AD&D - WGR4 - The Marklands (2e) - Flip eBook Pages 1-50 (2024)

Interior Maps Key Canals - City Walls %h*+:+ Damaged City Walls Buildings !# Damaged Buildings Chendl City Map Palace Complex Temple of Pholius Temple of Pelor Temples of Heironeous Temple of Istus Temple of Rao Temple of Delleb Household Regiment Barracks Infantry Barracks Willip City Map 1 The Prow (Inn) 2 Rope and Tar (Inn) 3 The Salted Barrel (Tavern) 4 The Hands of Isius 5 The Billet 6 Grandien’s (Gaming House) 7 Boar’s Haunch (Restaurant) Re1 Mord City Map City Fortress Royal Palace “Fortlets” Temple of Rao Temple of Heironeous Temple of Pelor Temple of Pholins Temple of Delleb Temple of Zilchus 10 11 12 13 14 15 16 17 The Wyrm (Inn) Sutter’s (Restaurant) King’s Arms Tavern Heroes’ Rest (Inn) Ranjandum’s Weatherhaven Inn Temples of St. Cuthbert Temples of Trithereon 8 Batrachio’s (Bawdy House) 9 Dialamen’s (Inn) 10 Temple of Heironeous 11 Temple of Pelor 12 Temple of Procan 13 Temple of Rao 14 Temple of Mayaheine 10 11 12 13 14 15 16 17 Royal University Buildings Iron Fist Guild Building City Baths Goods Market Riverman’s Repose (Inn) Ryshenken’s Roll (Gaming House) Men O’Steel (Tavern) The One Lamp

Credits sign: Carl Sargent itin8: Mark Shipley with [aren S. Boomgarden over Art: Jeff Easley :erior Art: Eric Hotz rder Art: Robin Raab aphic Design: Sarah FeEestad rtography: John Knecht pesettin8: Gaye OKeefe Dduction: Paul Hanchette De Ed E eo Int Bo Gr Ca TY Prc ADVAN FORGC trademai COMPE owned b distinctii Random distribut TSR. In Distribu Distributed TSR Lt< This ma States 01 the matt All Rights Reserved. Printed in U.S.A. CED DUNGEONS &DRAGONS, AD&D, ITTEN REALMS and GREYHAWK are registered rks owned by TSR, Inc. The TSR logo, MONSTROUS eNDIUM, and DUNGEON MASTER are trademarks y TSR, Inc. All TSR characters, character names, and the <e likenesses thereof are trademarks owned bv TSR. Inc. House and its affiliate companies have worldwide ion rights in the book trade for English language products of c. ted to the toy and hobby trade by regional distributors. red to the book and hobby trade in the United Kingdom by 3. ceria1 is protected under the copyright laws of the United [ America. Any reproduction or other unauthorized use of :rial or artwork contained herein is prohibited without the _.__ . express written consent of 'I YK. Inc. TSR, Inc. POB 756 Lake w1 5: USA ISBN 1-56076-559-3 9398XXX1501 TSR Ltd. 120 Church End. Introduction ..................... 2 Furyondy ....................... 3 A History of the Land ........... 3 Furyondy Today ............... .4 Rulership and Law .............. 4 Trade, Taxes, and Money ......... 5 Furyondy: Power and People ........ 9 Furyondy and Other Nations ...... 9 The Military in Furyondy ........ 10 Folks and Factions ............. 11 A Day in the Life .............. 14 Th Bai Adve Po Prc Mi Furyc Ag A Gazetteer of Furyondy .......... 17 Barony of Kalinstren ............ 17 County of Crystalreach .......... 20 Chendl ...................... 24 Viscounty of the March ......... 26 Barony of Littleberg ............ 28 Duchy of the Reach ............ 29 e Gold County .............. 3 1 rony of Willip .............. .34 ntures in Furyondy ........... 36 ainst the Evil of Iuz .......... 36 litical Intrigues .............. 37 xecting Resources ........... 37 scellaneous ................. 37 sndy: Characters and Forces ... 38 Non-Player Character Profiles .... 38 Furyondian Garrisons and Patrols . . 42 The Shadowclaw ............. .44 The Highfolk and the Vesve ........ 47 Life on the Frontier ............ 47 The Shifting Frontier . . , Locations and Settlement Defending the Forest ... The Fate of the Vesve . , Characters of the Highfolk a Nyrond ................ A History of the Land . . Nyrond Today ......... Will Nyrond Fall? ...... Rulership and Law ..... Trade, Taxes, and Money S ,. .nc . -". - -- ........ .58 ...... .48 ....... 51 ...... .54 ...... .55 I verve 56 ,. I. ,. Nyrond: Power and People . Nyrond and Other Nations .... The Military in Nyrond . . Folks and Factions ...... Other Factions ......... A Divided House? ...... Common Folk of Nyrond . A Gazetteer of Nyrond ..... The Western Lands ..... The Southern Coast ............ 72 The North-Central Lands ... The South-Central Lands ... The Northern Lands ...... Eastern Nyrond .......... The Almorian Borderlands . . Adventures in Nyrond ....... Intrigues and Politics ...... On the Borderlands ....... Characters of Nyrond ............. 7v

Each nation has its major towns and cities described in an extensive gazetteer entry which also covers other settlements, castles, fortifications, mines, places of mystery, magic and wonder, and much besides. Major NPCs, and armies, are detailed in “Characters and Forces” sections. A final section on Adventuring in each land provides plenty of adventure hooks for the DUNGEON MASTER’” to use in setting campaigns in these beleaguered kingdoms. This is a sourcebook about desperate days and realms in peril. In the central Flanaess, the great Greyhawk Wars have reduced once mighty nations to penury. Great Furyondy, first nation state to throw off the hile its King ages fractious nobles. k, seem to face i within the great of Good to the ed. Many of its ose who remain brutal Aerdy solMarch have reion. If ever lands use this sourceng chapters describe these imperiled people in detail. A brief history of each i by a description of its rulers and polind economy (how its people survive in j), its relations with foreign states, and a survey of the military might left to it after the Greyhawk Wars. The struggles of powerful factions ’. The Marklands offer adventurers endless opportunities. Evil foes stalk the borders of the great nations. Internal struggles threaten to collapse Nyrond from within. Dark and dire evils wait to be challenged. Fabulous treasures await those brave enough to fight the goblinoid hordes, and powerful monsters who possess them. There are dungeons to explore. Deep political intrigue waits in the cities. There are skirmishes against humanoid warbands and crusades against overwhelming evil. Those who survive and triumph may be granted lands of their own to build castles and proclaim their fiefdoms. The Marklands will always have need of heroes with wit and courage in these dark and troubled times. book, you will need the Prom the Ashes set. Y hordes of Iuz to the north and east w1 before his years trying to unify his Furyondy’s brave allies, the Highfol certain defeat against the same enem) Vesve Forest. Nyrond, bright hope east, lies exhausted and impoverish best citizens have already fled. Th, face starvation and riots. Raids by t: diery and humanoids from the Bone duced morale to the point of desperat needed heroes, now is the time. To .. . .’ . . , . , .. . . ’ ’ .. ... .. - The following lands and their land is followed tics, its trade a these dark day! “.....I__. -l *I.-

History of the Land The Kingdom of Furyondy was established as the Viceroyalty of Ferrond around 100 CY by the Great Kingdom of Aerdi, whiih was then at its peak. Ferrond, populated by Oeridians, Suloise and Baklunish, who settled here after the Baklunish- Suloise Wars, was much larger than Furyondy is now. It originally incorporated most of modern-day Veluna, Highfolk, the old Shield Lands, Dyvers and a goodly part of modern Perrenland. Its capital was the city of Dyvers. As political and financial power became more and more centralized in the hands of Ferrond‘s rulers, it was only a matter of time before the Viceroyalty began to struggle for its independence. An endless series of skirmishes with Aerdi forces, combined with careful political maneuvering, brought Thrommel I to the throne in 254 CY and the Kingdom of Furyondy was born. Thrommel and his descendants had to allow their original set of vassal states independence over the following decades and centuries. Bissel was annexed for a time during Furyondy’s expansionist phase, but with the secession of Voll (now Veluna) Bissel could not be retained within Furyondy’s fief. Early in the fourth century CY the Shield Lands took form, the local rulers banding together to oppose the growing cohesion of the Bandit Kingdoms and then proclaiming their independence. Perrenland had always been governed more in name than in practice, and was formally proclaimed independent in 400 CY. The Highfolk, always chaotic of bent, were allowed self government to the point where the Furyondian king’s authority in that land was reduced to a formality. Although the town of Highfolk is technically a part of Furyondy, and there has never been a treaty formally proclaiming its independence, no Furyondian king would try to exercise his rulership there. Finally, Dyvers became a Free City in 526 CY, still paying taxes and tithes to Furyondy. During these many years Furyondy was rarely engaged in warfare, the Short War with Keoland in the early Fifth Century CY being a rare exception. With a shortage of external enemies, and given its fine armies and exceptional naval strength on the Nyr Dyv and Whyestil Lake, Furyondy‘s kings felt secure in letting go of their old vassal states. Just as Furyondy freed itself from Aerdi. whv shouldn’t other states become -, independent of Furyondy? Because of that enlightened attitude, the former vassal states generally kept warm relations with Furyondy. This was especially true of the Highfolk, and of Veluna, a growing power of good closely allied with Furyondy. Perrenlanders were suspicious of Furyondy, but knew the value of their trade route through the valley of the Velverdyva and through the fertile rivers and plains of the Kingdom. Furyondy was a better place to trade than Ket. The Shield Land nobles were an exception, always fearing a reannexation of their lands by Furyondy, a fear they paid for dearly when war came. Furyondy‘s lands were ruled by seven noble houses during those early times. Six of those families survive today, When Furyondy was a great, sprawling state, the king needed powerful local noblevassals; but as decades went by and the lands shrank, the nobles kept their taste for strong local ruiership and gradually they became almost as powerful as the king himself. The courts of Furyondy’s dukes and barons rivaled the splendor of the king‘s. Although the nobles were all legally granted their lands by the king, they ruled each of the seven provinces of Furyondy much as they pleased. Indeed, the king of Furyondy did not directly control any lands of his own. This would prove a source of strife and trouble for successive kings in the hard years to come. The rise of Iuz, who united a rabble of humanoids and petty rulers after his mysterious appearance in 479 CY, was not noted by Furyondy for some years, but as refugees fled to the northern provinces of Crystalreach and Kalinstren the tales they told were so terrible that eventually they had to be attended to. These refugees spoke of massacres, a road of skulls built to Dorakaa, watch-towers belching smoke, fire and acid into which slaves disappeared by the score. Such horrors made the northern nobles, and the king, shiver. Iuz’s disappearance in 503 CY was met with a sigh of relief. The current king, Belvor 11, was all too happy to forget about the fiend. When Furyondy failed to build strong defenses to the north while the times allowed it. Southern nobles refused to pay extra taxes needed for such work. So, when luz reappeared some sixty-seven years later, his malign eyes turned to the great southern state, Furyondy was unprepared. Iuz’s armies outflanked Furyondy as they destroyed the Heirarchs of the Horned Soci-, swelled their ranks with the humanoids and evil men of that land, and carved through the Shield Lands like a knife through butter- Belvor IV, the wise king of Furyondy, was fully alerted now but the rulers of the Shield Lands declined offers of help, fearing Furyondian intrigue. It was a minor miracle that most of the population of Admundfort was evacuated, mostly to Willip, before they suffered the dreadful fate of most other Shield Landers. Furyondy fought Iuz for nearly two years, having to watch Ket strike into and then subdue Bissel, cutting off aid from southern nations who also had to face the giant troubles of the Lost Lands. The northern cities of Crockport and Grabford were lost and the capid city Chendl was besieged for months. The naval strength on Whyestil Lake was decimated, and onlv - . .- . . . . .. . . .. . .--..,

the most desperate defense in the northern provinces and the Vesve Forest stopped the advance of Evil. The Highfolk fought with savage bravery against the pitiless hordes of evil priests, undead, monsters and humanoids which Iuz hurled against them. Their stubborn courage finally ground the enemy to a standstill. Furyondy lost over 28,000 men in the Wars, and much wealth and resources, but Belvor's final assaults north of Chendl inflicted grievous casualties on the forces of Iuz. If Furyondy was desperate to sign the Pact of Greyhawk, so was Iuz. FlulryOnd y TQC! flyT The current date is late spring, 585 Cy. While later sections give lots more detail, what is presented here is a brief summary of how Furyondy stands at this time. F fighting E,.Ol~w~.. uuc .& .."... .... ..... JX of refugees and warriors from other nations. The Shield Landers, of whom some 11,OOO were evacuated to Furvondv, -. are the most important group. Furyondy has lost territory to the nor&, including some vital fertile land south of Whyestil Lake (and the fish resources of the lake itself) which has reduced gross food production by about eight percent. To the east, the Veng river is too dangerous for most merchants to sail, so trade has been adversely affected. However, Furyondy has generally not lost too much of its lands and productive resources. It is down, but certainly not out. Furyondy is, however, faced with a desperate need to spend far more money than it did before the war. Chendl itself is in a state of considerable disrepair. les have been lost and build- &ern frontier will be timeSeveral vital northern cast ing more along a new no1 consuming and very ex ..r-n;mc. -4 rn h;r.= me' the Kingdom and to aid the Highfolk, u drain on finance. The southern nobk grumbled about their taxation load, wt =- . pemsive. There is also a ylwau.F, Ll-u -" *-_ ..,rcenaries for the defense of vhich is also a es have long uch, in truth, has never been great. Now they are a little more willing to support the king, but there are strong tensions between the different provinces and Belvor's impatience with some of his nobles makes more than one fear that the king may try to depose the noble houses and centralii rule of the lands. Furyondy is still a strong and vital kingdom. While some of its people are still bemoaning their losses in Furyondy's current sovereign is King Belvor IV, a 6 1- year old paladin who came to the throne very young in 537 CV, after the death of his father Belvor 111. BeIvor's biological age, however, is but 49, due to quaffing a potion of longevity. Belvor is strong and brave ... a true King. Unfortunately, he is also prone to fits of impatience, and that is his one failing despite his skills as a diplomat and negotiator. Technically, Belvor is an absolute ruler; what he says goes. However, he is always required to consult with the representatives of the "Seven Families" (as the noble houses are known). Each of these hails from one of the provinces of the land, and is a minor noble in his own right. These representatives form Belvois Noble Council, which meets in Chendl. Everything has to be agreed to by them before Belvor can act on matters of state, and there are often powerful disagreements between them. As noted, southern nobles are reluctant to see taxes drained for the north, but there are other personal and political conflicts too. These noble houses hold the right to gather taxes, levy troops and other royal privileges. They jealously guard these ancient prerogatives from usurpation by the King. The noble houses of Furyondy are detailed in the in the gazetteer entries for each province. One point of precedence which is very important to the Seven Families is that their formal titles (Baron, Count, or Viscount) are not important. They are regarded as equals in rank, above everyone except the king. This is an exception to the usual niceties of life in Furyondy, where social rank and title is of great importance among the elite. Furyondy is a feudal state. Below the king and the Noble Council is an array of minor nobles who meet in what is tenned the "Knightly Conclave," a semiparliamentary group which considers more or less any issue it wishes to and then offers its opinions to Belvor. This is the forum where Knights of the Hart (a powerful military alliance detailed below) are influential, as are a few powerful Guilds, priesthoods, artisans, and the like. There are very subtle divisions of rank within this group, which is self perpetuating either by birth (for nobles) or by very secret appointments and eke tions (as with Guild representatives). Within the Knightly Conclave, ancient and elaborate traditions of rank and procedure are observed. The Knightly Conclave is presided over by a Speaker, who dresses in garish robes and bears the preposterous title of Cerise Pursuivant Dragon. The Speaker directs the debates of the Conclave and delivers their judgements with ponderous formality to the King. BeIvor doesn't have to listen to the Conclave's advice, but he needs the Conclave's support to implement his decisions. the wars, this is no nation of cowards or Kithearts. Rather, Furyondy needs to buy time, to marshal its resources, build new defenses, steel its people and ...- ......... .. - .. . collesxive WIN, and whip dissident noDles into line De hind a valorous and capable king. Whether it will have that time. Istus alone knows. . .-_ -. . -. .... . . - - . .. .-. .

Mor has his own advisers, of course, and he increashgly turns to them for help in trying to make his nobles do what he wants them to do. In addition, ambassadors of CeRain foreign states now play a key role in decision making. This is especiaily true for Canon Gellain of Veluna, Euryondfs major suppom-te. The role of Veluna is described in the section on relations with foreign powers. Belvor also maintains very warm relations with the Highfolk, and works hard to keeD this alliance firm. The Law 17 of the Land Compared with the complexity of its noble politics, the system of law in Euryondy is relatively straightforward. Suleged crimes are dided into criminal and civil offenses. Ciil offenses are usually senled by the ancient practice of duelling usually with paid champions standing in for defendant and accuser. It is deemed that Heironeous, god of honor and valor, will guide the hand of the righteous, so this is an acceptable way of setding matters. However, given loss of fighting men in the war, infbdngseriws in& in such duels is now a criminal offense and more civil cases are beii ded by magistrates, who are usually low level priests of a lawful neutral, or lawful good, deity such as St. Cuthh Rao or Zichus. Criminal offenses are divided into Grievous Crimes (such as murder, sedition, and treason), InjuriouS Crimes (such as serious assault, tomb robbing, major desrmcdon of propert37, rioting, magical misconduct and the like), and Crimes of Disrepute (small-beer infingements such as minor assault, bootlegging, coin clippiig, minor fraud, and bribery of minor officials). Minor offenses are regarded as more serious if they result in impairment of rebuilding and defense work. Tis for criminal offenses are presided over by magistrates as above, save for Grievous Crimes which are investigated bv a three-member panel of judges, higher ranking prim of suitable deities. Magical interrogations are standard practice in cases of alleged Grievous Crimes, but not in lesser cases. Sentences handed down to those found guilty vary somewhat from province to province, but Grievous Crimes usually merit death or banishment usually accompanied by the severance of a limb or the placing of a curse or geas on the crimbxd. With other crimes, some nobles levy heavy fines which add to the noble coffers. Some opt for forced conscription into levies, but this is hwned upon by many Euryondians, who regard this as Little more than slavery- Others prefer imprisonment or banishment. Baron Jemian’s dismal Castle Greylode is a penal experiment which is beiig watched closely by other nobles, anxious to see if it is a successful way that they could enhance their own wealth and revenues. J the Law Furyondian militias are generally well organized. They are lawhd, honest, and have fair (or better) morale. Cities and large towns have regular and frequent watch patrols in almost all districts. If anything, militias are overrnawd. especidfy in the northern provinces. There is a good reason for this. The northern rulers in particular know that they must maintain their miIitary strength, since the hordes of Iuz are capable of striking against them only a dafs march away. Militias also have a second role of some importance in many places, especially in the northern provinces. If men have to be paid to watch and defend, they may as well workwhile they wait for the call to arms. Thq work on the repair and consdon of walls, stockades, even castles. Those without real skills are not made to work as crude laborers, since this would be demeaning and affect their morale, so they are usually placed as overseers and foremen. Fqondian militias can be stem and harsh. Thq are virtually always believed and supported by rulers, magistrates and judges- There is Litcle doubt that some of them swagger a little around the darker districts of some towns, imposing their authority with rather too much zeal for most people’s tastes. Adventurers would do well not to cross them. The Dungeon Master should determine the strength of a militia patrol encountered by player characters according to the needs of the encounter and the campaign. Should characters bme invoived in a conflict with them, the local authorities will almost certainly side with the militia men in any legal dispute. Trade, Taxes, and Money The Rig Picture Belvor*s coffers are administered by his Chancellor, Si Rayman Delbeith, who is intelligeat and sc~pulous, but rather hidebound. Rayman tends to lurk within his rooms in Belvor’s palace, behiid an army of clerks and scribes. Behr has four sources of dm funds. The first two are income from taxes on the people of Chendl, and two-thiids of the taxes and tithes paid by Dyvers to Euryondy (the remaining third goes to the Gold County, which originally included the lands of Dyvers). In addition, aid given by foreign nations (most notably Veluna) goes straight to the King’s coffers. Finally, Belvor receives some monies from commercial taxes such as import duties, although most of these revenues go to the rulers of the provinces, who collect them.. Belvor uses these monies to administer the capital city2 and the current repair costs are ruinous. He has to sustain his own army, garrisoned within it and on the . -. .__ ._ - .. . -_ -_.. I . - . - - . .: .. -.. .I .. .. .. .- .. .. __ .. ..- . ... . :. ~ . ... - . . -... . ._ . . . . . . . . . .

i surrounding lands. He also has to support Fvondy's ambassadors and representatives abroad. Belvor also has to finance the Furyondian Royal Navy, which is a major drain on the royal coffers. In addition to his armed forces, Behror has many other claims on his purse. He has to pay for men to support the Highfolk in the Verne Forest, and he also pays the Mail Riders (see section on Transport below). In addition, Belvor acts as a conduit for funds used by others. He raises taxes from southern nobles to aid northern nobles in theii desperate programs of castle building and mercenary recruitment. Belvor also uses his own personal monies to finance expeditions into the Yatils, seeking treasure for his coffers. By feudal right, Belvor can call on the armies of any and all of the provincial rulers in support of the bgdom, but Behror then has to pay in part for their services. The nobles, by law, have to make their forces available for two months and two days of every year to the King without compensation. The King may still require their services for much longer periods, but then Belvor has to pay their wages and upkeep. This applies to every single solder Betvor draws from the armies of the provinces. In the past, nobles argued that if their peasant levies were commandeered by the king, and if the nobles had to pay for their service, they would be bankrupted since their own tax income would be decimated. The argument was perfectly reasonable at the time. In these days, when Bebor has to commandeer some southern forces for the northem frontiers, it puts him in a desperately tough comer. This constant Sparring and balancing with his nobles makes Betvor's job much more difficult. Belvor can, by law, raise some taxes from his provincial ~lers since he technically leases them their lands. He is entitled to some tithes, a Noble Tax (levied on men with a noble title granted by the Kind and Land Tax (levied on an estimate of the productive capacity of land), but the levels of these taxes are relatively low. Belvor cannot revise them upwards without the effective agreement of the provincial rulers. He needs to do so, and can only use his powers of persuasion to get his own way. He has been able to get away with a special Capital Tax (to help rebuild Chendl) this year, but a further demand on ~ ~~ his southern nobles will cause endless complaints and disruptions. Addmg to the problem, income fron has declined. As lands have been lost __ -L- ---L- ^____ :--- -1--- -2 rallthesetaxes , the Land Tax un uit: iiuiuiciii puvuiu+ mmg wd~ tithe yields, have declined. This means that southern nobles pay a proportionately larger share of the total and have thus become more influential and difficult to deal with. Ownership of Land Furyondy's feudal model for ownership of land resembles modern subcontracting- Legally, Belvor owns all the lands of Furyondy He grants the provinces to the Seven Families, who must pay him agreed taxes in return. They retain some land for themselves, and lease or grant land titles to minor nobles, freemen, clam and the like. In turn, they collect taxes from these lesser landowners. Mmr nobles may further lease land to freemen or farmers, but may not make land grants without the approval of the provincial ruler. Mi nor landholders have bailiffs and reeves who administer estates and collect taxes and tithes. Coinage of the Redm Furyondian merchants will accept coinage from other major states (Greyhawk, Veluna, Keoland, Nyrond, Urnst and Uek states) as readily as Furyondian coin. Surcharges are not made for foreign coin, although the King is currently considerimg this step. Furyondy's own coinage uses the standard AD&P game conversion rates, and is of the following types: the (platinum) paladin, a round coin with an inscribed edge, bearing Furyondy's coat of arms on one side and a portrait of Belvor IV on the reverse; The (gold) wheatsheaf, a round coin (some old coins are slightly elliptical) with a sheaf of wheat on one side, and the reverse side blank; the (electrum) knight, an oval coin with one of a variety of knightly coats-ofas on each side; the (sitver) sheridan, bearing an engraving of a tower on one si& and a crown on the reverse; and the (copper) common, bearing a coarse design of a horse's head on one side and a pair of crossed staves above a sack on the other. Furyondian coin is minted in Verbobonc under license from the Crown, since the metal used for the coins comes mostly from the Kron Hills. Taxes, Taxes, and Yet More Taxes provincial rulers (and Belvor, within Chendl) can levy taxes more or less as they lie. The level of taxation differs between provinces, as shown in the ~~~IBXX. The values given for taxes below are guidelines only, for several reasons. Fiist, each Dungeon Master will need to adjust them to suit his or her own "gold standar8 in the campaign. Second, figures may increase swiftly in the coming years, even months. Third, provinces differ, as noted. However, it is safe to assume that any Furyondian has to pay an absolute minimum of 20% of his income in taxes and tithes. The

