druids are inordinately protective of
  this tree, believing it to be the oldest tree of the Rieu Wood
  and the heart of the forest. They believe that the health of
  this oak mirrors the health of the forest as a whole.
  Druids who enter the grove gain the spells bark skin
  and transport via plants in addition to any other spells
  normally available to them. Druids who sleep within the
  grove are healed as per the spell. Non druids gain no benefits
  and are only rarely allowed within sight of the sacred grove.
  The Alliance
  The druids of the Menowood and the Rieu Wood
  have joined with Count Hazendel in his effort to aide the
  cause of good throughout the Flanaess. Druids regularly
  accompany the parties of adventures recruited by Hazendel.
  Using the mystical power of the Borathe eth Alaane and the
  Kheren bith Karan, these adventurers have begun to make a
  difference. They prick Iuz in the north, forcing him to turn
  ever so slightly away from beleaguered Furondy. While in
  the west, the few remaining folk of the Grand Duchy of
  Geoff and Sterich tell of powerful strangers who have come
  out of the Crystalmists to aid them. None yet know the truth
  and Hazendel would have it so.
  
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  �������������
  by Blue Sponge
  Temples & Devotions of Radigast City
  Fellowship
  High Priest
  Temple
  Location
  Rating
  Boccob
  Seers' District
  3
  Celestian
  Seers' District  
  5
  Fharlanghn
  Southtown
  7
  Olidammara
  Northtown
  5
  Ralishaz
  Southtown
  4
  Trithereon
  Foreign Quarter
  6
  Zilchus
  Southtown
  6
  Xerbo
  Northtown
  5
  Sections of Radigast City
  Northtown: largely an area of markets and commoners.
  Merchant caravans from the northern lands of Iuz, the Pale,
  and even parts of Nyrond arrive in this portion through the
  Northgate. The streets here are wider than most parts of the
  city, making it popular with larger caravans. The High
  Market Square is the center of business and much of the
  action of Northtown,
  Foreign Quarter: Since the Greyhawk Wars, this city
  district has become a primary concern with the government
  of Radigast. The district is filled with those who have fled
  from the northern lands with the tide of Iuz's invasion. The
  Foreign District is slowly segregating itself between refugees
  of Tenh, the Shield Lands, Nyrond, and beyond. Tension is
  high and the watch here is often doubled to try to keep the
  peace. One force is beginning to turn the tide of violence,
  however. An emerging cult to the god, Trithereon, has begun
  to bring the people together. The government worries that
  pressure from this group will lead to violence on the northern
  border.
  Seers' District: This district plays home to many of the city's
  more magically inclined. Several noble mages hold villas
  here, and the markets teem with fortune tellers, attracting
  people from all parts of the city. This is also the location of
  Radigast University, and its dormitories of students. Another
  landmark here is the Royal Library of Radigast City. To both
  these place come visitors for the Administrators' Circle on a
  regular basis.
  The Hill: This district is built upon a low rise in the city, and
  is home to many of the nobility. More importantly, it is home
  to many of the courtiers and politicians of the
  Administrators' Circle. Duke Eyhell of Tenh has been
  residing here since his exile from his own court.
  The Administrators' Circle: On this hill rest many of the
  city's political buildings, including the city hall and the
  embassy. All revolve around the Palace of Countess Beleissa
  at the hill's peak. Also located here is Radigast City's
  Museum of Arts, which serves as an opera and play house as
  well as a monument of the County's history, dating far back
  to when it was under the control of the Great Kingdom as a
  province.
  Artisans' Block: Another wealthier area of the city, the main
  attractions here are the Ollendi Playhouse, a huge open air
  theater, and the many parks that dot this district. The
  Lakeside Gate is perhaps the least used gate in all the city.
  Still, many use it for travel to their farmsteads and for trips to
  the coast of the Nyr Dyv. The district is named for the many
  artists and playwrights that are known to make their homes
  here.
  Southtown: Another mercantile area of the city, Southtown
  is perhaps the busiest quarter because of the Bampton
  Highway. Bampton acts as a surrogate port for Radigast and
  as such, dawn sees traffic for miles. They come from ships in
  Bampton to deliver their goods to warehouses and
  guildhouses and even the Bluesky Market, which lies in a
  great square in the center of Southtown. All this bustle and
  bustle makes Southtown a prime target for pickpockets and
  thieves and even beggars from the nearby slums. The roads
  here are much narrower than in Northtown and traffic tends
  to get busy by midday. Many freemen make their homes
  here, in quarters high above the shops and crowds of the
  streets. The city watch is always here in full force.
  Wayman's District: Not near the center of business that
  Northtown and Southtown are, the Wayman's District is a
  grouping of the middle and upper class. Most of the
  buildings here are residences and apartments, though there
  are a number of taphouses and bizarre strips to be found.
  Here can also be found the offices of more professional
  occupations such as scribes and lawyers. There are no
  temples centered in this district of the city. The city watch
  head office, located in a building affectionately called "the
  Dungeon," is located here.
  Slum Quarter: Known by many as the Darkden, Radigast's
  thieves guild and cutthroats guild are both headquartered
  here. In addition, quite a number of gambling houses and
  brothels dot the district. Streets often carry "pet names"
  known only by those who live here, and they are far different
  from those official given names. The lamplighters guild only
  touches on the fringes of this district, and the city watch tend
  to give it a wide berth, only entering in the utmost of cases.
  The streets here are rumored to be roamed by a legendary
  
