Attention Greyhawkers! In case you haven't already heard, you need to head on over NOW to Greyhawk Online and download the newest issue of Oerth Journal, the seminal fanzine of the Greyhawk fandom. OJ #29 is chock full of amazingly cool articles and NPCs (the theme is "Folks" of Greyhawk) written by an equally amazing lineup of authors and artists from the Greyhawk online community:
Lee "Tanith1st" Murphy Chris Siren Will "Giantstomp" Dvorak Tony "VorpalDM" Milani Jay "Lord Gosumba" Scott Thom Vandervenne Michael J. Gross III Devin "MysteryCycle" Parker Michael "Milcheax" Crisefi Ted "Bear" Gervais Keldorn Joey Julian Roxxifarius Belial Lyka Patrick "Frogsama" Germann Blake Ryan NPC Bree Denis "Maldin" Tetreault Bryan "Saracenus" Blumklotz
and last but not least Kristoph "Icarus" Nolen
Be sure to also download the bonus material for issue #29, because this Oerth Journal was too awesome to contain everything in one document. Enjoy Oerth Journal #29 and when you are done reading and adding this content to your campaign keep an eye out for next issue which will cover the theme of "Feuds". Congrats to all the authors on this publication.
Greetings Greyhawers! It's summer in the land of Ull so we need some cool topics to cover. As always, our friend in the community Blake Ryan over at Tribality continues to put out some amazingly good Greyhawk articles to keep the creative juices flowing.
First is a look at Eru-Tovar, the nominal capital of the Wolf Nomads. This is a fun take on the adventures, culture and factions one might find in this nomadic region of the setting. I really like the mention of Long Fang Riders as it summons memories of playing Warhammer 40k Space Wolves. The Long Fangs in that were veteran warriors, who were literally "long in the tooth". I imagine the same goes for Eru-Tovar's elite riders. Also, DMs should take note on the hardships the Wolf Nomads endure by being next to the evil of Iuz. This is a dangerous yet rewarding area to send players.
Lastly, is Mr Ryan presents an article on an overlooked facet of the Greyhawk setting and that's its connection to the Feywild. This term for the home lands of faeries and sylvan creatures in lore is one of my favorite recent updates to the D&D dictionary (including Shadowfell). In Greyhawk the Feywild and Fading Lands are related. The Fey Wild is a place of mystery and nature where Seelie and Unseelie Courts rule. For a visual, Ryan evokes some of my favorites like Alice in Wonderland or Willow, I might add movies Pan's Labyrinth and indeed Labyrinth!
The article goes a step further and provides some useful areas to access the Feywild from Oerth, including not only the well known Welkwood (by the elven realm of Celene), but also a tropical region (Turucambi) and a Baklunish cultural region (Pinnacles of Azor-alq). He also gives some useful lists on what type of creatures and magic items you might find in the Feywild. All in all, this is a good DM's resources for sending players to another plane for a side-quest.
Welcome back Greyhawkers. Today I'm revisiting one of my favorite columns and that is fighting deities! If you haven't seen the previous ones, head back and read about Istus, Ulaa and Trithereon. This time we are going to tempt your players with the ultimate showdown, death himself: Nerull!
First let's quickly recap: in the old days of AD&D, PCs could potentially take on gods (despite what canon says about gods staying off Oerth). The 1EDeities & Demigods was first to give stats and rules on the powers of immortals, later referred to as avatars in the Greyhawk Adventures source book which gave players a better chance to somehow prevail over a deity in combat. That said we are going with the full-power Nerull stats from the original World of Greyhawk boxed set; let's examine how difficult it will be to beat death at his own game.
Make no mistake players and DMs, Nerull is the personification of death and night. He is the Foe of all Good, Hater of Life, Bringer of Darkness, King of All Gloom and the Reaper of Flesh. Killing Nerull in combat may as well be like trying to kill Beory, the Oerth-mother when she is the personification of the planet! Of course, in this scenario, Nerull has chosen to take a form to tread the plane of mortals in person and do some culling, but the heroes are here to stop him for whatever reason because Nerull obviously cannot be reasoned with!