following taxes are fairly common in all parts of Furyondy, and their suggested values should be increased in most cases by the Tax Multiplier shown for each province in the gazetteer section: Land, Hearth and Nobility Taxes: Just as Belvor taxes his Seven Families, they tax lesser nobles who administer part of their provinces (and even if they don’t). Land grants bring taxes or tithes of variable amounts. Being made a simple knight renders a person worthy of the honor liable to taxation of 10-50 gp per year. A count may pay 1,000 gp or more. Those with superior property (often those with a stone chimney in their home, a relative rarity) pay a hearth tax of 3-20 gp per year. Commercial Taxes: Taxes are levied on imported goods, which go partly to Belvor, partly to the ruler of the province the goods are imported into. Harbor taxes are payable for ships in port at cities such as Willip, and a similar tax is owed for vessels headed down the Velverdyva into the border port of Baranford in the Duchy of the Reach. These taxes vary by the size of each ship, typically ranging from 10 sp to 4 gp per day. Some rivers and roads also have tolls which are charged by person, beast, or wagon. The typical rate is 1 cp per person, 2 cp per horse and 5 sp per wagon. Licenses: If a Furyondian wants to follow a profession, he needs a license. Being licensed means having taxable income. Taxable professions include artisan, guildmember, moneylender, importer, even beggar (beggars make money, else they wouldn’t beg). These taxes are fixed by local rulers, and Dungeon Masters should determine these as they see fit. A moneylender in Chendl, for example, will have to pay a lot more than a humble village pawnbroker. A master artisan will pay much more than a journeyman who has just made the grade. Tithes: Furyondy has very few serfs. Most farmers are freemen, working on their lord’s land. They pay very little tax, providing a tithe of goods instead. The percentage of their produce taken by the provincial ruler or one of his appointees varies from place to place. Take a base percentage of 15% and multiply this by the Tithe Modifier for the province. Tithes, rather than taxes, may also be payable by some skilled folk in some provinces or subregions. For example, a noble may demand of a tanner and shoemaker that he provide a certain number of pairs of boots for his soldiers each year, rather than paying coin in tax. Special Taxes: There are Magical Item taxes of 2- 30 gp per year). Freesword Taxes are 1 gp per quarteryear. Foreign Resident Taxes are 2 sp per month up to 20 gp per year, depending on a foreigner’s trade. Inheritance Taxes are 5-30°/o of any inheritance. Luxury Taxes are 5-25% of the cost of a wide variety of luxury goods. There are many other types of taxes levied by local authorities too numerous or esoteric to mention here. In game play, taxes may be used to harass adventurers, but may come into play in other ways. Characters may encounter NPCs ruined by taxes, seeking to sell information, and so on. Of course, no ruler wants to ruin his people by taxing them to death. But Furyondy’s need is great ... Transport Transport routes are the lifeblood of trade, and in this respect Furyondy is well placed. The great Velverdyva River is navigable throughout the land, and the Att is navigable as far north as Pantarn in the Viscounty of the Reach, and for some 30 or so miles beyond in very flat-bottomed, lightweight vessels. The Veng, however, is no longer used for trade vessels unless they are accompanied by Furyondian military vessels, due to the danger of marauding humanoids and worse on the eastern bank. This means that trade can no longer travel downriver from the northern provinces via the Crystal River and down to the Nyr Dyv. Instead, it is forced to go by road to Chendl from either Baranford or Pantarn, increasing the cost of goods. Only valuable commodities, such as good wood, metals, gems and finer cloths, are traded along these longer routes. Furyondy’s main travel highways are in fair repair. The march of great armies along them has not helped, with stretches of road being churned into mud when horses, wagons and thousands of soldiers trudged through the winters and falls. However, primary roads shown on the map are trustworthy. Unfortunately, many stretches of the secondary roads are now nearly useless to wheeled travel. Farm wagons and the like are often found along these routes, stuck in mud, or with wheel axles broken by rock, stone or pothole. Paying for road repair is simply beyond Furyondy’s resources. Furyondy’s lands are rolling farm and grassland, and movement cost for strategic movement (Dungeon Master‘s Guide, p.125) is 0.75 cross-country. Along primary roads, it is 0.5, and along secondary roads 0.6. If wagons or similar transport are being used, there is a 1 in 6 chance per 10 mile stretch of road of a major obstacle such as mud slew or pothole being encountered. This does not apply to any toll road, since these are privately repaired. Settlements tend to cluster along the roads. At intervals of 5-8 miles along primary roads, and 10-12 miles along secondary roads, there will be a small hamlet or at least a coaching inn.

.. ... :.:u :: :. * . . ‘,‘,.j * . . . . -._ :::. .. .. .. . .. .. . , ::. . . .. :: :. . . -.. .. _’_’ _’ ’_ -. .. . .. ....- .. .. .. .. .. . I ’._. . . . _. . .. . . . . ._ .. : . . . . .. ,. . . : . . ’ . . .... .. . . .. . ... . . . . .. ... Furyondy has some 80 lightly armored Mail Riders, who use the network of primary and secondary roads to convey letters between major towns and cities. They ride tough light warhorses, and usually travel in groups of two or three riders. It is common knowledge that they do not carry valuables. Most are war veterans, some work as trainers of village militias on Freedays, and all wear Belvor‘s coat of arms with pride. Fees for ordinary letters despatched are 1 sp per map hex traveled by road, plus 5 cp per map hex traveled by river. Riverboats are used where possible. The most important Mail Rider networks are along the roads out of Chendl, Libernen and Willip, where river travel doesn’t allow alternative routes. 1 im i lelverdyva, is likewise quite sr yondy is not greatly develope TOW enough food to feed them! - : ---- c ---- ^^_.^ L--- -:LA- __ folk to Perrenland is vital : supplies copper, precioi s such as fine cheese. Ther ... :cL rL- 17-1 ~ -_--- Furyondy’s natural resources include cloth, food, wines, fish, and a little gold from the mines of Carnalion. The country has virtually no great tracts of forest. The tiny Dapple Wood yields very little while the northernmost sour of the Gnarley Forest, north of the \ nall. Trade within Fur d. Most communities g selves and do not need tcr IIII~UI L IIIUIG, SdVG IUI cities where the goods of artisans are traded for the food the city needs. The market town of Pantarn is the major internal trade center for most of central Furyondy. What is most important to the Kingdom is trading with other nations. Furyondy is a grain basket, a fertile land, and its grain, livestock and cloth are needed by many nations not so blessed. The trade route via the High to both nations. This route JS metals and luxury good e is also a considerable trade WILII LUG velunese, across the Velverdyva River. 1 thern cities to Dyvers, c lyv to Urnst, and with \ n Hills) is also part of F u1 yvlluy IIILUIuUU. lull^ L11G;9e lands, Furyondy acquires wood (from the Vesve), metals, weaponry, mercenaries, worked goods, tools and the like. Since the wars, Furyondy’s exports have decreased, and these trade contacts have become even more important. The prices of goods within Furyondy exceed those given in the Player’s Handbook by a base figure of 5% for everything except food and simple items of clothing. This is in addition to any adjustment the Dungeon Master uses in his campaign. In the northern provinces of Kalinstren and Crystalreach, this margin is + 15%, and food and clothing are 5% more expensive than in the Player’s Handbook. Weapons and armor are 50% more expensive than Player’s kade from Willip and other sou heyhawk, and across the Nyr I 7erbobonc (and on to the Kroi ?...-%rn..,4-.’” l:LLI--A I?--- *L-. Handbook prices, since the armies of the land keep armorers busy around the clock. Because times are hard in Furyondy, and the people are resourceful, the nature of trade is beginning to change. In the past, the natural fertility of the kingdom’s land made its citizens a little lazy. Now, more honest Furyondians are becoming innovative, trying new approaches. A simple example can be found in the Gold County, where Countess Rhavelle has an small, expert team of rangers with animal husbandry skills who are breeding very fine warhorses. When the foals mature, she should be able to sell them for high prices in Veluna and Verbobonc. In the meanwhile, she has to fight off the King’s attempts to extract a tithe of these fine animals. In some areas, less honest practices flourish. Weevil-ridden root crops may be sold, disguised beneath a covering layer of fine turnips, beet, or parsnips. An unscrupulous farmer may not sell these damaged goods to anyone he knows, but strangers are considered fair game. Buyers of goods at markets need to look closely at what they are haggling over these days. . . :..

J J i he previous chapter gave basic details of Furyon- T dy’s king and provincial rulers. This chapter describes the relations the country has with other states, a brief look at the state of its armies and navy, and important power groups in the Kingdom other than the Seven Families. These include clerical groups, mages, the Knights of the Hart and their others. Finally, a look at the common folk of Furyondy; artisan and peasant, weary militiaman, the exiles who have made their homes here. What is their life like, and how do they get by day to day? er 3 I A F ve in diplomacy. Belvor IV seeks tb alllallbbJ vvlrl~ every Good-aligned state in the central Flanaess, and to extract all the aid he can for his own nation. Furyondy’s relations with the following nations are of note: Veluna: Veluna is Furyondy’s number most important ally. Ambassador Canon Gellain is warmly received by Belvor at all times. Veluna props up Furyondy with aid, including money, Velunese militia stationed in Highfolk and Chendl, goods, and information gathered for the king by its peerless seers and sages. Veluna knows that if Furyondy were to fall to Iuz, Veluna would be next, sandwiched between Iuz and the Ketites, who allied with the evil demigod during the war. Furyondy’s ambassador in Mitrik, Count Paralen Isenben, is a distant cousin of Belvor and is reputedly an outstanding diplomat. The closeness of this alliance causes Belvor some problems. There is no doubt that Gellain is a somewhat overbearing man, whose influence is often credited for the very generous treatment Rao’s churches and temples receive in Chendl and elsewhere. There is resentment and muttering about Furyondy’s king bowing down to some foreign priest. Baron Kalinstren is very vocal on this point. As an ardent convert to the chaotic faith of Trithereon, his barbs cause genuine friction at the Noble Council when Gellain attends. There is, of course, a tragic element of recent Veluna-Furyondy history. Belvor’s son by his first wife, young Prince Avras, was to have been married to the landowning priestess Jolene of Veluna. There were even plans for uniting the nations, with the Archcleric of Veluna City ruling in matters spiritual and King Avras IV in matters temporal after Belvor IVs long reign came to a close. The Prince was abducted shortly before the wars began. Supposedly, this was done by agents of the Scarlet Brotherhood, but Belvor’s determined searching for such agents has yielded only the smallest evidence of Brotherhood involvement. Magical scrying has suggested to Belvor that his son is dead, and the king’s energies are now thrown wholly into rebuilding his nation. Greyhawk: Greyhawk is important to Furyondy in many ways. First, Greyhawk secretly subsidizes the Furyondian Royal Navy squadrons on the Nyr Dyv. This is kept secret, with the Furyondian ambassador Elskan Samarade bemoaning in public the refusal of Nerof Gasgal and his Directors of the Free City to give Furyondy help. Second, Greyhawk City is a vital importer of Furyondian food and cloth. Third, as part of the Pact of Greyhawk, all the major players in the continent’s political games have ambassadors in Greyhawk. This is where Furyondian agents can keep an eye on representatives of powers such as Aerdi, Iuz, and the Scarlet Brotherhood, who have no ambassadors in Furyondy. Belvor takes care to keep a carefill eye on events in the Free City, and relations are good. Ket: Furyondy has come to an unspoken understanding with Ket. The Ketites can keep Bissel, which they annexed during the war, but if Ket tries to advance one inch farther, into Veluna or the Gran March, Furyondy will come to the aid of the country attacked. Relations between the states are neutral, and the ambassadors of each state are treated as lowly and of little import by the other. The Gran March: Furyondy’s relations with Ket place Belvor in a difficult position when dealing with the Gran March. The Gran March‘s ambassador, Sir Shalden Kerreck, is very influential, not just in the Gran March but also in the Ulek states, who are friendly to Furyondy. Shalden makes no bones of his dislike of Furyondy’s acceptance of the annexation of Bissel as a fait accompli. The Gran March is home to many Bisselite exiles, and there is a strong desire to see Bissel free again. Belvor has to work hard to reassure Shalden privately that freeing Bissel is a long term goal, but that both nations’ current interests lie elsewhere. Usually, he unfolds a map of the Flanaess and points out the relative sizes of Bissel and the other lands lost to Iuz during the wars. The point is well taken. Generally, relations between the states are good. The Ulek States: Volunteers from Ulek fought in Furyondy during the Greyhawk Wars, and the three nations would certainly have marched to war against Iuz if not for the triple assault from Pomarj, Ket, and the Crystalmists, which devoured Sterich, Geoff, Bissel and part of the Principality of Ulek itself. Relations between Furyondy and all of the Ulek states are warm. Each of the three states is represented by its own ambassador. The County of Ulek, the richest state, provides some aid for Furyondy in the form of goods supplied at subsidized prices. The County of .. .. ... .. . .. -... . . .’

I:.. .’. ... .. ’. ._. :: :. . . .: .. . . . . . .. . ’ ... ._.. ~ . . .. . ..,. . . . . . , _.. . * :. . . .. Ulek‘s ambassador, the mercurial Lady Janzer Kahluar, is a bright star in the royal courts of Chendl. Relations with the Duchy of Ulek are more ambivalent. This is because the duchy has strong ties with Celene, which is a nation deeply resented by Furyondy for its failure to help other Good nations during the Greyhawk Wars. The Duchy of Ulek has to cope with powerful nobles within its own borders who strive to support the Knights of Luna, who are opposed to Queen Yolande of Celene and the FuryondylVeluna alliance. For these reasons, the Duchy’s true diplomatic goals are often nebulous, and the words of its high elf ambassador Schufellern Laurern vague or ambiguous. But this elven land’s strong feelings of kinship for the Highfolk guarantees its friendship with Furyondy. The Urnst States: ‘lbe County of Urnst is openly friendly to Furyondy and the navies of the two nations cooperate in patrolling the Nyr Dyv. Both Duchy and County supply aid to Furyondy, but only a meager trickle since they are the only major supporter of Nyrond, whose need appears greater to them than that of Furyondy. Belvor has worked hard to bring the ambassadors of the Urnst and Ulek states together, to form an alliance of ‘aid-providing” states, and beneath the glittering chandeliers of his palatial chambers of state, he is beginning to have some success. Keoland: The kingdoms of Keoland and Furyondy are grudging allies. Keoland has no love of Furyondy, dating back to the Short Wars. This elderly kingdom has retreated into an isolationism which definitely doesn’t see Furyondy as important. Keoland strives to secure its borders, looking to Ulek, Gran March and the Yeomanry as the focus of its diplomatic efforts. Certainly, Keoland might have given more support to Furyondy if it had not been beset with its own troubles, including the fall of the Sea Princes. Despite Belvor’s attempts to court the Keolandish ambassador, Pentari Skinnarn, relations are formal and cool. Highfolk: After Veluna, Furyondy is concerned more with the Highfolk than with any other land. Furyondians and Highfolk know their fates are intertwined. The chapter on the Highfolk and the Vesve gives more details. Nyrond: Nyrond and Furyondy are very well disposed to each other, but do little more than exchange information and kind words. Furyondy is in no position to give aid to Nyrond, though Belvor makes a point of urging the Urnst ambassadors to give all they can to the stricken eastern nation. Furyondy does not have formal political ties with other nations. Furyondy was a signatory to the Pact of Greyhawk with Iuz, Aerdy and the Scarlet Brotherhood but has no diplomatic ties with them. Neither does it have formal links with Perrenland, despite the importance of trade there. It leaves relations with Perrenland to the discretion of the Highfolk. Gazetteer sections on the provinces give details of unit strengths and numbers for individual armies and navies. This section is an overview of how the military might of the land is organized and what strength remains. Belvor has always maintained the House Regiment at Chendl, a force of heavy infantry which numbered 150 men before the wars and is now 400 strong. In addition, the town Watch-militia are skilled light infantry, veterans of the epic siege of Chendl during the war. Belvor also has mercenary forces stationed in Chendl. These include a few Vesve woodsmen, and a contingent of Velunese soldiers. By tradition, the noble ruler of each province has always maintained a small standing army. Before the war, the total standing forces were roughly 6,000 for the entire Kingdom. Most provinces tend to have a specialist troop type which was a pride of the province. The heavy cavalry of The March and Littleberg were fierce rivals. The stamina of The Booters” (or “Bootmen”) of the Reach was legendary. These light infantry were said to march 30 miles a day, and then wake smiling at dawn and put their boots back on ready to march again. Matters have changed drastically since the wars. Nobles maintain larger standing forces, especially in the north. These troops are expected to perform other duties like serving as militia and work crews to help pay for their keep. Most of the veteran soldiers are war weary. Their morale is fair, but most have seen too much bloody death and carnage to have any taste for more. The veteran fighting men need rest and relief, and their officers know it. These are valued troops, and they are in short supply. The defense of cities and castles can hardly be left to novices. Peasant levies are ready for mobilization at a few hours’ notice. They are poorly armed and armored, but their morale is fair and they are determined. Most villages have all able-bodied folk conducting some kind of military exercise at least once per month, on Freeday, with an instructor from the nearest castle or garrison. Furyondy’s problem is not so much that it does not have able-bodied men and women ready to fight; rather, the war cost this nation the heart of its veteran armies. It is quality that is lost to Furyondy now. When Furyondy’s armies next take the field, they . .. .. . .:.: ... .. . ...’

may be under a new kind of organhation. Mor is using all of his influence and negotiating skills to place the armies of his nobles under his legal control for longer than the traditional two months each year. His basic aim is to transfer southem troops north to help the Highfolk and protect the border while fortifimtions are built, driving off the humanoid skirmishes there. Si this represents a major loss of noble pre rogatives and power, the noble families are resisting this effort. Belvor is trying to take advantage of a change made during the war years when the Furyondian armies were unified under a Grand Marshal (at the time, one of Belvor’s own generals). Very cunningly, Mor appointed Baron Jemian of the powerful Barony of Littleberg as his Grand Marshal, with a fine show of pomp and ceremony. Lialeberg is a centra1 province, neither north nor south, and Belvor hopes to bridge the gap with this sly maneuver. Jemian is a h@ly honored guest in Chendl. where Belvor expresses admiration for his sound ideas on defense, constructions and mi& tary organization. The Furyondian Royal Navy has its major base at Wdlii. The Willii Arsenal is the most impressive dockyard in all of the Flanaess, and its survival is a major part of Euryondy‘s remaining military strength. Although most of the Whyestil Sguadrons were sunk by luz’s forces, the Willip Squadrons are still mong and powerful on the Nyr Dyv. Financing the Navy is a real drain for Belvor, but it has to be done, and Umst and Greyhawk both heip with this. Folks and Factions Individual NPCs of note are desaii in the Gazetteer and Characters chapm, but there are some powerful alliances within Furyondy other than the provincial rulers who are worthy of note. The most important are descrii below. The Knights of the The Knights of the Order of the Hart ang ago, during the early the time that .. - - .-- * 1 were founded I4 Furyondy began anowing its vassat states tneu maependence. The exact date of the order’s founding is known to very few, since the order remained secret for decades. The central goal of this organization is to ensure that the three goodaligned Flanaess lands of Furyondy, Highfolk and Veluna retain their freedom, alliance, and purpose. The Knights of the Hart have no formal leaders, and each knight is free to act alone or with other knights as their conscience and honor direct. Traditionally, Ket was seen as a major threat to this alliance, but now luz is the greatest enemy. FU Originally, the Knights were organized as a vanguard which could be ready at a moment’s notice to fight for the three states, which had relatively weak armies without central command. Given that troop organization is much better after the lessons of war have .. been learned, the role of the Knights has changed somewhat. They retain their dedication to readiness .-:.:::u:::::;.:, -.: . . ~ -. - _... ~ . to arms, but they are also cond with diplomacy and trade. In their protective role, the Knights of the Hart gather funds through all available sources to build desade walls, watchtowers and whatever else can be afforded and is needed. They use their own personal contacts, the resources of lands they hold as personal fiefs, and some have even learned skills of trade to make money (see the entry for Lemajen Sterrich in From The Ashes, Campaign Book). Diplomatically, they have a minor role in the Knightly Conclave in Chendl for the simple reason that they wish to keep a low profile as an organization, and they particularly do not wish to be seen as mere agents of the king. By cow- the Knights are much more politically active in Veluna. They take part in state fundraising, and deal with powerful diplomats and priests, learning all they can from Velunese sages and scholars. There are three branches ofthe Order of Knights of the Hart, as follows: .. . fen=. These include castles, moats, stockades, pali- : .- Hai&tn of Furwmd~: There are 125 surviving members of this branch of the order, Nearly 50 were slain in the war- This group is mostly concerned with protecting and defending Furyondy, but there are schisms. Some Knights argue that the southern shore of the Whyestil Lake is a much more defensible boundary than the current land border with Iuz and argue for an offensive to recapture lost land. Other Knights argue that annexing Dyvers and its lands, including Verbobonc would bring in more desperately needed revenue for the Kingdom. The Knights most certainly do not see eye to eye with Belvor on all matters of policy, and there is hostility on one particular count. The Knights of the Hart generally regard the Wights of Holy Shielding, the Shield Land emigres, with contempt. They regard the stupidity of the Shield Land leaders during the war as culpable, and consider the Knights of Holy Shieldq witless intruders. Some are incensed that Belvor made Count Artur Jakartai (a very powerful Knight of Holy Shielding) ruler of Crystalreach, and have expressed their .. . d&ntent to &lvor in puson and in the Knightly Conclave. Because the Furyondy branch of the Knights of the Hart are powerful as landholders, maintainers of arm- ‘ ._ . .. ._ . ... ies, and defenders of the land, Belvor takes great care to liisten to theiu words. They wield considerable . ..

