Thursday, February 26, 2009

Re: The Haughtiness of Elves [LONG]

Date: Fri, 3 Dec 1999 15:12:56 -0800
From: Chris Anderson
Subject: Re: The Haughtiness of Elves [LONG]

One good example deserves another... here's the attitudes from my campaign. Note: I do not consider elves to be evil either, and I use a modified Birthright Elf for the dominant strain in Celene. I also use the "Vecna destroyed the Elven Cities" concept from Tamerlain's timeline.

--
Chris Anderson
The Gravediggers Campaign
http://caa.invite.net/ADnD/default.htm

You're an Elf. First-born of the world. Your ancestors were here when the Dragons and Titans battled for dominance. In times more ancient than memory, your predecessors fought to make the Flanaess safe for all Elves, and in doing so, for all civilized peoples.

You're 300 years old. Barely into your adult years. In your great-grandparent's time (over 1500 years ago) the Flanaess was the cradle of Elven civilization, with glittering cities scattered across the continent, and enjoying a long period of peace and prosperity. The hateful Drow had been put down long before in the Chaos Wars, and the many other Good races in the Flanaess enjoyed the fruits of the Elven civilization. In this time, Celene was a rather rural, backwards place of great natural beauty, but little culture or learning. Of no comparison to the great cities of the Elves.

Then came Vecna.

Originally tutored by the Elves in the Arts, this hateful human had turned on his benefactors and warred against the People. As powerful as Elven Magic was, it could not withstand the viciousness and raw aptitude that Vecna brought to the Arts. He delved into areas which no Elven Mage of Power would dare. He bought Power with unspeakable acts, and made pacts with Forces that should never be thought of or named, much less summoned and bargained with.

City after City fell. Cities which had taken millenia of effort by hundreds or thousands of Elves -- each one designed to be more beautiful and grand than any other. Ground to dust under the unrelenting force of Vecna's power. Treasures which had taken millenia to create were destroyed in moments by savages too barbaric to even understand what they were destroying. Children who had known nothing but joy and delight for all of their lives were raped and tortured by Vecna's soldiers and then sold into slavery and abuse for the price of a loaf of bread.

It went on and on. Every Elven city or nation who dared to oppose Vecna, to avenge themselves, were ground into dust. No Elven House or family in all the Flanaess was unaffected, save for the unspeakable Drow.

And Celene. The Elves of Celene had withdrawn into the fastnesses of their forest and hidden from the might of Vecna. No challenge did they offer, no vengeance did they take. They were fugitives in their own land. At first this was considered a treasonous act by the other Kingdoms of the Elves -- cowardice in the extreme. Yet in the end, Celene survived and the others did not. Across the Flanaess, the only Elves who survived were those who did not go openly into battle, or who fled battle to hide.

Vecna eventually passed. During the same time, came the rampaging Suloise.
Their wandering Houses did not match the power of Vecna, but the Elves were broken and wandering as well. The Suloise killed and destroyed what they found, and the Elves hid again. Only Celene maintained its borders -- militantly watched this time. When the Twin Cataclysm's flared, most Elves heaved a sigh of relief that one more threat had been eliminated. Celene watched and waited.

The Oeridians came, and this time the Elves of the Flanaess were forced to treat with them. With humans. The same race which had caused so much woe. Thankfully, the Oeridians proved to be much more reasonable than the Suloise. The Kingdom of Aerdy was born, and slowly the Elves slipped back from their dens and hiding places to form small communities and mix with the humans.

Celene did not. They had no desire to mix with humans, whether or not they were better or worse than Vecna or the Suloise. If a Vecna could happen once, it could happen again. Humans were not to be trusted or mixed with. Certainly they were never to be allowed in Celene.

Time passed, and a younger generation came to power. They had been raised on the tales of Vecna and seen the effects on their families. Yet at the same time, they had seen for themselves humans living in peace with Elves and other demi-humans in other areas of the Flanaess. Their feelings were mixed. Most felt that humans were not to be trusted or mixed with. A minority felt that they should be exterminated. Another minority thought that Celene should deal with the humans in trade and politics. They were few, though.

More time passed, and the second generation past Vecna came of age. The Hateful Wars occurred. If humans did not help with the threat of the Pomarj, at least they did not fight on the side of the Goblinoids. Again Celene defended it's borders, and again the foe was thrown back. To the West, the Ulek States were rising and were providing an object lesson in Elven and Human accord. Tales of High Folk filtered in, where humans and Elves lived peacefully together.

Yet there were those who still lived that had seen the horror of Vecna personally. And their children who had heard the tales of Vecna and seen the Suloise. Celene was the last precious jewel of Elven civilization left in the Flanaess. It would be criminal to risk it so soon after it was threatened. And to mix with humans? The destroyers of so many Elven kindred? That would be betrayal in the extreme of all those who died and suffered in the Wars Against Vecna. No! The borders would remain closed.

--------------------------------------------

This is the state of affairs as of 579CY in my campaign. The borders are closed to human entry. However, there is a growing sentiment among some of the population that there should be more contact with humanity -- even to the extent of humans living within the borders. The vast majority of Elves believe in isolation from humanity, and there is a strong vocal minority that agitate towards more extreme measures as an act of vengeance against the race that spawned Vecna.

The Lady Yolande believes that Celene will not be able to isolate itself from the rest of the Flanaess for too much longer, as Elves reckon time. Yet, as Elves reckon time, that may be for several centuries longer. The factions jockey for position of influence in the Elven Court, and "the human question" is not yet settled.

Re: Vecna/migrations/Aerdy/Keoland (was: Vecna/migrations/Keoland)

Date: Tue, 30 Nov 99 00:23AM PST
From: Taras Cranden-Guarhoth Add To Address Book Add To
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] Vecna/migrations/Aerdy/Keoland (was:Vecna/migrations/Keoland)

> Bias! Bias!

And you're just NOW noticing this? :)

> Mr. "I Love Aerdy" doesn't see as many meatsnmagicks for Keoland, yes? It's because yer biased! The Valley of the Mage is *much* more mysterious and

I'd like to point out that it's an Aerdi who's ruling the Vale now. :P

> mighty than anything the decadent east has produced, and the stronghold of Vecna's empire witnessed things more potent and awful than ever the mild

Vecna's empire was overrated. After all, if all those Suel managed to migrate so successfully through the area, it obviously wasn't that big and powerful. :)

> ancestors of Tenha dreamt up. You don't think Celene, with all its ancient
> glamour, can hide their kingdom out of the sight of a rampaging horde of drug-starved Suloise or two? Keoland is the home of 90% of the surviving

No, I don't think that Celene can. After all, they were so scared of all those migrating Suel that they let the Keoish dominate them for hundreds of years. It took them that long to figure out that the migrations where over and kick out the Keoish. Which just happened to coincide with the Keoish Expansionistic Phase.

