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Questions & AnswersQuestions? Answers! This forum is the place for any game based questions, including inquiries about the board, rules questions, etc. Make sure to read through the FAQ before asking, as many questions can be answered there. |
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09/19/08 15:07:11 |
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Charter of Mages (GM Bios)A comprehensive list of all mages has been complied in the charter. Each mage is expected to describe him or herself thoroughly, and this is the tome the information has been archived in. |
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04/27/08 11:37:25 |
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Adventure!Looking for adventure?Well here it is. GM's advertising for adventures and Adventurer's looking for adventure post here. Make sure your character is posted in the NCS or RCS. |
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06/12/08 09:24:35 |
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Miscellaneous TopicsFriendly banter goes here. All other topics that just aren't D&D related. Talk about anything you want!! .. Signature testing thread is here as well. |
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06/05/09 23:32:19 |
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Arena CombatEnter a Gladiatoral arenaHark! Wielder of the Sword! Conjurer of the Spell! Master of the Shadows! Dweller of the Great Forest! Priest of the Divine! Your name has been called out! Come, defend it to clear the slight that has been tendered against you! |
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01/14/06 02:00:00 |
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Magi Apprenticeship Program (GM Signup)Looking to become an entry level Mage? Look no further! Apply within; do it today! |
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03/14/08 21:25:00 |
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Request Administrative FunctionsAsk to edit, delete, or modify posts as well as adding text to city descriptors and anything else that both players and GM's may need done in forums. |
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03/30/08 17:03:53 |
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Chat |
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New Character Sheets (NCS)Post all new characters and tranfers here. When you are finished editing, place a comment in the subject line that the character is finished so your GM can copy the official character to the Registered characters forum. Please note that at that point, the character will be out of your control for editing. |
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09/26/08 19:35:22 |
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Registered Character Sheets (RCS)This is where moderators place their final copy of a character sheet. Also remember to place a request that the player generated sheet be deleted after the copy is made. **All Edited Versions should have Dates and Remarks for each time they are edited. |
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06/03/08 23:16:30 |
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Really Dead Characters (RDC)All characters that have died will have their character sheets moved here. Immortalized forever as a dumb-schmuck or a hero, your GM will inscribe your epitaph. |
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12/31/69 09:00:00 |
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ZeifThe Sultanate of Zeif is the westernmost state of the Flanaess, a portion of it extending beyond the north-south dividing line marked by the Ulsprue Range. The army of Zeif is said to be comprised mainly of superb mailed cavalry and huge footmen armed with two-handed swords. It is likely that numbers of mercenary Paynim horsemen are also enlisted in its ranks. The warm currents of the Dramidj make the land very rich.
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09/08/06 22:21:38 |
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Ceshra
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12/31/69 09:00:00 |
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Surrounding Areas of Zeif
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09/30/06 16:49:35 |
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Coastal Region of Zeif
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12/31/69 09:00:00 |
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Ekbir CityEkbir is the strongest city of the Bakluni in the Flanaess. Founded by survivors of the Invoked Devastation, the small port quickly grew into a place for nomads' goods as well. The original village grew into a walled town, and town grew into thriving city. Ekbir controls a sizable territory and has a large war fleet. Her forces consist principally of light and medium cavalry, although there are 1,000 heavy foot in her standing army, which is reported to number some 5,000 soldiers. |
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12/04/05 00:20:32 |