No surprise to anyone at your game table, Nerull appears as a seven-foot tall, rusty-hued skeleton in a black cowled cloak with sickly green hair (or is it vegetation?), eyes, teeth and finger-nails. Not a pretty sight. The cloak and his rusty bones provides an impressive AC -6 (26 in present D&D). Nerull carries one object, his not-at-all unassuming sablewood staff.
Nerull has superior senses in every way including magical darkness. It is said he cannot be surprised except by "extraordinary means". Perhaps this means, invisibility, or maybe the heroes just pretend to be dead bodies to ambush him, I don't know...however, bony Nerull is lightning fast with a Dexterity of 21. One more thing to note, in AD&D rules, Nerull can only be harmed by +5 weapons. In later editions like 5E this could mean magic weapons in general or maybe just legendary weapons. That's up to each DM. Let's assume your heroes know this, since he is literally the grim reaper, and they brought their best holy avengers and artifact swords. Also, Nerull has 100% magic resistance. That means wizards and clerics are on support in this fight.
If the PCs manage to go first in combat and can hit and harm Nerull, they will find he has 400 hit points, which in AD&D is the highest possible total allotted to gods' avatars. In later editions Nerull probably has something ridiculous like 2000 hit points, but that doesn't matter because unless the PCs manage destroy Nerull in one well-orchestrated round, Nerull only needs to attack once.
1. His staff is called Life Cutter and on command a scythe blade of red magical force emanates from it the tip. It is a +5 weapon which means he can harm other gods with it, much less pesky heroes. Those hit by the scythe must make a Saving Throw vs Death Magic or die instantly! Now in AD&D characters could be instantly killed by a single attack. This is why the Tomb of Horrors is so famous. The players should expect no less of the god of death. In later editions (which I'm not going to reference) I'm sure Life Cutter is nerfed by a saving against additional necrotic damage. At any rate, Life Cutter sweeps in a path 10' long in a 180 degree arc. All creatures in that path are hit automatically, even if they are astral, ethereal, incorporeal or gaseous in form! Even if you happen to make your saving throw, the unlucky bunch in that arc of death take 5-30 damage. Fortunately for the heroes, he only gets one attack per round. So spread out...
2. Now, Nerull has been around since the beginning of time, so he is probably bored of killing mortals with his scythe. That is why he will most likely toy with the characters in other ways. One way he can do this is by casting a "clump of darkness with ebony tendrils" to attack his foes. Yes folks, Nerull is the originator of Evard's Black Tentacles spell. Except these tentacles can kill you fast. It's a 10' diameter blob with 4 tendrils that stretch 10' per round into a quadrant. Anyone touched by a tendril has to make the same Save vs Death as Life Cutter. Even surviving this a hero takes 3-18 corrosive damage and is grasped until it's destroyed. Lucky again, Nerull can only use this once a day.
3. If Nerull is particularly bored or distracted, he can summon three demodands to fight for him. Demodands are from Nerull's home plane of Tarterus. While not particularly fond of Nerull, the demodands likely will enjoy having a stretch on Oerth and will delight in killing your characters.
4. While the PCs are busy fending off black tendrils of death and nasty demodands, what is Nerull himself doing? Having fun of course! He is the patron god of assassins after all so maybe he wants to kill the PCs one at a time. Since he can fly at will and travel to virtually any plane when he wants, this means the Reaper doesn't stand still in a fight. Adventurers trying to hide or stand in the back ranks can expect special treatment by Nerull. The god of death has a tool belt of murderous cursed magic items to use on his enemies, such as the Necklace of Strangulation, the Rug of Smothering and my favorite, the Bag of Devouring. You know it's personal when Nerull uses these tricks on your poor character.
So there you have it. Nerull can be defeated by a properly armed and sufficiently high level party, but no one is coming out of this fight unscathed. Even if destroyed, Nerull will be back for the victors someday, he has all the time in the world. In the more likely event of a TPK however, Nerull will just leave the character's bodies there for someone else to clean up. And if the heroes are resurrected, Nerull will be just fine with killing them a second time...
Welcome Greyhawkers! Summer is heating up on the Greyhawk Channel at Twitch. There is literally a Greyhawk show every day of the week and then some. Besides staples of the channel like Return to Greyhawk, Mordenkainen's Path of the Planes and of course Legends & Lore with Anna Meyer and myself, there is some new faces and stories to check out.