> treasures of the Suel Imperium, and the main destination for relics saved

This I have a lot of trouble beliving, since it was those Houses who had the most time to pack up their junk and run who didn't settle in Keoland. It was those who had the least time (ie: the Rhola and Neheli, the LATECOMERS to the migration game), and thus would have had the least treasures to bring with them. Odds are, most of the treasures ended up either in Oerid hoards, Urnst, or the Scarlet Brotherhood. Or completely lost in various dungeons.

> from the Ashen Desert. The fledgling Oerid outlander kingdoms were summarily
> crushed by the overwhelming might of the Suel public relations engines, their
> relics siezed at bargain basement prices. If the arch-tormenters of the

Yep. The Suel relics siezed at bargain basement prices. That's exactly what the Oerids did to all those Suel who fell into the lands they wanted. Like those of Urnst or the Iron League. Unlike those of Keoland, who didn't have time to flee with too much.

> underworld seem to be showing undue interest in the Great Kingdom, it's because they figured the land to be full of saps and easy marks. It's

Heh. Or maybe they just realize where the REAL power of the continent is, not in some two-bit, worn out, tired nation that was so insignificant, it barely got a page worth of information written about it. :P

> Keoland that has he ancient sites of *good* and *balance*, something the peoples of the east were afraid would hurt their chances in picking up chicks.

Name one of Good. I don't recall any, and I'm wondering if you saw something I missed, or if you're just making this up.

As for Neutral, bah, who cares about a bunch of fence-sitters? If they can't choose a side, they'll make a nice red stain on the grass when it comes time to go to war. >:)

> PS The Barrier Peaks? The Crook of Rao? The Crystalmists in general, and the alien secrets therein? The Hellfurnaces, the weapons of giants, and the
> eldritch chambers of the aboleth?

I refuse to recognize Expedition of the Barrier Peaks as one. After all, the Keoish didn't get to it. It just sat there unopened for all that time until some adventurers were sent in to hack up everything that moved.

And the Crook of Rao was in Aerdy for a time, too. After all, it was Drax the Invulnerable of Rel Astra who pawned off that useless trinket to the Canon of Veluna. Heh. The funny things those tourists will fall for. :P

I know of no secrets in the Crystalmists.

I don't regard a volcano as a mystical site.

I don't know what giant's weapons you're referring to, but I doub there's anything I'd consider mystical in there (if it's not unique, it's not even really that close, unless it's something that isn't made by people or monsters, like a dweomer stone).

And as for the aboleth....I thought you were championing good and neutral sites...not sites as evil as the Cauldron of Night. :P

> Probably not. He wouldn't share private megalomaniacal schemes with just any
> outsiders.

True, but outsiders would have noticed large numbers of Flan being forced to worship him, with rather large sacrifices being made (think Dragon-King of Tyr from Dark Sun for an example) as opposed to, well, people giving lip service and getitng away with it.

> They didn't care. They just closed the doors. The Suel never noticed them.

You're right. The Suel barely noticed the speed-bump that is the elves of Celene. Just rolled right over them until the elves admitted defeat and ran and hid. :)

==
Taras Guarhoth, Sage of House Cranden
http://www.bestweb.net/~guarhoth/

Wednesday, February 25, 2009

Re: Fords, and Fords on the Veng

Date sent: Wed, 8 Oct 1997 17:26:55 +0100
Send reply to: The GREYtalk Discussion List GREYTALK@MITVMA.MIT.EDU
From: Patrice Forno froon@HOL.FR
Subject: Re: [GREYTALK] Fords, and Fords on the Veng
Originally to: lawsond@erols.com
To: GREYTALK@MITVMA.MIT.EDU

Hi,

Lon Dawson answered me:
---
>Patrice Forno wrote:
>>
>> Another question for the assembly :
>> How can a **navigable** river be fordable ?
>> If the boats can sail, how can a man or horse walk through ?
>> (There is a good example in AoE page 168 – Broad Ford – but it is quite
>> special)
>> I speak of rivers navigable on its whole length for any vessel. If so,
how
>> can it be fordable ?
>> Can someone versed in the Rivers knowledge help ?
(…)

> “Wet” fords are completely different and much more difficult to
> recognize. They may range from being deep enough to get a man wet to
> the waist, chest, or neck up to requiring horses to actually swim
> axross. What they represent is a spot of slow, easy to manage currents
> in a normally much faster river. They also may represent a location
> where normally steep riverbanks are more gently sloped, allowing easier
> access to the water. Rivers with “wet” fords could be navigable by
> potentially any riverine vessels, which tend to have shallow draughts
> (no more than 3’ or so) regardless of their size (the big Mississippi
> riverboats of the 19th century rarely drew more than 4’ of water fully
> loaded).

OK, thanks for the definitions. I really appreciate.
But what of Galleys, Caravels and possibly Galleons ?
What are the draughts of such vessels ?
I’m asking this, because if I remember correctly, the Furyondy’s fleet is said to have fled the Whyestil Lake (when Iuz invaded) to the Nyr Dyv : From WARS Boxed set : “The Whyestil fleet, which had long assured Belvor’s dominance on that water (Whyestil Lake), barely escaped, sailing down the Veng to the Nyr Dyv” The Royal Furyondy’s fleet is composed of 8 Great Galleons, 16 Heavy Caravels, 14 Caravels and 44 River Vessels (WGR4 page 44).

How can such ships sail on the Veng if there are fords (assuming wet fords?)

And there ARE fords on the Veng. There is one at Grabford, because Horned troops are said to have Forded the Veng to attack Grabford (WARS Boxed Set : “At the same time, the Horned Society forded the Veng and laid siege to Grabford.”), and there is one southwards (the Panggate from Gord’s Books).

What are, in your opinion, the chances of a Caravel to sail through a Wet Ford ? In other words, do someone know the Draught of Caravels, Galleons and the like ?

Thanks

Regards
---
Patrice Forno – Marseille – France
froon@hot.fr

Home Page : http://wwwperso.hol.fr/~froon/
Thin Greyhawk Page : http://wwwperso.hol.fr/~froon/GH/FrGRey.htm
French WiF Page : http://wwwperso.hol.fr/~froon/WiF/wif.htm

Jacques Villeneuve Champion du Monde !!!

PS : I look for a Honda 600 V Transalp.
Contact me if you sell one in France!

Tuesday, February 24, 2009

elven history...

Subject: [GREYTALK] elven history...
Date: Thu, 8 Apr 1999 09:04:00 +0000
From: "Farina, Jason"
Reply-To: The GREYtalk Discussion List

I posted a while ago with a passing idea of a dark patch in Elven history and I think I would like to develope the idea a bit more.

The Basics:

Elves have a part of their history that they are ashamed of, and afraid of. When Humans first appeared, they were hunted down like animals by the Elves. They were thought of as an anomoly that was outside of nature and thus threatened to disrupt the harmony the Elves had in the world. Eventually, an enterprising Elf came up with the idea of not killing them but rather using them. Slavery.

So, colonies were formed which the elves used to grow their 'stock', and massive cullings took place periodically. Some humans fled to deep caves. Of these, some met the dwarves who took pity on the humans and sheltered them. They taught them how to make weapons and to defend themselves. The humans, as is their innate ability, adapted extremely well to these new skills. Other humans encountered grisly fates below the ground.