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SefmurThe state of Tusmit is maintained through the crafty playing off of one neighbor against the other - Ekbir against Zeif, Zeif against Paynim nomads, Paynims against Ket, and so forth. By such careful diplomacy, Tusmit maintains her rich holdings south of the Tuflik and avoids costly warfare of an open nature. Of course, her forces are engaged in frequent border clashes with Ekbir and Ket, as well as skirmishes with raiding tumans of Paynim horsemen. The soldiery of Tusmit is similar to that of Ekbir in most respects. |
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12/04/05 00:20:32 |
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KanakOnly a small portion of the rolling plains inhabited by nomadic Baklunish tribes falls within the Flanaess. The pair which is on our portion of the continent is sometimes nearly empty of human life, and at other times it is reported to swarm with horsemen. These nomads evidently move out of the Dry Steppes region when summer makes the area an arid waste, and return there in the rainy season. The horsed nomads of the plains are poorly armored but very mobile troops. The most lightly protected wield short, powerful horn bows and light curved swords, while the remainder employ light lance and mace or flail. Little else is known. The western states such as Ket, Tusmit, and Ekbir will often employ forces of mercenary Paynim nomads against each other or other marauding nomads. |
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12/04/05 00:20:32 |
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UlakandThe territory comprises over 90,000 square leagues, including the hills that separate the Ulsprue from the Crystalmists. While many of the Uli retain their nomadic habits and roam the open plains to the north, a fair number of these people have taken to more settled ways. A caravan town is situated near the center of Ull (Ulakand), and there are numerous hill and mountain villages to the south. The numbers of the Ull enable them to field a strong force of cavalry and still protect their town and villages with tough infantry. The latter use huge bows, strange pole arms, and great maces. As traders, the Uli are crafty and sly. They are fierce, warlike, and highly unpredictable otherwise. |
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12/04/05 00:20:32 |
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LopollaKet is the frontier state of the Baklunish and a trading center between eastern Flanaess and the world beyond. For many decades it has alternately menaced the Oeridian/Suloise states east and south and threatened them by invasion. Despite this continual warfare, the land flourished due to the rich trade with the Paynim tribes, Tusmit, Ekbir, Perrenland, Bissel, and Veluna. Goods from Zeif and Wintershiven pass through Lopolla. This mixture of cultures includes the people themselves, for the Ketites are of mixed racial stock, albeit of Baklunish culture for the most part. |
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06/13/08 17:52:11 |
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SchwartzenbruinCapital of Perrenland. Schwartzenbruin is located adjacent to Lake Quag which is lays claim to, despite the inability to hold the Northern shore. Trading its plentiful mercenaries to neighboring lands, most of these neighbors distrust Perrenland due to it's neutral stand to the wicked Iuz. |
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12/31/69 09:00:00 |
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YechaA squalid encampment surrounded by earth and timber walls, Yecha serves as the capital city of the Tiger nomads.. Tiger nomads are unmatched as mounted archers. Women make up a higher proportion of the Fighters and Fighter-Clerics of the Tiger Nomads. |
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12/31/69 09:00:00 |
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Eru TovarThe Wolf Nomads, true heirs of the great Relentless Horde that challenged all the nations of the northern Flanaess. Eru Tovar is considered the capitol of the Wegwiur and is home of the the Fearless Wolf Leader, Bargru. |
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06/30/06 01:13:44 |
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The Cold MarshesThe vast stretches of fens and bogs north of the Howling Hills give rise to the Dulsi and Opicm Rivers. The Cold Marshes are renowned for the strange and vile cretures that inhabit their mires, as well as unnatural, life-draining mists. |
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12/31/69 09:00:00 |
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DantredunPossibly the most remote realm in all the Flanaess, Dantredun is situated between the western shores of the Icy Sea and the eastern edge of the Burneal Forest. Also including the northern fringe of the Cold Marshes and fully encompassing the Gloom-fens, which the locals have named the norther arm of the marshes. |
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12/31/69 09:00:00 |
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Rovers of the BarrensThe rovers are properly not a nation, but a collection of closely related nomadic tribes who currently hold little defensible land. A group of Flan barbarians driven to near extinction by Iuz and his fiends, their territory has traditionally been the lands north of Fellreev, between the Opicm River and the western edge of the Griff Mountains and Bluff Hills. They are seldom found in any numbers now. |
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12/31/69 09:00:00 |