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  creature known as the (Tylekar), which is said to steal the
  children of beggar women and devour the hearts of honest
  men who find their way here. While most of the citizenry
  scoff at this as only a legend, the people of Darkden take it
  very seriously.
  Important Locations in Radigast City
  The Dungeon - central office of the city watch.
  Bluesky Market - an open market at the heart of Southtown.
  Most of the goods there have been brought by ship from
  southern parts of the Flanaess.
  The High Market Square - an open goods market located
  in Northtown.
  Radigast University - a center of knowledge that offers
  courses in everything from Astrology to Zoology.
  The Royal Library of Radigast City - part of the
  university, this is a grand collection of texts and tomes from
  across the Flanaess.
  Museum of Arts - a combination amphitheater and museum
  which contains a collection of artifacts from throughout the
  history of the County. The theater holds acting and opera
  troupes and holds performances regularly. These
  performances are often reserved for the aristocratic element
  of the city.
  Ollendi Playhouse - an open air theater well known for its
  free performances for the public. The Ollendi boasts many of
  the finest troupes have visited its stage and all is made
  available to the common man.
  City Defenses
  The City Watch is a body of some 420 persons at
  all times. This is, of course split into shifts and watchmen
  assigned to different stations throughout the city. Watchmen
  can be identified by their golden triangle blazon. Patrols are
  typically armed with dagger and sword by stations usually
  have men bearing various polearms (typically halberds and
  occasionally mancatchers). Shifts tend to rotate every 6
  hours. There are stations in every district of the city, save
  Darkden which is treated as part of Southtown.
  The City Wall of Radigast rises some 30 feet on all
  sides. It is topped by towers and battlements armed by
  catapults and ballistae (including not a few scorpions). Each
  tower is typically tended by 15 men, 5 per shift. Quarters are
  located about midlevel. In times of war or martial law (or
  even shaky peace such as now), this crew is increased to 30
  men, 7 per shift (2 men to spare). These soldiers are skilled
  with crossbows and the use of the war machines at their
  disposal. Towers are placed regularly about 120 feet apart,
  and there are 20 such towers along Radigast City's walls
  (600 regular troops). It should be noted that there are
  subterranean stores within these towers, which in theory will
  allow Radigast City to withstand a siege for several weeks
  until aid arrives.
  The City Militia, beyond those soldiers that tend the
  stone towers of the city walls number about 450. These can
  be called to duty at moment's notice and be prepared for
  battle within a week. The Mages' Union of Radigast City
  also lends help to the city in time of need. The Countess
  keeps a number of combat mages, fit to fight with sword or
  crossbow as easy as spell and scroll, on retainer to join crews
  of the city walls. These dweomercrafters number about 15 in
  all the city, and many are quite powerful, and well respected
  members of the Union. To keep this retainer, the city
  government provides the union with a tidy, yearly sum.
  Encounters in Radigast City
  The encounter tables of the RuneQuest Cities book
  will do fine for Radigast City, though there is no slavery
  within the city so such encounters should be either ignored or
  rerolled.
  The City Sewers
  Radigast City sports an extensive network of sewer
  tunnels that run beneath it. As drainage is good, these sewers
  are prone to flooding and fast currents during and after
  rainstorms. The Government employs the Guild of Sewer
  Scrapers to keep the drainage free and easy within the
  sewers, and these folk may be found within them shortly
  after heavy rains or at least once per week. Though the
  sewers are relatively safe, there are a few hazards that lurk in
  the darkened tunnels. The random encounter table below
  provides some of these:
  Chance of encounter: 1 in 6
  Roll
  Encounter
  1
  Thieves or Cutthroats
  2
  Giant Leech
  3
  Giant Rats
  4
  Otyugh (10% Neo-otyugh)
  5
  Mold 
  (10% brown, 10% Russet, 80% Yellow)
  6
  Special*
  * Special encounters should have something to do with the
  current campaign. Namely, whatever drew the HPs to the
  sewers in the first place should make an appearance if this is
  rolled.
  