J J J Priesthoods ... . . . . .. ... .. .. _. ..- . power and influence in the kingdom, despite always staying behind the scenes. Kni&ta of Vehms There are some 70 members of this branch, the large majority being powerful fighters (70% are 7th level or higher). This group is pow-erful and politically active. Because their martial power is respected, the have a Iarge influence on the state affairs of Veluna. Some of the Knights of Veluna are also active outside of Qeluna’s borders, funding mercenaries sent to aid Furyondy or the Highfolk. Knights of the High Fopest: The Highfolk branch of the knightly order is unique, for only elves are admitted. It numbers only 30 members. The Knights of the High Forest are deeply involved in the stealthy and savage waifare which continues in the Vesve Forest. They also act to protect the trade route from Furyondy through Highfolk land to Perrenland. The three branches of the Knights of the Hart coop erate fully and are in constant communication, including longdistance magical communication between the most powerful members using specialty attuned aysral balls with telepathy To become a Knight of the Hart, one must be invited by agreement of a majority of the relevant branch. A candidate must be a freeman or freewoman who has shown, by some heroic deed, his or her concern for the welfare of the states the Knights are dedicated to uphold and defend. Except for the Knights of Veluna, where some fighting priests have been accepted into the Order in recent years, the candidate must be a seasoned warrior (fighter, ranger or paladin). The large majority of Furyondy and Velunese Knights are human, but this just reflects the lack of demihumans in the native populations of these nations. must be impressive. It might be slaying a greater or true fiend, saving comrades against great odds, serving long and valorously during the war, or the like. Social status is not important, and membership is not limited to nobles. A pr but brave fighter becoming a Knight of the Hart often is offered service with a rich Knight, acting as a leader of household troops or in some similar capacity. Knights of the Hart are scattered throughout Furyondy. The “Gazetteer” and ‘*6haractersm chapters include several. The agenda of the Knights is clear, and they act by their own lights in pursuing their goals. The TraditionallyB Furyondy has not been a nation of deeply religious people. The ease of life, and the peace which lay over the land, did not dispose folk to beseech the Powers for protection or sustenance. The simple faith of Beory, though her priesthood is small, mas the most welcome to common people. After the war, matters are rather different, and certain priesthoods are growing in influence in Furyondy. The most important are: St Cnthbert: This deity and his priests find the greatest share of their foIlowing among the common folk, who revere the deity’s protective aspect and like the no nonsense, common sense approach of his priests. This priesthood is beginning to take precedence over that of Beory in the affections of ordinary people, especially in mal areas. Local community priests of St. Cuthbert are practical men and women. During the week, there is little to distinguish them from ordinar). folk toiling in the fields. Only on days of rest and worship do they don their priestly apparel to lecture their flocks. Nobles and powerful fighters do not take after St. Cuthbert much, snobbishly regarding the faith as somewhat wlgar- Nonetheless, St. Cuthbert’s Overseer in Chendl, the formidable Redankin Desmart, tweaks ears among the powerful. They know he speaks the feelings of the people, and they know that he is honest if not exactly diplomatic. St. Cuthbert’s priests plead caution. The ordinary people have suffered enough. Furyondy needs rebudding and peace. Tky urge vigilance against Iuz, but vigilance in defense. HeitoneOrm: The king and the warrior elie coffici&y,* especially officers and paladins) adhere to this faith. Heironeous’s temples are the largest in most northern cities, and the faith has a strong appeal for the common soldier. Heironeous’s High Priest Garaeth Heidenster is a great war hero known to almost everyone in Furyondy. Tales of his valor on the northern bade front are almost endless. He is an ardent supporter of Belvor and a powerful ally in Belvor‘s pe litical struggles. Belvor sends Garaeth on tours of the Barony of Kalinsuen to inspire workers and soldiers. Since Garaeth‘s message is to prepare the defenses and protect the land, this helps counter the ruling Baron’s expressed preference for building up strength for war to reclaim the lost lands. Mapsheine: This deity* very new to Oerik, is gaining many adherents among the most intelligent of the elite fighting men. Her blend of protective strength and warrior-on-rampam-duringthe-siege imagery is a powerful emotional rug at the heartstrings of such people. Partly because she is new to Oerth, she seems to

offer new hope, a chance to break the cycle of Furyondy’s adversity. Those converted to her faith show true zeal. Her affinity with Pelor, always a very popular (if not diligently revered) deity of ordinary folk, has helped establish her cult. Belvor and most of his provincial rulers are happy with this, for Mayaheine’s priests encourage rebuilding of northern defenses and full alliance with the Highfolk. Ram Rao’s priesthood enjoys disproportionate influence at Belvor‘s court and among some provincial rulers, not least because of Velunese influence. Often, powerful men listen to Rads priests rather sullenly, but listen they must. These men are wise. Veluna is Furyondy’s banker and Rao is widely revered there. Canon Vendenn of Chendl is a powerful voice, a good friend of the Velunese ambassador. Canon Schyendorf of the Gold County is a rising star of this priesthood. Her words are much appreciated by Belvor, since she urges Countess Rhavele to harmony of purpose with other provincial rulers. Rao is no deity of peasant or warrior, but his priests’ urging to careful thought and planning and against hasty action often dovetail with those of St. Cuthbert’s priests, and the two get on better in Furyondy than they often do elsewhere. %thereon: Trithereon”s priesthood is a headache for everyone else. This chaotic, vengeful deity has a priesthood which constantly urges battle and struggle to recover lost northern lands. Baron Kalinstren is a convert to the faith, and several powerful Knights of the Hart revere Trithereon also. This faith appeals to hotheads, but also to those warriors who lost friends and loved ones in the war, and there are plenty of them. Priests of the faith tour the land, stirring up trouble and preaching the need for Furyondy to be ready for war again. That message may go down well, especially in the north, if the preacher is charismatic. Belvor and his advisers find Trithereon’s brilliant young Master Priestess Cataryna a real thorn in their sides. e 0 v fl tl n fi 2 F r t hignfolk, to support trade tnrougn nignvale. Lilcnus s priests are also welldisposed towards Veluna, since t Zilchus: The priesthood of Zilchus is not very powrful, but it exercises a subtle influence at many levels If Furyondian society. Humble merchants and those vho merely sell a little of their surplus produce for a EW silvers at the end of the week offer a copper or two D the local shrine or temple. Moneylenders and major nerchants of the land also look to this priesthood and aith to protect their interests. In a nation which needs rade badly, and which has economic problems, Xchus is a deity certainly worth beseeching. The iriesthood of Zilchus urges Belvor not to go to war to ecover the lost northern lands. But at the same time, hey also urge him to be firm in his alliance with the 7. 1 .- 1, .I * rr. . . -.. * 3 Velunese trade is lucrative and Velunese merchants are honest men. The main role of this priesthood is as a stabilizing factor, almost a reassuring element, in Furyondian life. Trade, business, making a living, these all still go on a daily basis. There is something simple, easily understood and reassuring about that to everyone from Be lvor to the humblest peasant with a copper common in his pocket. Guilds Furyondy does not have many large and powerful guilds. This is simply because the vast majority of people live off the land, as peasants and fanners. Furyondy has relatively few artisans and professionals. Its cities are not populous: Chendl, for instance, is the capital, but boasts only about 13,000 people. Thus, guild representatives in the Knightly Conclave are not politically powerful. There are a handful of exceptions to this general picture. For instance, the Guild of Master Shipwrights is powerful in the Willip Arsenal and, given the members’ vital role as naval engineers, Belvor listens to their views carefully. Guilds’ power lies in their internal regulation. Guilds protect their privileges jealously. A master artisan se Iects a young boy or girl he considers to have some worthwhile natural skill, and if the family agrees, the child becomes an apprentice. Training is hard and lengthy. An apprentice may labor up to seven years before becoming a journeyman. Only around a fifth of all journeymen become masters. When the master deems fit, the journeyman is asked to produce a piece of work to the master’s specification. This might be a fine illuminated manuscript, an exceptional set of saddling gear, etc., as befits the nature of the trade. This work is known as the journeyman’s masterpiece”. If the guild masters deem the work good enough, the journeyman becomes a young master, allowed to apply for a license to set up his own workshop. Some guilds are dominated, in some cities, by one family whose members restrict master status virtually to their own kin. Furyondy has not, in the last century or so, been a nation rich in wizardry or sages. It didn’t need to be. While Furyondy’s knowledge and magical strength was once renowned throughout the Flanaess, these fell into decline. Veluna’s famous sages acted as a listening-post for Furyondy, the King and other rulers maintaining a handfur of their own experts to check the information passed on to them from Mimk. Fu- .-....-A:”.-. ””-” *--,.LA *. L---- :---..-”:--I-- --- .__- -.-.. .. ~ .- ... . . ._ , : ’ . : .. .~. . .. . . . . . . . . . 1 yuiiuiaii >a&=> Lciiucu LV UGLVIIIG, iii~i~a>iii~iy, iici~ibers of wealthy families who took up some arcane field . , . -:.. . -:

of study for purely self-indulEent reasons. and People .. Likewise, magecraft has slowly diminished in Furyondy. In an open, rolling, rich and fertile land, most life is earthy, the pulse of life lied to the seasons. Furyondy has fme fighting men, rangers, priests of simpler faiths, but has not, at least in recent times, been renowned for its wizards. Since the wars, circ*mstances have changed somewhat. Magic is very powerful, particularly in rebuilding shattered cities and defenses. Spells as humble as Tenser’s floating disc, levitate and strength all have obvious roles in helping to speed up building work At a more exalted level, the crucial role of the Elementalist Karzalin in the defense of Chendl impressed 8elvor greatly. and the newly established Chamber of Four, which takes its name from the room where they meet, and the number of elements they command, is an influential advisory group for the king. Provincial rulers have influential wizards in their own courts, too. Elven fighter-mages from the Highfolk have also visited the northern provinces, looking for possibie apprentices worthy of tutoring. Furyondian nobles have representatives in Dyvers, Verbobonc, Mitrik, Greyhawk City and further afield, recruiting suitable wizards for rebuilding work, while at home they seek children who may become promising apprentices. Once, a wealthy family in Furyondy would not wish a child to be trained in magic. This was somehow inferior to the pursuit of learning, art, culture or a priesthood. Not so today! Wizard characters in Furyondy will not want for pauons wishing to employ their talents. ay in the Life Furyondy’s cities are small and the majority of its people make a living by farming. Some are almost serfs (in the Viscounty of the March), some are freemen with small tracts of land leased by their lord in return for a tithe; a few, especially in the Duchy of the Reach, are landholders in their own right, still liable for taxation and conscription into the provincial ruler’s army in times of need. How do these people live? The picture sketched below is an account of Furyondian life before the wars, and the essence of this remains. A farming life in Furyondy is not as harsh as in many lands. The land is generally fertile, the climate warm and temperate, wetter in the west, and the great river basins ensure good irrigation. A working day varies with the season, but is usually ten hours in length. Most farmers use oxen or even cattle to till lands, but a few freemen are wealthy enough to own horses. Children scurry around working from a very early age. . ...__ ..-_: . . ... .....I

JJ J Even a three-year-old can help feed chickens. Formal education is uncommon, depending on the provincial ruler, whether the local priest is literate (some of St. Cuthbert's hamlet and small-village priests are not), and other chance circ*mstance. Many small farmers share large barns, wagons and the like, joining together in community farming efforts. Life is still good in Furyondy. The homes of common folk are mostly made of wood, from the Gnarley or the Vesve or imported from farther afield. Some houses are made of stone, especially those of people who live close by a stone quarry or are well off. Stone chimneys are rare, so most cooking is done by boiling or spit-roasting in simple earth pits. Some villages have pie makers, who have a chimney and oven. Other locals take meat, fowl (birds from herons to blackbirds are eaten) and other ingredients to be baked for a copper common or two or for some bartered goods. Cheese and ci ' making is common in many households, often us the milk from a foraging goat. Furyondy has f woods, but the tough galdarn bush yields a rich h vest of berries in the fall and the galda-like fruit makes good jam, pies, and bottled preserves. That's how most of Furyondy lived day to day, and the ease of living made Furyondians a fairly happy and generous people. They tended to trust people readily, although they were common sense folk and not easily duped. Furyondians had a basic faith in the honesty and faimerr nf mnrr npnnlp rhpv met Having Veliina an an trc D PC er tir ars de ha of AI de ei, h2 or T P( hz th 01 E xi1 es Furyondy is home to over 15,000 people who have fled here from their own, conquered homelands. Around 11,000 of these are Shield Landers who, by and large, have integrated well. Around 2,000 of them are troops, most of them having fought for Furyondy during the Wars, so native Furyondians have tolerance and respect for these folk. Shield Landers tend to be hard working, but not terribly adaptable, so often they work in jobs which are below their level of ability. Other exiles have arrived from Nyrond, Bissel, the Lost Lands or the Bandit Kingdoms, in much smaller numbers. Furyondy is fortunate that these immigrants have been accepted, and appear to accept their new home. ing ew iarCity dwellers in Furyondy are genera and serious group of people. Furyo tr-AXnnQllv heen rich centers nf , ;Ily a more formal ndian cities have c.auIc .".. been rich center ". arts and culture. City designs have been beautiful, with many open spaces, gardens and herb-scented bowers. Furyondian city folk consider themselves on a par with Velunese in this respect. There is also a very subtle snobbery endemic within cities. Minor differences in social rank, and constantly changing fashions in clothing, musical preferences and artistic taste count for a great deal in ,.. .u.lL."uY "* yI"y"" .**., .-..,... .v...ll.. Id the Highfolk for neighbors engendered such trust id good natured cheer. social interaction. In campaigns set in Furyondy, the etiquette proficiency should count for much in city ad- Y Since the war, Furyondians are more serious and troubled folk. Most have lost someone they cared for. on't forget that nearly ten percent of this nation's population died in battle. This has sobered and toughLed them. They believe war will come again. Next ne it will be a fight to the finish. A few Furyondians e plunged into despair, but most are readying their :fenses, eager to learn fighting skills in village and tmlet militias. Morale is generally still good outside the northern provinces (see the gazetteer entries). nd, while some Furyondians favor sharp practice in :aling with outsiders, most are still tolerant of forgners. They are wary. Villages which can afford it we palisade walls and stockades under construction, at least earthwork defenses. But Furyondians have le great advantage, they know who their enemy is. hey know evil lies to the north. Everyone else is a Itential ally, or so most Furyondians believe still. Iuz IS slain a tenth of this people, but he has not broken ieir hearts and wills. ventures! .. ,. .. . .. . ,. .. . . .. ... . .. . . .. . .,. .

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A his gazetteer divides Furyondy into its seven provinces, plus Chendl. More detail is given for the northern provinces, since these are the lands where the forces of Iuz lurk across a land border and where danger is greatest. They are also the lands where the opportunity for adventure is best. Some of these northern provinces have clawed land back from Iuz at the end of the war. There are old battlefields, still unburied bones, rusting orcish armor piles, razed sites of battle, and burned woodland. These lands are grim indeed! Significant NPCs referred to in the gazetteer are detailed in the "Characters and Forces" section. arsny of kalinstren Pop.: 3 1,000 Capital: Redoubt (pop. 5,600) Standing Army: 7,200 (plus 1,200 seconded from other provinces) Tax multiplier: 1.6 Tithe Multiplier: 2.0 ruler: Baron Kalinstren Well over half of this barony was lost to Iuz during the \tar, including the old capital at Crockport. Its ruler is the foremost advocate of relaunching war against Iuz, and there are more skirmish battles fought here than anywhere else in Furyondy. Kalinstren, a devotee of Trithereon, has fen friends in Belvor's court or among his fellow nobles. Only Jakartai of Crystalreach is on good terms with him. Kalinstren's uncompromising attitude does not do his cause any good, and even Belvor \\ ouldn't be sorry if the Baron perished in one of his forays. The ordinary folk of this province live in a state of chronic tension and fear. They are jumpy, nervous people who try to avoid contact with anyone they do not know. Morale is not poor, for the growth of defenses here is rapid. However, many people have relatives who disappeared into the clutches of Iuz's forces during the \tar, and their nightmares about their fates haunt them. This is hardly a happy land. d efenses While Kalinstren prepares for war again, he is also seeing to the construction of defenses along the Flare Line between Morsten and Castle Ehlenestra (see the main map). Kalinstren considers fortifications to be bases for soldiers who will be trained for war, and Belvor and Jakartai consider that diverting Kalinstren's energies into overseeing this work helps keep him balanced. Also, Kalinstren must regularly communicate with Jakartai's advisers since the Flare Line stretches across Crystalreach also, and work on it must be coordinated. Along the line shown on the map, work is constantly in progress erecting earthwork defenses, including deep ditches, bunkers, and barriers. Every four miles or so, a fortified militia camp, garrisoned by 50 men, is being constructed. Each of these strong points will have a 30 foot flagpole which will be used in communications. Kalinstren has mages at work here, using dig spells to construct the defenses and variant, colored continual light spells to erect a system of signalling beacons (This idea has been taken from reports of the Selintan Beacons. See From The Ashes, Campaign Book). Count Jakartai also helps by placing his dwarven engineer, Curtlem the Calloused, at the disposal of the engineers overseeing work here for one week each month. Each militia group has at least one elf or half-elf, mostly from the Vesve, so that infravision can be used for nighttime watch. In addition, each camp has Zd8 war dogs. The "Characters and Forces" section gives more details on the troops themselves. Dungeon Masters are encouraged to add detail as they wish. Magical defenses will tend to be used \Then needed. For example, if forces from a castle are about to strike into Iuz's conquered domain, priests nil1 be ready to cover the retreat of a raiding party with spells such as spike stones and hear metal cast on metal-tipped spears embedded into earthworks. Mages can use similar spells. However, spells such as stone shape or trdl of stone are not generally used in rebuilding defenses except as remporary expediting measures. A swift dispel magic from an enemy can wreak havoc on such constructions! The forces of Iuz are detailed further in Itu the Evil, but a general description is given here. The area a mile or so on both sides of Furyondy's northern border is a "no-man's land." Neither side dares to send out regular patrols into this area where hostile encounters are very likely. Iuz's soldiers in the conquered portion of the barony are mostly orcish, with a handful of orogs leaders and Ion- to mid-level priests who keep well away from the border. The forces of Evil have not yet begun to fortify their own side of the border. The Razing Line (shown on the map) is a notable exception. The Razing Line is a quarter mile wide zone which priests of Iuz have defoliated and blasted into barren, dead soil with fire and acid. Belvor's court sages have warned him that this destruction has one specific purpose. Somehow, although Belvor's sage are not certain about the details, this dead ground will enable Iuz's priests to animate dead more effectively than their spells would normally allow. As yet, no manifestation of this enhanced power is clear. The orc soldiers facing the barony's northern border are estimated at 4,000 not including the garrison of Crockport. Their morale and organization under the orogs appears good. These orcs seldom stage significant forays into Furyondy. They appear to be biding their time. Raids by Furyondian forces usually bring retaliatory attacks by warbands of 200 to 300 orcs. .: :: u:..., _-. . . .. : .. .. I . . . .. . .. : ~ . . . . ... . . . . .. . .. , .; ,,. .. .. . . .

..... ....... .'- . .......... , ..... ......... .... . ..: .:::.,. ......... Magically created and controlled monsters are frequently encountered along the border. The mage Cryennik, stationed in Crockport, uses charm monster spells and despatches these controlled beasts southward to cause mayhem with ferocious random attacks. Cryennik has some way of summoning highly magical monsters such as manticores and chimerae which can cause significant loss of life when they attack. On one occasion, Furyondy's northern defenders were even attacked by a summoned dracolisk. Because these monsters often fly, they can strike behind defensive lines, striking terror into the barony's common folk. Locations an Settlements Brancast Keep Brancast Keep is a new castle, still under construction. It stands across the river from the village of Brancast where trading vessels which have negotiated the Crystal River provide supplies for the Barony from the eastern edge of the kingdom. There are 200 militia soldiers and 250 laborers garrisoned here. The keep is planned m 2 Inoicrirc base, the anchor of supply routes to I boundary lands. The militia is posted tween more arduous periods of service Line. This is a good place to meet soldie seen the horrors of the border zone first Castle Ehlenestra Next to the castle i, miles surrounded by a I .. * .. * ready to trust such small folk than thl mans. First-time visitors to the castle are o -L- -:-Le .t ... L -1 ... -1.. -L. ... the beleaguered here to rest bealong the Flare rs who have just hand. joundary of the rn an Old Elvish ma. The castle's I -..---..-,I:-- :- Castle Ehlenestra marks the western t Flare Line. The castle gets its name fro1 variant of the name of the goddess Ehlor construction is unusual, with a stone wali DUIIUUIIUIII~ 111- ternal buildings made of fine Vesve wood. The garrison of the castle is a force of 400 militia soldiers, drawn from the Vesve woodmen. s an area of roughly two square high wooden wall. Inside the wall IS very wlia woodland, which contains powerful illusion spells. This woodland is home to a collection of faerie creatures. The most important are brownies, who act as spies and messengers in concert with brownies within the Vesve. They also deal with beastmen, who are more cy are to trust huIften astounded by LIIC XXIIL ui whole packs or canines wandering inside its v u walls. The tyrgs of the castle are very famous. Mist wolves visit at night, somehow mixing with the powerful spotted dogs without causing barking matches or aggression. TL--- --- -L- .-- - L--s I J r I I IICSC creatures aic LIK servants or me iaay OT me castle, the ranger Sharnalem, a swanmay Knight of the Hart. She has magical ability to control canines. Her tyrgs are trained to sniff out orcs and other goblinoids and to attack them on sight. These animals gain + 1 to all attack and damage rolls versus goblinoids. Sharnalem is known to have many friends among the ... rd'. ..... Highfolk. While she is a shy and elusive Ivoman her gifts of tvrgs to Kalinstren have earned his gratitude. Kalinstren also values the role of this castle as a recruiting post. Warriors looking to aid in the defense of the barony and the Vesve often come here for help and advice. Sharnalem is wise, and has priests of Corellon and Ehlonna among her valued and well informed advisers. Crockport Before the wars, Crockport was a prosperous town of 9,000 souls. Today, Crockport is the headquarters of luz's officers and priests, who oversee the war of terror which rages south to the Crystal and east to the Veng. Iuz ahrays stations one of his Boneheart, the innermost group of his minions, in Crockport. The present ruler of Crockport is the young, cruelly brilliant High Priest Xenvelen, who distinguished himself in the Furyondian theater of war. Xenvelen favors biding his time, building resources, and then delivering sudden, decisive blow. This is why the work along the Razing Line is so worrying. Around 1,500 humans still survive in Crockport, reII ) tained as slave labor and hostages. Massive magica strikes (flame strikes, fireballs, meteor snwms, etc. against Crockport remain hard for good-aligned Furyon dian mages to countenance when IOSS of innocent lifc would be certain. Xenvelen maintains a force of 800 orcs, 300 hobgob lins, and 80 elite orogs garrisoned at Crockport. Thc orogs are known to include a personal "Household Pha lanx," serving as personal guards for the evil priest. Thi personal guard includes orogs with the skills of 13th-leve fighters and many magical items looted from slain foe Crying Spear Keep This stone keep stands within a mile of the border, and fought off two massed attacks during the wars. It is defended by powerful wards spells cast by the keep's ruler, Pashenden, a human fightedpriest dedicated to Trithereon. The keep takes its name from a great silvered spear rising atop it. Every dawn, a single great tear appears on the point of the spear, and it is said this will happen every day that\even one mile of Furyondian soil is held by Iuz. On days sacred to Trithereon, it is also said, this tear forms into a potion of invulnerability. Pashenden is on excellent terms with Baron Kalinstren and supports him in favoring a resumption of war. There is no doubt that he sends forces from his 230 resident militia, well aided by protection and combat spells, into the orc-controlled northern lands. For this reason, Belvor has craftily 'helped" Pashenden by placing SO heavy cavalry from Veluna here. Their leader is an influential (Ch 17) and clever (Int 15, Wis 17) man who reports what Pashenden is up to back to Belvor through diplomatic channels. Pashenden is aware that Belvor is spying on him. He and Belvor play a game of blindfold chess, as

J 11 Pashenden reduces the number of his raids, and Belvor overlooks the rest. Redoubt Redoubt is a huge military garrison town, protecting the approach to Chendl. It is dominated by its great fivetowered stone castle. This structure is still being repaired after being damaged in the wars. The siege of Chendl left this castle isolated, a single point of light in a sea of darkness as Iuz's horrors swarmed around it. The garrison of Redoubt numbers 2,000 men, and every able bodied soul here has at least some leather armor and a hand weapon, so that virtually everyone is a solider or a levyman. All the native Furyondians here saw what orcs, goblins and fiends did to their brethren during the wars. Hideously mutilated corpses were flung over the walls of the castle, often animating into zombies to assault the survivors inside. Helpless farming folk were gleefully sacrificed to Iuz before the castle gates, and then eaten by orcs. Redoubt's people do not forget the horrors of the long days, and the stalking nightmares of the black nights. Baron Kalinstren may be chaotic, but he rules his provisional capital with an iron fist. Military curfews run from dusk to dawn. Exceptions are allowed only for those who work through the night repairing buildings and walls and building the secondary defenses. Expert dwarven engineers, recruited all the way from the Lortmils, are overseeing this work. Baron Kalinstren is constantly moving among his men. He keeps the morale of others up, risking his own health and precarious sanity. He hates wasting time with politics, and all he really wants to know from an important visitor is whether he brings money, goods or men for the cause. Kalinstren's goal is resumption of wrar in the early spring, 586 CY, and he's preparing everyone for that. Redoubt has a good mix of troop types (see "Characters and Forces") from many regions. These include the barony, southern militias, Vesve men, Velunese and even a few volunteers from as far afield as Ulek. These Ulek volunteers are organized into a roving band, with free reign to pillage the orcs to the north. This town is a great place to find adventure, battle and skirmishes, or just to hear all the news from around northern Furyondy and the Highfolk. Unfortunately, it has begun to attract its share of thieves who prey on soldiers overindulging in ale. These outlaws risk the harsh justice and stern penalties for crime here. Spinecastle Spinecastle is a military outpost, guarding the Flare Line opposite of the Swarming Ground. The fortress gets its name from the design of its battlements, which are a veritable nest of archery holes. This castle is garrisoned by 400 soldiers, half of whom are longbowmen. These archers are renowned throughout Furyondy for their skill. The other half of the garrison included a unit of / heavy infantrymen, who also have a reputation as staunch veterans. Spinecastle is administered by the powerful warrior Jelleneth. She is Kalinstren's only child (Her mother died in childbirth, bearing a stillborn second). Jelleneth, like her father, is a reverer of Trithereon and she too badgers Belvor for more active assistance and readying for war. The faith of Trithereon is strong at Spinecastle, and Jelleneth's senior priest, Darden, is the barony's representative in the Noble Council. Spinecastle suffered major damage during the war, with its external walls virtually destroyed and two of its three towers severely damaged. Its repair has been exceptionally swift and is expected to be complete by the month of Wealsun. This is largely due to the work of the castle's specialist conjurer, the eccentric Tobian Rushkane. Tobian is not often seen (usually preferring to remain invisible). Tobian has befriended a number of jann over years, and they are always visible, directing earth elementals in work on the castle fortifications. Jelleneth's troops do not often strike against Iuz's forces, but it is no secret that she gives succor and aid to several hired mercenary groups and free adventurers who wish to fight the dark forces to the north. Spinecastle is watched closely by powerful commanders among the forces of Iuz. A greater thassaloss stands a constant watch, just across the border, keeping the castle under constant surveillance. Ro attempts to strike it down by magic have been met by its sudden disappearance and reappearance an hour or so later. The grim sentinel places lurking fear in the minds of all who see it, even if morale is good. The Swarming Ground The Swarming Ground is located on the north side of the Flare Line, across from Spinecastle. This area is infested with giant ant lions, making the construction of fortifications very hazardous. These creatures are smaller than others of their type (only six hit dice) and live in a soil type which is not normal for their species. Excavations regularly unearth ant lion nests, and the creatures are very aggressive. For this reason, construction work here is patchy and this is a real hole in the Flare Line. Jelleneth favors posting extra magical firepower to blast the ant lions when they are found, and seeks to hire mages to do so. The cost of this effort is prohibitive. Inventive adventurers finding an alternative solution to this problem would find Jelleneth most appreciative of their efforts! ~ .. , ,. _. . . .. .. . . . _... .,. ... . . . .'am .:

.... ..__. .. .. ’... .. ...:. . ... . . ... . POD.: 46,000 Capital: Greatwall (pop. 3,900) Standing Army: 5,950 (plus 550 troops seconded from other provinces) Tax Multiplier: 1.7 Tithe IMultiplier: 1.5 Ruler: Count Artur Jakartai Before the war, the capital of this county was Grabford, where the previous provincial ruler, Count Paulus Halpern, was lost, believed killed by Iuz’s forces. Since Halpern died without issue, Belvor moved to install a new ruler. His choice, the mighty Shield Land exile Artur Jakartai, was a daring one. Belvor knows Artur is an ally, and considered, rightly, that the other provincial rulers wouldn’t object too loudly. They agreed, for several good reasons. First, Halpern is not known with certainty to be dead, so Jakartai can be said to be a “provisional” ruler. Belvor pleaded that putting an indigenous Furyondian in charge might result in major turmoil if Halpern were ever recovered. Second, the other provincial rulers didn’t like Halpern anyway, since he was an overbearing, cowardly, and very snobbish individual. They are not too sorry to see someone else in charge. Third, Jakartai is a genuine war hero who fought along the length and breadth of the Furyondian war front The loyalty of those who fought with and for him is absolute. It would be hard for any noble to oppose such a man. Fourth, Jakartai is known to despise the old leaders of the Shield Lands for their blinkered prejudices, which lost the Shield Lands. This counts in his favor. Jakartai is known to rely heavily on Furyondian advisers, especially Halpern’s Priest Jakqayne (of Heironeous) who is his representative at Belvor’s Noble Council, as he was for Halpern. This is reassuring to the other provincial rulers. Jakartai also behaves in a modest and deferential way to the other rulers. His clumsiness and social naivety is actually endearing to them, disarming their usual snobbery. One exception to this is Countess Rhavelle, who considers him vulgar. All in all, this appointment has been a political triumph for Belvor. Armr Jakartai has strengthened this once lazy province. The new count and his advisers have shown good judgement in working with Kalinstren to forge the Flare Line. Likewise, Jakartai has strengthened the river defenses along the Veng, with militia bases along the riverside to support the small, heavily armed cogs which travel with essential convoys of supplies and goods from Willip northwards. Many of these militia bases are strongly fortified and camouflaged. Fine bowmen form a greater percentage of these militia units than elsewhere. Their role is to keep enemies from across the river at bay. There has been less repair work to do here than in Kalinstren, so the Flare Line is more complete. This is also due to the efforts of Jakartai’s dnarven engineer, Curtlem the Calloused, the proud bearer of a spade of colossal excavation which has had a great effect on earthwork construction. At Belvor’s request, Jakartai does not mount raids into the northern territory unless there are reliable reports of a significant warband gathering there. This has only happened twice since the end of the war. Once, the band had dispersed before Jakartai’s men reached the area. On the other occasion, a band of 40 heavy cavalry, 40 light cavalry and a handful of spellcasters lost six men, slain while wiping out nearly four hundred goblinoids. That has inspired confidence in their new ruler among the soldiers! Jakartai inspires something akin to awe among the common people and soldiers. He is a towering figure, almost seven feet tall. He rides a monstrous, barded stallion, bearing a magical battle standard whose effects have been experienced in the heat of combat by many troops. He raises a cheer wherever he goes. Morale is better in Crystalreach than in Kalinstren, and people do not fear the terrors of Iuz so much, though they are certainly not complacent. Jakartai has also tried to place the burden of extra revenues on the richer folk, so that while taxes are high, tithes have not increased so greatly. Common folk appreciate this and believe their new lord is a definite change for the better. Another reason for superior morale in the county is that the forces of luz do not appear so strong across the northern border. The enemy’s soldiers, a rabble of mixed humanoids including Horned Society hobgoblins, seem poorly armored and equipped compared to those to the west. Nothing like the monster raids or thassaloss guardian seen in Kalinstren have yet appeared here. Skirmishing is actually more common, due to the poorer organization of the goblinoids, but there are fewer losses to these weaker troops. However, this may be deceptive. Rumors abound that Grabford is a charnel house compared to which Crockport is almost a haven of respite. A vampire-mage is said to command Iuz’s forces from this conquered town, and two raiding parties have both reported seeing yeth hounds flying around Grabford. Human slaves have likewise been seen here. East of the Veng, the forces within the old Horned Society lands are predominantly hobgoblins, with a significant smattering of human leadership. These include priests of Iuz, cynical and evil scum from the Bandit Kingdoms who defected to luz. There are regular reports of fiends stalking east of the river. Molag, the *summer palace” of Iuz, is home to High Priestess Althea, one of the most eminent of the Boneheart. It is garrisoned by over 3,000 humanoid soldiers, and is a city awash with fiendish and malefic presences (see Iuz the Evil). As yet, bow fire from across the river, and rare forays by a fiend or a handful of goblinoids have

been the only incursions into Furyondy. This border gives Jakartai more anxiety than the northern front despite the natural defense of the river, and he is always eager to hear news from Fendrelan. Molag is.certainly the most powerful city and troop base within very short distance of Furyondy. Fendre Fendrelan is a fortified town along the Veng River. It is a major defensive settlement and stopping off point for river trade bringing supplies and support to north eastern Crystalreach. It is a small town of 1,650, including a garrison of 400 well trained light infantry. The commander of the Fendrelan garrison is an unusual figure. The diviner Ereland Manneth is no soldier, but he has a reputation for uncanny accuracy in prebattle planning. His spells, wit (Int 18) and knowledge of military history make his men appreciate him every bit as much as a musclebound general in plate armor. Ereland has saved many of their lives several times over by warning of ambushes, bad weather, and powerful ambushes. He is legendary for his ability to pinpoint key enemy weaknesses. It is said that he gained his great knowledge of military affairs from his father, a paladin of great renown. Ereland has a myriad of ways of gathering and communicating information. He uses a special ring of avian control to command, speak to, and instruct spies as small as sparrows. He also has an eagle familiar with a ring of polymorphing which he sends out to spy for him, protected with invisibility, stoneskin and other protection spells. He has pipes of the sewers so that even the river rats are his friends. His crystal ball with telepathy is a treasured prize. Ereland is keen of eye and wit, always eager to learn what Althea may be doing in her realm. Greatwall Greatwall, the current capital of the County of Crystalreach, is a fortress which protects the Flare Line between Morsten and Moatshield. Before the wars, Greatwall was a simple village. Now it has been transformed into an impressive strongpoint. Jakartai's first priority at Greatwall was to erect a great stone curtain wall to protect laborers and villagers and also the many farmers who had fled the conquered lands to the north. Behind Curtlem's earthworks, magical walls of stone were used to quickly produce a first line of defence. Stone was then brought from Redstone's quarries and internal, fortified buildings were erected. During the coming summer and fall, building work will concentrate on replacing the northern areas of the magical wall and constructing the foundations and lower stories of a keep which is planned to become a full scale castle. There is a .real sense of urgency here, a desperate race against time. Everyone wants to be as secure as they can before the next winter. \ Greatwall's population includes 800 militia, with an elite force of 100 heavy cavalry and 100 heavy infantry directly commanded by Jakartai. Around half are Shield Landers, and the new ruler has taken pains to ensure that his three senior Lieutenants are all Furyondians. There is some tension between natives and exiles, but morale is unimpaired. Greatwall's people work very long hours; a typical working day is 14 hours, aided by continual light spells during the early night and just after dawn. Soldiers and militia are as ready to help out as anyone. Children scurry to and fro, bringing food to hungry and tired workers. Jakartai's general effect on his people has been noted, but simple touches on his part also earn him their love and unswerving readiness to work their fingers to the bone. East of the village lie rugged, low hills, which are riddled with rabbit warrens. Count Halpern never allowed villagers to hunt there, since these were his lands alone. Anyone caught poaching might be heavily fined, have hand cut off, or even be sentenced to what amounted to slavery. One of the first things Jakartai did when he made his base here was not simply to allow hunting of rabbits there, but to urge the villagers to set snares and traps. "Hard work needs good meat in the belly," he said to them. It would never have occurred to him to act otherwise. To an adventurer, a rabbit for the pot means little. To a villager living close to subsistence due to Halpern's heavy tithes it means a lot. In addition to Artur and Curtlem, notable inhabitants of Greatwall include Sharapel Endereth and Ryell Hawkshand. Sharapel Endereth is a mage with a wickedly black sense of humor who is infamous for his impatience with people who are not as intelligent as he is. Ryell Hawkshand is a 9th-level fighter. orieinallv of Grahfnrd, u. IN ~ ~ ~~D~~ ~~, ~~~o~~~.~~, .~ rho is one of Jakartai's lieutenants. He assumes corn land when his liege is away. Another resident of Greatwall is the enigmatic Cr, 'am a bisselite priestess nf beory who simply says that stara, .. _."., -...- yL.-L.--'. -a Y-VIJ I...v simply says that she has wandered far and wide in her many years and likes the people and the place here. Crystara smiles a lot and doesn't give away anything, but she is known to be on excellent terms with Jakartai. Her mastery of spells especially elemental (earth) spells and plant spells, the latter used to help the farmers in the communities around Greatwall, is received gratefully by artisans, toiling labo rers and farmers alike n .. . _.~ PI nnn Heldar Heldarn IS a town or I,YW people which stands along the road which runs between Morsten and Terlisean. Before the wars, Heldarn was a major market town. Produce from the north and south of the province were traded at fairs and festivals like the Harvester. Today, Heldarn is most important as a reserve garrison town, with 300 light infantry and 200 light cavalry here able to quickly support border watches and forces to the east or north. Heldarn is the place for adventurers seeking the greatest diversity of potential adventure across the whole province.

J JJ . . . ’.’ . . jJ .:’ :. , ‘ . . :.;;.,.I .*: : :. C. .. ..... .I ..I. . . .... .. .. . . ... .. ..’ . . , . .. . .. , . .. : .:.: ’. ... .. _. .. Heldarn is also noteworthy for the Herrifen and Shinemaster families of gnomes. These gnomes, who have relatives and interests among the Highfolk, have been moneylenders for several generations. Traditionally, they have played an important role in the local economy. Farmers from villages would band together and borrow money from the gnomes to buy ploughs, wagons and tools. The gnomes charged low interest rates and were regarded as genuine benefactors. Come harvest time, their homes would be swamped with gifts of grain, fruit, vegetables and beer from grateful recipients of their loans. Unfortunately, times have changed. There are grumbles that the gnomes are engaged in usury. They have increased their interest rates to five percent per month. The fact is that defaulted loans have forced them to raise their rates. The rumor is that they’re going to get rkh by bleeding Furyondy folk and then run off with the money. Gnome player characters may well be approached for help by these families, who might need protection from angry customers in these hard times. Heldarn contains one notable rotten apple. He is Petrenek, an agent of Iuz and a member of the Shadowclaw, Iuz’s sinister network of spies. Petrenek is detailed in the “Characters and Forces” section. Moatshield Moatshield is a small town located along the Flare Line, between Greatwall and Crying Spear Keep. Moatshield is surrounded by a wooden wall. Sections of the wall incorporate some stonework, and steady improvements are being made. The population of Moatshield includes 400 villagers and 300 militia troops. Moatshield gets its name from the 20 foot deep moat which surrounds it. This moat is slowing being filled with water which pours from the mouth of a decanter of endless water. This device was acquired by the town’s ruling noble, Sir Kiprien Rahlden, a Knight of the Hart). The decanter is on loan from a Knight of the High Forest who realized its potential uses. The moat is currently filled to a depth of five feet. When the moat is full, Kiprien will pass on the precious item to another defender who can make use of it. Kiprien is from an old Furyondian family and his ancestors include men and women who sat on the great dais when Thrommel I was crowned in Dyvers. He has considerable influence among the Knights of the Hart. His household includes the sage Rhammulfleiss, whose area of expertise is the history of Furyondy and its old vassal states including Veluna, the Shield Lands and Highfolk. While Moatshield appears to be a simple backwater town, intelligent adventurers may find information, political influence and many contacts here since other Knights of the Hart regularly visit Kiprien. Morsten Before the wars, Morsten was a simple fishing and trade village of 350 people with a garrison of 20 soldiers keeping watch across the Veng. Now it stands at the eastern end of the Flare Line, anchoring Furyondy’s defenses. The garrison of Morsten has been increased to 200. Fortifications are being constructed and the river harbor is being extended to house military ships. Morsten is home to the wizard Schyzer, who arrived several months before the end of the wars. Since Schyzer served honorably during the wars, he is above common suspicion and official interrogation. But he is a bewildering and enigmatic man, crusty and cantankerous, and the garrison leaders, along with Jakartai, really don’t know what to make of him. He an albino Suloise, so some people are rather suspicious of him. Schyzer lives in a stone tower facing across the river. Apparently, he constructed this tower himself in only four days, just after the end of the war. The wizard’s trained wyvern lurks atop the flat roofed tower when Schyzer is not riding it. His apprentice, Cupara, has a pair of docile but powerful looking mountain lions which he keeps around as pets. Curious people don’t go too close to the place. Cupara does all the talking to the garrison and townspeople, although he only does so when he must. He always tells garrison soldier about anything Schyzer has spotted across the Veng while out flying. The wizards never seem to need to buy any outside food or supplies for their tower, and they mostly keep their own company. Schyzer actually keeps his tower at Morsten for purely selfish reasons. He doesn’t really care at all about Furyondy or Iuz or almost anything else. He has discovered that the bed of the Veng contains very rare magical stones which can be used to summon animals and monsters which will faithfully serve a wizard for their natural lifetime. This enchantment the animals to be communicated with and trained. So far, he’s discovered two types of stones (hence his wyvern and the twin lions). He wants to discover more. Schyzer is mildly paranoid, and trusts no one but Cupara, whom he trusts only a little. To him, acquiring a totally faithful, obedient monster or animal companion is worth risking the hazards of living in a war zone. Redstone The quarries of Redstone are a vital resource for Crystalreach. They extend for almost two miles of surface mines, where a hard red stone akin to toughened limestone is cut from the earth. These stones are shipped throughout Crystalreach and even into eastern Kalinstren for building projects. Work in the quarry is hard and dangerous. There are never as many workers here as could find employ. A handful of low-level mages assist with simple spells such as Tenser‘s floating disc and the like. Over 400 stonecutters, riggers and teamsters work the Redstone quarries. Among the workers are some real

oddballs. A pair of charmed ogres captured from the Horned Society labor happily in the quarry. A dozen or so gnomes who have migrated here from the Cairn Hills northwest of Greyhawk City form a single skilled work crew. A group of thirty Nyrondese, exiles from their own kingdom, make a hard living here. The quarries are also garrisoned by 100 infantrymen who protect this vital interest. They too work in the quarries when the need id great. Work crews in the quarries are directed by the dour dwarf, Mamadal. The surly dwarf never gives a clan name and doesn't say where he comes from, but the unique magical wand he has ensures the workers put up with his impatience and yelling. Of rare dwarven design, the wand can carve through solid rock and hew out a yard square block in but a minute. Mamadal employs it when he has a tough quota to meet. He pushes his workers to the limits of endurance but never beyond, always treating them fairly. Exactly how Mamadal came tc barries, with his long faced young hi an, taking care of paperwork, is a I seems to accept him. Perhaps the symbol persuasion inscribed on a battered (and shuttered) wooden shield he carries has something to do with it. Mamadal moans all day. He complains to all who will listen alness USt way! ck- ) administer the qi man scribe, Darry Iuzzle. Everyone j n that the work here is never appreciated. He is 3 having more demanded of him, workers feign si , and so on (and on and on). A dwarf pla ... nnr~r .-nmm.~~mr.nrrrrr.+h him ales -: Terlisean - 3 arrive here from ships, , and though hobgoblins .. . .. located on the Crystal River. Goods arrive in Terlisean by the safer route from the south, alone the Willip Road and on to Heldarn. Some goods alsc docked on the riverfront. Terlisean is an unwalled town and worse lie but fifty miles away It IS a relaxed place. Terlisean allows player characters the last chance for simple relaxation before they get the feeling of entering a war zone. The atmosphere here is unlike Heldarn, which has a large garrison and where the feeling of tension is greater. Terlisean has raffish people among its 1,300 souls. Thievery is hardly unknown, and card sharps, cutpurses and charlatans lurk around many corners in the southern districts of the town. The garrison of 150 is drawn from local folk, and is not exactly a byword for honesty itself. Actual evil is not to be found among ordinary folk, but the Dungeon Master is encouraged to place one or more agents of Iuz here (see the Shadowclaw in the "Characters and Forces" section). Terlisean is a busy trading post, the last place where player characters can buy supplies at the "southern rate" before heading further northwards. A gazetteer of Fuvyondy . .. .. .. . .. . ,. .. ,._.. ...'.- ... ..' .. . ... , ,,, .,. . .. ... ,

.. : .(. . .. .. .. ’ .. . .I. ._: . .. . .. ,. C ti chendl was a planned city, a capital built to specificaons, intended to replace Dyvers as first citv of the kingom. It was strongly walled with beautiful buildings inguidly conveyed peaco*ck nobility. It boasted hanging ardens, broad boulevards and a wondrous palace. chendl had a claim to be the most delightful city in all the Flanaess. 1 unfortunately after mouths od siege during the war ssential” King Belvor has made a point of restoring own palace, only rebuilding defenses and ch ””-.... c-.. -cc:--- -i ^*^_^ TL- L -i - d---- ~. OW. n.; ---- - Canals crossed the citv, along which gondola-like vessels la g’ C tl Chendl is a different place now. Over half of the buildings suffered severe damage during the wars, and ruins and rubble still strew areas of the city deemed 3one: ; little of his 0 ambers necesJaly IUI offices UI >LdLC. I IIC IIUIIIC. UI artisans, barr; P ir or iritnereon ana iviayaneine nave cooperated in incorporating warding spells into them. Magical mortars have been employed, creating effects of protection from evil in key areas of defense. Other dwellings have taken second place, unless the inhabitants have been rich enough to import their own labor to rebuild them. Of course, crafty Be!vor has passed a law that any such imported labor must be made available for civic rebuilding two davs in each week. at the builder‘s own exoense. unfurtunately after months of seige during the war, racks temples and government buildings have had riority, and are largely restored now. Likewise, rebuildig the walls was deemed an absolute priority and priests c-. , ,.. I . * .. . In total, Chendl has a garrison strength of 850 me icluding the Kings own forces and some soldiers of K: ______ 1x7 ’ I. Y ,I r~~~~,, ~~~~ ~~~ ~~~ e a crime, is now commonplace. :hendl has a unique atmosphere. Contrasting with the ning soldiers, artisans and laborers is a rich social life _. .. -. n ir 1- liiiwcri. vvearintI armor ana weanonrv anouc [ne city, one C teen on the part of the surviving aristocracy. I‘hey make a point of not allowing anything as trivial as war, siege, starvation and the subsequent virtual military occupation to affect their social lives. Chendl is still a place to wine and dine, to hear opera, to snif gamble at the casinos and g eously expensive restaura aplenty in Chendl. There is still grandeur in chendl, i ne continual light lanterns along the boulevards still shine brightly, there are no slums or even recognizable “poor folks” housing. There is, admittedly, a shanty town of some 3,000 souls fled from northern Kalinstren huddled around Chendl’s walls, but Chendl’s occupants are proud people. War has given them steel and endurance. Chendl’s rigidly structured social mores are also still in force. The representatives at the Noble Council and “old blood” nobility are top of the pile, lesser nobles and knights second, skilled artisans and the very richest merchants third, other artisans and merchants next, and everyone else last. There are no poor people here, at least as far as social niceties are concerned. f the scented gardens, and to :aming houses. There are hidints and overpriced taverns n. I. m, . . .. . Chendl has a seamier side, but not a very large one. The Thieves’ Guild here is all but extinct given the vast numbers of militia and other soldiers. Only the most daring of rogues remain in this city. Bower in Chendl Much of the political life of Furyondy as a whole is focused in the capital city. In addition to characters and organizations such as the Noble Council and Knightly Conclave, which have already been covered, the following organizations are important here. Military: Belvor has two trusted war veterans, Generals Gallantren and Bemedior, stationed within his own palace. A young and upcoming man, General Yemanien, completes the triumvirate. His role is as a logistics expert, and he and his small staff set about the task of collecting information on supplies, predictions for the harvest, computing army strengths and rounding up reserve militias with real vigor. Belvor has wisely mixed in young blood with his veterans. All are technically subservient to Jemian, the Grand Marshal of all Furyondy’s armies, but Jemian spends less than half of his time in Chendl and it is easy enough for Belvor and his generals to conceal information from him if they deem this appropriate. The generals have day-to-day command of all forces in the capital, from the King’s Household Regiment to seconded Furyondian troops from elsewhere, Velunese troops and mercenaries are controlled through a relatively long chain of command which would be a weakness if swift response were required. Priesthoods: Heironeous is the major faith of most soldiers and civilians in Chendl. His temples were the first repaired and the King has a temple within his own palace. His High Priest, Garaeth Heldenmaster, is a major ally of the king. St. Cuthbert’s temples are small, but are well attended by laborers, artisans and others outside of the noble class. Overseer Redankin Desman is a formidable man. He pointedly refuses to decorate the temples in any but an absolutely spartan fashion. Belvor likes him. He is blunt, but he supports the Kings policies. Other dominant priesthoods and major temples located in Chendl are those of Rao (approved of by Belvor), Trithereon (not approved of by Belvor), and Delleb, the Oeridian lesser god of learning and intellect Priests of Delleb generally defer to those of Rao, tending to specialize in unusual areas of sage proficiency. Their high priests and equivalents are included in the “Characters and Forces” section. Other temples are smaller, and some are still somewhat damaged from the siege. Government: Belvor‘s *civil servants” are a strong presence in the capital. Many scribes and servitors look after taxation, the King’s coffers, mapping, collecting reports of events in the land, administering the mail, interviewing mercenaries hoping for Furyondian coin, and much besides. This is an important change from pre-war Chendl, where the Dace of work was much slower. The