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VlekstaadA frigid climate and brutal regime combine to make Stonehold one of the harshest lands in all the Flanaess. Bounded to the west and north by the Icy Sea, Stonehold's southern and eastern borders are formed by the Griffs and Corusks. The majority of Stoneholders live a semi-nomadic existence, moving to the northern tundra in summer and migrating south in the autumn. The remaining third dwell in permanent settlements, mostly west of the Frozen River. Brute strength has long been the main virtue espoused by the people of this land, and treachery of byword of her leaders. Vlekstadd was burned and Razed three years ago by Sevvord Redbeard. |
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12/31/69 09:00:00 |
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GlotLocated on the eastern coastal region of the Thillonrian peninsula, Glot resides in the coldest and most severe of the Suel barbarian kingdoms, but the hardship has served to strengthen their Independence. Dwelling in seaside towns and mountain steadings the make hunting, fishing and whaling their main occupations. Shipbuilding is clearly important, and piracy is as well, with seasonal raids southward providing both wealth and the opportunity for battle that the barbarians crave. |
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12/31/69 09:00:00 |
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SoullLocated on the southern coastal region of the Thillonrian peninsula, Soull is the capital city of the Snow Barbarians (Schnai). Most numerous of the Suel in the northern, they are also considered the best example of unmixed Suloise race, many being as pale as their namesake northern snows. They still assert their supremacy over the Ice and Frost Barbarians, but such claims are now being ignored by their neighbors. Trade continues between the three barbarian states as it always has, and they freely mingle together on raiding expeditions to the southern lands. Shipwrights of the Snow Barbarians are still considered to be the most skilled in Rhizia, and Schnai captains are felt to be the luckiest. |
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12/31/69 09:00:00 |
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KrakenhiemLocated adjacent to the Jenelrad River, , Krakenhiem as all of the Frost Barbarian lands dwell above the Timberway Forest, bounded by the Friff and Corusk Mountains to the west and north. The western edge of the Spikey Forest marks the border with the Snow Barbarians, and the southern and eastern shores of the kingdom of Fruztii end at the waters of teh Frendep Bay. the climate here is much more temperate than in the northern parts of Rhizia, and farming is an important part of the economy of the kingdom. Fishing is also very important on Grendep Bay, as is mining in the eastern Griffs. However, the most notorious pursuit of the Frost Barbarians is raiding, and it often proves the most lucrative as well. |
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12/31/69 09:00:00 |
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GornaThe former Ruined capital of Geoff, Gorna is now only a place to scavange the few remains of what is left of the once proud city. |
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12/31/69 09:00:00 |
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HochochLocated between the Dim Forest, Oytwood forest and acting as a trade town conveniently located at the Realstream and Javan Rivers, Hochoch stands as the last major human inhabitation in the Grand Duchy of Geoff. Now under heavy occupation by Bissil armies, the land is all but annexed under their rule while native Geoffites clamor to hold onto their homeland.
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02/19/08 16:48:56 |
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IstivinThe March of Sterich is a land newly rescued from non-human occupation. The boundaries of the reclaimed territory extend from the Javan River, through the lowlands of the Stark Mounds, south to the Davish River and around to the Jotens. Sterich is a feudal monarchy owing fealty to Keoland. The present ruler is her magnitude, Resbin Dren Emondav, Marchioness of Sterich. She is the dark-skinned wife of the missing (presumed dead) Marquis Querchard, who disappeared one night from the streets of Istivin in 590 CY. She is reclusive and stays secured inside the walls of Krelont Keep, emerging only to announce new laws to shield and protect the citizenry. Adventure and political intrigue can be found in the March. The rewards are great, but so is the peril.Population: 144,000AL: LG, NG, LN |
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05/01/09 13:15:32 |
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Outlying Areas of Sterich |
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06/01/08 14:15:51 |
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LoftwickLoftwick, capital city of the Yeomanry League; the only Independant Democratic Republic in the Flanaess. Any Citizen of the Freehold who has carried a spear for their nation is eligible to elect and be elected for Spokesmanship. 'Service guarantees Citizenship' so the Yeoman Army slogan goes. Giants to the North and West, and the Sea Princes and Hool Marshes to the East and South never make for a dull moment.
