Saturday, July 30, 2011

Adventure Log 4 - Surprise, Surprise

June 20, 2011 09:52
After confronting Kobort and Turuko about suspicious behavior and shadowing, our adventurers move out. After a rather uneventful travel through snowy weather they arrive back at the Moat House. So being there our group does what they do best, delve. Slowly and cautiously our group finds a door that is, oddly enough, closed. Listening at the door Mathias decides that the group should infiltrate and begin to explore. Thus, upon opening the door our group is greeted by a large group of Brigands.
The battle started out fierce, attacks landing on both sides, none suffering losses. With McDirk manning the heals and Arthur in the fore the battle seemed well, despite being outnumbered. Then Mathias took a heavy blow, being almost knocked down and out our group employs Spugnoir to magically sleep the enemies to thin the numbers. There was however one flaw to the plan, most of the enemies fell asleep along with Arthur who could not resist the lull of magical slumber. One swift kick later Arthur awoke to Mathias saying, “Come on we have to withdraw get up and let’s move out cautiously!” All companions; save for the rogue and runner, managed to swiftly exit the room. The other two however had to slowly and tediously exit hoping that their foes would not immediately greet them in battle once again.
After a few more minutes of chase the two groups of two (Mathias and Arthur and what seemed to be a leader and lieutenant of the brigands) began to trade blows. Things were looking grim, when from behind our heroes heard a triumphant cry and a whistling of an axe. Have we been ambushed? What is the meaning of this, were both thought until they saw the powerful axe of Elmo saving the day. After making quick work of the two commanding officers, Elmo; in a frenzy to help his companions, slew even the sleeping foes; for in battle he showed no mercy nor quarter. Exploring the once inhabited room turned out to be worth while for the party gained a small amount of wealth for their trouble. It was time to head back to the Inn to rest up.
The party, having suffered some injuries, loaded up their cart and began the journey home. About 10-15 minutes into the journey McDirk is struck in the back with the quarrel of a crossbow. Both Elmo and Arthur immediately turn the parties attention directly behind them to a snow bank. At this time Kobort and Turuko leap from the snow ready to attack yet again. Kobort immediately rushes towards our group looking to slay someone outright. After managing to defeat Spugnoir and Zert he foolishly looked to take Elmo. Elmo, however, had other plans. Greeting the brute with a whistling axe Kobort was felled. Now turning their attention to Turuko the battle ensued. Turuko proving to be quite formidable felled both Arthur and Mathias. The party looking ragged and barley standing while McDirk tended to the wounded and Elmo gallantly fought and defeated the evil monk Turuko.
After the battle and everyone regaining their bearings the group retreated home to the Inn of the Welcome Wench. But not before, in an act of superior honor and kindness, burying their fallen enemies; for they had tried to take their lives and failed, but they should still have at least a proper burial, lest they return to the world as a damned undead soul. This ends our log for this days journey. Come again and listen.

Adventure Log 3 - New Blood

June 19, 2011 14:52
When we last left our adventurers they were, tactically withdrawing from a battle that could have left them dead. This battled showed them that they needed more companions. So after returning to the Inn of the Welcome Wench they decided to try to save money and have Olster cook up on of the slain frogs. To McDirk’s surprise and delight he almost broke a tooth on a gem that the frog had swallowed, instead of a party member. After this was said and done the party went to sleep.
After awaking the next morning and doing their simple morning tasks; whatever they might be, our group once again returns to the common room of the Welcome Wench. There are quite a few new faces, so our party decides to meet and greet. There is a man dressed in a militia fashion, Spugnoir, another plainly garbed male, Fumok; a cloak and dagger looking gent who seemed to catch everyone’s eye although he kept to himself in the corner, and a pair of travelers one burly the other a plain looking sir, Kobort and Turuko respectively. After much debate and striking deals with shares, the party decides that Zert the fighter and Spugnoir the mage will be their best choice.
More preparation followed such as, buying a wagon and a pony, populating the wagon with more than they could carry themselves and finding a place to sell items at a reasonable cost and on a fairly normal basis. Finally at the ruins the party realizes “We have no one to watch our cart” they run back to town. Finding Elmo, who was not at the Inn during the morning; was their choice. Elmo is a large jovial man who seems to just love to drink, fight, and win. His only condition is “Put an axe in my hand and chain on my back” and you’ve hired me. They then decided to hire a local farmer just so Elmo has some company. Everyone else is similar Spugnoir the mage wants any and all scrolls and lodging, Zert the fighter wants a fair share; as everyone else would get.
After many hours of preparation, our party beings to depart for another delve into the Ruins. However halfway to the ruins the party notices Kobort and Turuko from the Inn are following them. So they return to question them, but they run back to town. Seeing this as suspicious the party follows them back to the Inn to confront the two adventurers. Their solemn response is “We’re adventurers we forget things in town,” snidely followed by “such as yourselves.” Thus, ending this record of the adventure thus far…