buzz of activity around this city, has brought a swathe of administrators in its wake. Locations of Note - The Wyrm is the best inn in town. Sutter's is a fine restaurant which only admits minor nobles or exceptionally rich artisans and merchants (using an "I'm sorry, ne have no tables for this evening" policy to keep riffraff at bay). Sutter's also has a gaming house and a fm sleeping chambers, but the latter are permanently booked by Belvor for the entourages of important visitors. Adventurers wishing a place to stay may try the King's Arms Tavern or the Heroes' Rest Inn, where they are more likely to find rooms available. Prices are at triple the rates from the Player's Handbook. These are considered reasonable rated for busy Chendl. Raniandurn's is a strange, oddball shop named after its proprietor, an aged Ekbiri exile who seems able to drum up any kind of herb, unguent, or suchlike at will. If a customer desires sulfur, holy water, quicksilver or orcbane from Pantarn, Ranjandum has some ... for the right price. The Weatherhaven Inn has become the place to meet powerful warriors. War veterans, middling officers from the King's Household Regiment, and the like mingle here. Once, any foreigner entering Chendl needed an official permit to do so, and the formal status of "Citizen" was only granted after many years, wen generations, of residence. Times have changed. A warrior with a strong arm and good sword, a mage who can contribute to defense. a priest with healing, warding, or any similar spell access are all eagerly wanted now. Pop.: 90,000 Capital: Gorsend (pop. 6,200) Standing Army: 3,500 Tax Mu1 tiplier: I .2 Tithe Multiplier: 1.5 Ruler: Viscount Luther Ilerwent The most populous of Furyondy's provinces, the March is a bread basket for the rest of the kingdom. Its fields are lush and the land is productive. Traditionally, the March's merchants have been the trading experts of Furyondy. People here know and trust the value of what they are buying. This reflects the preoccupations of the ruling house. Luther is a grim faced and unsmiling man with a very sharp mind. He has made his fortune through trade, and the Derwent family together with a handful of other powerful, intermarried families own most of the land and wealth here. Luther is a pragmatist, a tight fisted man who is very

adept at staving off Belvor's demands for more money. Privately, he feels that if Iuz goes to war again it will be a protracted affair and the Crystal river forms a more defensible southern retreat than the Flare Line. Luther truly believes that pumping all of Furyondy's resources into the Flare Line defenses is a strategic blunder. Luther's second wife, the nervous and much younger Alistacea, is not someone to oppose her husband, although his twin sons Petronian and Timarn tend to favor the King ... but they are young yet. Luther is not uell liked by other nobles, but he is respected for his skill and coolness in argument. He loathes Baron Kalinstren and considers that a "foreigner" (Luther is not tolerant) should never have been given Crystalreach to rule. Luther's representative at Noble Council is the scribe Telemmand, an expert procrastinator who refuses to make any decisions until he has discussed matters fully with his dour, pragmatic liege. Defenses Luther has been skilled and efficient in building up defenses along the Veng from the base at Eyeberen. He has also begun construction of watch towers and militia camps along the roadway from Brancast to Worlende, which coincides with his belief that the northern provinces aren't worth holding if war comes again. This attitude doesn't please Belvor, Kalinstren or Jakartai. While Luther has not done all that Belvor wishes, what he has done he has done well, so the Kings grounds for complaint are limited. Locations an Settlements brancast This village of 850 has been fortified with a stockade wall and the construction of archery towers. Luther maintains 200 crack militia troops here, including 50 of his superb heavy cavalry. Brancast marks the northernmost navigable reach of the Crystal river, which becomes too shallow for vessels to travel further, especially during the summer months. Many small vessels arrive here from Terlisean or from the Veng itself, usually out of Willip. Luther has not placed more troops here, pointing out that Brancast Keep opposite and across the ford is well defended. The road to Chendl from here sees heavy a traffic of soldiers and mercenaries. Eyeberen Luther began work on a castle at Eyeberen as soon as the Horned Society lands fell. This construction is now almost complete. The castle town is now a garrison center with 350 troops who rotate with the defenders stationed along the Veng. The viscounty's able General Mauritian Declenn, who is based in Eyeberen, is a brilliant overseer of the area. He readily sees the value of magic in keeping track of what is happening along the river. Great staves are planted along the riverside with magic mouths which respond if a goblinoid comes within range. Spells such as alarm, wyvern watch and the like are used by the junior priests that Mauritian takes pains to recruit into his forces. Mauritian has also accumulated good supplies of orcbane from Pantarn through an agent of his there. Mauritian's household troops are keen-eyed archers with good discipline and morale. Castle Eyeberen is dominated by four massive towers. The castle is said to have many magical detection spell guarding its walls. Mauritian's resident diviner, the oneeyed ex-Johrase bandit, Janzipir, weaves his spells and stares at crystal balls. His laboratory is filled with pulsing magical rods and staves, bizarre hourglasses with colored sands and swirling vapors. If a goblinoid foray is about to appear across the Veng, Janzipir knows well in advance. The soldiers and ordinary folk around the castle shudder at the mention of the malign wizard, and there are mutterings and wild rumors of all kinds about him, but there are enough watchmen who owe their lives to his warnings for him to find a welcome of sorts here. Free Borough This is a free town of 2,900 people, standing at the junction of three provinces. Free Borough is a central trade town, ruled by a mayor and seven councilors elected by householders, merchants and artisans. The town does not maintain any troops, only a serious town watch, keeping outsiders in line. It is against the law in Free Borough to wear armor heavier than leather or bear large weapons such as bows, swords and the like The opposition which faces the viscounty across the et state of affairs occurred in Readying, 585 CY, when a filthy effluvium poured from the Ritensa into the Veng for several days, creating a vile miasma and an outbreak and supplies of cure disease scrolls, Keoghtom's ointment and the like were rapidly distributed to military The morale of common people along the Veng is not good. They are fearful, anxious people always waiting for the expected raiders to arrive. The outbreak of disease was another blow to morale. Furyondians here are often apathetic and rather cowardly. There has been a slow migration away from the eastern fringe of the province and Luther is considering the use of convict labor, or forced ; . leaders along the border.

in public. Adventurers who flaunt the law in Free Borough may soon find themselves locked in the local magistrate’s jail. Free Borough is the place where people within Furyondy come when they’re at a loose ends, be they hopeful adventurers, mercenaries who aren’t sure which noble to apply for service, or merchants looking for any opportunity to come their way. It is a liberal, cosmopolitan town with an optimistic atmosphere. Arts, crafts, bardic talents and the old bright life of Furyondy still sparkle here. Free Borough‘s rulers stubbornly resist claims on their territory and pay only a nominal tax to the crown and also to Luther, since the town lies within his fief. All other rights of citizens of a free town are jealously protected. Gorsend Gorsend is the administrative capital of the viscounty. It is an unwalled town of 4,400 which spreads out over quite a large area. Gorsend is a quiet town. The residents are prosperous and conservative. The wealthiest citizens live in lavish mansions. Townsfolk are often uninterested in anything much further than their next meal, and attitudes here are very parochial and blinkered. Worlende Worlende is a busy town located on the Att River, due south of Chendl. Luther is constructing a walled keep complex on its outskirts and laborers and militia scurry around constantly. The towns administrator is the paladin Hymend, a strong admirer of the king who covertly sends Belvor long missives informing him of Luther’s plans and the work underway here. Hymend also conspires with his chancellor, Ryliand, to cream off some tax revenues and send them to Belvor. For a lawful man, this is painful, but Hymend rationalizes that he is obeying his King, a higher secular authority than Luther, and his own conscience. East of Worlende lurks a bizarre peril. One of the farmers here possesses a ring enchanted with a permanent empathy (ankhegs) spell. He got it from the body of an unidentified warrior dumped in the Att. The farmers now use the ring to draw ankhegs from the surrounding regions. The ankhegs’ waste products fertilize the land. Unfortunately much of that fertilizer is created at the expense of folk traveling on or by the Att. The farmers draw the ankhegs down to the river to feed and water. Inevitably, these monsters pose a dire threat to anyone else who may be traveling or using the river. A Gazetteer of Furyorzdy arony of Little Pop.: 67,000 Capital: Littleberg (pop. 7,200) Standing Army: 3,000 Tax Multiplier: 1.1 Tithe Multiplier: I. 1 Ruler: Baron Jemian Second in population and wealth only to the March, the Barony of Littleberg is likewise a fertile land, but its farmers grow a greater diversity of crops than their grain growing eastern neighbors. Littleberg has always had a reputation for industry, inventiveness allied with common sense, and the decency and kindness of its folk. Littleberg also has an unusual population mix. In its northern regions dwell half of Furyondy’s 4,500 elves, immigrants from Highfolk and Vesve. Enclaves of gnomes are found at Claw Gorge and Greylode also. This lack of insularity compared with the March is reflected in its ruler, Baron Jemian. Jemian is a reverer of Rao, and his influential wife Scheredenn favors Pelor, and while Jemian secretly sympathizes with his King’s predicament he is ever mindful of the need for caution in planning. Jemian believes that Furyondy’s future will not be secured by military efforts, but by uniting its nobles, and he makes overtures to the others to negotiate their differences with the King and unite behind him. However, Jemian lacks the charisma and will to be a true political force. He is, in truth, too pleasant and self effacing a man to be a real power broker. efenses Jemian himself is placed in an awkward situation due to his elevation to Grand Marshal of Furyondy, a post he didn’t seek. He feels that he cannot increase his own forces, since this would seem to signal to the other nobles that he is Belvor‘s lackey. He has voluntarily agreed to second his men to Belvor for three months a year, rather than the usual two days and two months, and hopes for a voluntary agreement from other provincial rulers to do the same. As usual, Jemian is too reasonable and rational about such matters. Jemian also wants as many of his people to be engaged in farming and revenue generation as possible, arguing that in the long run this will best develop Furyondy’s strength. This is the same argument Luther Dement uses, but in Jemian’s case it is a less selfish view. Jemian’s major contribution to the kingdom’s defenses has been in supplying resources and two hundred light infantry to the Highfolk, securing the Highvale and freeing more Highfolk to fight in the Vesve. Jemian also pays from his own deep pockets for information from abroad, and supports mercenary ventures and speculative forays into the Yatils or Lortmils seeking magic and booty. Such treasure as may be recovered is then given up by him to Belvor. Lastly, Jemian has increased taxes and tithes only slightly (by 10 percent) to pay extra revenues to the .. .-.: . ::u:...,.;.:::. . ,, . *: . . .- : ~ :__ _.. .. . . . ... . . . . . ’. ! \ ... .. .. . ., , .. . -. . . .. . . ’. ._; .. .. .. . . . .. , , ._ .. . . . . ,.. .. : - . . ._.. .,. ... ....

, 1 J' 1. King. Again, he is hoping that the southern nobles will follon his example, and 10 per cent is a start. "Jocat;Qnfa nd Castle Greylode This forbidding castle stands on the outskirts of a complex of gravel and stone quarries, and a penal labor force here is administered harshly by 80 unusually tough, flinty militiamen. Being sent here is regarded as a sign of disfavor, and the soldiers take it out on the convicts. Criminals are sent here for offenses of fraud, embezzlement, treason and the like, and the regimen they serve is harsh. They work a 16 hour day, chained together in teams, cutting stone blocks and the moving and moving wagons of gravel along the road to Worlende. The work in the quarry is hard and dangerous, and the road to Worlende is a back breaking overland route. The harshness of this place reflects the tough attitude of Jemian. Those sent here deserve all they get. There are few evil men in Furyondy, but a fair percentage may be found here, overseen by some of the most brutish members of the militia. Claw Gorge This mile long rift in Furyondy's normally even terrain descends almost 800 feet below surface level at its deepest points. Its overall shape vaguely resembles a claw, hence its name. Claw Gorge was once a premier limestone quarry. yielding much of what little of this valuable commodiry Furyondy possessed. A community of 150 gnomes formed half the work force here. Mining operations being continued today operate on a much smaller scale. After the outbreak of war, miners here found that pockets of poisonous gas, acidic and corrosive geysers, and even tunnel complexes with dangerous monsters were encountered with much greater frequency than previously. Some of the monsters encountered here included an aggressive horgar, a behir, cave fishers and other dangerous creatures. There were rumors that powerful curse magic, probably laid by agents of Iuz, now affected the mines. Magical divinations revealed the presence of alteration and conjuration/summoning magics which could only be dispelled with great difficulty. The nature and source of this malign magical effect are unknown. The productivity of Claw Gorge is now one third the pre-war level. The workers and militia garrison here are nervous and neurotic people. Anyone ascertaining and dealing with the magical problem here would gain good reward. Cerenellyl's Towers, On Furyondy's northern border with Highfolk, covering the Royal Highway, stands an extraordinary, ta 'in . towered castle with much fine Vesve wood and glasteel incorporated into its stonework. This is the fortress of Cerenellyl a Knight of the High Forest. The castle is garrisoned by 80 troops. These are Vesve men mixed with a few Highfolk high elves. Cerenellyl appears to be an old warrior, slowly going blind with age. He is wise and influential (see "Characters and Forces") and his advice is sought by many, including Knights of the Hart, Jemian, Belvor himself, even Velunese scholars who travel to meet him. Cerenellyl is also a spy for the Highfolk within Furyondy. Certainly the nations are allies, but the Highfolk feel more secure when they know what is in the minds and hearts of Furyondy's rulers. Cerenellyl hears much from Knights of Furyondy, but he has his own agents and spies around the kingdom, especially in the North. Cerenellyl is said to know many tales, and even to possess treasure maps, detailing lost treasures in the Clatspurs and eastern Yatil Mountains. Many of those who join his constant stream of visitors are seeking this sort of knowledge. Littleberg The city of Littleberg is the capital of the barony. It is unwalled, though a stone wall is under construction to protect its 7,000 people. This is Jemian's home and administrative center. Jemian's great walled mansion home includes barracks and stabling for his 250 elite heavy cavalry, and the warhorses bred here and in surrounding districts are the finest in all the Flanaess. Littlebergs atmosphere has changed little since the wars. This is a big, bustling trade town with many markets, bazaars, and taverns. It is a town where a large proportion of goods from the west are traded. Goods and traders from Ket and further west are sprinkled across the town, and there are small pockets of exiles from as far afield as Bissel, Nyrond, Almor, even the Bandit Kingdoms and the old Wild Coast cities. Some of the latter conceal their identities and their evil natures. Littleberg has a medium sized Thieves' Guild and strong merchant guilds that influence both Jemian and the minor nobles who administer the Barony's lands further afield. These guilds play an unusually strong role here, assisting war widows and orphans and guild members who fall sick, helping to build temples and schools, even contributing to the cost of walling the town itself. Pantarn Pantarn is a key trade town located on the Att River. Long noted for its seasonal trade fairs, Pantarn has become a banking center, with the practice of using promissory notes originating here and spreading throughout the central provinces. Wealthy merchants pay each other in these notes, eliminating the need to transport large amounts of money. The great stone Griffin Bridge across the Att, with its fine carved griffin heads, is a source of pride to the townsfolk. Pantarn is very lively, its 2,200 people being high spirited and less law abiding than many Furyondians.

In addition to the excellence of the small garrison here, Pantarn has two other notable features. First, almost as a reaction to the materialistic nature of the town, it boasts two large monasteries occupied by reverers of Rao and Boccob. These monasteries possess excellent historical archives and are treasuries of knowledge and lore. Second, the Tenha herbalist, Schuter Garalend, has made a homeMe, bringing with him the secret of orcbane. This oily preparation (which evaporates in air in ld6+6 rounds) contains an agent venomous to goblinoids, and any edged weapon coated with it inflicts an additional Id4 points of damage to such creatures. Schuter can prepare only 2d10 + 10 doses per week, and orcbane deteriorates within ld4 +4 weeks even when sealed in a vial, SO he is kept busy by the military whose demand far exceeds his ability to supply. achy ~f the Reac Pop.: 56,000 Capital: Caronis (pop. 2,600) Standing Army: 1,800 Tax Multiplier: 0.8 Tithe Multiplier: 1 .O Ruler: Duke Bennal Tyneman This long, narrow strip of territory has a unique atmosphere, simply because it borders on so many different lands. Highfolk, Veluna, and Verbobonc all border on the duchy, in addition to Littleberg and the Gold County. This is a free wheeling, free spirited province which has the lowest percentage of lawfully-aligned people in all of Furyondy. Caronis is a major trade and travel center, with merchants and other people moving up and down the roads to Veluna City and Mitrik. Velunese influence is a stabilizing factor in the duchy. Duke Tyneman prefers the open and free wheeling atmosphere of his duchy. He is a reverer of Olidammara and a self indulgent hedonist whose lands lie hundreds of miles from war and strife. Tyneman is no fool, but he doesn't understand much of war and the grim lecturing of Belvor and his generals bore him to distraction. Tyneman avoids most political wheelings and dealings, liking only nobles who are fun to be with, notably Countess Rhavelle. Tyneman has so far refused to raise taxes at Belvor's request, claiming that this might lose trade to Verbobonc which is a plausible excuse. Defenses The only additional defensive strength raised by Tyneman has been to reinforce the garrison at the Carnalion mines. The Reach's troops are mostly light infantry, including the famous, long marching Bootmen. Though not famed for strength, these troops are famed for their agility and stamina and for the tactical cunning of their officers. Bootmen played a vital support role in the sacking of the Temple of Elemental Evil, in alliance with Verbobonc and powerful adventurers, and they are proud soldiers. Many fought IUL on the northern front during the war. Very few have any desire to do so again. hpti~ns and Setdements Baranford Baranford stands along the Royal Highway, covering a highly strategic ford on the Velverdyva River. The Velverdyva ford is closed only in the spring, when seasonal flooding raises the river too high. This town of 2,000 folk is a trading center where Highfolk often meet Furyondian military men. The garrison of the town includes 200 militia troops, 50 of whom are 'advisors" in the service of Belvor. Baranford is a vital distribution center for the gold from the Carnalion mines. Merchants gather here at the source of wealth. These even include a few Perrenland merchants, found here from time to time. Baranford is a major meeting-place for adventurers heading for the valley of the Velverdyva or seeking fame, fortune or an early grave in the Yatils or Clatspurs. Around ten percent of Baranford's population is elvish, including both high and sylvan elves. Small temples to Corellon Larethian and Solonor Thelandira can be found here. Baranford's King's Riders, an elite heavy cavalry unit, patrol the Royal Highway for much of its length to Chendl. Every eight miles or so along the road is a small watch station with stabling facilities, a blacksmith for running repairs, and a wayside tavern. Carnalion Mines The Carnalion Mines are located at the very tip of the Yatil Mountains. These vital mines provide virtually all of the gold reserves which Furyondy possesses. Revenues from them are divided in a very complex manner between the Reach, the crown, the barony of Littleberg and the Highfolk, according to an ancient agreement which Belvor constantly attempts to renegotiate in his favor. The miners include small numbers of dwarves and gnomes among their 550 total, and a few prospectors venture west into the Yatils from the fringes of the settlement. The garrison here includes both heavy infantry and mountaineer specialists, and some of the troops and many of the miners are hillmen from the Yatil foothills who are not Furyondian subjects. They can be surly and rude, and are tolerated only because of their excellent knowledge of local terrain and surface, open-cast mining. Very careful checks are made on miners and visitors to Carnalion by priests employing divination magic. Theft of gold is an Injurious Crime. Miners grumble at this, but they are also paid well. Excavated ore is smelted in above ground works, on the site, and the gold shipped to Baranford. Monsters are relatively rare in the mines, but occasion- - . . . . . . , . . . . .. . .:- ., , . .. . .. , .. ..... .'.' .. .. .. , .., . .... . .. __. ..._. ..I.

e well irrigated farmlands aro ili unusual crops-squashes, mi luxury produce. *. I I, I 3 I A Gazetteer Furyondy al encounters with xorn, in particular, present a hazard which is met by keeping two mid-level mages with appropriate combat spells on duty at all times. These Verbobonc, including metals from the Kron Hills. Goods and materials are shipped up the Velverdyva and sent on to Veluna City, Caronis or Littleberg. The local ruler, Sir Cerell Goodheart, is a pretentious aesthete and an old rake and debauch, but the town does at least boast remarkable water gardens and canals built to his designs. Kisail is more relaxed and languid than Caronis, and in th und the town, farmers gro? :Ion-like fruits, and similar 1 Kisail is also home to a notaDle nalt-elven Dara, Rafendyl, known as "Gildentongue" around the town. Rafendyl appears as self indulgent as everyone else here, but there is more to him than meets the eye (see "Characters and .. keep monsters at bay. Caronis on the Velverdyva River, is a small but important Caronis is a cultured, boisterous town of 1,600 where for business." Despite this hedonism, and the undoubted number of thieves here, Caronis has few truly poor or evil folk. This is partly due to Velunese influence. At any time, 200-300 Velunese may be found living her. They bring to the town their high morals and respect for learnThe lands north of Caronis are crowded with net fishermen during the Growfest Eel Run, when vast numbers of elvers swim downriver from Quad Lake to grow and Ryemend is a town of 950 people located directly across the broad Velverdyva from Verbobonc. A great deal of traffic moves between the two communities, carried on large, flat-bottomed vessels. Ryemend is unique in that one fifth of its population are gnomes. They play a major role in trading with agents from the Kron Hills, through Verbobonc. Verbobonc's decline is a source of alarm to Furyondy. Old Viscount Wilfrick seems to be incapable of making decisions these days, and the viscounty no longer makes efforts to help the gnomes of the Kron Hills or to be vigilant against evil. Because of this, Ryemend has three groups of interested Furyondian parties who keep careful watch on Verbobonc. First, there are the spies and agents of Duke Tyneman himself. Their prime interest is in keeping trade flowing acquiring information about Verbobonc's internal politics. Second, agents of Belvor keep watch on Verbobonc. The King hardly needs problems here when his strength must be expended to the north. Belvor's agents are known to meet with the rulers of keeps and castles within the Viscounty of Verbobonc who are now seen as the most important focus of will, strength and vigilance against the evils of the Gnarley Forest. Third, Knights of the Hart take great interest in Verbobonc. They too communicate with local, minor nobles, and they also actively seek information about events in Celene and even the Wild Coast. These Furyondian factions often frustrate each other's efforts. This hardly helps the Furyondian cause in Verbo- . , .* ing and wisdom. mead. Most netting is done during the long, cold nights. The lanterns of eel netters, glowing for miles along the river, are a remarkable sight. Wood is the only forest land completely under Furyon- '; make their living logging, trapping some deer and birds, and fishing the Velverdyva. There are relatively few monsters here, the bugbears of the wood having been hunted almost to extinction. A few bears, giant tree porcupines, snakes and wild dogs present the most common hazards to woodsmen. Kisail, a small town of 2,000 folk, is located on the

the gold county Pop.: 30,000 Capital: Libernen (pop. 3,400) Standing Army: 1,200 Tax Multiplier: 0.75 Tithe Mukiplier: 0.9 Ruler: Countess Kyaren Rhavelle TI,, uvlu ~W~IILY IS LIIG ICdSL pupu~ous of all Furyondy's provinces, but it is rich indeed. Its name partly derives from the many rich minor nobles who are attracted here by relatively low taxes, as well as the sunflower-like plants, growing on the plains, which are harvested for their seed oil. Countess Rhavelle is a cunning woman, posing as an almost ingenuous socialite while actually possessing very sharp wit and insight. She admires Belvor's craftiness, but she does not believe that Furyondy will face war again for many years. For this reason, she stands steadfast against supplying extra revenues to the crown, and 5 ;he has a good justification. Since the war, the Gold County's population has actuilly risen by 2,000 or so, including some Shield Land iobility, who managed to escape with some of their trea- ._r . , .. - . , ~~.~ ..., ...-.-_I in before. She deems that sufficient. ihavelle considers Duke Tyneman an effe j Luther Denvent. a wet blanket. She is wary r. - . - _-_.... . .. ... i I sures, ana some ettete Nyrondese nobles fleeing their troubled homeland. Income from such sources as Noble Tax have risen, so that without raising tax levels Rhavelle has actuallv been able to oav sliphtlv mnrc tn the King tha I te ninny anc of ambitious baron Butrain ot Willip, and dislikes the northern provincial rulers. She most admires Baron Jemian, but in truth the Countess is highly self confident and very reluctant ever to admit that she might be wrong. Social mores play a dominating role in the Gold County. For example, merchants are only permitted to wear simple, dark cloaks and attire so as not to compete with the vivid styles of their noble superiors! Defenses Rhavelle maintains only a small standing army who are almost all militia involved in law enforcement in various towns and on the Countess's own land holdings. Local militias, those raised by such minor nobility, are likewise few in number. Rhavelle argues that a sparsely populated province cannot be expected to maintain larger forces. The only truly elite troops are the Greenjerkins, a force of 40 rangers who patrol the uppermost reaches of the Gnarley forest from their base at Stalmaer. They are all expert archers. No defensive fortifications have been strengthened here. Locations and Settlements blackwell This is a deserted village wiped out by a plague in 579 CY. Fortunately the plague was so virulent that none traveled beyond the village to spread it before they died. Blackwell always had a reputation as an almost sinister place filled with suspicious villagers who spoke an incomprehensible dialect, and is now avoided by all local folk. It is overgrown by wild plants and scrub, its buildings falling into disrepair. Foul, reeking stagnant waters make its outskirts a miasmatic marsh where an otyugh was recently sighted. Locals whisper of a diseased curse on the village, and also of a reclusive black-cloaked man with pockets full of gold who took up residence just before the plague outbreak. . . Gleaming Glades This northern tip of the Gnarley Forest is noteworthy because of the health and fertility of the plant life there. Visitors swear that sunlight seems different standing within these glades, as if the warm yellow light had a life of its own, dancing and flowing around the trees. Be that as it may, the gleaming glades are home to a group of reclusive druids of Obad-hai. There are five druids living here ranging in level from 4th to 9th. They do not get on well with the priesthood of Ehlonna which forms the large majority of the Gnarley Forest nature priests. They avoid contact with outsiders. However, the druidic tombs will always have at least one druid keeping watch over them. This is the easiest place to find the druids. These "tombs" are actually simple earth mounds, which have young oaks growing from them. These druids believe in reincarnation, and what better after one's death than to bring forth new life as the young trees flourish? Nonetheless, they will not stand by and watch the curious poke about at the tombs. The druids of Obad-hai have a dangerous plan of action in mind. They seek to visit the Vesve and regenerate the plant life of the razed orclands, which were left in ashes by Belvor and his troops during the wars (see Highfolk chapter). This plan would appall Belvor, who would see it as merely reestablishing the habitats from which the orcs were painstakingly driven out. The druids, of course, are other-worldly souls who really do not care much for the affairs of men or orcs. They mean well, but their plan is unwise. They will try to recruit what help they can, and they will claim to know where there are buried treasures in the Vesve to player characters who may meet them (whether they do is left to the Dungeon Master). Of course, any player characters accompanying them on their work, will be in bad favor with the king if his agents in the Vesve discover what they are doing. .: :: u::.,.;,.;,:;;.:; .... .-.. :.. . : .. .. . ' . . . . ... . .. , . ... . .-. . .. ;..' ,.: .. . ;, '.: . . . . .. .,. _., . , . . . . . .