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10/18/07 23:43:00 |
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LongspearLongspear is a small-to-medium sized walled city located on the eastern frontier of the Yeomanry, near the Keoish border. It sits on a relatively flat plain on the banks of the mighty Javan River to the east. On its other three sides, Longspear is surrounded by the Little Hills, referred to as "little" only to the comparative size of the nearby Jotens. Longspear is protected by a thick stone wall some 20 feet in height that is interrupted by even higher towers at regular intervals. |
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12/12/05 20:56:23 |
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FarvaleFarvale is tucked in the far Northwest of the Yeomanry and is the region's third largest city. It rests at the foot of the Jotens, the mighty mountain range to the north and west of the city, and is at the northernmost point of a fertile plain that includes both Loftwick and Westburn. Farvale is the terminus of the Old Road, which stretches east through Loftwick to Longspear. As such, a majority of trade arrives in Farvale via road. Unlike Yeoman cities of similar size, Farvale currently is only partially walled. Instead, it uses the jagged, steep cliffs of the Jotens as defense for a significant portion of the city. |
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12/12/05 20:41:30 |
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Niole Dra |
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12/31/69 09:00:00 |
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Dreadwood ForestThis large forest stretches across the southernmost provinces of Keoland, just north of the Hool Marshes. A royal write grants control of most the forest to the elves, who administer and protect iton the behalf of the crown. Efforts are mounted to clear this forest of evil creatures, but these have failed time and again. Raiders from the Sea Princes and non-humans from the Hool Marshes use the wood to attack southern Keoland. The elves and royal garrisons battle these invaders at great cost. The wood is also home to the Great Druidess of the Sheldomar Valley, Reynard Yargrove, who is an ally to the cause of the elves. |
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12/31/69 09:00:00 |
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VerboboncThe Viscounty of Verbobonc is a near-independant province of the Archclericy of Veluna. Being the second largest port on the Velverdyva, it brings much wealth to the local lords. Barges and caravans are happy to leave the region laden down with gems and copper from local mines. Humans, Elves and Gnomes all live peacefully, being friendly but cautious -- Most have seen evidence of true evil in their lifetimes and a popular saying goes "Hard work keeps the demons away". |
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08/28/06 07:44:07 |
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Kron HillsThe fertile upper reaches of the Kron Hills are home to some twenty thousand gnomes, scattered farmers and herders. Once claimed by Verbobonc, the so-called Free Assembly now takes residence here. Rugged still, there are plenty of evil denizens and creatures among the hills to make travel less than safe. |
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08/28/06 07:44:07 |
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HommletHommlet is a peaceful, contented place. Its people are well fed, safe, happy with their lot. However they are wary, for their happiness has been threatened more than once in the past. Rufus and Burne, two ex-adventurer's have been granted control by the Viscount of Verbobonc. |
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06/17/05 10:40:56 |
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MitrikThe Archclericy of Veluna has long been a shining example of the better side of humankind in the Flanaess. Since the state became independent, it has traded fairly and justly with its neighbors and championed the cause of righteousness everywhere. Veluna fields a regular army which has a small core of heavy cavalry, large troops of medium horse, and scouts which are light cavalry. The bulk of her infantry are pikemen, with Gnomish support and Elven archers.Empire Population: 250,000 Cities: Mitrik (LC - 12,600), Devarnish (SC), Veluna City (SC)Human 79%, Elf 9%, Gnome 5%, Halfling 3%, Dwarf 2%, Half-Elf 1%, Half-Orc 1% |
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06/27/08 23:00:09 |
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Domain of Greyhawk [Nyr Dyv to Wooly Bay]
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06/23/08 06:05:33 |
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The Wharves, Shacktown & Caravan Yards |
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08/28/06 08:21:01 |
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Garden & High Quarters |
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08/28/06 08:29:15 |
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Clerksberg, Artisans, River, & Foreign Quarter |
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12/31/69 09:00:00 |
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Old City [Slum &Thieves Quarter] |
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06/15/08 09:52:12 |
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The Sewers |
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12/31/69 09:00:00 |
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Rary's TowerFrom high atop his tower, Rary the Traitor calls all between the feet of the Abbor-Alz to the rocky shores of Wooly Bay his domain. Armies of desert nomads, goblinoids, and mercenaries ride, enforcing the will of their liege upon the simple folk of the desert. The Entire Bright Desert belongs to the Traitorous Baklunish Wizard and he calls it an Empire. His Empire. |
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12/31/69 09:00:00 |
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The Bright DesertThe origins of this wasteland are unknown, though it is thought a kingdom once lay here when the land was fertile, being utterly destroyed in some age-old disaster.