Adventure Log 2 - Into the Moathouse

June 15, 2011 15:22
The party; looking for adventure, fame, and fortune, asked around at the local tavern “The Inn of the Welcome Wench” of any cats in trees, lost puppies, or strange goings on in the surrounding area. The proprietor, Ostler Gundigoot recommended that they go towards the moat house, near the ex Temple of Elemental Evil. And being just and righteous adventurers, they set out.
With fire in their eyes, courage in their hearts, and cheese in their packs (have you ever fought a giant rat without cheese?!) they came to a tower. Upon further inspection they meet with the owners of said tower, Burne and Rufus. They tell our brave adventurers: “Only three? You’ll never make it out alive, go talk to Elmo, he can help”. Being wise adventurers, they continued on; for they knew splitting fame and fortune three ways is better than splitting it four ways.
Upon arrival at the swampy marsh surrounding the moat house our hapless adventurers are alerted by Arthur that they are not alone. Shortly after they attacked by not one but three giant frogs. After a vicious battle they survive and live to cross a moldy rotted bridge. When they enter the ruins of what once was a grand temple of evil they see: Nothing. Everything seems to have been destroyed and picked clean. Does that stop them? Never! So they look through the some rooms. A darkened tower taught Mathias, the rogue, to be on the look out for spiders lurking above! After about 3 minutes of not attacking to avoid killing their companion our party finally slayed the spider. After gathering their courage and cleaning their trousers, they venture forth only to encounter a snake. The snake; who attacked poor Mathias, tested his mettle and failed miserably at poisoning the rogue.
Out of heals and low on vitality our motley crew heads back to The Inn of the Welcome Wench; “Maybe next time,” they agreed “we will go back to the tower more well prepared and with larger numbers”. For isn’t it better to survive and enjoy your fame and fortune, rather than to amass and die on the journey home? Until next time.

Adventure Log 1 - Hommlet

The Village of Hommlet, or merely Hommlet as it is commonly called, is situated in the central part of the Flanaess, that portion of western Oerik Continent which is known and ‘civilized.’ The hamlet-sized village (local parlance having distinguished it with the greater term) is located some 30 leagues southeast of the town of Verbobonc, or thereabouts, on the fringe of the territory controlled by the noble Lord the Viscount of Verbobonc. It is at a crossroads.

To the north is the mighty Velverdyva River, along whose south bank runs the Lowroad. Many days’ travel to the east, on the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled city of Dyvers. The village of Sobanwych lies about halfway along the route. Below that to the southeast and east are miles and miles of forest (the Gnarley), beyond which is the Wild Coast,Woolly Bay, and the Sea of Gearnat. The road south forks a league or so beyond the little community, one branch meandering off towards the Wild Coast, the other rolling through the lower Kron Hills to the village of Ostverk and then eventually turning southwards again into the elven kingdom of Celene. The western route leads into the very heart of the gnomish highlands, passing through Greenway Valley about a day’s travel distant and going onwards to the Lortmil Mountains far beyond.

Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a sufficient number of travelers and merchant wagons to attract tradesmen and artisans to serve those passing through. The rest house became a thriving inn, and a wheel and wainwright settled in the thorp. More farmers and herdsmen followed, for grain was needed for the passing animals, and meat was in demand for the innfolk.

Prosperity was great, for the lord of the district was mild and taxed but little. Trade was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area was free, beautiful, and bountiful — too much so, in the eyes of some.

Whether the evil came west from Dyvers (as is claimed by one faction) or crept up out of the forestlands bordering the Wild Coast (as others assert), come it did. At first it was only a few thieves and an odd group of bandits molesting the merchant caravans. Then came small bands of humanoids—kobolds or goblins—raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk apparently checked, but did not stop, the spread of outlawry and evil.

A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant. But its out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small river flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their ill gotten tithes. Good folk were robbed, pillaged, enslaved, and worse.

In but three years, a grim and forbidding fortress surrounded the evil place, and swarms of creatures worshiped and worked their wickedness therein. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom and beauty. Commerce ceased, crops withered; pestilence was abroad.

But the leaders of this cancer were full of hubris and, in their overweening pride, sought to overthrow the good realms to the north, who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. The great Battle of Emridy Meadows was fought.

When the good people of Hommlet saw streams of ochre-robed men and humanoids fleeing south and west through their community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout. So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic.

Life in Hommlet quickly returned to a semblance of its former self, before the rise of the temple. For five years afterward, the village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll which plagued the place for a time was hunted down by a party of passing adventurers. Carrying the ashes and a goodly fortune as well, the adventurers returned to the village. Before going elsewhere to seek their fortunes, the adventurers also returned a portion of the villagers’ losses. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar caches, and several did find remote lairs and wealth—just as some never returned at all.

After a time, adventurers stopped coming to the area. It seemed that no monsters were left to slay, and no evil existed here to be stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but others relieved by the return to the quiet, normal life—and Hommlet continued its quiet existence for four years more.

But then, a year ago, the bandits began to ride the roads again—not frequently, but to some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure. All claim to be bent on slaying monsters and bringing peace and security to Hommlet; but deeds speak more loudly than words, and lies cloak the true purposes of the malevolent.


  • See also Hommlet description which includes the Hommlet map

House Rules



Character Creation
The core AD&D 1st ed. rule books will be used. DMG, Player's Handbook, and Monster Manual. No Unearthed Arcana, or other books will be used. That being said, certain things will probably creep in, so see me if you have any questions.

  • Roll 4d6 drop lowest die, re-roll 1's. You may swap 1 attribute.


The most important two house rules are stated below.
    Rules of the Campaign
  • Rule #1. The DM is always right.
  • Rule #2. In case the DM is wrong see Rule no. 1

Minor Changes to the world order.
  • Calling on your deity - Anytime during a game session a player may call upon his chosen deity. This is typically used for help after a bad roll in a critical situation, ie. character death imminent. This is resolved by the DM and the PC each rolling a d20, if both die rolls match the deity intervenes. However, if the rolls do not match by a score of 10 or more, bad things occur, up to and including permanent character death.
  • Max. number of raises - A character may only be raised a number of times equal to his starting Con. score.

What you need to bring to the game.
    Here’s the list of things that players should bring to the gaming session:
    • Completed Character Sheet—See the DM regarding character creation for more information.
    • Character Figurine/Representation—this will represent your character on the map. (This item is optional as I will provide mini's for the party.)
    • Dice—self explanatory. I’ve got some dice I can lend, but I’d rather you bring your own.
    • Paper—For writing things down on.
    • Pencil—For writing things with.
    • Right Attitude—For having a good time.