So far my favorite new entry is Seekers of the Scorpion Crown DMed by Lex from the youtube show DankDungeonsTV. This adventure is set in the Bright Desert and has some clever title graphics and maps to go along with it.
The map for Seekers is by Daniel F Walthall who is an aspiring fantasy cartographer. This is a well researched and colorful rendition of the region first popularized in Rary the Traitor.
Do you like high seas adventure? Eric Vulgaris' Savage Tide game continues on Tuesdays, but this time there is more! Friday, there is two, count em, two Saltmarsh shows. Ghosts of Saltmarsh earlier in the day is handled by the veteran duo of Grimjack and DMShane. Then later in the day is Saltmarsh Stories which haven't seen yet, but from the sounds of it, adds even more nautical adventure to the lineup.
I also have to point out a couple other shows ongoing this summer by original GHC cast members now running their own games. Sandwiched between the two Saltmarsh shows is The Old Faith, a creepy romp in the Dreadwood Forest, DMed by NPCBree. Then there is the Hidden Shrine of Tamoachan ran by WingedHorizon.who is probably the best person I know who can capture the feel and fear of this Greyhawk classic.
Also, these two and many more of the stalwart fans and cast members of the Greyhawk Channel (not me) should be descending on Indianapolis very soon! Gen Con 2019 fast approaches on Aug 1-4 and they will be there in force running a bunch of games and hopefully streaming some content for the rest of us who can't attend. There is plenty more shows to tell you about, some I haven't even got to see yet. Give them all a look, hang out, meet the cast, maybe throw some love their way. Who knows, maybe you could have a show on the Greyhawk Channel someday!
Greetings again, friends of Greyhawk! Today is just some personal gaming news. Thanks to the release of Ghosts of Saltmarsh, I've been inspired enough to get my own Hold of the Sea Princes campaign running again after a short hiatus.
I recently threw together this map of the Jeklea Bay region to show what a widely interesting and underdeveloped area the Sea Princes really is like. Saltmarsh does not show on this map, but for those who don't have a map handy, it is due north of Monmurg on the coast of neighboring Keoland. It is just under 60 miles away (2 hexes)! Most of greater Keoland is much much farther away than that. For this reason, it is incomprehensible to me as a Greyhawk enthusiast, that you might be encouraged to run an entire Saltmarsh campaign and NOT use the Hold at all. I'd wager to say the plots and placement of all the GoS adventures, besides the three U-series modules, would work fantastically in the Sea Princes. They would definitely make more sense travel-wise than crossing the vast Azure Sea as well.
At any rate, with the Hold so damn close to Saltmarsh it is imperative to me, that this country gets developed in any shape or form through the DMsGuild. What we currently know of Monmurg and Prince Jeon II could barely fill an index card. I'm not necessarily asking for a full gazetteer write-up of the Sea Princes, that's easy to find, just handy references to what's right across the bay from Saltmarsh; to give the tiny town more context (like what's being traded, smuggled, notable pirates, ships, intrigues) and to push the boundaries to what's acceptable for publication on that site.
My Sea Princes campaign picks up with the Sinister Secret of Saltmarsh (5E version) next week. I am also running a side-campaign that has so far tackled the Ghost Tower of Inverness, The Lost Laboratory of Kwalish (5E, really fun, try it out) and is now heading to White Plume Mountain. Good times!
Greetings Greyhawkers! Today I'm spreading two news items. First, I'm promoting tonight's Legends & Lore show on theGreyhawk Channel. I was out last week due to the Stanley Cup, so thanks to Bryan Blumklotz for filling in for me. You can fill in any time. Seriously ;) This week me and Anna Meyer are going to discuss Wizards' new book Ghosts of Saltmarsh. There's already been a lot of talk involving this book by now, but I might have some extra points and we will certainly discuss how this book will affect our campaigns and maps.
In addition, Anna recently announced that she will be soon be releasing a true type Greyhawk Gothic Font created by Greyhawk's original goddess of cartography Darlene! This collaboration is the stuff of dreams in the Greyhawk community. I for one cannot wait to use this font on some of my Greyhawkery graphics. Stay tuned to our show, Legends & Lore, Wednesdays at 7:00 pm central to hear info on the font and more coming from Anna's wonderful world of map-making. See you there!