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04/03/06 01:33:25 |
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Radigast City |
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12/31/69 09:00:00 |
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CritwallThe Shield Lands consisted of two dozen provinces of various size, stretching from the Ritensa River in the south to the Vigilant Highway, from Plague Fields to Alhaster. The new current nation or New Shield Lands encompasses 20-30 miles around Critwall and Scragholme island. The rest of the shield lands is under control by Iuz, the Old One.AL: LG*, LN, CG |
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12/31/69 09:00:00 |
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Outlying areas of the Shield LandsCritwall and Bright Sentry are the only Sheild Land holdings that remain of the once fertile land. This area is for those outlying boundries around extending in about 30 - 40 square mile region that are not held by Iuz's minions. |
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03/05/06 02:17:18 |
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DorakaaThe Greyhawk Wars began as a result of a dangerous gambit of Iuz, the Old One, who has for so long dominated the north-central plains of the Flanaess. No single being can claim personal responsibility for as much bloodshed as can the Old One. Though Iuz, a demi-god, is a Power into himself, his political might is given form known as the Empire of Iuz.AL: CE*, NE, LE, CN. |
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12/31/69 09:00:00 |
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RockroostThe lands of the Bandit Kings are arable but not especially fertile, being rocky and grossly over farmed. One of the most stunning geographical features of the continent can be found here. The foreboding Rift Canyon. Most know it as a den of foul creatures and strange magical conditions. Presently, it is infested with bandits fighting against the forces of Iuz. Though Iuzs forces occupy the land, some old political divisions remain, even if entire populations do not.AL: CE*, CN, NE, N, LE, CG |
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12/31/69 09:00:00 |
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RedspanThe war-ravaged lands between the Griff Mountains and the Artonsamy River, north of the Yold, holds the remains of the former duchy of Tenh. Tenh was almost destroyed in the Greyhawk wars but Duke Ehyeh III attempts to reclaim his homeland with meager assistance from Urnst. Currently the Duke fights against Iuzs forces and the Fists of Stonehold who also fight each other. War is a constant Peace is the hope of the future.AL: N*, LN, NG
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11/11/05 10:39:14 |
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Outlying areas of TenhThese areas include the lands North from Calbut by the Griff Mountains to the East by the Troll Fens down to the South by the Bandit Kingdoms and to the West by the Fellreev Forest.