Greyhawk Calender


Greyhawk Calendar


StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1
New Year's Day
234567
891011
121314
151617181920
21
22232425
262728


Readying
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1
Festival of St. Bane
234567
8910
Snowdrop Festival
11
121314
Heartsday
15
161718192021
22232425
262728

Coldeven
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234567
8910
11
Festival of the Blood Moon
121314
15161718192021
2223
Trapper's Rendezvous
24
Trapper's Rendezvous
25
Trapper's Rendezvous
26
Trapper's Rendezvous
27
Trapper's Rendezvous
28
Trapper's Rendezvous

Growfest
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1
Banapis
234
567
Foolsday

Planting
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234
567
891011
Tanabat
121314
15161718
1920
21
22232425262728

Flocktime
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1
Beory's Day
234
567
8
Harnekiah
9
Harnekiah
10
Harnekiah
11
Harnekiah
12
Harnekiah
13
Harnekiah
14
Harnekiah
15
St. Cuthbert's Day
161718
Walpurgis
192021
22232425262728

Wealsun
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1
Goodrhys
Festival of the Blinding Light
2
Festival of the Blinding Light
3
Festival of the Blinding Light
4
Festival of the Blinding Light
567
8910
11121314
1516
Bawming the Thorn
17
Ceremony of the Turning
18
192021
22232425262728

Richfest
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234
567

Reaping
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234567
891011
121314
151617181920
21
22232425
Sotillion's Day
262728

Goodmonth
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234
Grandmote festival
King's Festival
5
King's Festival
6
King's Festival
7
King's Festival
891011
121314
15
161718192021
22232425
Miner's Fairs
26
Miner's Fairs
27
Miner's Fairs
28
Miner's Fairs

Harvester
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234567
8910
11
Loggers' Fests
12
Loggers' Fests
13
Loggers' Fests
14
Loggers' Fests
151617181920
Raksha Bandhan
21
22232425
Imperium Invicta
26
Imperium Invicta
27
Imperium Invicta
28
Imperium Invicta

Brewfest
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234
567

Patchwall
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234
567
Bellringer's Feast
891011121314
Lammas
15161718
Wiccrhys
1920
21
22232425262728

Ready'reat
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234
5
Turning of the Shebbear Stone
67
Festival of Hope
891011
Day of Remembrance
12
Day of Reflection
13
Day of Retribution
14
Great Freeday
15
161718
192021
22232425262728

Suns'ebb
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1234
567
8910
11121314
15161718
192021
2223
Marihwyd
2425
Days of Thought
26
Days of Thought
27
Days of Thought
28
Days of Thought

Needfest
StardaySundayMoondayGodsdayWaterdayEarthdayFreeday
1
Mummergin
234
567
Feast of Unreason
Luna = black and white moon
Celene = blue moon (no pun intended)







Greyhawk Calendar and Major Holidays


I Fireseek (Winter)

11th= Luna's full moon

25th= Luna's new moon

1st= New Year's Day. The first day following the Needfest was offically
decreed as the first day of the new year by the Overking in Rauxes and has
been accepted by most of the Oeridian dominated nations around the
Flanaess. The Bakluni nations have their own new year.

II Readying (Spring/Winter)

11th= Luna's full moon

15th= Celene's new moon

25th= Luna's new moon

1st= Festival of St. Bane. Attempts to turn undead on this date receive
a +1 level bonus.

10th= Snowdrop Festival. Masks are worn to a sort of all-day party and at
dusk clothing is exchanged between the sexes amidst general hilarity. Due
to the weather, this is usually overclothing, though underclothing is not
unheard of in some places.

14th= Heartsday, or "Myhrissian."


III Coldeven (Spring)

11th= Luna's full moon

25th= Luna's new moon

11th= Festival of the Blood-Moon. Sacred to worshippers of Nerull and
most lawful evil cults as well, this grim festival technically begins on
the 10th and ends on the evening of the 12th. It commemorates the blood-red
moon which appeared all over the Flanaess on this day in 294 CY. (Some
sages postulated common volcanism as the source, but proponents dwindled
quickly after several sages disappeared under mysterious circumstances.)
Elaborate ceremonies are held in fell and shadowy places, many of which are
grisly and unpleasant in the extreme. This festival is now honoured in Iuz'
lands as well since the Wars, in mocking celebration of the surprise
attacks which decimated the Heirarchs of Molag in 583 CY.


22nd-28th= Trapper's Rendezvous. Much favoured by rangers and other
woodsmen.

Growfest

4th= Celene's full moon, Vernal Equinox

Very important to Atroa, Beory, Berei, Elhonna.

* 1st day is Banapis, also known as "Losar" among certain Bakluni
sects, who consider it to be New Year's! Huge parties with presents
exchanged, considered everybody's birthday. Not celebrated in Suel lands,
who consider celebration of any but one's actual birth date to be evidence
of ignorance and barbarism.

* Last day is "Foolsday," sacred to Olidammara and other trickster
gods. In Ulek and among rangers, it is traditional to send someone 'hunting
the gawk' {a meaningless errand}. The Lord of Misrule from the Feast of
Unreason, variantly named Motely or Widdershins, is sometimes elected to
preside over this day as well. In Greyhawk, the Desportium of Magick is
held that night in and around the Great Citadel.

* Also known as the Feast of Atroa in celebration of a new growing season and
the promise of prosperity. This is time when communities gather together to
plan for the future. It is not uncommon for a celebration to center around
a community event like a barn-raising, to help a neighbor whose homestead
may have been damaged over the winter. The day's community work is then
relieved with revelry in the evening where bonds of friendship often grow.