J J J . ... .. . .. .. . ., .. ..: . .,. . .. . . Libernen Libernen is a sprawling town located at the junction of several major trade highways. The houses of Libernen’s 3,300 citizens stretch out along the roads like long limbs. Libernen is the administrative center of the county, although Rhavelle spends most of her time traveling around the Rhavelle Holdings. Libernen is rich (double Player’s Handbook values for accommodation and tavern/hostelry prices) and there are many exiled nobles wasting their fortunes away at the town’s gaming houses and more dubious establishments. Libernen is, in truth, a haunt of cowards and fainthearts, men and women fled from the dangers of their homelands. Upon such people, thieves, bawds and assassins prey, as do native Gold County nobility for that matter. Libernen is a place for adventurers to meet exiles from around the Flanaess, but only those of melancholic disposition and cowardly natures, with some possible exceptions. Rhavelle Holdings These lands are the Countess’s retreat, especially during spring and summer months. Unlike most other regions in the kingdom, the terrain here is rugged, with many low rolling hills. These hills are dotted with gravel quarries and small lakes, which are often old quarries filled by rainwater. There is a small cultivated wood, stocked with game for hunting. Rhavelle enjoys riding in grand carriages with her invited guests, taking in the heady scent from the flower fields and lily gardens dotted around her richly decorated hunting lodge and mansion complex. Her fine warhorses provide mounts for hunting in the woods. Amidst the hills is a single outcrop of red and yellow rock known as “Geshender’s Needle” after a mage who once had a tower atop it. The tower is now ruined, and some say the mage has become a lich, living far below the rock itself. S talmaer Stalmaer is a small town located at the junction of the Att and Velverdyva Rivers. Stalmaer is a watchpost for events in the Gnarley Forest and beyond. It is also a trade town for goods shipped up from Ryemond and downriver from Libernen. Stalmaer is a leading marketplace for the seed oil which the Gold County trades with the Reach, Verbobonc and all points south. Twenty-gallon barrels of this oil are sold in batches of six at auction every Starday and Waterday during Goodmonth and Harvester at Fenker’s Auction House in the great marketplace. Customers are invited to inspect the goods on the previous day This is almost like a wine tasting, except that buyers obviously don’t drink the stuff. There are few adventurers or mercenaries here, and those encountered will be only passing through. The town is the main base of the Greenjerkin rangers, named .. . . ... for the green and brown gear they wear. These elite scouts know much about events in the Gnarley Forest and the Kron Hills, and may speak guardedly of them to fellow rangers. The small northern fringe of the Gnarley Forest is logged for a moderate yield of ipp, yarpick and a few groves of deklo. The quality of wood to be cut here is only fair. This northern spur is less dark and dangerous than most of the Gnarley Forest, with fewer monsters, but it is also not far from the old Temple of Elemental Evil so the Greenjerkins keep a careful watch. The Velunese Lights This unique and wondrous feature is not a location or settlement and is not shown on the map. They are lights which manifest only in the Gold County, at wholly unpredictable locations and times. They are referred to as Velunese lights because they were first sighted east of Devarnish in 516 CY. The Velunese Lights have the appearance of will-0-wisps. The lights cover a radius of some 40 feet and radiate magic and good. They travel erratically, at speeds ranging from 60 to 360 feet per round. Occasionally, the lights pause, usually always if a paladin or priest of lawful good faith approaches them. Such a character, if he stands quietly within the lights for six rounds, gains the benefits of a personal prayer spell for ld4 days. A handful of especially faithful lawful good priests and paladins have reported more dramatic effects such as strength raised by ld6 points for 2d10 days; immunity to magical alignment change for ld4 months, and the like. It has become a tradition that those gaining such benefits should make a small donation to a temple of lawful good as soon as possible after being blessed. The lights themselves cannot be harmed (except by a Mordenkainen’s disjunction which would destroy them on a roll of 14 or higher on dZ0) and retreat rapidly from any evil beings or those seeking to attack them. Who may have created them, and for what purpose, is not known. Pop.: 45,000 Capital: Willip (pop. 16,000) Standing Army: 2,465 troops; 4,500 navy Tax Multiplier: 1.0 Tithe Multiplier: 1 .O Ruler: Baron Xanthan Butrain The Barony of Willip is a vital strategic region of Furyondy. Willip is the first port of call for almost all visitors arriving across the lake from Greyhawk, Urnst, Nyrond and points beyond. Willip itself is the largest settlement in all of Furyondy, and its baron plays a pivotal political role. Baron Xanthan Butrain is resistant to further increases in taxation, but he also knows that since Belvor pays for the navy, and the navy brings vast revenues into Willip,

that he is beholden to his King on that score. Should the navy be, say, increasingly diverted to a developed Gold County port as a base, the barony would suffer economically. Butrain thus plays a waiting game. He insists on agreements between all provincial rulers before he will agree to raising taxes to fund the northern provinces, knowing this is unlikely to happen. But in the end Butrain is likely to give in to the kings demands. Alone of the southern nobles, he has Iuz on his borders, most notably on Scragholme Island, so he has a constant reminder of what threatens the land. The Barony of Willip has some quirks compared to most of the rest of Furyondy. Criminal law here is termed canon law and may only be administered by priests of the faiths of St. Cuthbert or Zilchus, of 5th level or higher. This often means long delays waiting for trials. Most taxes have odd names. For instance, the Noble Tax for lesser nobles is the “Baron’s Gold” and the Freesword Tax is called the “Blade Coppers.” This can be confusing to outsiders. All wizards must register their residence, and be subject to a Dweomercrafting Tax of 10 gp per month unless in the service of the baron or the crown, and so on. Lastly, Butrain has a nemesis. His cousin Gregen claims the title of baron. The true bloodline is disputed. Gregen is believed to have fled to Admundfort, where Iuz may be usirig him as a puppet to justify any planned strike against Willip. This is a carefully concealed secret which only major nobility in Furyondy, and a few sages, know. For administrative purposes all of Furyondy’s navy is considered based at Willip, although at any given time many naval vessels are traveling the Veng or stationed at small bases along the northern bank of the broad, long mouth of the Velverdyva. The navy has been strengthened by the arrival of those vessels, saved from Whyestil Lake, which were able to flee down the Veng during the war. Butrain has also moved swiftly to defend his small area of border with Iuz. Naval batteries and fortifications have sprung up at Herechel, and estuary defenses, including earthworks, archery bunkers, spear walls and more, have been rushed into place. The major problem facing Willip is the garrison of forces on Scragholme Island. Salt marshes along the coasts south of Herechel are often plagued by mists and fogs, and a variety of monsters from Scragholme often attack vessels and coastal defenses. These include the scrags (freshwater trolls), after which the island is named, and also creatures drawn by monster summoning spells and magical devices. Encountered monsters often radiate magic and can be dispelled. The hobgoblin soldiers along the eastern coast appear to be well equipped. While they have a few ships they .. . . .. .. , . ’ . ..,. *: , , .. .. .. ,.. .., .

rarely attempt any waterborne attacks since they have no sailing skills. Some of these ships are of Furyondian design, bearing Furyondy's flags. These prizes of the fighting on Whyestil Lake could be used to creep up on kingdom vessels in the fog. On the rare occasions a hobgoblin crewed ship has attacked, it has used human Shield Lander galley slaves. This has made ramming attacks and magical attacks from the Furyondian navy subject to a major moral dilemma. However, the hobgoblin ships have, to date, been boarded successfully and, since the navy recovered two Puryondian vessels in such actions, further attacks have not been forthcoming. Scragholme has a tall stone lighthouse and keeD which have been occupied by Iuz's forces. The old ligh now a dark watchtower, and the haunted fort frustrate any attempts to dislodge the enemy 1 island. I"... u 0-3- distance. Far in Furyondy's past, a tyrannical minor noble of infamous evil ruled the lands around the ruined castle, which is still crumbling into the ground. His punishment for all but the most trivial crimes was death by torture. Rumors began to fly, telling of blood cults and vampires. When Thrommel I came to the throne and heard of the noble's doings he despatched a powerful force to raze the castle and execute this monster. The castle was demolished, but its depraved noble master fled and was never captured. Few today even remember the man's name, but from time to time the grove of bronzewood trees which grows here flush red, as if with blood. Unnatural mists cover the castle ruins in autumn. The ruins still radiate magic and evil, and no one has ever claimed to have fully explored the many basem*nts and dungeons below it. Herechel This walled town stands at the mouth of the Veng River. Herechel has a fine harbor, and is the main port for naval vessels patrolling the Veng. It also maintains a garrison of 400 soldiers who patrol the fringes of the southern salt marshes and the few miles north to the border with the March. Because monster attacks are a genuine danger in this area, the garrison is tough and experienced and Herechel is a well policed, no nonsense town. Three naval mages, bristling with magical items (wands of fire, lightning bolts and magic missiles) preen themselves on the ramparts of Herechel's great 180 foot tall keep. These mages maintain constant vigilance over the mouth of the Veng. The Sentinel Porte: Keristen, Sendrift, Walthain, Dianrift These four small towns, each of 600-800 people including a hundred or so permanently stationed naval militia, are bases from which the Furyondian navy patrols the long mouth of the Velverdyva. They are also fishing communities where catches are good and fish is salted and preserved for despatch to Herechel or Greyhawk. Dianrift is also an important base for naval vessels which patrol the loner Velverdvva, especially in its pasvessels lost on the Whyestil, and Greyhawk is helping meet the costs, so war galleys are being built from the best imported woods and torches and braziers burn throughout the city during the night. Willip is not walled, but the naval quarter has the beginnings of a stone wall and a completed strip of 30' high stone. This wall has evenly spaced battlements bearing four ballistas, each with a specialist crew of naval militia. Heavy crossbowmen are stationed along the battlements, their bows and bowstrings specially oiled to keep them from warping in the damp, salty air. Willip is also a major fishing and trading city, with goods arriving from Urnst and especially Greyhawk. The warehouses, markets and homes of the less well-to-do merchants, who dwell amidst the constant smell of fish, surround the Goose Yards. This market district is named for the annual springtime Goose Fair, which features a fat local breed of goose. The market has become rougher and seedier since the wars, but still boasts many foreign traders, oddities, entertainments, and curio shops. Here one can buy almost anything, from a Tiger Nomad shaman's garb to the genuine skull of Iuz in his last incarnation. Of course, the man who sold you that will offer you a smaller (vaguely orcish) skull next week, claiming that it is also the genuine skull of Iuz. When you argue with him he'll plead that this time, it's the skull of luz as a child he's offering for sale. Charlatans, bawds and thieves are no strangers to the Goose Yards. The militia have only a token presence

there despite their large numbers. The attitude of the authorities is that their job is keeping the Nyr Dyv safe, not prowling the streets. For this reason, the Goose Yards have a deserved reputation for crime. Most of Willip is noise, color and distraction of all kinds. But along the great, tree-lined boulevards of Highplace and “The Land Legs Road” (a road near the barracks where sailors walk to regain their land legs after weeks on ship), there are a few less boisterous taverns and hostelries. The Gardens are bright and cheerful, with grassy arenas for ball games and archery contests and a large flowered bower garden where a priestes of Ehlonna tends not argue for at least seven years and seven days, and certainly minor nobility travel some distance to take their vows in this delightful spot. The Grand Admiralty is the residence of senior naval officers including Grand Admiral Rosen, the wily commander of the Furyondian navy. The Prow and Rope and Tar are noisy taverns, much frequented by ordinary navy seamen. Lower level naval officers prefer The Salted Barrel. All three taverns offering plain fare, but at fair prices, and with the enormous portions Willip’s healthy sea air seems to encourage people to eat. the flora. It is said that those who a 1 married here will of Procan, the traditional faith of sailors. The Hands of Istus is a gaming house where richer merchants and a few lesser nobles may be found. The Billet is a hostelry and gaming house where many of the exiled Shield Land nobles drown their sorrows. Grandien’s is a noisy, shady gaming den and bawdy house, but has a reputation for occasional visits and performances by good bards and minstrels. The Boar’s Haunch is the best restaurant, famous for its roasted boar in berry sauces. Other exotic dishes from around the Flanaess are served here. Batrachio’s is a haunt of ne’er-do-wells, thieves and rogues, which is often raided by the militia. They raid the place looking for fugitives, or just to keep the clientele on their toes. Dialamen’s is the place where adventurers gather to share their tales. This tavern is famous for its games of dice, played with yellowed dragonbone dice. The proprietor, a burly Urnst man, claims these dice were made from the jaw of a blue dragon he slew in the western hills around the Bright Desert. A small but beautiful temple is currently being built to Mayaheine, whose priests collect funds for building the new walled sea defenses. For obvious reasons, this faith is most appealing to Butraine. The protective, martial faith of this new deity is finding many adherents among naval men, somewhat to the discomfiture of the priests

?\ ... ., .I .. * ..: .. . ’... _...- _, ,,..,~. _..._ .. ,. . . :. ... . . . :. : ’ ._ . .. . . . . ... . . 7 his chapter gives some outlines, themes, and hints , - for adventures in the Furyondy setting. A thassaloss, summoned monsters, Varrangoin, a modified Undead or golem type, all of these might be employed. Player characters would have to fight off the attack, and try to find out who was responsible. This kind of adventure is for the brave, the good, and possibly the foolhardy. There are four broad themes here: defensive actions, offensive raids, objective raiding, and opposing the Shadowclaw. Examples of these are given below, but the Dungeon Master has to keep certain tactical points in mind. First, The characters will not find it easy to act alone if large scale aggressive action is planned. They can’t launch a major strike with hired mercenaries from Greatwall Castle, for example, unless they have talked their plans over with Artur Jakartai, and he has approved them. Acting without his permission would certainly invoke his anger and they would be forced marched out of his lands . . . if they returned. Likewise, characters can hardly run around Chendl recruiting or planning for a strike to liberate Crockport. The king’s men would soon hear of it and the player characters would be hauled up before Belvor’s generals and given a stern dressing down. Furyondy’s defenses are not complete, a pact of peace has been signed, and offensive actions have to be limited, carefully planned, and truly justified. The characters can’t afford to bite off more than they can chew. None but the highest level player characters could actually assault Crockport. Even a clever infiltration exercise would require mid-level characters. If the player characters are attacked by the forces of Iuz, don’t throw more at them than they can handle. The characters should be able to get help from nonplayer characters. Trithereon’s priests, for example, might help aggressive raiders with potions of healing, defensive spells such as protection from evil 10’ radius and so on. Mercenaries might be recruited. (What fun it would be if one turned out to be a Shadowclaw agent...). Don’t make things easy on the player characters, but if they plan intelligently and argue their case well, they should be able to find some assistance. Here are some ideas for developing basic themes: Defending Actions: Here, player characters must fight off some assault by Iuz’s forces. Why are Iuz soldiery attacking? They could be making a random raid, most likely with chaotic goblinoids. They could be making a planned attack on shipping along the Veng using good weaken a curse spell forces mig convoy or planned assassination are all options. Iuz’s forces, often Offensive Raids: This is hit and run attack, without a clear goal, attempting to slay as many troops of Iuz as possible, reducing the strength of evil forces to the north. This can be little more than a monster bash, so it’s best if player characters run into something they didn’t expect ...p erhaps a powerful priest and his entourage just happen to appear along the road. They might have to leave some booby trap or similar item behind, find some human slaves being readied for sacrifice, and so on. Just making a fast run and hit attack isn’t that much fun. Liven it up a bit. Objective Raiding: Here, the player characters must travel within the lands fallen to Iuz to perform some definite action. This can be the most exciting adventure, especially if they seek someone or something which can be moved. For instance, perhaps they are trying to free a prisoner in Grabford who turns out to have been moved to a castle 20 miles further north. Examples of these adventures might include retrieving treasure lost in Crockport, Grabford or some unmapped manor house or keep, buried there by a noble and now badly needed for the war effort. Characters might try rescuing a captive. This is ideal if Iuz’s forces recently kidnapped the man, since retrieving him is wholly justifiable within the conditions of the Pact of Greyhawk and Furyondy officialdom will sanction this. An objective raid might include retrieving some holy relics or magical items, or performing some type of spoiling action. For example, Grabford might have a magical pool of healing which grants Iuz’s soldiery services which priests of Iuz cannot perform. Fouling the pool would certainly weaken Iuz’s forces. Then again, player characters might be asked simply to conduct spying expeditions. There are several nonplayer characters who might commission this; Mauritian of Eyeberen (allowing player characters to meet his evil mage), Cerenellyl, Sharnalem or the Knights of the Hart. If the player characters are told to keep their existence and purpose secret, this will discourage involvement in a mere blood and thunder foray. Indeed, any goal where player characters have to use stealth is the most exciting and tense form of objective raiding. Against the Shadowclaw: Iuz has a network of agents in Furyondy, and adventures to frustrate and overcome them could make an excellent basis for city adventures, ration. The Scarlet Brotherhood has deliberately not been referred to in the chapter on Furyondy. They are generally considered to have but a handful of spies here, and not to with a guiding mid-level priest and/or wizard, often use novel attacks to see how Furyondy’s defenders respond. .. *.

be active in sabotage, kidnapping and the like. However, they most certainly have their agents in Veluna and the Dungeon Master may choose to develop a small, subtle network of these master spies. The source material on Furyondy shows how divided this land is. To be sure, few Furyondians are evil folk, but divisions stalk the land. Here are just a few of them, with adventure ideas: Royalty Versus Nobility: Belvor’s struggles with his nobles have been extensively detailed. Player characters might discover some indiscretion or error on the part of some noble, which might be used as a lever to bring him or her closer to the king in matters of policy. Declaring less tax revenues than the noble has is an obvious possibility. Nobility Versus Itself: The nobles have their own rivalries which often result in feuding. What would the player characters do if they discovered that Butrain of Willip, in fact, is not the rightful ruler of the barony and his evil cousin is? Would they keep it quiet, blackmail the Baron, inform the king, tell Butrain that they know and will keep silent? Would he believe them or throw them into jail to be safe? Knights of the Hart: There are divisions within this group as well as conflicts with other powers. Cerenellyl and Sharnalem both have their own agendas helping the Highfolk, while some Knights look to Verbobonc or Dyvers and consider it might be time to annex the city! It’s entirely possible that a Knight of Furyondy loyal to his king, discovering Cerenellyl’s spying, might start supplying false information to the elf, who would then pass it to the Highfolk. Someone might die for the error,a report of Iuz’s forces being active some distance from where they actually are, for example. Bad information was supplied to Cerenellyl to discredit him and prevent spying by the well meaning Knight of Furyondy. Matters could get very messy with this theme. Priesthoods: Trithereon’s priesthood is a difficult influence for the King and most of his nobles. How would lawful-aligned player characters react if they discovered that Trithereon’s priests had been mounting raids into Iuz occupied lands. What if 2,000 orc soldiers were about to mount a massive retaliation? Trithereon’s priests protect many, and sustain morale. Would they present their evidence to the king? Would characters confront Trithereon’s priesthood with it and tell them to desist, or else? Or will they cunningly give what evidence they have to a lawful priesthood and let them deal with it? What player characters do if they found out about Hymend of Worlende, “cheating” his lord to help the king? Would they keep quiet, tell the viscount, tell Hymend’s superiors in the Church of Heironeous? Furyondy is desperately dependent on raising wealth and must jealously protect its own resources. Player characters might find many adventures awaiting them, arising from some threat to Furyondy’s resources. Here are but a few examples: A devastating blight, some form of malign magic, strikes the flowers of the Gold County, perhaps initially only in some small part. If it spreads, it would sharply reduce the county’s revenues. Can the player characters find out what is happening and stop it? Could they deal with a rash of monsters appearing within Redstone, Claw Gorge, the Carnalion mines, at Castle Greylode, or Furyondy’s handful of other stone, gravel, and metal mines and quarries? Could they find out why carnivorous plant seeds seem to have contaminated grain stock and are threatening wipe out the farmers who are harvesting food for the winter? What if player characters had to deal with an outbreak of blight, monster infestation, or worse in the Dapple Wood? Maybe the party must discover why part of the Crystal River has become horribly black and foul with a rapidly growing water weed choking the waters and delaying shipping? Many adventure themes, especially suitable for lower-level characters, can be developed from such ideas. s a possibility if they are absolutely penniless, but it would constrict their freedom of action somewhat. Beter to negotiate Ycontracts” with a border keep needing ---!-I:--- 111.- --I ---- .-A I^_^^ CIA -_--_I- c-- - L..... Low-level player characters might find work almost anywhere in Furyondy. Joining the army or the Royal Navy I r t SpCCldllSLS IlKC pllCbLS ailU IlldgCb 101 ~dL101b 101 a ICW months. Higher-level player characters who can help with building work can also sign up to help with a project. Bodyguards for nervous merchants are always in demand, as are escorts for supplies of weapons being taken north after being shipped in from Greyhawk and Dyvers. City adventures of more orthodox kind can be set in cities well awav from the frontier line; Caronis, perhaps, 1 ,t rich in wild, uncivilrious and dangerous places about. Is there a curse in Blackwell, and are the rumors of treasure true? What did happen to the sinister vampiric ruler of Bronzeblood Haunt? Is there a lich below Geshender’s Needle? Furyondy has room for a few more sites of this kind, should the Dungeon Master choose to develop them. 1 :here are a few mysteCisail, or Pantarn. Then again, while Furyondy is nc zed regions or dangerous terrains, I .. .. ,... ... , . -, . . . :. . .. . .. . _.. _...