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  Various Locales of Radigast City
  These are only a few of the shops and residences
  that can be found in the various districts of the city.
  Northtown (merchant)
  *  Dormik the Goldsmith, member of the Goldsmith's Guild
  Appearance: good
  Disposition: courteous
  Motives: pride in his work
  *  Blue Gopher Tavern
  innkeeper - Leslie
  Lodging: poor
  Food: better
  Overall: average
  *  Seabreeze Tailory
  tailor - Paloy (Tenh)
  Appearance: good
  Disposition: friendly
  Motives: hobby
  *  Highbrows Inn
  innkeeper - Jordan Malkiev
  Lodging: average
  Food: superb
  Overall: good
  *  Storage House 
  owner - Alden Nitz
  Foreign Quarter (poor)
  *  Koheim the painter
  Appearance: good
  Disposition: friendly
  Motives: to support himself
  *  Ackroman's Stables
  Quality of steeds: poor
  Appearance: good
  Disposition: quiet/reserved
  Motives: striving for quality
  *  Novake the Weaponsmith
  Appearance: good
  Disposition: courteous
  Motives: pride in his work
  *  Kohg's Stablry, member of the Horseseller's Guild
  Quality: poor
  Appearance: good
  Disposition: courteous
  Motives: enjoyment
  * Kohg is a half-orc.
  *  The Lighthouse
  owner - Nicki the lampmaker,
  member of the Lampmaker's Guild
  Appearance: fair
  Disposition: courteous
  Motives: greed
  Artisans' Block (merchant/wealthy)
  *  Gorbin's Stables, member of the Horeseller's Guild
  Quality: better
  Appearance: good
  Disposition: quiet/reserved
  Motives: to support himself
  * This stablry is located outside the Lakeside Gate.
  *  The Homebound Sparrow
  innkeeper - Laughney
  Lodging: average
  Food: superb
  Overall: good
  *  Adler the Gemcutter, member of the Jewelers' Guild
  Appearance: good
  Disposition: courteous
  Motives: hobby
  *  Milandal the Clockmaker
  Appearance: good
  Disposition: suspicious/mistrusting
  Motives: to support himself
  *  Janson the Carver, member of the Carpenters' Guild
  Appearance: very good
  Disposition: sour, gruff
  Motives: service, likes to help others
  Seers' District (wealthy)
  *  Keol Haught, the Engraver, member of the Jewelers' Guild
  Appearance: good
  Disposition: suspicious/mistrusting
  Motives: hobby
  *  Shella's Pies
  owner - Shella, member of the Bakers'
  Guild
  Appearance: good
  Disposition: talkative
  Motives: striving for quality
  The Hills (wealthy)
  *  The Lord's Garden (brothel)
  Madame - Endora
  Malitahm
  Lodging: superb
  
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  Food: good
  Overall: good
  Southtown (merchant)
  *  Home of Daniel Thurbane, scholar and sage
  *  The Watering Hole
  tapkeeper - Badicus
  Ordef
  Lodging: none
  Food: better
  Overall: better
  *  The Radigast Bathhouseowner - Natelli Rabe
  Appearance: excellent
  Disposition: friendly
  Motives: enjoyment
  *  Home of Darenn Housel, royal engineer to the Countess
  *  Home of Madeline Sojen, noble merchant
  *  Oryne the Pottress, member of the Ceramics' Guild
  Appearance: good
  Disposition: friendly
  Motives: striving for quality
  *  Jousten the Yeoman (bowyer)
  Appearance: good
  Disposition: quiet/reserved
  Motives: greed
  Wayman's District (residential - middle class)
  *  The Husband's Home
  tapkeeper - Morren
  Lodging: none
  Food: good
  Overall: average
  *  The Taxman's Scroll
  owner - Cloe the Scribe, member
  of the Penmans' Guild
  Appearance: good
  Disposition: pushy, aggressive
  Motives: striving for quality
  
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  HOW CAN I GET STUFF IN HERE?
  The Council of Greyhawk accepts freelance submissions
  from anyone interested. If you have something you wish to
  submit, or would like to discuss an idea for an article, send
  e-mail to "Iquander@aol.com". All submissions are
  reviewed by a small editorial board and checked for clarity,
  grammar and consistency. We will work with all
  submissions, but reserve the right to reject a piece if it does
  not conform to the aforementioned standards. We are always
  interested in in-depth examinations of the nations of the
  Flanaess and their history, as well as adventures, NPC
  outlines, artifact and magical item descriptions, and just
  about anything else related to Greyhawk.
  WHAT IS THE COUNCIL OF GREYHAWK?
  The Council is a loosely organized group of Greyhawk
  enthusiasts who currently meet and operate primarily on
  America Online. Regular meetings are open to all interested,
  though the actual "staff" of the magazine consists of those
  who have contributed to the Oerth Journal within the last
  three issues. Check the World of Greyhawk folder in the
  TSR Worlds area of TSR Online on AOL for meeting times
  and details.
  THE COUNCIL OF GREYHAWK
  Tamerlain, Iquander, QSamantha, Blusponge, Armiture,
  Khyric, Sobhrach, BrettE1, SCRMNGLORD, LEOMUND,
  ExTSR, Aeolius, DM ScottW, P Smedger, Vool dFool,
  Renegade 54, DTorsiello, Halberkill, Archmagius.
  THE OERTH JOURNAL
  Editor in Chief: Tamerlain
  Managing Editor: Iquander
  Editorial Assistance: QSamantha
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/Living Greyhawk - The Oerth Journal (01) (1E).pdf