WOOOO! Greetings, my Greyhawk friends! If you've known me for any length of time, you'll know I have three obsessions. One is the World of Greyhawk (naturally) the other is the comic, Mighty Thor, and the other is hockey, namely the St. Louis Blues of the NHL. This week they won the Stanley Cup in a decisive game 7 over Boston Bruins. The same Boston Bruins who swept the Blues in four games 49 years ago. I'm almost 47, so that's how long this quest for redemption has been going on for our fan base. This is like the century-long struggle that was recently ended by Chicago Cubs fans in baseball.
Not only did they win 16 games to take the prize, they had to claw all the way from last place in the league in January, to get to the playoffs. How is that in D&D terms? Your character just got beat up going through a dungeon, then with one hit point left and a broken sword, you just rolled a bunch of nat-20's to slay a dragon. Okay that may be extreme, but it is definitely in the same realm as the 1980 U.S. Olympic team defeating the USSR.
At any rate, when it comes to my favorite three things, 2019 has been a damn fine year for me so far. I got to be on a Greyhawk panel with many of my friends at Gary Con, I got to see movie Thor kick ass one more time in Avengers: Infinity War, and now, my favorite hockey team finally lifted the most-difficult trophy to win in all of sports! I'm gushing with pride, my head is still in the clouds and I'm happy to shout it out on the internet: St. Louis Blues, Stanley Cup Champions!
Ahoy, Greyhawkers! I don't review just any D&D product as you know. I often promote them, but I'll only dig into them if there is a really good Greyhawk angle to discuss. Well, Ghosts of Saltmarsh is really good and as you've heard it's VERY grounded in the World of Greyhawk.
First, it bears repeating here that Ghosts' "Greyhawk pedigree" is amazingly good given the path of classic adventures that comprise the book. The Sinister Secret of Saltmarsh, Danger at Dunwater and The Final Enemy are all firmly located in the Keoland/Hool Marshes area. The Styes by Richard Pett was made with Prymp in mind and Tammeraut's Fate by Greg Vaughan is set in the south coast of Nyrond. Mr. Vaughan is a stalwart having written many Greyhawk themed adventures in Dungeon back in 3.5E. Salvage Operation is by Mike Mearls, the head-honcho of D&D, but also an avid Greyhawk fan.
Saltmarsh is perfect for a coastal setting book of course, not because it's big and iconic like Waterdeep, but because it's remote and generic. These traits are often why Greyhawk is the setting to turn to for D&D campaigns. Needless to say the ship sailing rules are effective and easy, building upon info already presented in previous 5E books, not superseding them. I am also jazzed about the ship upgrades in Ghosts, because it can get boring for one sailing vessel to pretty much be identical to the next one. This book also gives players some new character backgrounds that tie wonderfully into a nautical themed campaign, and then update familiar ones from the PHB to also work best with Saltmarsh's region.
A fun feature of Ghosts is the three factions which fit neatly into the setting. Traditionalists like the way things are in Saltmarsh and have been there a long time. Loyalists are fairly new to the town or favor bringing the region back under control of the Kingdom of Keoland, and then the Scarlet Brotherhood faction is well, the Scarlet Brotherhood we all love, sneaking and spying! This Saltmarsh is clearly set in the pre-Wars era because otherwise the backdrop of this book would look difficult, not to mention, most of these modules were written before the publication of Greyhawk Wars anyhow. I personally approve of this early part of the time line for it is has a high emphasis on adventures and exploration, less so on pointless war and destruction. Indeed it's the era that I've based my Hold of the Sea Princes campaign upon and will continue to now that this book is in play.
Ghosts really does emphasize the Greyhawk setting. Maps in this book are done by Dyson Logos and Mike Schley. The section on geography is a huge boon to anyone wanting to learn more about the setting because there is info on the town of Burle and Seaton. The Dreadwood and Hool Marshes are heavily detailed, along with encounter charts. The Azure Sea is even given some good encounter charts, including my favorite bit, a few unique pirates of the region. When I say unique, I'm not kidding either. You won't find these crews in any pirate movie you've seen before!
Furthermore, Ghosts offers DMs many, many wonderful charts to help create mysterious islands, ocean dangers, random ships to keep the campaign going beyond the adventures presented in between. This is a must own book whose usefulness can go beyond 5E rules.