IV Planting (Low Summer/Spring)

4th= Luna's full moon


18th= Luna's new moon

11th= Tanabat, also known as the Seven Sisters Festival. Legend has it
that Olidammara was entertained on this day by seven lovely sisters, who
welcomed him in his guise as a minstrel and treated him royally. So
impressed was he by their treatment and their wine that he revealed himself
and offered to transport them to his halls, there to live in bliss forever.
Though the vineyard's exact location is a mystery, the legend is
widespread, and many grapegrowing regions claim that the Seven Sisters came
from their lands. At night, therefore, the story is acted out and people
head out to the grape arbours, listening for echoes of the sisters'
laughter as they ascended to paradise. The rest of the holiday is a
celebration of the grape and its byproducts and features prayers for a good
vintage in the coming year, as well as much celebration and sampling of the
previous year's wines. It is especially sacred to followers of the Laughing
Rogue, though followers of other nature deities often officiate as well.

V Flocktime (Low Summer/Spring)

4th= Luna's full moon

15th= Celene's new moon

18th= Luna's new moon

1st= Beory's Day. Villagers sing and dance around a wooden pole to
celebrate the passing of the seasons and the blessings of spring.

8-14th= Dwarven rituals of Harnekiah, or "cleansing of the mountains."
Ritual humanoid hunts conducted. Some humans {mountaineer rangers in
particular} also celebrate "Ulaa's Hunt."

15th= St. Cuthbert's Day, which many of his more active followers honour
by trying to root out evil cults before Walpurgis falls. Unfortunately,
this frequently leads to mistakes and misunderstandings, especially when
strangers are involved.

18th= Walpurgis, The Dark Night, is extremely sacred to priests of evil.
Many evil congregations hold elaborate, depraved ceremonies in dark and
unholy places. Others send agents out into the night to perform
assassinations or otherwise engage in unspeakable acts. On this dread
night, all turning rolls against undead are made at -4, in addition to any
other penalties, and all evil priests may cast spells as if they were one
level higher. Most other folk with any sense stay inside, preferably with
shutters locked and barred.

VI Wealsun (Low Summer/Summer)

4th= Luna's full moon

18th= Luna's new moon

1st= Goodrhys, a festival dedicated to the arrival of Mayaheine on Oerth.

1st-4th= Festival of the Blinding Light (Pholtus).

16th= Bawming the Thorn, a placation of evil nature aspects by a parade
of children who tie a ribbon to the oldest thorn tree in the region.
Intended to ensure safety for the next day.

17th= Ceremony of the Turning. Celebrated among the Flannae, the
Marklands, and in Druidic communities. Seven-year olds are carried
blindfolded and barefoot into the woods, and must find a new name before
returning to the village feast. Each child is released separately and
alone. They are guided by rowdy singing {and a huge bonfire if they are
slow}, and when they return they are carried into the centre of the
gathering to whisper their name into the fire. This is their Truename, with
all that implies. It should be noted that rangers and priests of Elhonna
are also especially busy this night, quietly patrolling the area and
looking out for the children's safety. In friendly lands some elves are
also drawn to this sort of role, and it is considered a good omen for a
child to successfully spot one.

Richfest

4th= Luna's full moon, Celene's full moon, Summer Solstice

Important to all sea gods, plus Boccob, Sotillion, Llerg (Beasts) and often
Kord (games).

* Sealords' Feast celebrated in coastal areas, esp. "Festival of the Blue
Moon" at midweek, when Celene is full. In Greyhawk and other inland areas,
Guild Days are celebrated at this time instead.

* Also known in some communities as the Feast of Sotillion in celebration
of the god's victory in wresting the sun from its southern decline and
bringing it back to warm Oerth and promote growth and prosperity.
Celebrants use the time to enjoy the leisures of summer with picnics and
family reunions. It is a time to put aside family strife and offer
reconciliation, in honor of the sun own homecoming.

* Midsummer Day is consider the Holy Day of Pelor, god of sun, light,
and healing. In most good or neutral places this is an official rest day,
and the holiday is even respected in some evil lands like the Great
Kingdom. Feasting and enjoying the sun are important activities, and it is
considered a sign of respect to wear yellow somewhere on one's person. In
non-evil lands, at least, those who don't are regarded with some suspicion.
The weather tends to be uncannily reliable (rain is generally a sure sign
of Pelor's extreme disfavour with an area), and public services are held
outdoors by Pelor's priests. A public processional is followed by a free
meal, and healing and comfort is provided to the needy while priests and
priestesses vigorously entreat the more fortunate for alms.

* All undead are turned at +4 during Midsummer's Day. Priests of Nerull also
dread this day, as they suffer a -2 on all rolls and opponents get a +2 to
save vs. their spells. The bonus against undead vanishes that night, but
the priests of Nerull must lie low until the next night before their curse
wears off.

* Note that in the Theocracy of the Pale, this day is held to be sacred of
Pholtus instead, though many of the same activities occur. Travelers are
warned that celebrants all wear white instead, and yellow clothing or a
yellow fabric strip pinned to one's tunic are considered blasphemous.

* Both moons are full the 4th day of Richfest, on Midsummer Night.
Lycanthropes aplently, but faeries are also extremely active and Mages also
report certain spell enhancements now and again. This is often the evening
when spell-shows happen.

VII Reaping (High Summer/Summer)

11th= Luna's new moon


25th= Luna's full moon

25th= Sotillion's Day, know popularly as Labor Day and also, derisively,
as "St. Ides" (for "Saint Idler's"). Followers will do no work and enjoy
the summer. Widely popular, especially for the young and in love. As a
result the full moon of this month is often referred to as the "lover's
moon". PCs should be careful not to attack skulking figures or muffled
noises!