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04/02/06 01:56:48 |
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Wintershiven |
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12/31/69 09:00:00 |
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Rel Mord(pop. 50,500) Rel Mord is an old city, and is one of the greatest in the entire Flanaess. It was originally brought into the limelight during the Great Kingdom when it was the seat of the Viceroyalty of Nyrond, starting a century after the first Common Year. Rel Mord enjoys a fairly metropolitan atmosphere. While for years times were tough on the entire nation, Rel Mord has managed to revive itself and prosper. The population is made up of Humans(80.3%), Elves(7.7% [sylvan 90%, high 10%]), Halflings(5.6%), Dwarf (2.5%), Gnomes(1.72%), Half-Elf (1.5%) and Half-Orc (0.68%).AL: LG, LN, NG, CG, N |
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12/31/69 09:00:00 |
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SpinecastleBone March is a small realm located north of the treacherous waters of the Teesar Torrent, nestled between the Rakers and the coast of the Solnor. While the march once held the distinction of being the northenmost frontier of the Great Kingdom, before the cursed Orc invasion. Bone March is now steeped into disorder, ruled by a coalition of invading nonhuman tribes (orcs, gnolls and ogres). Humanity, which once thrived here, is generally enslaved and subject to the capricious whims of petty bandit chiefs and nonhuman warlords. Pop: 310.000 = Humans( 37%), Orc (20%), Halfings (18%), Gnome (10%), Elf (7%), Half-Orc (4%) and Dwarf (1%). AL: LE*, LN, N, CE |
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12/31/69 09:00:00 |
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KalstrandThe United Kingdom of Ahlissa is the official title of the remainder of the central and southern lands that once comprised the vast Great Kingdom. At its height, the empire spanned the Flanaess from the Solnor Coast to the Fals Gap, from the Azure Sea in the south to the Icy Sea in the north, leaving its cultural imprint on every realm in between. Today, the kingdom is a shadow of its former self, as wars of independence and centuries of conflict have sundered the once great empire. . The people of these lands are largely an Oeridian-Suel mix; some orcs and goblinoids are here, but few elves, gnomes, and halflings exist except in the forests and hills. At one time these were the richest provinces of the Great Kingdom, but years of war have reduced much of the economy to tatters. |
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12/14/05 20:46:37 |
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PitchfieldSunndi is most notable for the harmony between the different races who live there. The grey elven Lord of Sunndi is careful to take pletiful advice not just from his own people, who prowl the woodlands, but from the gnomes and mountain dwarves who mine and man defenses in the Glorioles, Hestermark Highlands, and Hollow Mountains. The Sunndi hillmen are fine shots with slings and crossbows. Population: 65,000 = Humans (55%), Gray Elves (25%), Mountain Dwarves (10%), Gnomes (5%), and others (5%). |
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12/31/69 09:00:00 |
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Lo Reltarma |
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12/31/69 09:00:00 |
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Hesuel IlsharSaid to be a marvelous walled city that has seldom been seen by foreign eyes. Believed to be hidden somewhere on the massive Okalasna Plateau. |
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12/31/69 09:00:00 |
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IrongateIrongate is a free and independent city located on the eastern coast of the Azure Sea. The fortress city is one of the few Oeridian-controlled ports on the largely Suel-dominated southern waterways. Irongate is both a founding member and the head-quarters of the alliance known as the Iron League. Irongate maintains a large and powerful standing force that includes human and dwarven regulars. Irongate is most famous for the high quality iron ore that has been the stock and trade of the local dwarves for centuries. However its most important industry is undoutedly the mining and metalwork for which the place is universally heralded. If something is found to be unbending or unbreakable it must have been forged in Irongate. |
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ScantExtending Westward from the principality of Ahlissa, dividing the eastern Sea of Gearnat from the Azure Sea. Scant is a city divided, with the Scarlet Brotherhood controlling the gateway to the flanaess and the guerrilla (ex-thieves) of scant who are allied strongly with Irongate. |
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SulwardThis is a collective name given to a small series of island states off the southeastern coast of the Flanaess. These seven isles range in size from an area nearly equal to the largest of the Lendore Isles to a tiny islet barley 30 miles accoss. |
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Archives 2All Chronicles of Greyhawk Trimmed threads should go here. Don not use the first Archives, use this. Make sure they are closed first, then you move them here. |
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06/25/07 20:39:58 |
Community Time: 11/26/09 07:39:44
Founded: 10/25/03
Most Recent Member: Shava