Lastly, go check out DMsGuild now and you'll see Saltmarsh is an approved "Story Line" for 5E authors. Indeed, there is already several new Saltmarsh publications on the site which I have yet to check out. At any rate, sorry folks, according to WotC staff it's not a true setting, but yes you can write about, uh, let's just call it the "World of Saltmarsh" perhaps? Just be sure to keep your Greyhawk references coming from a Ghosts of Saltmarsh perspective. I mean if Procan (in the book) is worshiped in Saltmarsh, why not nautical deities Osprem and Xerbo as well? Oh, and those priests brought the religions to the port town from across the Azure Sea (in the book) in the neighboring Sea Princes (in the book) port called, um let's see, I got it, Monmurg. Meanwhile, here's a bunch of useful NPCs from Monmurg who are visiting Saltmarsh (some could be Scarlet Brotherhood spies, shh), and hey you already finished the six modules in Ghosts, well these guys have heard of some other places to adventure very close to Saltmarsh like Beyond the Crystal Cave, the Sentinel or Baltron's Beacon. See, I can do this all day. Come on Wizards, open up Greyhawk to the fans!
Welcome Greyhawkers! Today I'm going to try extra hard and bring you some new content for your home game, especially if you are like me and are about to get the 5E nautical rules in Ghosts of Saltmarsh. Now for several years already, I've been running a multi-party Hold of the Sea Princes campaign set before the Greyhawk Wars. Alot of my themes throughout the campaign has been about sailing the high seas and swashbuckling action. Not surprisingly this all started by running the Sinister Secret of Saltmarsh! From there it spun out into treasure hunting, deadly curses, ocean pantheons and piratical politics inspired by movies like Pirates of the Caribbean.
One of my favorite things about our Sea Princes campaign has indeed been the use of factions, particularly pirate fleets which I became keen to expand upon when I saw the Crimson Fleet in the Dungeon Magazine AP, Savage Tide. Here is a survey of some known pirate fleets that ply the seas of the Flanaess. I leave much of the intricacies of these groups to each individual DM for now. Enjoy, mateys! Prince's Fleet (large fleet) Home Port: Monmurg (Sea Princes) Rivals: Toli Armada, Blue Confederation Enemies: Crimson Fleet, Keoish Navy, Ulek Navy Overview: This fleet is comprised of those nobles and captains loyal to the Prince of Monmurg who is generally regarded as the ruler of the entire Hold of the Sea Princes. These captains adhere to the laws of the sea, showing mercy to foes and eschew slavery in principle though its practice is too widespread in the mainland Hold to stop presently. The Princes Fleet is the main bulwark against the Keoish Navy and the Lion Throne retaking their former province back. For this reason, their piracy is subdued, now more focused on economic diplomacy.
Toli Armada (large fleet) Home Port: Port Toli (Sea Princes) Rivals: Prince's Fleet, Sasserine Fleet, Crimson Fleet Enemies: Keoish Navy, Ulek Navy Overview: The pompous Prince of Port Toli commands the loyalty of many captains in the southern Hold who are more concerned with personal wealth and prestige. This fleet is mainly responsible for the nation's exploration and expansion into the jungles and islands farther south, as well as the slave trade so despised by Monmurg. The Toli Armada is a fearsome naval power in its own right, but is prone to alliances and defections to the Crimson Fleet much to the dismay of Monmurg.
Hold Flotilla (small fleet) Home Port: various (Sea Princes) Rivals: Princes Fleet, Toli Armada, Sasserine Fleet Enemies: Crimson Fleet, Keoish Navy Overview: This is a loose association of captains who consider themselves above the petty squabbles of the Hold nobility and their fleets, preferring to seek independent ventures legitimate or otherwise. These captains tend to stay close to home waters however, until such time when the entire Hold is threatened. In these emergencies the Flotilla rallies and its squadrons sail with the flags of their kin.