Elven chase parties hunted down the humans. One party followed into the Earth, where elves usually avoided. The Dwarves, fearing the damage a full scale war would inflict on both long-lived races, sadly turned the humans away. They fled further down. The elves followed. And there, in the dark, they met the Drow. The humans were forgotten about as the ancient enemies learned once more of each other's existance. The drow believing that the surface elves had perished under the blazing sun as their Dogma told them (Drizz't books??) and the surface elves believing the Drow long dead beneath the ground. War happened then.

Meanwhile, the humans in the Dwarven camps grew nervous. The dwarves had refused to help other humans. Did the dwarves want the same as the elves? another human quality surfaced. Reasonless Distrust. The humans took their leave of the Dwarves and made for the surface, they left quietly in the night. The dwarves were angry at the rudeness of this act, and the ingratitude of the humans. Shutting their doors they vowed to evermore leave the surface to it's own devices. War raged between the Elven worlds. Caught up in their conflict, the Elves 'forgot' about the humans. Colonies became communities. Cullings grew less frequent. The humans that returned from the Dwarven Kingdoms taught their brothers the art of forging and carving. Generations passed and the elves finally pushed the Drow back. They would have followed them and obliterated their enemies in their own lair if it were not for the new enemy. The humans had learned how to use weapons of their own forging. Their ability to learn had allowed some of them to emulate the magic of the Elves. Some deities (to be decided) had taken the humans under their wings. And they were many. The elves tried a culling, but the humans fought back. And they fought back with generations of hatred. They not only defended themselves but lead invasion after invasion into Elven territory.

OK. That's what I got for now. I am toying with the idea that some of the older elves survived, cut off from the rest of the world, hteir traditions and practises unchanged. The elves are ashamed and afraid of this period in history. Ashamed of their lack of foresight, cruelty and complete lack of their much lauded wisdom. Afraid because, if the humans were to find out it could spark off a whole new wave of
anti-racial feeling among them. Small disputes could evolve into war. And right now, the humans are a lot more powerful than they were all that time ago.

As for the God. I was wondering if the Dwarven connection would be a good excuse for Ulaa? Maybe Titans could be introduced here?

The drow, would this have been before or after Lolth's arrival. Are they lolth or EEG drow? (or some other).

Any comments, suggestions, expansions to the idea or corrections?

Jason.

Dwarven Clan: The Vidar

Date: Wed, 29 Dec 1999 00:49:05 -0500
From: Jason Zavoda
Subject: Dwarven Clan: The Vidar

Here is a Dwarven Clan from my campaign. They live in the mountains on the borders of Geoff. Any helpful suggestions or comments would be appreciated.
Thanks
Jason Zavoda

The Clan Vidar

Addanc the Great, most renowned of all the Vidar, more so than even Vidar Spadehand himself, the first Clanchief. When the Vidar think of themselves they think of Addanc, greatest of clanchiefs. Addanc the Delver, he cut deep within the Stark Mounds. He brought vast wealth to the clan and great sorrow. Addancs desire was his and the clans undoing. Addanc the Lost. He followed the ore to its heart and of all those who went with him, worked alongside him, only one returned, and that one died before he could tell what happened. That night, as the Clan gathered to search for Addanc and the others, the mine shaft belched forth foul monstrosities of the UnderOerth. Many Dwarves died then, many disappeared, perhaps slain and their bodies taken or perhaps much worse, taken alive. All that had been built, all that had been gathered and crafted and stored, all that was of the Vidar, was touched by that night. The Mine of Addanc was at the heart of the Community and though the Vidar had built strong doors and deep chambers, these were set to keep them safe against
what was without, they had built no defense against what came from within.
The fighting lasted all that night. It stormed through the halls and from chamber to chamber. Young and old fought and died, those that could gathered in the Hall of Chiefs, those that could not died or were taken. This was a clan of miners and craftsmen, many of the warriors had died at the mouth of the mine when the horrors first sprang upon them, those who were left were the lucky or the strong.
Avanc the Young, son of Addanc, became leader of his people that night. He was still an apprentice learning the ways of the Oerth and its bounty, but he had the voice and bearing of his father. He called down a curse upon these horrors and swore an oath of blood-vengeance against them. With an iron hammer in one hand and a miners pick in the other he left the Hall of Chiefs and his people followed. All those of Clan Vidar, except the very babes and children, fought the horrors back to the mine shaft. As the strongest forced the monsters down into the UnderOerth the most Craftwise cut the supports and arches and collapsed the tunnel behind them. When dawn came to the Stark Mounds the survivors of the Clan had gathered once more at the Hall of Chiefs. The doors had been shut and the side passages guarded. They lay stunned or stumbled aimlessly among the relics of their chieftans. As dark came again there was a pounding at the main doors. Some Dwarves lifted weapons, others lay where they had dropped hours earlier and would not rise, but all awaited their fate; the end of their clan and their lives. "Open" a voice boomed "Open, it is I, Avanc, the way is closed, Open the door to the Hall of my fathers, Open!"

Till this day the Doors of the Hall of Chiefs have been left open (though the hinges have been carefully oiled and the oak trunk to bar the door kept handy). Avanc had returned and brought a dozen scarred and grim followers with him. They did not speak of what they had found, how they had survived or their means of escaping from the far end of the blocked mine shaft, but the Book of Chiefs, seen by only the clan eldars, is said to tell the tale.

That night, now long years past, changed the Vidar. Once an open community, friendly and generous, they became close mouthed and close-pursed. They had reached out to harvest the Oerths bounty and without warning had been struck a grievous blow. The Oerth itself now had two natures, Evil and Good, and they could no longer fully trust it.

Dwarves of the Vidar Clan are slow to trust. They believe first in their own Clan. The survivors of Addancs Night, less than half the Clan at that time, became very closeknit and insular. They passed this feeling of community to their descendants where it exists strongly among the present day Clan. The greatest honor that they can bestow upon an outsider is admission into the Clan. They have also inherited a dislike for the UnderOerth and a distrust for all creatures living below the ground. This has led to a surprising affinity for surface dwellers, even Elves who they consider no better or worse than other Non-Dwarves such as humans. Before Addanc they were renowned miners and skilled builders. Now they shun those who delve into the Oerth. Still they craft with metals and process ores bought from others who mine. Their work is considered sturdy and of high quality but there have been few Masters
of the Smith craft in their history. All Vidar learn the use of a weapon at an early age but they are generally an unaggressive lot. Their concern is defense and security but they also put a strong emphasis on wealth. Many of their riches had been taken on Addancs Night, most of what was left was used to rebuild and refortify their home. Young Vidar either involve themselves in craft or trade or seek wealth outside of their community. A Vidar returning to their community with wealth is highly respected, as long as they bring no problems back with them. Outward signs of wealth are not allowed within the community, such a display would be considered as tempting fate and bringing the Doom of Addanc down upon them all.