VIII Goodmonth (High Summer/Summer)

11th= Luna's new moon

15th= Celene's new moon

25th= Luna's full moon

4th= Grandmote festival, involves large archery competition, fair, and
festivities devoted to gods of luck (Istus, Ralishaz neg., Norebo, Rudd).

4th-7th= King's Festival in Furyondy/Veluna.

25th-28th= Miner's Fairs.

IX Harvester (High Summer/Autumn)

11th= Luna's new moon

25th= Luna's full moon
11th-14th= Loggers' Fests.

20th= Raksha Bandhan, a Bakluni festival still celebrated in those lands,
and in Perrenland and Highfolk as well. A celebration of siblings {usually,
but not always, opposite sex}, where bracelets and flower necklaces are
made and traded along with sweets. For those who do not have siblings, a
'blood brother' ceremony is sometimes performed among very close friends.
It is considered a great honour to wear such a token on this day.

25th-28th= Imperium Invicta festival in the Great Kingdom. Still celebrated
in Rauxes, North and South Kingdoms, Szeffrin's lands, and some other
areas.

Brewfest

4th= Celene's full moon, Autumnal Equinox

* Celebration of the harvest and the arts of brewing. Very important to
Wenta, Berei, Beory, and Olidammara. The Halfling, Gnomic, and Dwarven
pantheons also hold this day in very high regard.

* Also known as the Feast of Wenta in some communities and is a celebrated
with song, dance and offerings of the summer's harvest to the goddess Wenta
for her blessings during the cold days before winter.

* Keoland and allied states celebrate with the Regal Games in Niole Dra.


X Patchwall (Autumn)

4th= Luna's new moon

18th= Luna's full moon

7th= Bellringer's Feast in All but Brotherhood and Great Kingdom lands.
Everyone gathers at the largest bell in the region (usually a town hall or
temple) when it is rung, then exchange treats and other baked goods. The
militia also turns out in full regalia, as this festival is connected with
themes of warning and preparedness. Though this day has become more
festive, in some embattled lands its original purpose has completely
reasserted itself, and celebrations in Nyrond are likely to be strained at
best.

14th= Druidic Festival of Lammas.

18th= Wiccrhys. Originally celebrated as Samhain ("Oidche Samha"), or All
Hallows Eve in Geoff, the Ulek states, and Druidic areas. The borders of
the spirit world grow thin this night, so people traditionally dress as
spirits and cavort all night as faeries are always depicted as doing. The
hope is that true spirits will not recognize them as mortal and thus not
harm them. 'Soulcakes' are begged of passerby, and some larger cities also
have a great mummers' play in which everybody dies at the end but then
resurrect themselves. Persons being raised from the dead on this night
receive a +20% bonus to their survival rolls, but evil is also
strengthened. Aside from the obvious danger of summoned fiends et. al.,
saves vs. spells from any evil caster are at -2.

XI Ready'reat (Autumn)

4th= Luna's new moon


15th= Celene's new moon

18th= Luna's full moon

5th= Turning of the Shebbear Stone. Commemorates the feats of Shebbear,
a famous Oeridian hero of awesome strength; also a way of clearing the
land. The largest stone on the property is rolled once toward the west.
This holiday produces many injuries, just in time for...

7th= Festival of Hope. Healing and atonement offered, esp. by priests of
Pelor and also for Zodal, for whom this is the holiest day of the year. It
has attained even greater significance of late as a festival for good
generally, especially among exile communities.

11th-14th= Days of Dedication, sacred to followers of Trithereon. The Day of Remembrance, dedicated to those who died defending liberty, begins the
festival.

12th= Day of Reflection, for followers to reflect on their lives and
their goals.

13th= Day of Retribution, where solemn oaths of vengeance are typicaly
sworn against those deserving same, priests publicly judge disputes among
the faithful, and special favour may be shown by the deity to those
attempting a daring deed in the name of liberty.

14th= Great Freeday celebration ends "Days of Dedication."

XII Suns'ebb (Winter)


4th= Luna's new moon

18th= Luna's full moon

23rd= Marihwyd. A parade of white costumed followers led by a white robed
person wearing a horse's skull sing blessings at the doors of the village
and are rewarded with treats. Popular among Geoffites, Tenha, and Sterish,
as well as the County of Ulek and Greyhawk.

25th-28th= Days of Thought, sacred to devotees of Rao, Delleb, and some
sages. Spent in self-examination and study.

Needfest


4th= Celene's full moon, Winter Solistice

* Begins with 'Mummergin'. People wear disguises and try to remain
unrecognized, in order to celebrate the wondrous and strange effect that
magic and magical creatures have in the world. Nevertheless, it should be
noted that actual use of magic in such disguises is considered cheating,
and is frowned on in most areas. There is dancing and general carousing,
and the high point is a parade and the Performance of the Mummers, a play
in which good and evil battle. Evil wins but the youngest speaking child
resurrects good and removes the evil from the bad actor. It is rare but not
unknown for some members of evil cults to take steps at this point, and
vigilance is usually tight in larger cities.

One exception is The Empire of Iuz, which holds a variant play in which
their evil lord fights good and wins. This is usually enacted by having
priests in ceremonial masks publicly fight, defeat, and then sacrifice a
lightlyarmed prisoner amidst general rejoicing.