on-player character profiles are slightly compressed for space reasons. They give exceptional stats and magic items, together with basic details for the character. Note that dexterity bonuses have been computed into armor class values. Major non-player characwears two magical rings (free action and mind shielding) at all times. He has access to many magical items, as the Dungeon Master sees fit. Belvor is 61 (biologically 49), 6’ 2” , strong and regal of appearance with short light brown hair, blue-green eyes and a prominent, strong jawline. Belvor is a wise and cunning King, well able to master the intricacies of political dealings with his nobles, but from time to time he gets impatient when he can see clearly what is right for his kingdom and others are procrastinating. He is a vigorous man, liking hunting, archery and jousting, but has not remarried. He may seek a dynastic marriage and the daughter of Viscount Luther Denvent of the March would be a fine political choice. It’s unfortunate that Luther is a surly man the king detests, and his daughter is not an appealing prospect either. Duke Benne1 Tyneman of the Reach: 11th-level thief (Dex 18, Int 17, Cha 16). AC -5 (bracers ofdefense AC3, cloak of displacement, ring ofprotection +Z), hp 39, AL CN (CG). Tyneman is 50 years old, slim for his 5’ 9” height, and very vain. His black wavy hair is perfectly coiffed and his dark blue eyes shine with the promise of mischief. Tyneman is a self indulgent hedonist, a gambler and rake who always seems to be lucky. He is a cunning man, well used to playing political games. In truth, he enjoys them for their own sake. He strongly dislikes over-lawful, strong rule and while he realizes the problems to the north it goes against the grain for him to cede more money and power to a lawful king. Tyneman is’ a man with good inclinations and intentions, but he doesn’t think Furyondy’s future is best secured by increasing the strength of the king with the potential for tyranny that path offers. He is especially alarmed by Knights of the Hart who plan to annex Verbobonc or Dyvers, and he works secretly to oppose the Knights in many matters.. Cataryna, Master Priestess of Trithereon: 13th-level priest (Dex 18, Wis 17, Cha 15). AC -2 (plate mail + 1 of fear), hp 57, AL CG. Cataryna wears wings of flying and fights with a pair of broadswords + 2, and owns four throwing spears of lightning (as per javelin of lightning). Based in Chendl, the young (27) flame-haired woman travels throughout the northern provinces, visiting other priests of her deity. She is a determined fund raiser for her church, badgering everyone for donations, and she willingly casts spells to aid adventurers striking into the lands of Iuz. She also arranges healing, remove curse, and similar help for those who return). Chaotic and vengeful, she is not a patient diplomat and while loyal to Belvor she thinks him poorly advised by overly cautious men. the character’s role or function. They do not include oneshot items such as scrolls or potions. Dungeon Masters are at liberty to change details, add magical items, etc., ’. as they see fit to suit the circ*mstances of their own indiry. That is the Pact of Greyhawk. Rather, each side has ’. . . , due to poor discipline, retaliations, preemptive strikes against warlike preparations and so forth. Furyondy does much the same. In Greyhawk, the ambassadors of each side blame the other for skirmish battles and trot out . Non-Player Character Profiles ai of Crystalreach: 16th-level paladin priests (save versus death magic negates). Artur owns a battle standard with his own coat of arms which radiates protection from evil 30’ radius and negative plane protection lo‘radius and adds + 1 to the morale of all troops within 30 yards. Artur is just under seven feet tall, 355 ’. I Prom the Ashes boxed sets. Althea, High Priestess of Iuz: Althea is an 18th-level Priestess of Iuz. See luz the Evil for details. .I shyind awkward with other nobles, and prefer; the company of fellow warriors and commoners. Further details of Artur’s past can be found in the City of Greyhawk and - . .. . . .. Belvor IV, King of Furyondy: 15th-level Paladin of Heironeous (Str 18/08, Dex 16, Con 17, Int 16, Wis 16, Cha 17). AC -8 or better (fullplate +5 offire resistance, cloak of displacement, two-handed sword defender + 4), hp 103, AL LG. Belvor uses his two-handed defender +4 in combat and also has a mace of disruption. He Cerenellyl: 9th-level elven fighter (Str 15, Dex 18, Int 17). AC -2 (elven chain +3, rarely worn), hp 57, AL CG. Cerenellyl is a Knight of the High Forest, 272 years of age, and his apparent blindness is due to milky cataracts in his eyes. Since he wears an ancient elven ring of , true sight this blindness is only apparent, not real. The

J J cataracts are developments of the “moonbow” which appeared in his eyes 30 years past, a summoning from the goddess Sehanine to him to leave the mortal world, a summons Cerenellyl resists fiercely. Cerenellyl’s major role is to learn all he can about the politically powerful in Furyondy, especially advisers to the King and his provincial rulers, and supply information to the Knights of the High Forest and Highfolk. He has a very wide range of contacts, most of whom are Knights of Furyondy and Knights of the High Forest. He also deals with the mage Philidor, and even Elraniel Tesmarien of Nyrond, exiled in Greyhawk (see From the Ashes, campaign book), and others as the Dungeon Master determines to advance a campaign. He is friendly with Sharnalem, and the two work together to patrol the southern Vesve fringes and the Royal Highway. Grvennek: 12th-level mage (Dex 15, Int 17). AC 0 (bracers of defense AC4, ring ofprotection +a, hp 32, AL CE. Cryennek bears a magical amulet which allows him to summon monsters (at any level) once per week, and also to communicate with them (with effective Ch 18). A lean and sallow-faced man of 32, Cryennek is cowardly, vicious and oleaginous, originally a mage in the employ of the Heirarchs of Molag. Crvstara: 9th-level Priestess of Beory (Wis 17, Cha 15). AC 5 (leather armor +3), hp 55, AL N. Crystara, a fat and jolly woman of 44, bears a staff of the woodlands and a wand of earth and stone used very sparindy in construction work. Curtlem the Calloused: 3rd-level dwarven fighter (Str 16, Con 16). AC 5 (dwarven leather armor + 1, shield + I), hp 28, AL LG. Curtlem is an expert siege engineer, the proud owner of a spade of colossal excavation. This 196 year-old Lortmils dwarf has ambled his way through the Kron Hills, Dyvers, Verbobonc and into Furyondy in his time. Curtlem is black-haired and bearded with small brown eyes and a heavily lined face. He is a loyal, honest, decent individual, committed to defending the north. He has more awareness of the world than many dwarves, knowing that if Furyondy falls so will Veluna and the lamps of good will be dimmed close to extinction in the Flanaess. Curtlem admires Artur Jakartai greatly and serves him proudly. Ereland Manneth: 9th-level specialist conjurer (Con 17, Int 18, Ch 16). AC 7 (ringofprotection +3), hp 46, AL NG. Ereland owns a ring of avian control which allows him to charm avians (-6 penalty to saves) and speak with them three times per day. He also possesses a crystal ball with telepathy and a ring of mind shielding, plus pipes of the sewers. Ereland is wily and cautious, always ready to sponsor expeditions into the old Horned Society lands to gain information. He will be angry if those he has commissioned stir up excessive trouble. Garaeth Heldenster: 15th-level High Priest of Heironeous (Str 18/53, Wis 18, Cha 17). AC -2 (plate mail +S), hp 72, AL LG. Garaeth hefts a huge two-handed battleaxe +4 (Dmg ldlO +4) unusable by any character with Str below 18/51, and wears two magical rings (free action and protection 5’ radius). His roan stallion has chain barding +2. The priest also owns a rod of lordly might which he may use since he was a fighter of 5th level before training for the priesthood. Garaeth is 54 years old, but looks in his early thirties (due to a carefully worded wish that has made him age at only one-fifth normal rate until his “natural” lifespan comes to a close). Garaeth is ?ot a tall man (5‘ 9”), nor apparently very powerful, but he is very strong and charismatic. He is deeply devoted to Belvor, whom he considers the best King Furyondy has had for generations. Garaeth looks for war against Iuz, but does not see it as coming for several years yet and in the interim he places priority on defending the land. He cares very deeply about the ordinary people of Furyondy. When the kingdom’s army marches again, it must leave behind the best possible defenses to protect farmers and workers. Garaeth is always accompanied by ld4 +4 junior priests andlor warriors, and spends as much time touring the border lands as he does attending to church affairs which are increasingly left to his able deputy, the 11th-level priestess Beromand, based in Chendl. Gellain, Velunese Ambassador: 8th-level priest of Rao (Int 17, Wis 17, Cha 15). AC 0 (bracers of defense AC2, ring of protection +2), hp 40, AL LG. Gellain wears a ring of mind shielding and an amulet of proof against detection and location at all times, and has a ring of spell storing with three word of recall spells to take him back to Mitrik if this is ever necessary in a real hurry. Gellain is a handsome (blond-haired and green-eyed) 37- year old, a sociable and well meaning man, but he is undoubtedly somewhat overbearing. Everyone in Chendl knows that Veluna is a vital ally and bankroller for Furyondy. They just don’t like to be reminded of it on a daily basis as Gellain talks with the king, Gellain inspects the rebuilding of Chendl, Gellain beards the generals, Gellain summons other priests to his comfortable residence. Gellain goes here and there, does this and that, and sometimes people wish he would keep a lower profile. Jansipir: 9th-level specialist diviner (Dex 15, Int 18, Wis 17). AC 2 (black robes of the archmagi, ring ofprotection +a, hp 23, AL NE. Janzipir is an exiled Johrase bandit, who earned his way with powerful fighters through his skill in planning ambushes, assassinations and the like. He hates Iuz with a palpable vengeance. Iuz’s hobgoblins tortured him and left him for dead, and he will ally with anyone who opposes them. He has no love for Furyondy, but he has a safe place to plan, scheme, and watch and gloat at the prospect of thousands of hobgoblins being slaughtered. Since Furyondian soldiers will do that, he is absolutely honest in the information he gives concerning the actions of goblinoids across the Veng. Janzipir owns several nonstandard magical items of divinatory nature, as the Dungeon Master I .-

Karzalin is one of Belvor’s Chamber of Four, his colleagues being other elementalists (Ryshanden, a 14thlevel air elementalist; Piscentan, a female 1 1 th-level water elementalist; and Dramaynen, a 10th-level earth elementalist who is an ardent reverer of Ulaa and has sage proficiency regarding the theology of “elemental” deities), These four are primarily combat mages, ready to use their powerful spells in battle, but they advise Belvor on all matters magical in the defense of Furyondy. Each has, or has access through personal contacts, to areas of arcane sage knowledge (as the Dungeon Master determines, but these will include the history of IUZ, extra-planar evil beings and lost or concealed magical items and lore). Karzalin and his colleagues are powerful and knowledgeable wizards. They are not, however, especially adept at judgements of other people, and they tend to be aloof, not well versed in social graces, and rather antisocial. Hence, there are many who dislike their role in influencing the King, especially if they talk about arcane or subtle matters not clearly related to the practical work of keeping Furyondy afloat. Sir Kiprien Rahlden: 7th-level fighter, Knight of the Hart (Scr 18/17, Dex 16, Int 15). AC 0 (place mail +3), hp 47, AL LG (NG). Kiprien employs a two-handed sword + 1, flametongue in combat and owns a ring of free action. Kiprien is in the prime of life at 34, a red haired man standing 6‘ 3” with a natural ease and kindly manner. He is adept at getting others to talk about themselves, while saying little himself. Kiprien has many contacts and friends among Knights of the Hart as the Dungeon Master determines to suit his campaign. He is generouslv hosoitable. and is very appreciative of bards who visit Conntesi if the Gold County: 4th-level specianst iiiusionist (uex 16, Int 16, Cha 15). AC 4 (bracers of defense AC6), hp 15, AL N. Kyaren wears a ring of mind shielding and an amulet of free action (as per the ring) at all times. The Countess is a wealthy, somewhat bored woman of 39, vain about her figure and self conscious about her height (only 5’ l”), and she dresses in an ever-so-slightly gaudy way. Redhaired and blue-eyed, she is nonetheless a striking individual. Rhavelle has no real friends among her fellow provincial rulers, preferring the company of her own lesser nobles who are little more than sycophantic lackeys. Rhavelle is complacent concerning the threat of Iuz. Viscount Luther Dement of the March: 4th-level fighter (Str 15, Int 17, Wis 8). AC 1 (plate mail +I), hp 30, AL N (LN). Luther is 61 years of age, a grey haired and plain faced man who is possessed of high intelligence but an inability to grasp the “big picture.” He is parochial, too matter of fact, but very attentive to detail and he always argues his case with a thorough knowledge of the facts. His second wife, Alistacea, is only 39, and their sons Petronian and Timarn are but 15. His daughter, Gyneren, by his first marriage, is 3 1 years of age and ofyear old who deeply reveres Trithereon. She uses a longBaron Jemian of LittleberB: 1 lth-level fighter (Str Rao and a family man very proud of his three sons and . charisma needed to persuade others of the correctness of honesty would be an impossibility. Kalinstren, Baron of Kalinstren: 1 1 th-level fighter (Str 16, Dex 16, Cha 15). AC -4 (plate mail +2, shield +a, hp 70, AL CG. Kalinstren employs a broadsword Standing 6’ 3“ and with only a slight paunch, the 52 year elementalist of fire (Con 17, Int 18, Wis 15). AC -4 (bracers of defense AC3, cloak ofprocecrion +3, magical ring-see below), hp 61, AL N (NG). Karzalin owns a magical ring which gives +3 protection and has the s Kyaren Rhavelle a . 1. 1.1 . . I-

ten suggested as a possible bride for Belvor. Mamadal: 5th-level dwarf fighter (Str 16, Con 18). AC 2 (dwarven leather armor +2, shield +4), hp 58, AL LN. Mamadal has a warhammer + 1 and his shield bears a symbol of persuasion inscribed upon it. He also owns iron bands of Bilarro which he employs for restraining difficult individuals (such as the ogres working at his quarries). Mamadal is 202 years old, quite a font of knowledge concerning dwarven affairs all over the Flanaess (details as the Dungeon Master wishes for advancing campaign themes). He seems himself almost puzzled as to how he has ended up in Redstone! He is short, stumpy, squat, and rather ugly, with large ears and very bad skin. Mamadal is a grumpy individual who drives his workers hard, But they grudgingly respect him. “He’s hard but he’s fair, and he rolls his own sleeves up,* is their usual attitude towards him. Mauritian Declenn: 9th-level fighter (Str 17, Con 15, Int 16, Cha 15). AC 1 (plate mail +Z), hp 61, AL LN (LG). Mauritian employs a two-handed sword +Z in combat and also owns a composite longbow +Z and a dagger +2. Mauritian is the general in command of forces in the March along the Veng, and he is shrewd and able. Relatively young at 35, Mauritian saw the war coming as soon as events in Tenh unfolded and he privately gave full warning to Shield Landers across the river. Thus he has little time for Shield Land nobility or knights, although one fifth of his garrison total are Shield Land fighting men and he speaks well of them. Mauritian is cultured, intelligent and perceptive. He is annoyed at being left to guard the Veng during the wars when he wanted to see action on the northern front. Privately, he feels that the March must do more to support the North, but his anger is mostly reserved for the Gold County and the Reach, whose rulers he feels are threatening Furyondy’s existence with their inaction. Pashenden: 7th-level fighterhh-level priest of Trithereon (Str 17, Con 16, Wis 16). AC -2/-5 (chain mail i.5, shield + 1, + 4 versus missiles), hp 64, AL CG. Pashenden is the proud owner of a longsword of sharpness and a wand of steam and vapor with 41 charges remaining. Pashenden is 33, tall (6’ 2”) and prematurely grey. He is an impatient and demanding man. Rafendyl, “Gildentongue:” 1 lth-level bard (Dex 17, Int 17, Wis 17, Cha 18). AC -4 (elven chain +4, cloak of protection +Z), hp 41, AL NG. Rafendyl is a half-elf, 108 years of age, but appearing in his mid-20‘s in human terms (he wears a phylactery of long years, prepared by a priest of Labelas Enoreth and worn with the god’s own blessing). Rafendyl wears an amulet of life protection and a ring of free action. His longsword +3 has the power to detect magic and evil at will, and to dispel magic three times per day at 18th level of magic use. Rafendyl is a Highfolk half-elf, a reverer of Labelas and Halani Celanil, who travels the Reach posing as an itinerant bard and lover of beauty and luxury. He strikes this pose to disarm those he wishes to get to know better, to see them as they really are. Rafendyl has several areas of expert knowledge, gained during his many years of travel through the central Flanaess. He knows the Vesve and Gnarley forests well and has many friends among Highfolk, Knights of the Hart, and the Gnarley Forest rangers. However, quite extraordinarily, he is a Knight of Luna, a unique honor for a non-Celene half-elf. He knows Melf well, and he works hard to build links between Celene and the Highfolk. Rafendyl also knows Philidor the Blue Wizard and actively helps him in his quest within the Vesve Forest (see “The Highfolk and the Vesve”). Rafendyl can be a major player in many adventures involving the player characters in politics, the strange magics of the Vesve, and much more. Rafendyl doesn’t feign a romantic and beauty-loving nature. Despite his many years and travels, and all he has learned, Rafendyl can still sit unmoving, enchanted by the beauty of a summer sunset over a quiet river, delighted by the courtship flights of birds in the spring, filled with the pleasure of a scented flower garden under a warm sun. Good humor and nobility of spirit bubble up from him. They are his very being. Role-playing him without being silly is a challenge for a Dungeon Master. The key is, Rafendyl is romantic, but he loathes sentimentality. And he detests Iuz with a passion! Redankin Desmart, Overseer of St. Cuthbert in Chendl: (12th-level priest, Str 16, Con 16, Wis 18, Cha 15). AC 0 (plate mail +3, shield not used), hp 72, AL LG. Redankin owns a warhammer +3 and a sling of seeking, and wears magical rings of fire resistance and regeneration. He also possesses a rod of beguiling. Redankin is a red faced, large stomached man of 44 who speaks his mind (to put it politely). He hates all forms of pomp and ceremony, and as the leader of St. Cuthbert’s Order of Billets in Furyondy he is a severely practical man. Redankin argues for soaking the rich with taxes to defend the common people of Furyondy. He constantly plagues Belvor and his advisers with reports of inadequate defense measures being taken in rural communities: “Have you read this then?” he will say as he flourishes some letter sent by a junior priest which the authorities cannot possibly have seen. “It is a damned disgrace!” Belvor likes his practicality, and his preaching against war, but he also wearies of the overseer’s angry prodding from time to time. Grand Admiral Rosen, Commander of the Royal Furyondian Navy: 15th-level fighter (Str 18/32, Con 18, Int 15, Cha 16). AC O/-6 (leather armor +5, cloak of protection +3, shield t.5 rarely used), hp 114, AL LG. Rosen is a barrel-chested monster, a man of 41 who looks older than his years with a very tanned and weather-beaten face, severely crew cut grey hair and beard and very dark brown eyes. In middle age, his stomach strains at the dragon turtle skin armor he wears. His shield is crafted from dragon turtle shell. Rosen employs a cutlass +2 for ceremonial duties but prefers the use of his two-handed sword +4 in battle. Rosen has .. , .. ,, ,.. ..’ . ., . .(,. _., . ..._ .... ..

Forces . . ... ’* .. .:.., , .. . ’ , ,. ... .. ... I. . .,. :... , .. // been an admiral for nine years, characters grand admiral for three, and he is a military man-pure and simple. He doesn’t bother with politics. The king tells him what to do and that is it. Rosen’s own war galley, the Pride of Furyondy, is a great vessel with two lightning cannon (modified wands of lightning that fire 10‘ radius ball lightning to a range of 240 yards) on port and starboard sides, and he maintains strict discipline in the Royal Navy. ryell Hawkshandr 9th-level fighter (Str 18/62, Con 18, Dex 15, Cha 15). AC -3 (fieldplate +3), hp 91, AL NG (LG). Ryell uses a bastard sword +3 in battle, and wears a ring of fire resistance and a necklace of adaptation. His longbow + 1 is assisted by 14 flight arrows +2 which are used sparingly. Ryell is a war veteran, a man of few words, awkward with fighting men under his command, but he leads by example. Sharapel Endereth: 8th-level mage (Con 16, Int 18, Ch 16). AC 6 (cloak of displacement, ring ofprotection +a, hp 22, AL N (NG). Sharapel owns a wand of fire (19 charges, used sparingly) and a ring of spell turning (a well-kept secret). Sharapel is 32 years old, very short (5‘ 3”) and self conscious about it. For this reason, he prefers gnomes and halflings to the company of humans. Sharapel is laconic, and sarcastic with a cutting edge to his comments. Still, he loves Furyondy and despite his apparent cynicism he would die readily for his homeland. His words belie his bravery. Sharnalem: 1 lth-level ranger (Str 15, Dex 16, Con 16, Int 15, Wis 15, Cha 17). AC 1 (leather armor +3. cloak of displacement), hp 84, AL NG (CG). Sharnalem owns a longsword +3, frost brand and a magical spear which has a + 1 bonus in melee, a +3 bonus as a missile and can project a 12HD lightning bolt once per day. She also uses a ring of controlling canines. Sharnalem is a swanmay. She is 29 years old, her long auburn-gold hair falling around her shoulders, she is slim and lithe and has an almost magical presence. Her castle is a daunting, eerie place. Magic seems almost to crackle from the buildings, and the trees around seem alive and listening. With brownies and possibly a treant and druid or two about, they may well be. Sharnalem is a Knight of Furyondy with many, many friends throughout the land and among the Highfolk. She is thoughtful, slow to judge and act, but always ready to listen to the wise and bright. A 6thlevel high elf priest of Corellon Larethian and an 8thlevel half-elf priestess of Ehlonna are among her household. Slvzen 12th-level mage (Int 17). AC 3 (gray robes of the archmagi, ring ofprotection +2) hp 30, AL N (CN). Schyzer owns a dagger of venom and a battery of defensive items which included a ring of mind shielding, a brooch of shielding with 38hp capacity, an amulet of life protection and a wand of enemy detection (7 1 charges). Schyzer always has a carefully worded contingency spell readied to trigger his defensive teleport spell, taking him back to his tower. Schyzer is a refugee from Re1 Mord. He is cowardly and eccentric, a balding grey haired 51 year old. His apprentice, Cupara, is a 5th-level Nyrondese specialist diviner. Tobian Rushkaner 10th-level specialist conjurer (Con 17, Int 17, Wis 15, Cha 15). AC 6 (ring ofprotection +3, boots of striding and springing), hp 43, AL NG (CG). Tobian has a Bakluni-crafted antique magical ring which confers complete command over elementals that he summons, and adds + lhp per die to summoned elementals. Tobian is 37, has flaming red hair, and dresses very flashily in Bakluni cinnamons, golds, and silver. He is gregarious, friendly, and very fond of strong wines. Vendenn, tianon of Kao in tihendl: 13th-level priest (Wis 18, Cha 15). AC 5 (ring of protection +3, cloak of displacement not often worn), hp 68, AL LG. Vendenn is so reasonable and pleasant that he sometimes irritates people. He just seems to project a sense of superiority which others are often uncomfortable with. Tall (6’ 1 ”), handsome with his grey hair and eyes and in good shape despite his 59 years, Vendenn is a cultured and charming man with graceful movements and gestures and immaculate manners. Vendenn always argues for careful planning and thought before any decisions are made, and then a delay for the same again in deciding how to implement decisions. This suits the King, since his main problems are with ‘trigger-happy” chaotics seeking vengeance. Vendenn often gets flak from more impulsive or wilful individuals. Baron Xanthan Butrain of Willie: 7th-level fighter (Str 15, Dex 16, Con 16, Cha 15). AC -4 (plate mail + 1 of command, shield +3), hp 72, AL LN. The Baron has a longsword +3 that casts light on command and protection from evil 1O’radius twice per day, and his warhorse wears horseshoes of a zephyr. Butrain won a reputation for intelligence during the war, covering the western banks of the Veng and reinforcing the March’s troops to the north. Butrain is unwilling to yield extra revenues to his king, but he is beginning to feel that he will be forced to do so. He wants to see as much extra money put into reinforcing the eastern border as into the North. Belvor does not agree with this point. Butrain is a practical, pragmatic man who definitely lacks imagination. He does not respond well to real stress or surprises. At 63, the baron is beginning to show his years, having lost most of his greying black hair. The lines around his grey eyes are very marked. He is particularly worried over his succession, since his only son (after three marriages), William, is a f*ckless young man of 25 who prefers gambling and tomfoolery to affairs of state. Butrain worries over his evil cousin and his claim to the barony. While none in Furyondy would support Gregen’s claim, Gregen could be a convenient excuse for Iuz to invade Willip itself, a prospect Butrain fears greatly. This is the main reason why he currently opposes sending more of his men north to the frontier provinces. Xenvelenr 13th-level high priest of Iuz. See luz the Evil for details.