At their heart the Vidar have not forgotten what they were. Vidar Spadehand is still revered, He was no warrior but a master of his craft and wise. He lived a long life, even for a Dwarf and saw his Clan grow in both size and wealth. He wrote a book of laws for his Clan and they are carved along the columns in the Hall of the Chiefs and penned the first lines of history in the Book of Chiefs. The Vidar now think of
him as the Chief of the Golden Years. They seek to find those times once again but they always expect the worst and prepare for it.

Surprisingly the Vidar see Addanc as a lost hero rather than the source of their decline. Avanc his son did much to redeem his fathers name. According to legend there is a passage known only to the Chieftain and his family that leads deep within the UnderOerth. Younger sons and Daughters of the Chief often disappear on quests. It is said that they search for Addanc and follow this passage into the forbidding depths.

There are those among the clan who follow a solely warrior calling. They call themselves the Shield of Avanc. They serve as guards for the Clanhome and the Eldars. There is another branch rumored to exist called the Hammer of Avanc who take on a much more aggressive role. The Hammer is thought to be made up of Vidar who have returned home from the outside world and seek to protect the clan from aggression which might occur not just guard the halls and chambers from direct assault.

Vidar Dwarves tend to be broader and shorter than an average Dwarf. They are known for their fortitude and strength, but while sturdy they are not known for being quick or agile. They are normally quiet and dislike boasting. They dress in drab inexpensive cloth and are known to be miserly. They avoid loud celebration. Abroad they might be seen in the dark quiet corner of an Inn with their back to a wall and their eyes watching for danger.

Monday, February 23, 2009

Fords, and Fords on the Veng

Date sent: Mon, 6 Oct 1997 17:59:16 +0100
Send reply to: The GREYtalk Discussion List GREYTALK@MITVMA.MIT.EDU
From: Patrice Forno froon@HOT.FR
Subject: [GREYTALK] Fords, and Fords on the Veng
To: GREYTALK@MITVMA.MIT.EDU

Hello from France,

About Fords on the Veng River (and the WGR4 map):

In Artifact of Evil page 138, Gary Gygax states that the Panggate (Boulder Ford if I understood the novel correctly) is the sole crossing of the Veng River.

First, where would you place Panggate?

Reading the description in AoE, I would place it right between Barduk (WGM1) (where Crystal River joins the Veng) and Eyberen (WGR4).

But reading WGM1 who states that there is a ford on the Veng at Barduk, I would assume that both fords are the same, and I would place the Panggate at Barduk. That’s “only” 40 miles north west of the first supposed place.

If I remember correctly, Castle Hart is also placed where the Crystal joins the Veng, so IMO that would make sense to place the **only** ford on the Veng near Castle Hart (I don’t have the Castles Boxed set, but I have a file giving details about merging Castle Hart with WGM1 and FtA). The Castle would be defending the Ford.

Comments ?

The only problem I see is that in the novel, the ford seems unguarded by Furyondy’s forces. If I read correctly, in the novel a Horned Army is on the Veng, with a reco force + Nerull + Daemon that crosses the Veng unmolested into Furyondy.

My question is (Gary?): How Furyondy could leave the **only** ford on the Veng unguarded?

[For your information, in my campaign the Panggate is not the only crossing of the Veng. There is another Ford at Grabford (given the city’s name, that seems evident to me that there is a ford here). IMC there is also a bridge south west of Critwall (Critwall’s Bridge), and another bridge north east of Eyberen (Eyeberen’s Bridge).]

Another question for the assembly :
How can a **navigable** river be fordable ?
If the boats can sail, how can a man or a horse walk through ?
(There is a good example in AoE page 168 – Broad Ford – but it is quite special)
I speak of rivers navigable to standard vessels, not only to barges. The Veng is said to be navigable on its whole length for any vessel. If so, how can it be fordable ?

Can someone versed in the Rivers knowledge help ?

Alain, spécialiste de la mécanique des fluids, qu’en dis tu?

Thanks for your time

Regards

Patrice Forno – Marseille – France
froon@hot.fr

Home Page : http://wwwperso.hol.fr/~froon/
Thin Greyhawk Page : http://wwwperso.hol.fr/~froon/GH/FrGRey.htm
French WiF Page : http://wwwperso.hol.fr/~froon/WiF/wif.htm

Jacques Villeneuve Champion du Monde !!!

PS : I look for a Honda 600 V Transalp.
Contact me if you sell one in France!

Thursday, February 19, 2009

Re: Sander's comments on the Duchy of Ulek

Date: Fri, 12 Nov 99 03:13AM PST
From: sander Add To Address Book Add To Junk Mail
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] Sander's comments on the Duchy of Ulek

> Date: Thu, 11 Nov 1999 15:53:56 PST
> From: Immaculate Image
> Subject: Sander's comments on the Duchy of Ulek

> S: And the rest of the writeup continues to totally ignore both foodstuffs and cloth, even though these are listed as resources and should thus be important.
>
> II: Good point. I should address the role of those resources in the Culture section. Anybody want in on that?

ME! ME! ME!

I have a lot of info (mostly hardcopy paper form) on Uleks & foodstuffs. I'll start posting it.

> S:Is there an offical view of Grenowen or even a write-up?
>
> II: None that I know of. That was written by Steve, and our Triad will have to develop him. Perhaps I have painted him as an idyllic ruler, as that's my impression of him, but I'm sure we'll come up with some
> character quirks to make him unique.
>
> "The opening of neighboring Celene proved prosperous...."
>
> S: Now that the GHW are over and Celene is not so open, what about the trade? As such a trade would also bring additional wealth into not only the Duchy of Ulek but also Celene, the merchants and anybody
> connected to them are going to be grumbling if it has stopped entirely, and would probably create a fair bit of smuggling. If it continues but is limited by say requiring a special royal permit or somesuch, it would create some smuggling and quite a bit of intrigue.
>
> Which are IMHO excellent story leads.
>
> II: Good point. I think the relations between the Duchy and Celene are still very good, though straining. Trade between the two is limited I think, and although smuggling might exist, anybody doing such things in Yolande's turf is taking their life into their hands. This also depends
> on how easy and navigable the Lortmils are. I know it's not the Crystalmists and humanoids are few relative to the Pomarj, but it's not a trip to the store. Taras' point about Celene Pass also complicates
> this trade issue.

Oh, definately. I never implied it would be easy. The smugglers could easily have their own routes (some smuggling may have been going on for centuries, even when Celene was closed), the smugglers can make use of magic and use subterran passages, etc.

[snip]

> "..dwarven clan leaders are said to be as rich as princes, and are approached by emissaries from Furyondy and even Nyrond for aid.
> Dwarves are not, however, susceptible to such overtures."
>
> S: Hmm... Not listed above in resources.
>
> II: that's because the dwarves have the gold, not the Duchy :)

The unallied dwarves should be discussed separately. Under a big entry of Lortmils or somesuch. Similar forany others that live in there or nearby (gnomes of Kron Hills, inhabitants of the Lorridges, etc.)