The rest of the holiday is devoted to general merriment, and the last night
before the months are again counted in the calendar is very special. This
is the Feast of Unreason, which is honoured by many diverse faiths (Boccob,
Lydia, Lirr, Norebo, Olidammara, Ralishaz, Trithereon, and even Rao and
Iuz!) for different reasons. In general, however, the mode of celebration
is the same: Servants are promoted to the head of towns, villages, and even
royal courts, where they preside over the feast's duration. They
orchestrate silly laws {i.e.. having farmers push their carts, wearing only
one shoe, etc.} which must be obeyed, though traditionally they are
followed about by a 'true' authority who can overrule any proclamations
deemed to be disastrous. Popular everywhere, even in the Great Kingdom, but
ruthlessly suppressed in the Theocracy of the Pale. This is a very popular
Greyhawk festival, where it is colloquially known as "Zagyg's Feast." The
Mad Archmage retains his distinction as the only actual ruler to ever be
elected to preside at these festivals, and his influence can still be felt
today. Mages report that their spells will occasionally misfire in odd
and/or humorous ways during this period, though such misfires will never
occur in lifethreatening situations unless one has greatly offended Zagyg
or Boccob.

* Needfest is also known in some places as the Feast of Telchur, this
holiday honours Telchur's valiant battle in creating winter, and celebrates
the beginning of winter's waning. In some places, an elaborate play
commemorates this event (Great Kingdom). In others, remembrance of family
and recital of the family tree is an important part of the day (Keoish
principalities, Geoff, and Ulek). Most places, however, celebrate primarily
with an open house dinner after dark, the giving of presents, chainlighting
of candles, and singing and folk dancing. The goal is to make the sun feel
like he is missing the fun so that he comes back before it gets too cold. Ref.

Races of Greyhawk

Human Races of the Flanaess

The Baklunish (Arabic)


The Baklunish people are mostly the northwestern regions of the Flanaess in Zeif, Ull, Ekbir and the Tiger Nomads. Their skin is golden and their eyes are most commonly green or gray-green with gray and hazel less frequent. They are split into two major groups. Nomadic heardsmen and farmers and traders. The Baklunish people have golden skin, and tend toward grey or green eyes and dark hair.

Somewhat like the Suel, the Baklunish tend toward magic as well. They are known for inventing new elemental spells. Their reputation for magic is due to the Rain of Colorless Fire that the Baklunish loosed upon the Suel Imperium a millennium ago.




The Flannae (Native American)


These are considered the original peoples of eastern Oerik. This is where the term Flanaess has come from. This group of people were originally nomads with probably no permanent cities. They were scattered throughout the Flanaess by the Suel and Oeridians a thousand years ago. Most Flanne are bronze in skin tone and have dark wavy or curly hair. Their complexions can be from a lighter coppery color to deep brown and their hair is usually black but also can be dark brown or brown.

Nations and states that identify with Flan heritage are the Duchy of Tenh (which claim to be pure Flan and immensely proud of that fact), Geoff, Sterich, Rovers of the Barrens, Stonehold, and the Theocracy of the Pale. The early Flannae were peaceful nomads and travelled the land seasonally. They lived off the land and held nature in high regard. Today some of the pureblooded Flanne show many characteristics of their ancestors. They prefer the open outdoors to cities and tend to have habits such as planting a tree next to the door of their home. If that tree should die or fall sick it could mean the family should move or some sort of evil influence is about.




The Oeridians (UK/Ireland/Scandinavian / German Europeans)


When the Oeridians came to the Flanaess from the west they eventually took what is now Furyondy, Perrenland, the Shield Lands, the Great Kingdom of North Aerdy, the United Kingdom of Ahlissa, Onnwal and Sunndi. They are harder to distinguish from other races since their skin ranges from tan to olive and hair from honey- blonde to black. Brown and auburn are the most commonly seen colors of hair and their eyes can be of every known color, but mostly brown or gray. What makes the Oeridians notable is their choice of clothing. They like things such as plaid and checks and such.

The Oeridians were fierce warriors and conquerors by nature. The Oerids are olive-skinned, and tend toward dark hair and eyes. They tend to take charge and follow orders even willing to sacrifice everything for the cause they are currently involved in. They put much emphasis on combat and are always striving to better tactics by improving weapons and armor as well as inventing new types of arms, magical armor and magical combat spells.




The Rhennee (Gypsies)


The Rhennee are a group of people that supposedly aren't even native to Oerth. They may have come to the land from another plane although they cannot remember what it was like only that it was vastly different than the Flanaess in a place called Rhop.

At first they could be taken as Oeridians since they have much of the same physical appearance with tan to olive skin and black to dark brown hair. Their eyes are usually brown, gray or hazel. They are a small built people, males rarely averaging above 5'6", but are strong.

They live on the waterways mostly with whole clans of families living on barges. They tend make their living by transporting goods and people. The head of a family is a matriarch, but all other women are looked at a bit lower. The matriarch is usually a fortune teller and predictor of weather. There is no formal marriage in Rhennee society so men usually have many wives. The men tend to be proud and aggressive to a non-Rhennee male that would look favorably toward one of his women. Very rarely do Rhennee mix outside of their race.

The customs they keep tend to be a bit strange to outsiders and the Rhennee don't seem to mind. They tend to walk more along the lines of neutrality than to any good or evil, but recently some have taken up with evil cults such as Vecna and Iuz.




The Suloise (Aryan Nation crossed with Japanese and Mid East)


No one knows what the ancient homeland of the Suel was like. It was destroyed by the Rain of Colorless Fire turning it into the desert called the Sea of Dust. They say there is treasure of the ancient cities of the Suel there, but the climate is not very nice.