Crimson Fleet (medium fleet) Home Port: Scuttlecove (Pirate Isles) Rivals: Toli Armada, Cousins of Tilva Enemies: Keoish Navy, Prince's Fleet, Hold Flotilla, Iron League, Ulek Navy, Sasserine Fleet, Duxchan Armada Overview: The dread Crimson Fleet carved out an island realm of their own in the seas south of the Olman Isles. The rulership of this fleet and their diabolical patrons is highly questionable. What is known is the Crimson Fleet attracts all manner of cutthroats, mutineers and disaffected captains who have no where else to call home. For this reason, the Fleet is a mish-mash of former pirates from nearly every known fleet in the Flanaess. Crimson Fleet pirates are accepted bounty in nearly any port in the south seas.
Cousins of Tilva (medium fleet) Home Port: Kro Terlep, Ekul (Tilvanot Peninsula) Rivals: Slave Lords, Blue Confederation, Crimson Fleet, Duxchan Armada Enemies: South Provincial Navy, Iron League, Rel Astran Navy, Sea Barons, Sulward Blockade Overview: This coalition of pirate captains seem to control all harbors, coves and islands surrounding the coast of the Tilvanot Peninsula and the horn of Hepmonaland. Their presence is both a bane to trade-fleets on the Azure and Aerdi Sea and a boon to the poor, defenseless villagers of this tropical region whom give the Cousins shelter. The captains of the Cousins are without exception always of Suloise descent though their crews are accepting of any ethnicity or race. They are considered more honorable than most of their rivals and have been known to sail far out of their normal sea-lanes on business for the mysterious plateau realm of Shar, rumored to be their true masters.
Slave Lords (medium fleet) Home Port: Elredd, Highport (Wild Coast/ Pomarj) Rivals: Blue Confederation, Cousins of Tilva Enemies: Hardby Marines, Iron League, Nyrondal Navy, South Provincial Navy, Dyvers and Furyondy Navy. Overview: The infamous yellow sails of the Slave Lords have long been feared in the central Flanaess, though their vicious captains rarely realize the identities of their true masters. The presence of these pirates is a constant concern for Wild Coast towns and merchant fleets crossing the Woolly Bay. Less obvious is this fleet runs a slaving network that has somehow spread inland to the Nyr Dyv incurring the wrath of the Dyvers and Furyondian Navies. The Slave Lords have also sought to expand their fleet by training Pomarj orcs and goblins the ways of sailing, to limited success.
Blue Confederation (medium fleet) Home Port: Blue (Pomarj) Rivals: Slave Lords, Iron League, Prince's Fleet Enemies: South Provincial Navy, Hardby Marines, Ulek Navy, Nyrond Navy Overview: The alliance of independent captains who mainly harbor in the coves of the southern Pomarj and Blue pre-date the rise of the Slave Lords and have managed to remain viable by working with them to harass all merchant activity passing through the Sea of Gearnat. Even so, the Blue Confederation is generally honorable compared to most pirates, and has also been known to smuggle for the Iron League if it means affecting the South Province.
Densac Squadrons (small fleet) Home Port: Narisban (Olman Isles) Rivals: Crimson Fleet, Prince's Fleet, Cousins of Tilva, Toli Armada Enemies: None Overview: The captains who call the Olman Isles their home are a mixed bunch of retired fleet captains, Olman-born sailors and Narisban freebooters. The Densac and the port of Narisban is traditionally considered neutral waters for all pirate society and the Densac Squadrons are merely an informal alliance to protect their routes. Foreign explorers and traders seeking riches to the south are not so safe.
Sulward Blockade (large fleet) Home Port: Sulward (Lordship of the Isles) Rivals: Rel Astran Navy, Duxchan Armada Enemies: Sea Barons, North Provincial Navy, Spindrift Isles, Cousins of Tilva Overview: The Sulward Blockade is formed by captains sworn to the Lord of the Isles who is nominally a member of the Iron League as well. The captains of Sulward, once part of the Great Kingdom, have changed from their piratical ways to extracting tribute on all Aerdian vessels passing south to the jungles or through the Tilva Strait (Iron League vessels pay none). In particular the Oerid population of this fleet has made them biased towards most Aerdian ships unlike their islander rivals the Duxchan Armada. The Sea Barons however, desire to crush the blockade someday and with it, retake the Isles.