There is bound to be quite a lot of 'vagabonds'.

> "Two ancient woodlands..."
>
> S: Somebody should work on those.
>
> II: In what regard? Like developing similar to the level of detail of the Gnarley Forest present in the Campaign Guide in FtA? More importantly, ARE YOU VOLUNTEERING?

I rather meant the fairy creatures than the whole forests.

> S: [snip - roads, got to check it out on a map]
>
> II: Don't bother because they're not there. Maybe some day they'll be canon. Until then, you'll just have to look at the Darlene Map and envision them.

That's what I meant.

[snip]

>"Although the Duchy is a relatively safe land, there are the odd encounters with dangerous life-forms...."
>
> S:Way too many humanoids imho, especially considering the population toll of none. Sounds a lot more like 'small numbers of just about any small humanoid race can be occasionally be found'.
>
> II: Those little races are like roaches. They just look for some nook and cranny. When it says no humanoids I think of the bigger and more organized races considering the context of the reference. Things like orcs, goblins, hobgoblins, trolls, ogres and giants.

Hmm... could well be. But such enclaves would have to be quite a bit more oriented towards hunting, gathering and agriculture than usually. Possibly also tending a bit more towards neutral.

> S: Brown bears are omnivores. Cougars would probably live in the lortmils (but seeing as bears and lions live in mountainous areas as well - consider their former populations in italy, greece and spain) I'm not sure if there would be a niche for cougars. And I would definately leave
> coyottes out.
>
> II: You don't see a role for Coyotes? I was hesitant in thinking whether the wildlife of the Duchy would be more like Africa. I mean Lions must be somewhere in the Sheldomar, given Keoland's (and Sterich's)coat of arms.

Consider the coat of arms of various european countries. Take for example the British lion and unicorn 8-)

Coyottes afaik also don't live in so warm climates (do they live in Florida?) and afaik usually not where there are wolves.

I would still propose medierannean rather than africa for most of the duchy.

> S: This all leaves out the various neutral and good dragons. Considering the whole galore of those that exist...
>
> II: Give me an example of any which might live in the Duchy. I took those (Metallic and Gem)into consideration, and with the exception of Golds perhaps, the terrain just isn't suitable.

Let's see - Amethyst and Mist are almost certain, there may be could dragons up there in the Lortmils (esp. as there already are the Avariel), the mercury dragons are also a possibility.

We know that there is a lot of rain (mostly) and possibly also snowfall in these parts of the Lortmils. We know because there are the Lort and Kewl Rivers. There would also be lots of small streams that eventually merge with these (or don't). In the highlands (and maybe also the Lortmils) there are bound to be many small lakes at the bottom of valleys from which barely all water that gets into it in the rainier seasons manages to escape. Consider that canyons are mentioned in the Lortmils and these come to be due to running water. There could easily also be plenty of waterfalls.

[snip]

> Crocodiles, weather and Florida.

The rivers and tributaries coming from the mountains would be somewhat cooler, also cold air would come from the mountains. And AFAIK there are alligators not crocodiles in Florida. The Duchy is not near the sea, so warm sea-air doesn't come into it.

[snip]

> S: Well, this is a clear case of size-chauvinism.
>
> II: Is that sarcasm? :)

Partially. Invariantly, teh big races find the little ones to be a nuissance, if not worse.

> S: Here is a contradiction. Shouldn't the elven be droped from in front of the nobility? Otherwise Waybury and the gnomes and halflings and humans would have no political influence.

> II: Ahh, but they really don't. Using Steve's writeup, one must be an elf or half elf to be a noble. This does not conflict with saying that Grenowen isn't wise enough to realize that there are valuable people of
> other races. It's a balancing act. Cater to the nobles' self-importance, but keep the "little people" happy. Waybury is a seat of human power because the elves don't have the same grip on it IMO, as they do in
> Tringlee.
>
> S: As here is just nobility, not specificly elven nobility the previous paragraphs should be corrected.
>
> II: In the context of the Duchy, nobility and elven nobility are interchangeable.

I din't notice it being explicitly decleared that being noble meant being elven. So I would really like to contest that part:
a) the gnomes would have their own nobles.
b) the human settlers would have their own nobles. The human tribes that settled there are very unlikely to have done so if they were forced to submit to the power of the elves upon doing so. The leaders would just have gone elsewhere.

There may not be all that many of them compared to the elven ones, but they would exist.

Yet again - if the representatives of the towns and non-elven nobles are not called they have no political influence - or very little of it.

> S: How is the succession of the Duke handled?
>
> II: oohhh..it's a great mystery, since it's never happened!

But it is bound to be agreed on.

> S:The Duchy has quite a lot of gnomes in it's lands. Why not expand and (peacefully) get the dwarves to join in? Indeed, how much are the dwarves concerned who considers the surface area their own?
>
> II: You think you can get those rich and greedy dwarves to submit to an elven Duke? Not likely. Since the surface area is mostly mountainous, it's not likely anybody's gonna build a city on the surface of the
> Lortmils any time soon. It's a matter of respecting each others boundaries, and mutual hate for the bozos to the SE.

It's not clear how much anybody in the Duchy is really submitting to the Duke. The dwarves would rather be invited to take part in the gatherings of the nobles 8-)

> S:Also a good reason to prod the Lortmils dwarves to join the Duchy.
> Especially as the Duchy is providing help to other dwarves and is clearly friendly to various races.
>
> II: The political structure of the Dwarves is a different matter. I'm still trying to get a hold of Sobhrach to use his Lortmils article, which I'd like to do some modifications to. The dwarves of the Lortmils
> most likely feel closest to Prince Corond of Ulek anyway.

But the Prince is relatively far away. Also, the Prince is bound to be a lot more greedy (see above for dwarves and greed) and have a lot more clearer view of what could be found in the coffers of the Dwarves.

[snip]

> S: So the immigrants are mostly settling in and around Waybury? And there are significant amounts of them? Why isn't immigration documented anywhere?
>
> II: Well the elven nobility would be damned if all those vagabonds settle in Tringlee. There are no where near the amounts that have
There is the possibility of having them petition the lords on whose local land they want to settle as farmers, etc. A lot of the refugees would be more suited to country life that city life, wouldn't they? There would be lots of problems if they all settled in Waybury.

> immigrated to Keoland and the Gran March, but there's quite a few IMO.
> And documented where? A canon resource?

In whatever writeup is finally produced?

> S:Python???
>
> II: AHAH! I have flushed you out! Phyton's a suel power of natural beauty...something the Duchy has a lot of (unlike our garbage infested swamp dwellers to the east.. a growing joke between me and the SE1 Triad.)

You got me there. I was thinking of another god.

Sander

There is no love, no good, no happiness and no future - these are all just illusions.