These are the fairest skinned of all the races of the Flanaess, almost being albino. Their eyes can be from pale blue and violet through deep blue and sometimes gray. Their hair ranges in the strawberry blondes, yellows and platinum. The barbarians to the north, Ice, Frost and Snow are examples of perfect Suel blood. They are also located in the Duchy of Urnst, islands off the coast of the Flannaess, and the Scarlet Brotherhood on the Tilvanot Peninsula.

The Suel have strong family ties as well as a strong bond for ancestral heritage. They are pale-skinned, and tend toward blue eyes and blond, white or red hair. They are short tempered and opinionated to the point that there is a popular saying the Flanaess that says, "when all the Suloise have left the table," meaning nothing will get accomplished until everyone has an opened mind with the matter at hand.

They tend to be very dexterous and most tend toward magic. The Suel have a long line of wizardry and production of powerful magic finally producing the Invoked Devastation that destroyed the Baklunish Empire from the Suel Imperium.



Birthplaces for human characters


d % roll     Place of Birth            Likely Alignment
01-05 Great Kingdom any
06 Sea Baron CN
07-08 Lordship of the Isles LN
09-10 Sunndi LN, CG, N
11 Idee N, CN
12 Irongate LN
13-14 Onnwal LN
15-17 Almor LN, LG
18-28 Nyrond LN, LG, NG, CG
29 Ratik N, CE, CN
30 Cold Barbarian CN
31 Rovers of the Barrens CN, N
32 Duchy of Tenh LN, N
33-34 Theocracy of the Pale LN, LG
35-36 Shield Lands LG, NG, N
37-41 County/Duchy Urnst N, NG
42-44 Greyhawk any
45-54 Kingdom Of Furyondy LG, NG, LN
55 Tiger Wolf Nomads N, CN
56-57 Ekbir LN, N
58 Tusmit N
59-62 Zeif LN, N
63-64 Paynims CN, N
65 Ull CN, N, CE
66 Ket CN, N
67-69 Perrenland LN, N, LG
70 Highfolk CG, N, CN
71-82 Veluna LG, NG
83-83 March of Bissel LG, NG, N, LN
85 Gran March LN
86-87 Duchy of Geoff CG, CN, NG
88-89 Sterich CG, CN, N
90-91 The Yeomanry LG, LN
92-94 Kingdom of Keoland LN, LG, NG, CG, CN, N
95 Tri-States of Ulek LN, LG, CG, N, CN
96-99 Wild Coast any
00 Player's choice any





Other Races of Mid-Western Flanaess


Elves (The Olvenfolk)


Elves had inhabited the Flanaess long before the Baklunish-Suloise wars and the subsequent intrusion of Oerid and Suel peoples. The newcomers forced the elves to retreat from the plains into their forest strongholds, and they have remained there ever since. High elves and Sylvan elves primarily inhabit the areas around Highfolk, although other elven subraces do exist in other areas of the Flanaess.
High elves have pale skin and dark hair, and typically have green eyes. They are slight of build and stand about five feet tall on average.



Dwarves (The Dwurfolk)


Dwarves are a steadfast people that inhabit the underground reaches of hills and mountains of the Flanaess. Although they keep to themselves for the most part, dwarves have ever been loyal allies against giant and humanoid invasions no matter where they live. Near Bissel, dwarves are mainly found in the Lortmil Mountains and their lesser cousins, the Lorridges.
Dwarves are broad-shouldered and muscular, with stocky builds. They stand about 4 feet tall, are always bearded, and have earthy skin tones.



Gnomes (The Noniz)


Gnomes prefer more open country than their cousins the dwarves, being found in the hills and forests of the land. They do make their homes underground for the most part, but do not delve as deep as the dwarves, nor remain underground for the better part of their days. As with the dwarves, gnomes near Bissel are found in the Lorridges and the Northern Lorridges, the latter being allied with Highfolk.
Gnomes are smaller and slighter than dwarves, and have wood-coloured skin (light ash to dark oaken tones).



Halflings (The Hobniz)


Halflings live in the gentle grassland hills of the Sheldomar valley, keeping mainly to themselves unless disturbed. A subrace of halflings (Tallfellows) live amongst the elves of Highfolk and are commonly seen in that area. The more common Hairfoots are mostly located near the Lorridges in Bissel, where they have established small burrow communities.
Halflings stand only half as high as humans, and sport a light covering of hair over most of their body. They have tanned skin and tend towards dark hair and eyes. Tallfellows are often fairer, and stand roughly 6 inches taller than their more earthy cousins.


A demi-human character's place of birth.
If a character is of one of the demi-human races, use the table below to determine birthplace. Half-elves are treated as elves: half-orcs appear where humans and humanoids (specifically orcs) reside.



Birthplaces for demi-humans, Main table


Place of Birth         Elf       Dwarf     Gnome     Halfling
Use sub-table 01-05 01-05 01-05 01-05
Sunndi 06-10 06-12 06-08 -
Irongate 11 13-14 09 06-16
Onnwal - 15-18 - -
County of Urnst - - - 17-29
Ratik - 19-36 10-13 -
Duchy of Urnst - 37-43 14-17 30-58
Spindrift Isles 12 - - -
Highfolk 13-15 - - -
Veluna 16-23 - 18-26 -
Duchy of Geoff 24-28 - - -
Sterich - 44-52 - -
Sea Princes 29 - - -
Ulek(all) 30-40 53-72 27-33 59-82
Celene 41-52 - 34-38 -
Wild Coast 53 73-74 39-41 83-88
Dreadwood 54-69 - 42 -
Gnarley Forest 70-74 - 43-46 -
Verbobonc 75-76 - 47-52 -
Grandwood Forest 77-81 - - -
Flinty Hills - - 53-54 89-95
Gamboge Forest 82-90 - 55-58 -
Stark Mounds - - 59-60 -
Kron Hills - - 61-89 -
Glorioles - 75-97 - -
Menowood 91 - - -
Silver Wood 92 - - -
Vesve Forest 93-99 - 90-98 -
Welkwood 00 98-00 99-00 96-00




Birthplaces for demi-humans, Sub-table


Given below are places where “few” or “some” demi-humans live.