The following designations are used in the troop listings below. The Dungeon Master may customize and add detail as he or she sees fit. LI (Light Infantry). Men are fighters of levels 1-2. They employ leather armor and shield, 50% have short bows and arrows, and all have one hand weapon (spear, broadsword, longsword, or hand axe) plus a knife or dagger. Officers are of 3rd and higher levels (as the Dungeon Master determines, but very rarely of higher than 7th level); they employ chain mail and shield, longsword or bastard sword, plus longbow, dagger and footman's mace. Morale is 12, or 11 if officers are slain. MI (Medium Infantry). As for light infantry, but 50% of the men have spear or light halberd, plus padded leather armor. HI (Heavy Infantry): Men are fighters of levels 1-2, employing chain mail and shield. Weapons are broadswords or longswords, plus dagger or knife. Approximately one third are longbow users, while one third also employ a polearm (pike or halberd). Officers are of levels 4 + . Morale is 14, or 12 if officers are slain. LC (Light Cavalry): Men are fighters of levels 1-2, wearing padded leather armor and carrying shields. All have longsword or broadsword, together with a hand axe or dagger. Javelins and bows are employed by light cavalry. Officers are fighters of levels 3 + who wear chain mail armor and shield, and employ longsword or bastard sword and a lance. Morale is 14, or 12 if officers are slain. Horses ridden are light warhc MC (Medium Cavalry): As fa n urn cavalry do not employ more tnan a handful or bOW users, and employ light lances and swords in combat. employ chain mail armor and 1- HC (Heavy Cavalry): Men are fighters of levels 2-3, wearing plate mail armor, employing longsword or bastard sword plus lance as weapons. They also have a footman's mace or a battle axe as a backup weapon. Officers are of levels 4-9, with the same weaponry and armor as their men (but 50% wear field plate as opposed to ordinary plate). Heavy cavalry ride heavy warhorses, with fighters of levels 3 + having chain barding on their steeds and others having padded leather barding (-1 to horse's natural AC). Morale is 14, or 13 if officers are slain. The prefix E is added to indicate an elite unit. Elite units differ from ordinary ones in that morale is 1 point higher. Fighters have a minimum of 6 hp per die. The Dungeon Master should add 2% per level to chances for possessing a magical item, and elite heavy cavalry men have chain barded horses while officers have plate barded mounts with a minimum of 6hp per die. Elite units of any sort are 50% likely to have an expert animal handler with ld4 +4 War Dogs (50% likely to have chain barding). Specialist Units: A few units will be referred to as "woodsmen," "rangers," "peasant levies" or some similar title. Such units should be adjudicated by the Dungeon Master in accordance with the encounter tables in From the Ashes. King's Troops: Some units are given the notation "(King's)". These troops are directly responsible to the king through their commanding officer, although he will of course usually act in the interests of the garrison commander unless his king's orders expressly forbid it. For instance, such an officer would mount a raid into lands occupied by Iuz's forces if forbidden by the king. Ability Scores and Magical Items: Physical ability scores should be rolled on 2d6 + 5 for men, Zdh + 6 for officers (d4+dh+8 if of level 7+). Magical items may be given as per the rules in the MONSTROUS COMPENDIUM"" entry for "Men." Patrol Strengths: Along the Flare Line and Royal Highway, a patrol is comprised of 20+2d10 men and ld4 + 2 officers. Along the Veng, a patrol is comprised of 10 + 2d10 men and ld4 + 1 officers, and all officers and men will have a bow of some kind. Any patrol may have a priest of level 1-6 with them; this chance is 75% along the Flare Line, 67% along the Veng and 17% elsewhere. Any patrol may have a mage of level 1-6 with them also; this chance is 33% along the Flare Line, 50% along the Veng, 10% elsewhere. River Vessel/Naval militia Riverboat militia are regarded as naval militia. Naval militia are of levels 1-2 if men, 3-10 if officers. All naval militia wear leather or padded leather armor, unless they have magical armor in which case this will be chain mail. Naval troops employ heavy crossbows, shortsword or cutlass, and a long knife (treat as dagger). Dexterity score for naval troops should be rolled on d4 +d6 +8, or on 2d4 + 10 for officers This would include any mates and captains, plus any veteran seamen the Dungeon Master wishes to add to a crew. Riverboats will contain a body of 30 +d20 troops, with four officers. Troop totals for a province include men at garrisons, men on patrols, and men at watch posts. Garrison strengths are given below, with troop typr, plus summary figures for troops who are patrolling and elsewhere in a province (at watch posts, etc.). The Dungeon Master may augment garrison numbers from other troop totals as desired. Troops in the North include a certain number seconded from southern and central provinces. Entries for all provinces include notes on troops seconded from elsewhere. .. ... . . .., , . . . .., ., '

J d furyondy characters and Forces .. ...._ -I .*- . . .... ._ .:. . . ... , .-- . . _.. _.- Brancast Keep: 100 LI, 60 MI, 40 HI Castle Ehlenestra: 350 LI (including 250 woodsmen), 50 LC. Crying Spear Keep: 80 LI, 40 MI, 40 HI, 40 LC, 30 HC plus 50 Velunese HC (King's) Redoubt: 500 LI, 500 MI, 300 ELI, 300 HI, 200 EHI (inc. 100 Velunese), 100 ELC, lOOHC Spinecastle: 150 EHI, 50 MC, 200 Longbowmen (Chendl) 200 EMI, 100 EHI, 100 ELC, 50 EHC plus Household Regiment (King's): 250 EHI, 50 HC, plus 100 Velunese EHI (King's) Other troops: 1,970 LI; 400 ELI; 400 MI; 200 EMI; 600 HI; 100 EHI; 350 LC; 50 ELC; 100 MC; 100 HC (in garrisons and patrols as the Dungeon Master determines). Note: 1,200 troops here are seconded from other provinces. Fendrelan: 200 LI, 200 ELI Greatwall: 100 LI, 100 ELI, 200 MI, 100 HI, 100 Longbowmen, 100 MC, 50 HC, 50 EHC Heldarn: 200 LI, 100 ELI, 120 LC, 80 ELC Moatshield: 120 LI, 40 ELI, 40 MI, 50 Longbowmen, Morsten: 50 LI, 50 MI, 50 Longbowmen, 50 HI Redstone: 40 LI, 50 MI, 10 HI 50 LC Other troops: 950 LI; 600 ELI; 600 MI; 400 EMI; 800 HI; 200 EHI; 200 LC; 200 MC; 100 HC; 100 Velunese EHC (King's). Note: 550 troops here are seconded from other provinces. Brancast: 60 EMI, 60 EHI, 30 EMC, 50 EHC Eyeberen: 100 LI, 100 MI, 50 Longbowmen, 50 HI, Free Borough: 100 LI, 40 MI, 20 HI, 20 LC Worlende: 50 LI, 50 MI, 40 HI, 30 LC 50 MC Other troops: 600 LI; 200 ELI; 600 Longbowmen (along the Veng); 400 MI; 100 EMI; 300 HI; 100 MC; 200 HC; 200 EHC. Note: 300 troops are seconded to northern provinces. The king can request 600, but leaves half stationed along the Veng. Castle Greylode: 60 MI, 60 HI, 30 LC Claw Gorge: 50 LI, 20 MI, 10 HI Cerenellyl's Towers: 50 LI, 20 Longbowmen, + 10' Littleberg: 100 LI, 100 MI, 50 EIiI, 250 EHC Pantarn: 30 LI, 30 EMI, 10 EHI, 50 EHC Other troops: 970 LI; 100 ELI; 300 MI; 50 EMI; 100 HI; 50 EHI; 100 LC, 100 MC, 150 HC, 150 EHC. Notes: 750 troops are seconded to northern provinces. (*) 10 Highfolk elven irregulars (fighter/ wizards, fightedpriests, etc.). Baranford: 100 LI, 50 MI, 50 HI Carnalion Mines: 30 LI, 30 MI, 40 HI, 30 MountainCaronis: 50 LI, 50 HI Dapple Wood: 50 LI, 100 Woodsmen, 50 LongbowKisail: 30 LI, 30 MI, 10 HI, 10 MC (King's) eers, 30 LC men Other troops: 200 LI, 400 ELI (Bootmen or Booters), 100 MI, 100 EMI, 60 HI, 150 LC, 50 MC. Note: 300 troops seconded to northern provinces. Libernen: 100 LI, 40 MI, 30 HI, 30 LC Rhavelle Holdings: 50 LI, 50 ELI, 30 MI, 30 EMI, 20 Stalmaer: 40 LI, 40 MI, 40 rangers EHI, 20 EMC Other troops: 350 LI, 230 MI, 100 LC. Note: 200 troops are seconded to northern provinces. Bronzeblood Haunt: 15 MI, 10 HI Herechel: 200 LI, 100 MI, 40 HI, 60 EHI Sentinel Ports: 30 LI, 10 MI, 10 HI, 10 LC (each) Willip: 100 LI, 100 ELI, 100 EHI, 100 crossbowmen plus 40 naval ratings (King's) Other troops: 975 LI, 260 ELI, 100 MI, 100 EMI, 100 HI, 100 LC, 50 MC, 50 HC. Note: 200 troops are seconded to northern provinces. Belvor can request up to 400, but leaves half stationed along the Veng. The Furyondian Royal Navy (all King's troops) comprises eight Great Galleons (warships) with crew strength 150 per vessel, 16 Heavy Caravels (crew 60), 14 Caravels (crew 50) and 44 assorted river vessels (average crew strength 25). Some 500 reserves are based in Willip at any time, as are the crews of the two Great Galleons and four Heavy Caravels in port at any given time. Light Caravels may rest over here or in one of the strip ports, though the latter mostly service Velverdyva river vessels. No naval forces are currently seconded to any provinces.

Iuz has agents within Furyondy, of course! Spies, ne’erdo-wells, renegades from the Bandit Kingdoms taking Iuz’s coin and posing as Shield Landers, and worse. This section outlines one small cell of the Shadowclaw, as Iuz’s network of agents is called. The Dungeon Master may use the cell described below, and develop others for campaigning in Furyondy. In devising other agents, keep some things in mind. First, vast networks of agents aren’t plausible. Most Furyondians are of good alignment and many lost relatives and friends to Iuz in the war. Only a tiny minority governed by greed, malice, madness or true evil would assist the forces of Iuz. Second, it is very unlikely that any individual Shadowclaw member could rise to an important position in the King’s court or that of any provincial ruler. Too many magical checks are made these days for that to be possible (but see the spy Petrenek below). Third, the Shadowclaw cover their tracks very carefully, and different cells often know almost nothing of the existence of others. It should be very hard for player characters to link members of different cells, let alone discover who their “controller” is. This should call for subtle play; spying on the spies and careful collection of every scrap of information before any actions are taken to thwart the evil brood! Petrenek is a with thinning 5’ 1” , sallow-faced man of 38 years of age, black straight hair, a pencil moustache, and brown eyes. IL, J- dresses conservatively and -1 ways --:A- dresses conser vatively and always LII~~ to blend in with his background. He is a merchant in Heldarn, trading in foodstuffs and cloth, and he also owns the small Heroes’ Return tavern and hostelry (with four single bedrooms, two doubles, and a “common room” with bunks for up to eight). His full : stats are: 8th-level Thief: AC 1 (leather armor ‘3, does not use shield); MV 12 and special; T8; hp 42; THACO base 17 (melee)/lS (missiles); #AT 2 (melee); Dmg ld4 + 1 + special (dagger of venom) and ld6+2+ special (shortsword +2); Str 11, Dex 18, Con 15, Int 17, Wis 11, Cha 10; AL NE. Petrenek coats his shortsword with poison most of the time (Class E); he also has a blowgun + 2 which he uses to fire small darts coated in the same poison. Petrenek wears magical rings of free action and mind shielding; the latter is hardly a cause for general suspicion, since many merchants wish to conceal their thoughts about commercial transactions! He wears slippers of spider climbing on nocturnal forays, carries one or more potions of invisibility and owns a special crystal ball with clairaudience. Petrenek has a reputation around Heldarn as a fair and helpful fellow. He is indeed fair; since he’s paid by Iuz, he doesn’t need to make a fortune trading. Rather, he cultivates trust by making fair deals (though he has the appraising proficiency and is not a fool). As for being .. . .,, .. . . ... .’ , .... . . .. ... ... . 45 0

: characters ad heloful ... this is Petrenek‘s mecialty. Here are some of the ways he works: 7ill say to a uch goods +h-... ns - .. Y uspicions. c, as a member of the small rn, has played a leading, but .. .. . tavern spying: Petrenek offers a public spirited 2S0/o discount for food and drink to “our boys from the front” if they take rooms at his tavern. He then uses his crystal ball to listen in on them, gaining all the information he can. Warning Merchants Sometimes, Petrenek M fellow merchant that he has heard that such-and-s offered for sale may have something wrong with them ten, he has sabotaged them himself. To divert suspicion, he has even sabotaged some of his own goods and sold them to a buyer whose money he refunded immediately afterwards. Thus, even he appears to get caught sometimes. appering overly accurate might raise SI Public Works: Petrenel Merchants’ Guild of Heldar not overly conspicuous, role in getting the guild to pay monies for public works, notably a rebuilt town hall. Of course, since Petrenek was able to look over the building repeatedly during rebuilding as a representative of those paying for it, he was able to study it very carefully. Now he spies on proceedings there with his crystal ball. Petrenek is sociable and is considered a generous guest, who brings gifts of flowers and wine. This gets him invited to social occasions which opens up more people and places for him to spy upon! Petrenek also uses his talents to sabotage goods in warehouses. He sours wine with vinegar. He scrapes blight essence, supplied by his masters, onto vegetables and grain and performs other similar destructive acts. He plants incriminating evidence of fraud on other merchants. He breaks into official and merchant residences for information. He also carries out assassinations. He has a helper on the latter task, a halfling cook at the Noble’s Rest who puts poison (Class H) into bowls or onto the rim of glasses. The halfling is only contacted by note and payment, and understands very clearly that if he refuses an order or speaks to the authorities, he will be tracked down and killed. These actions are aimed at depressing trade and sabotaging wealth. In addition to the rare slayings. Petrenek prefers to ambush a target outdoors if at all possible. Petrenek receives orders through his crystal ball which communicates with a high priest of Iuz (as the Dungeon Master determines) once per month, during which time Petrenek also passes on what he has learned. Similarly, packages containing poisons, potions of invisibility and special items such as blight essence (a teaspoonful of which can infect and ruin ld6 cubic meters of produce within ld8 + 2 hours) are left for him in a cavity below the roots of a dead tree at a crossroads a mile out of Heldarn, once per month (when Luna is fully waned). rcuciicn vcly ICW agents worKing Tor nim. in oraer to protect himself, he communicates only indirectly with any one of them. Thus, if any of his agents were to be Forces captured, they would be unable to directly expose him. An ex-Reyhu bandit, now working as a gravedigger in Heldarn’s cemetery, steals bodies which Petrenek boxes up and ships to a warehouse address in Fendrelan (to a cell of Iuz there; bodies are used for animating). This is only done in winter, early spring, and late fall, since bodies may decompose and give off a tell tale stench during the summer. Petrenek treats them with a preservative fluid supplied to him by his masters. Petrenek also has a servitor in Terlisean who is not really aware of how Petrenek uses him. Petrenek arranges for supplies headed from Terlisean from a variety of merchants, organized by the shipping agent, his contact, to be treated with an oily fluid. This substance slowly evaporates and finally becomes unstable, exploding as a 5HD fiieball after ld4+4 days exposed to the air. An effective dose of this substance is one eighth of a pint. Petrenek himself sometimes sabotages trade in the same way, so that a variety of merchants and shippers seem to have the same problem. Lastly, Petrenek has one agent whom he keeps tied to him by imminent bankruptcy. The merchant Simanen Conner of Gorsend is a weak man of bad judgement, and he acts on Petrenek‘s orders in return for desperately needed coin. Simanen has no idea Petrenek serves Iuz, and believes that he is simply helping Petrenek to gain an advantage over other merchants. At Petrenek‘s instructions, conveyed by anonymous letter, Simanen conducts sabotage, sends information about Gorsend trade, and the like. A good adventure theme for lower-level player characters would be to discover Simanen’s actions and their source, and then be set to finding out where the orders come from. The party would initially know only that Simanen’s letters of instruction come from Heldarn. owcllaw Themes Sabotage, assassination, spreading false rumors to destroy morale, tomb-robbing and corpse-stealing; all these and more may be among the Shadowclaw’s wider actions. Here are a handful of ideas which the Dungeon Master may wish to develop: A disguised priest of Iuz controls a necrophidius whose bite can cause a stone curse (see Iuz the Evil) which rots buildings. Controlling this magical creature from miles away, the priest remains out of harm’s way. Agents from within the Gnarley forest use flying magic to travel swiftly across the Gold County, spreading disease and blight among crops. An evil bard travels Furyondy, using a ring which implants suggestions while singing wondrous songs which very, very subtly make Furyondian war heroes appear not be quite so heroic. And, for the less subtle, a malign mage employs emotion (rage) spells to set Furyondian against Furyondian. The Shadowclaw should have many subtle, malign ways of sabotaging Furyondy, which will not be easy for player characters to discover. Simply weeding out all of these plots could supply enough adventure storylines to make an entire campaign.

ighfolk refers both to the town of Highfolk, and to J. ~ the people of the long strip valley which runs between the Yatils and the Vesve, often termed Highvale. The people of these lands blend imperceptibly into the population of the Vesve itself. Many human farmers have woodsmen relatives. Likewise, elven clans have members in the Highfolk and within the wooded glades of the great forest. These territories show a generally harmonious racial mix, the total numbers being as follows: Race Humans Wood Elves High Elves Grey Elves Gnomes Tallfellow Halflings Hairfeet Halflings Highfolk Town 6,500 few 1,200 few 400 200 few Highvale 1 1,500 8,500 1 1,400 few 3,400 1,700 few Vesve Forest 15,000 9,200 2,750 1,000 5,500 500 500 The key to understanding the Highfolk and Vesve folk is to remember that they are chaotic, strong willed and independent. They stubbornly resist organization and discipline, and are real frontier people. This is their greatest weakness. Highfolk is administered by Mayor LOTtin Greystand, elected by universal vote. Loftin is really only a figurehead, who speaks for the town and, after endless negotiation with other Highfolk “leaders,’’ for the region as a whole when vital issues such as defense or trade are discussed with the Lord of the High Elves. The town of Highfolk has many powerful factions. There are craft guilds, powerful merchant guilds, and a ruling council for each different race in the town. There are also councils of priests and other groups interested in the welfare of the town. Highfolk‘s town leaders believe in minimal government. All the mayor and the militia have to worry about is defense, law enforcement, the collection of minimal taxes, and a modest budget. If anything can be done by individuals, from educating the young to building a bridge, that’s how it gets done among the Highfolk. This principle is generally true throughout the region. The many small villages and towns are each autonomous, and govern their own affairs through public meetings. People are more loyal to nominal local “rulers,” such gnome princes, elven lords or human elders. These minor nobility hold mostly symbolic authority among the independent frontiersmen. This principle even applies to armies and militias. Each community decides if it needs and wants a militia, and how strong it will be. Once a decision has been made, however, all freemen and women are liable to pay taxes or tithes to support that militia, and every community of any size has one. Although the local militias are small (only some 2% of the population total in Highfolk), this is compensated for by the fact that almost everyone among the Highfolk can wield a weapon to some effect. This means that levies are almost as good in morale, and often in equipment, as regular light infantry. The Highfolk have no organized central army or chain of command, and no specialist heavy infantry or cavalry. Their specialist woodsmen and hill fighting troops are of good quality. In addition to local militias, the town of Highfolk has 150 elite Velunese heavy infantry and 50 elite Velunese medium cavalry swelling the ranks of defenders. One might wonder why the Highfolk have not been conquered by some powerful despot. The answer is simple; there is a strong sense of community here. If, for example, a gnome mine were to be raided word would spread like wildfire. Soon human militia, elven bowmen and rangers, and even halfling hillfolk would arrive in significant numbers to help their gnomish brethren, Within the Vesve, matters are even more chaotic. The average community of woodsmen and elves is quite small and often they have no formal leaders. These people are very insular. They are suspicious (possibly even xenophobic in the case of wood elves) of strangers and slow to ask for help, Furyondian efforts to send aid to these communities from Ironstead take a long time to bear fruit. Humans are the largest group throughout the Highfolk and Vesve regions. Most humans living here work as farmers and traders. They also comprise the bulk of militia troops. Trade in this region is very profitable. The Highvale is rich in livestock such as goats and sheep, fish, vegetables, wild game and timber. The region enjoys a renowned leather tanning industry, including the famed Highfolk deerskin. The region has fair mineral deposits, with most gnomes making their living as miners. Highfolk imports cloth, fruit, grain, tools and farming implements. These are paid for with coins minted in Highfolk town’s own mint. No Highfolk coins ever show a person’s face or profile since Highfolk does not have leaders who are so revered. The Vesve woodsmen are tough, intrepid men, looking after their own families and small villages. A goodly percentage of these people are very loyal to King Belvor and volunteer militias from this region fought for Furyondy against Iuz. Since the outbreak of war, around a fifth of the original population has gone, headed to safer life in Furyondy, Veluna, or further afield. But those who stay are resilient, resourceful folk who have no intention of leaving their woodlands. , .’. .. ‘,y; :. . __ ’ . . , , : :, ’ . .: . .? 3 : . y .-. . ,.. . ..., ... ....:.,...: . ,.. .. _.. . ... .. , ,

Each of the different groups of elves who live in the Highvale and Vesve region have quite different characteristics. They tend to maintain their clan traditions and customs even while mixing.with other elven groups in the same communities. High elves are much more common in the Highfolk than in the High Forest. They dwell in the fertile valleys where they farm, fish, and simply enjoy the life in this lush, green land. They are more organized and open than their cousins, the wood elves. The high elves do not isolate themselves from the affairs of the day. They make sure their views are felt in Highfolk town and by Belvor. They have their own spies within Furyondy, including the noteworthy Cerenellyl. Almost all Knights of the High Forest are Vesve high elves and while many of the Highfolk are almost rustic by elven standards, those who stand guard against evil in the Vesve are powerful, wise and strong in the ways of magic. The high elves are divided 20 clans. Clan membership is considered very important. The dominant clan is Clan Shandareth, most noted for providing the greatest priests of Corellon Larethian and the finest bards of the Vesve. They are the lore keepers, telling and retelling their tales in song and melody. Their Lord, Kashafen Tamarel, holds court at the unusual settlement of Flameflower, the seat of his clan. The wood elves are divided into two main groups. First, there are those within the lands of the Highfolk, mostly dwelling in and around the edges of the Vesve. Second, there are those within the Vesve itself. Both groups are very chaotic, but the Highfolk wood elves are at least civilized and polite in their ways. They are expert hunters, trappers, and fishermen. The Vesve wood elves shun almost all other races, and it takes years of effort to persuade them not to regard anyone else without deep suspicion. Vesve wood elves are so xenophobic that many of them blame humanity for the actions of Iuz, claiming that Iuz was born of a human mother and was freed by humans from his prison. Dealing with these individuals is very hard work. The wood elves dwelling among the Highfolk are divided into 15 clans. The Vesve woodelves are divided into 11 tribes,including three grugach tribes in the far north. The thousand or so grey elves of the Vesve live almost exclusively in the enclave around the Timeless Tree, and are described in the entry for that location. 1 The gnomes of this region generally pursue one of two professions. Those living in and around Highfolk town are mostly merchants. Gnomes living in other parts of the region are generally miners. These gnome miners tend to have specific enclaves, not because they dislike other races but simply because they have found good niches in the Sepia Uplands and Clatspurs to extract metals and gems and make a fair living for themselves. Gnomes have good relations with humans and elves. This race has probably the best understanding of the intertwined fates of the citizens of Highfolk, Vesve and Furyondy regardless of race. Even the humblest gnome knows a fair bit about the events of the war, even beyond Furyondy. Gnomes often play the role of mediators, those who arrange meetings and bring other races together. The halflings of Highfolk are proud people. Since they are about half way between gnomes and dwarves in height (averaging 4’ for an adult male), and slimmer than most halflings, they don’t call themselves “little folk” or other cute names. Highfolk halflings are a resilient, tough people, and their pony riding spearmen and lithe, mobile sling wielding hill militias are not to be taken lightly. Most halflings live as farmers, and they have more organized militias than other races. The halflings, with their sheriffs and elders, are the least chaotic of any Highfolk or Vesve race. The small Hairfoot and Tallfellow communities of the Vesve are found close to the western borders, living as trappers and collectors of yarpick nuts and similar produce. They often live within human or high elven settlements, feeling more secure there. No district or province map fits the valley of the Velverdyva. This is a patchwork quilt of farmsteads, small fishing villages, halfling burrows and the like. Often races share territory quite happily. The Vesve forest is another matter entirely. The map shows several areas which have very fluid borders, some of which overlap. Those shown are accurate as for spring, 585 CY. They may change rapidly. I


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