The Annotated Duchy of Ulek, Part 3

Date: Thu, 11 Nov 99 17:30PM PST
From: Gary Welsh Add To Address Book Add To Junk Mail Blocker
To: GREYTALK@MITVMA.MIT.EDU
Subject: [GREYTALK] The Annotated Duchy of Ulek, Part 3

MILITARY: The military of the Duchy is small but effective, and is noted for its many high elven fighter/mages. The most common activity performed by the army is patrolling the plains of the Duchy, and at most times some 25% of the total force is out on patrol. At any given time, the size of the army ranges from 1000 to 2000 strong. Perhaps half of this total is comprised of humans, another quarter high elves, and the other races of the Duchy make up the balance. About 30% of the total force are comprised of medium cavalry, and heavy and light cavalry make up an additional 15% each. The Duchy is renowned for its cavalry, and it serves the needs of the country quite well.

Another 30% of the total force comprises mixed infantry, who serve to defend cities and fixed positions, or hold ground allowing the cavalry to engage an enemy. Elven infantry tend to prefer the long sword and bow, while human troops tend to be crossbowmen and billmen. The halflings and gnomes troops use short swords and hand axes (although halfling troops also carry slings).

The final 10% are considered specialists, and include rangers and archers from the Axewood and Silverwood, as well as priests, mages, scouts and gnomish sappers. These forces do not include city guardsmen or personal guards of either the leadership or the nobility.

In addition to this, each elven noble house (of which there are quite a few) generally has a household force which may number from 30 to 100 men at arms.
These troops are armed by the whim or need of the elven lord or lady to whom they owe allegiance. In addition to this, it is possible for Duke to issue the call for the "Grand Host of Ulek". This includes all of the forces of the elven lords and an additional 25 to 50 civilian men or women from each noble's holding capable of bearing arms holding. This force may number up to 5,000 strong.

The Duchy is loath to spend money on mercenaries to train new troops, and instead recruits veterans from the military to spend one-year rotations in training camps as instructors. This saves the Duchy money as well as promoting trust and morale among the army. And rather than maintaining expensive (and unnecessary) fortresses throughout the Duchy, patrols normally billet with local city guards or form camps near smaller towns and villages. The primary training base of the Duchy's forces is known as The Crossroads. This fortified town is centrally located at the intersection of the Sheldomar Pike and the Duke's Road, and the wide open grasslands are excellent for training young horsemen and raising steeds to serve in the cavalry. The expansive plains of the eastern Sheldomar Valley also provide excellent opportunities to work on combined tactics and maneuvers, including battlefield magic. Most patrols originate from this base, and at any given time nearly half of the strength of the army is located here. When a particular formation or unit is preparing for a tour of the Pomarj border, they will frequently train in this area prior to deploying to the Principality of Ulek.

Since the Greyhawk Wars, there has been an additional military burden taken up by the Duchy: forwarding a force to assist in patrolling and maintaining the Principality of Ulek's border with the Pomarj. This force is typically about 200 members strong, and is comprised of the same percentage makeup as the rest of the army. This force typically rotates every six months and is self-supporting while in Corond's lands, though the Principality is responsible for any additional supplies or medical aid.

The elves of the Silverwood and the demihumans and woodsmen of the Axewood maintain their own patrols within the woodlands, but may request assistance from the army on rare occasions. Since the Greyhawk Wars more effort has been put forth in recruiting mages and priests to serve in the military, but this has met with limited success. Other than the elven fighter/mages, wizards have little interest in being subject to the whims of some knight on horseback. The predominant faiths within the borders of the Duchy don't exactly lend themselves to the war effort either, but this is changing, as a slow and steady influx of immigrants from the Gran March and the Lost Lands have brought their more militaristic clergy with them. Such faiths are slowly building a presence especially in and around Waybury.

RELIGION: In keeping with the Duchy's very cosmopolitan and multi-cultural setting, many deities are worshipped here. The Duchy is unique among lands of the Flanaess with respect to the collection of Powers venerated by humans. Few and far between are the worshippers of lawful or martial deities, as the Duchy has had a relatively trouble free existence since the end of the Short War. Nature deities such as Beory, Ehlonna, Phyton, and Velnius join the brothers Celestian and Fharlanghn among the powers venerated throughout the Duchy. Most of the deities favored by bards also suffer no shortage of worshippers in this fair land, as Lydia, Lirr, Myhriss, Olidammara, and even the elven demigod Ye'Cind have followers in the cities [23].

Of the elven gods, Corellon Larethian is the most favored by the High Elves, and Sehanine and Hanali Celanil are also widely worshipped. Among the Sylvan folk, Solonor Thelandira and the human Power Ehlonna [24] have many followers, and there are a few who venerate Erevan Ilesere and Rillifane Rallathil. The gnome's most favored deities are Garl Glittergold and Baervan Wildwanderer, although Baravar Cloakshadow and Segojan Earthcaller also enjoy some adherents. The halfling communities tend to worship all members of the Children of Yondalla equally.

The priests within the Duchy are all given respect due their social status as in other lands of the Flanaess, but unlike many other regions, the priests have little political power, and probably don't desire any. Political machinations and intrigues generally don't concern the clergy of the aforementioned powers.

CULTURE: The cosmopolitan culture of the Duchy of Ulek is a result of the mixture of the best of many races. The cities and towns reflect the fine elven architecture, and the more traditional "tree-cities" of the sylvan elves in the Silverwood are among the wonders of the region. Utility and beauty are balanced in most things produced in the Duchy, and the citizens are immensely proud of this. Each town, city, and stronghold is graced with fine parkland carefully tended by its inhabitants, and each of these parks or gardens has in its center one roanwood tree [25].

One branch of people who prosper here are the half-elven. Half-elves are perhaps more common here than in any other place in the Flanaess, because the Duchy of Ulek is one of the few places where the strengths of both humans and elves are appreciated [26]. The human and half-elven bards of Ulek are among the finest in all of the lands due to their close association with elven minstrels. Courts of other lands often seek these bards, and to have a bard who is from the Duchy is thought to be a great coup for rulers across the Flanaess [27].

The Duchy is also known for its fine gnome gem-cutters, whose works are considered to be extraordinarily beautiful. Both semi-precious and precious gems from the Lortmils adorn the work of jewelry crafters, and the work (especially when set against silver worked by the elves of Celene) is very sought after, even in cities as familiar with fine work as Greyhawk.

A note should be made about currency within the Duchy. The primary currency found within the Duchy is that of the Keoish variety, which is not surprising, given the political and geographic relationship between the Duchy and the Old Country. The only coins that are minted by the Duchy are large silver coins known as silveroans. Within the borders of the Duchy they are equivalent in value to a gold piece, as they are very beautiful and have a smattering of platinum in them. The front of the coin displays the shield of the Duchy, except that an effigy of the Duke holds the cluster of arrows high above his head. Around the perimeter of the coin it reads "His Noble Radiance, Grenowen". On the back of the coin is displayed an intricate roanwood tree and the inscription in elvish "One Tree, Many Branches". These coins are prized among collectors, as they are some of the most well minted coins in the Flanaess, not minted in great batches, and are often worth more as a piece of art than as a mere silver piece elsewhere. Another interesting coin to be found in various places within the Sheldomar Valley is the Jurnrese bronze piece, equivalent to a copper piece in value, and honored within the Duchy's borders. This coin, like the Jurnrese silver and gold piece, has a square hole in the center of the coin. The unicorn sigil of an old Suel noble house (also evident on the County's coat of arms) is repeated around the periphery of the coin five times, and the obverse bears the motto
"Peace in Strength" in ancient Suel [28].