Place of Birth              Elf      Dwarf     Gnome     Halfling
The Great Kingdom 01-03 01-03 01-03 01-03
The Sea Barons 04 04 04 04
Lordship of the Isles 05 05 05 05
Idee 06-08 06-08 06-18 06-08
Almor 09 - 09 09
Frost Barbarians 10 09 10 10
Snow Barbarians 11-13 10-12 11-13 11-13
Ice Barbarians 14 13 14 14
Rovers of the Barrens 15 14 15 15
Duchy of Tenh 16-18 15-17 16-18 16-18
Theocracy of the Pale 19-21 18-20 19-21 19-21
Shield Lands 22 21 22 22
County of Urnst 23 22-23 23-24 -
Greyhawk 24-26 24-27 25-28 23-24
Kingdom of Furyondy 27-29 28-30 29-31 25-28
Wolf Nomads 30 31 32 29
Tiger Nomads 31 32 33 30
Tusnmit 32 33 34 31
Spindrift Isles - 34-36 35-37 32-34
Ket 33 37 38 35
Perrenland 34-36 38-40 39-41 36-38
Highfolk - 41-43 42-44 39-41
Veluna - 44-50 - 42-48
March of Bissel 37-39 51-53 45-47 49-51
Gran March 40-42 54-56 48-50 52-54
Valley of the Mage 43-49 - 51-58 -
Duchy of Geoff - 57-59 59-61 55-57
Sterich - - 62-68 58-64
Sea Princes - 60 - 65
Kingdom of Keoland 50-56 - 69-75 66-72
Celene - - - 73-79
Dyvers 57-59 61-63 76-78 80-82
Grandwood - 64-66 79-81 83-85
Lorridges - 67-73 82-89 -
Gamboge Forest - - - 83-92
Stark Mounds - 74-80 - -
Barrier Peaks - 81-87 - -
Axewood 60-67 - - -
Fellreev Forest 68-74 - - -
Hornwood 75-88 - - -
Rieuwood 89-95 - - -
Vesve Forest - - - 93-97
choice of any 96-00 88-00 90-00 98-00







Non-Human Races of Flanaess


Gnolls


Gnolls, which the Flan call kell, are big, nocturnal, hyena-headed scavengers who band together very loosely. Their packs are riddled with infighting and treachery. Filthy and vile, gnolls are also strong and roam widely through every clime, threatening outlying areas. They take slaves but always look for more, as gnolls tend to eat them. Some of their largest and most feared warbands include the Scarsavage, Gashclaw, Lowgorge, Foulpelt, Retchtongue, and Battlehowl. Many gnolls dwell in the Pomarj and in Bone March.



Hobgoblins

Hobgoblins, also called hoch jebline ("high goblins"), are larger and more disciplined than orcs. Their tribes always fight to determine dominance, but once this order has been established the tribes frequently work together. Some of the most successful tribes are the Rippers, the Leg Breakers, the Skull Smashers, the Flesh Renders, the Marrow Suckers, the Flayers, and the Slow Killers. A great many hobgoblins live in the western part of the Empire of Iuz, and some in Bone March.



Orcs

Evil orcs, or euroz, are all too common across the Flanaess. Undisciplined, bestial, and savage, orcs have severe tribal rivalries and do not cooperate unless controlled by a very strong leader. Major tribes include the Vile Rune, the Bloody Head, the Death Moon, the Broken Bone, the Evil Eye, the Leprous Hand, the Rotting Eye, and the Dripping Blade. Orcs are frequently encountered as mercenaries in the Empire of Iuz, Pomarj, Bone March, and across the North Kingdom. Orc-ogre crossbreeds are particularly dangerous and are known in several areas.

Half-orcs (the children of orcs and humans) are usually born under unhappy circumstances in border areas between orc and human cultures. Dark of mood and nature, many half-orcs achieve renown despite their rejection by their parents' folk and many others. In this regard, they are similar to the much rarer half-ogres.



Gobins

Goblins, or jebli, are insidious nighttime raiders averaging 4 feet in height. More powerful creatures usually dominate them, though all goblins swear fealty to the name of the local goblin king. The names of their best-known tribes include Night Terror, Death Feast, Black Agony, Poison Wound, Bitter Ruin, and Dire Oath. Goblins are scattered across the Flanaess in hundreds of places.



Kobolds

The kobolds, also named celbit, are small, vicious, reptilian scavengers, picked on by every larger race. Their most numerous tribes include the Torturers, the Impalers, the Gougers, the Cripplers, and the Mutilators. Like goblins, they are found in many places.



Other Folk

Certain huge, wicked races gather only in loose bands that are highly unstable, though often large in size. Members of these races are strong and fierce, and some prefer to ally with or dominate other wicked folk rather than associate with their own savage kindred.

The most vicious of these beings are the trolls, called truknt. Trolls are without fear and often band together with the eiger, as ogres are known; trolls can also be found as guardians in gnoll dens. Stupid, huge, murderous ogres readily join orcs or gnolls to raid and plunder. Buchveer, the hairy goblinoid bugbears, assume mastery of smaller goblin communities whenever it suits them.

Beyond these groups are centaurs, sprites, giants, dragons, lizardfolk, bullywugs, and uncounted other nonhumans on the fringes of civilization. Most do humanity no good, though some ignore the civilized world in the main and a few, such as centaurs, are sometimes allies.