Duxchan Armada (large fleet) Home Port: Duxchan (Lordship of the Isles) Rivals: Rel Astran Navy, Sulward Blockade, Cousins of Tilva Enemies: Sea Barons, North Provincial Navy, Spindrift Isles, Crimson Fleet Overview: This fleet is comprised of mostly Suel-born buccaneers from the southern isles of the Lordship. These captains are more free-wheeling and prone to adventure than the reformed Sulward Blockade, but are quick to rally in times of war. The Duxchaners have been in open conflict with the Sea Barons for a long time and chafe at contested sea traffic in the Tilva Strait with the rival Cousins. The Duxchan Armada is highly honorable and often take part in dangerous Iron League missions against the Aerdy for the riches and glory.
Thillonrian Raiders (various size fleet) Home Port: Soull, Krakenheim, Glot (Snow, Frost, Ice Barbarians) Rivals: Themselves Enemies: Sea Barons, North Provincial Navy, Hold of Stonefist Overview: The raiding captains (often chieftains) of the Thillonrian Peninsula are far flung from the cares of the south and central seas, but they share a generational hatred for the provincial navies of the Great Kingdom of Aerdy. When not raiding over the Icy Sea or venturing to places uncharted, these barbarian ships come into conflict with one another for plunder rights on the Solnor Ocean. Even so, the raider-kings of Rhizia can at times overcome these tribal differences to form a mighty invading fleet.
Added notes on national fleets for completion sake:
The Great Kingdom of Aerdy has a considerable presence on all the seas, being comprised of the North (medium) and South (large) Provincial Navies and in addition the formidable Sea Barons (large).
Rel Astran Navy (medium) protects the port and merchants of this free-city and have little love of the Aerdian Navy or the Sea Barons.
The Iron League Fleet (large) is comprised of ships from Irongate, Onnwal, Idee and Sunndi (the Lordship has its own fleet). Irongate and Idee have the strongest warships, while a majority of the fleet is tiny ships converted for war.
Keoish Navy (large) and Ulek Navy (small) are the allied fleets of the western kingdoms and principalities that trade on the Azure Sea.
Nyrondal Navy (medium) is mainly concerned with piracy across the Sea of Gearnat, but also in helping the Iron League vie against the Great Kingdom.
Hardby Marines (small) protect Greyhawk Domain interests on the Woolly Bay and along the Wild Coast.
Spindrift Isles (Lendore Isles) Navy is mainly composed of elven warships whose speed and skill have confounded all pirates and navies on the seas. Only the Duxchaners have been foolish enough to test their mettle and sail within their waters.
Sasserine Fleet (small) captains serve council-members of the free-city nestled on the Jeklea Bay coast near the Hellfurnaces. They maintain peaceful ties with their former rulers the Sea Princes, but often defend against Crimson Fleet raids.
Dyvers and Furyondy Navies (medium) control the western freshwaters of the Nyr Dyv. Their main concerns are the threat of Iuz, deep lake monsters and smuggling Rhennee. The infiltration of the Slave Lords has been an added thorn in their side.
Greetings Greyhawkers! I have nothing new to present, but there is always some good Greyhawk stuff online. Such as:
Greyhawk Grognard has finished off his long running Greyhawk's World series, finishing the column that Gygax started so long ago in Dragon Magazine, that updates various regions of the Flanaess. This newest download details Events on the Periphery of the Flanaesslike Blackmoor, Lordship of the Isles and the Olman Isles. I love "the Periphery" as a name for these scattered locations. Be sure to get Joe Bloch's latest article, it will definitely spice up your Greyhawk campaign. I know the added news dealing with the south seas lands will help in my own Saltmarsh-Sea Princes campaign.
Over at Tribality, Greyhawk superfan Blake Ryan has a couple new articles in his ongoing column on Greyhawk cities. This time he presents Greyhawk Cities-Yecha home of the roving Tiger Nomads. Pay particular attention to the "wedding quests." I love this idea. Also check out Greyhawk Cities-Sefmur as Mr. Ryan gives the Baklunish West some more love. Looking for a raid quest? There might be a certain witch-queen lurking here to give one.
This last one is from ENWorld. It's not Greyhawk per se, but it's a great article on the development of Deities & Demigods by the author of the AD&D book himself, James Ward. I highly recommend this read to all especially my old school friends. James Ward was instrumental in Greyhawk's early development as well so it's nice to know his thought process and how he and Gygax interacted. Enjoy!