_______________________________________

NOTES

[23] I am not sure why Ye'Cind was added to the list of deities (GH98). She does fit in with the musical theme of the Duchy of Ulek. I just don't know why the name was deified by the game designers.

[24] I think it is an error to refer to Ehlonna as a "human power." According to the Guide, p. 66, she is patroness of all good sylvan folk "elven, human, or otherwise" and she typically appears as either a human or elf.

[25] The author makes the Duchy of Ulek sound like a fantasy utopia… Is it too perfect? Too cloying? You can almost imagine the elves, half-elves, gnomes and halflings singing together, joining in an impromptu musical performance as they go about their daily tasks and welcome visitors. But this is always the problem with detailing good-aligned places. How do you make it interesting, without introducing discord and conflict of some sort? A fine example is Tolkien's Rivendell, which is a "good place" that is neither boring to read about nor disgusting in its goodness. Unfortunately, Tolkien's vision is so mimicked that it has become cliché in the fantasy field (what an understatement). But it is still closest to my view of places like the Duchy of Ulek and Highfolk. The single roanwood tree in the center of every town is a nice touch.

[26] Here is the important reference to the high numbers of half-elves and people with elven blood in the Duchy of Ulek. It might make for interesting reading to do an essay about the varied life spans of those with mixed-blood..
A wonderful, fresh treatment of half-elves, and fairy creatures in general, can be found in Jack Vance's Lyonesse trilogy. Such an unconventional vision might work wonders for this setting.

[27] I like the addition of the skill of Uleki minstrels (my new idea for a magic item: the Uleki ukulele). I would like to see more on song-based magic in the WORLD OF GREYHAWK. Who are the most powerful magic-wielding bards? The "Rhymers of the Blackfens" (from Dance of Demons, p. 26)? The idea of powerful music-related magic hearkens back to the Finnish and other Scandinavian mythological elements of fantasy. Notice the similarity in the names Mordenkainen and Vainamoinen, of Finnish myth.

[28] It is nice to see this Suel motto, considering the predominant human racial strain is Suel. According to the Guide, p. 14, the human strain is more Suel than anything else, then Flan, then Oeridian. And the humans are sublimated to the large demihuman population as well (human racial strain is given in parentheses).

Re: WG, Iggwilv, FAQ, and Arneson

Date sent: Thu, 25 Sep 1997 22:10:15 -0700
Send reply to: The GREYtalk Discussion List GREYTALK@MITMVA.MIT.EDU
From: Keith Smith KeithASmith@WORLDNET.ATT.NET
Subject: Re: [GREYTALK] WG, Iggwilv, FAQ, and Arneson
To: GREYTALK@MITVMA.MIT.EDU

Maybe the reason mage’s can use wands is so that in the thick of battle it’s usually easier to discharge a wand then cast a spell. Plus allowing the mage to cast many more of them then he can memorize. Depending on the charges, of course!

Keith

>From: SCOTT CASPER casper@EMAIL.DOM.EDU
>To: GREYTALK@MITVMA.MIT.EDU
>Subject: [GREYTALK] WG, Iggwilv, FAQ, and Arneson
>Date: Thursday, September 25, 1997 3:40 PM
>
>I’ve got a few quickies this time.
>
>The Village of Hommlett may never have carried the WG1 label, but it
>certainly deserved to. No other of those early modules gave you such
>a glimpse of everyday life in the campaign world. Of course, we
>didn’t all appreciate it when we were kids. I can recall a certain
>player giving the game a poor review because “there’s nothing but
>farmers in it to kill.”
>
>Paul J. Stromberg has enlightened us to GREYHAWK’s most carefully
>guarded secret, only hinted at in the 1978 printing of Lost Caverns.
>Iggwilv is a CROSS-DRESSER! Now that’s something Forgotten Realms
>doesn’t have yet. Still, was that really worth $142? Hmm…
>
>I don’t care for the FAQ, or at least the biased criticism that
>Gargoyles and Child’s Play receive there. They are fun adventures,
>and maybe some people should try playing them instead of flaming
>them. Anyway, I just feel the FAQ should be more objective.
>
>Gary Gygax wrote that firearms and wands for fighters were added
>to the old Chainmail and Greyhawk supplements because Dave Arneson
>insisted on them. I’d say Arneson was right on the money. I’ve
>always argued for firearms in previous posts, but it also never made
>a lot of sense to me that only magic-users could use most wands.
>Wands are just “magic batteries” that discharge an effect on command;
>it shouldn’t require years of training to do that. Plus, magic-users
>are the least likely to need them, because they can already memorize
>the spells. I can kind of see a game balance reason behind the wand
>restriction, but does anyone have a “logical” reasoning for this?
>
>Scott “Volstagg” Casper
>
>Currently revising the Monster Manual. Got as far as C.

Wednesday, February 18, 2009

The Annotated Duchy of Ulek, part 2

Date: Thu, 11 Nov 99 17:29PM PST
From: Gary Welsh Add To Address Book Add To Junk Mail Blocker
To: GREYTALK@MITVMA.MIT.EDU
Subject: [GREYTALK] The Annotated Duchy of Ulek, Part 2

ECOLOGY: The forests of the Duchy of Ulek are in geographical positions that give them the best mixture of tree species from both what are considered typically Central and Southern woods in the Flanaess [14]. The following list details the most important species to be found within the Duchy: apple, apricot, ash, bay, beech, briar, bronzewood, camphor, cedar, cherry, chestnut, chokecherry, crabapple, elder, elm, fig, galda, grapefruit, gum, hawthorne, hickory, hornwood, ipp, ipt, kara, larch, lemon, lime, locust, mangrove, maple, mulberry, myrtle, oak, olive, orange, peach, pear, phost, pine, plum, poplar, roanwood, thorn, tulip tree, usk, walnut, willow, yarpick, and yew. There are also the semi-intelligent and carnivorous plants to be found in remote areas of the forests. Choke creepers, hangmen trees, giant sundews and kampfults won't hesitate to end the life of an unwary or wounded adventurer.

Although the Duchy is a relatively safe land, there are the odd encounters with dangerous life-forms. Humanoids are virtually non-existent within the borders of this country, and large groups of humanoids haven't walked the plains of the Duchy since before the Hateful Wars. There do remain hidden pockets of some humanoid races, though none are larger than orcs or bugbears..

The smaller races, such as kobolds, jermalaine, xvarts, and goblins tend to fare better, though the most common humanoid plaguing the forests are the elusive kech. Igundi, skulks, kenku, adherers, and dopplegangers have also found a niche in various parts of the Duchy. Needlemen plague the Silverwood like few other places in the Flanaess, thriving on the predominance of elves..

Also among the tiny creatures of the land are gremlins, fremlins, galltrits, killmouli, and booka, though the latter two are much more tolerable than the members of the gremlin family. It is more common to encounter wild herd animals on the plains, and on occasions, their monstrous variants. Predatory animals, such as brown bears, wolves, lions, cougars, and coyotes can also be found in more isolated areas of the Duchy.

Among the true monsters, there is no shortage of isolated hazards. Anhkegs and ant lions are known to grab unwary travelers on the plains, and in the depths of the forest, owlbears can make short work of loggers, elves, and adventurers alike. In addition, encounters with stag, slicer, or the fearsome deathwatch beetle are not unheard of either. Finally, zygraats are a bizarre looking creature that can be found in both woodlands, as they prey on the faerie creatures within. The truly worrisome monsters are few and far between. On occasion, a solitary wyvern will terrorize the hillsmen and their herds. There are rumors that a red dragon or two may still lair within the Lortmils, but such creatures would have to be crafty and secretive indeed to avoid the attentions of their eternal enemies, the dwarves. It is highly doubtful that any dragons reside in either the Axewood or the Silverwood. If such a beast did, however, it would be unusually intelligent, powerful, and careful, to be able to avoid the attention of the elves and the good aligned creatures of those woods. Whether or not any Greyhawk dragons have taken up residence in Tringlee or Waybury is another unknown.

There are no large, stationary bodies of water within the borders of the Duchy, and the Sheldomar River and its tributaries are well traveled and safe. There is an abundance of fish species, and fisherman and adventurers alike should be aware of the dangers presented by some of the giant members of certain of these fish, notably catfish. In the slower moving shallows below Niole Dra, dragonfish are also a lethal hazard to unprotected feet wading in the water. Nereids and water nagas are not unheard of in some of the remote areas of the rivers, especially where the Sheldomar passes through the Axewood. Fortunately, there is not much to fear from more exotic and dangerous water-based predators, as there is little room and even less tolerance by the people who inhabit the shore communities for such creatures..

Perhaps the most common "monster" that rears its ugly head every so often is the giant snapping turtle, and crocodiles bask on the banks of the Kewl below Silverbend. There are exceptions to this, when some ocean going monster travels north up past Gradsul and into the Sheldomar.

Sylvan and faerie creatures thrive in this land. Brownies, buckawns, atomies, grigs, sprites, quicklings, pixies, mites, snyads, faux faeries, leprechauns, and stwingers all inhabit the forested areas of the eastern Sheldomar Valley, seeming to exist for the sole purpose of harassing the forest's larger two-legged inhabitants. Pseudodragons and faerie dragons also haunt the woods, and dryads, nymphs, and korred reside in remote glens [15]. There is also a significant population of centaurs and voadkyn, and no shortage of treants within the Silverwood [16]. A truly lucky soul might even catch a glimpse of the rare unicorn, which also is known to inhabit that rich woodland

POLITICS: When the Duchy became independent of Keoland, the high elves elected Grenowen to the office of Duke and established the capital in the old provincial seat of Tringlee [17]. Although members of the other races within the Duchy have always contributed their part to governing the land, there is no doubt that the high elves collectively, and the high elven nobility specifically, are the true political force. The Duchy of Ulek is therefore fairly representative of the high elven philosophy of government and the Duke will continue to hold power only as long as the majority of elven nobility supports him. If this support falters, any other elven noble could be elevated to the position of Duke or Duchess of Ulek (although it would take a lot for this to happen, and Grenowen has yet to face a serious threat to his office). And the nobles would then be responsible for naming a new candidate to head the nation [18].

The Duke and his cabinet are responsible for handling matters which affect the entire realm, such as international relations and trade, and the maintenance of a national military [19]. The local nobility of a given area, be they of whatever race, are responsible for all local governance. Waybury is of note in this regard, as over the years as it has increased in population it has increased its political influence, and is considered a seat of human influence within the Duchy [20].

Three times a year, the Convocation of Lords is held. During this time, matters of national concern are presented to the elven nobility, and they give suggestions to the Duke on how to handle matters. The Duke also announces any policies he has decided upon which affect the entire realm. There are also influential advisers of other races that Grenowen may call upon, and the Duke is quite good in tapping the experience and wisdom of others [21].

During the month of Lacysnows the third meeting of the year, the Convocation of Branches, is held. Here the nobility votes on whether or not they will continue to support the Duke by laying switches from the prized ipt trees on the ground in two piles-one for those who favor the Duke, and one for those opposed. Although it is entirely possible for any individual noble house to oppose the Duke actively, this has never carried to the point of warfare. The Duke may resign his post at any time he desires, at which point in time a special Convocation of Selection would be called.

The Duke is responsible for appointing a cabinet to oversee national matters..
This cabinet may be composed of any number of officers that the ruler deems necessary to deal with the issues facing the country. Cabinet members must be selected from the Elven nobility, and their upkeep is provided by their family (national taxes in Ulek are only for keeping up ambassadors and a standing army, all other taxes are set by and paid to local nobility). At present the Duke's Cabinet includes The Lord of War, The Lord of the Treasury, The Lord of Merchants and Trade and The Lord of Embassy. This last member of the cabinet is responsible for keeping track of ambassadors to the Duchy and for appointing ambassadors and keeping up embassies from the Duchy..

Some have speculated that these offices are often little more than figureheads, as any important decisions are often laid before all the nobles for debate [22]. And as in other things, the Duke often calls upon members of other races throughout the Duchy for their opinions and advice.

There are no hostile nations bordering the Duchy, as they maintain good relations with Keoland and The Old Country's other former lands, from the Gran March to the Principality of Ulek. In addition, the Duchy of Ulek maintains a working relationship with many of the dwarven clans of the Lortmils and of course, has always had a strong kinship with the elven nation of Celene, though this has been subject to internal strain since the Greyhawk Wars.

Although several hundred miles away, Grenowen is well aware of the danger the Empire of the Pomarj presents to all of the Ulek states. Many troops and adventurers journey southeast from the Duchy to aid the forces of the Principality of Ulek in their struggles with Turrosh Mak. Another tangible threat to the Duchy of Ulek - and all good lands of the Flanaess - is the Scarlet Brotherhood. After the Greyhawk Wars, everyone took note of this sinister organization, including Duke Grenowen. Lastly, there are those who remember Keoland's imperialistic era, and are wary that some future king might want to return Keoland to its former glory.

___________________________________

NOTES

[14] Although it is a very minor point, I disagree with this. The Duchy of Ulek is in the 30-34 degrees latitude range, at a fairly high altitude. This makes it a pretty temperate zone. I take the Southern Woods of the Flanaess (as given in the Guide) to mean trees from those areas we would call subtropical - or Mediterranean - and warmer. Olive trees, for example, won't grow that far inland/away from the sea.

[15] This listing of creatures seems appropriate, considering the standard encounters for Axewood and Silverwood use the Faerie encounter tables (Glossography, p. 12).

[16] Treants also appear in the Silverwood encounter tables, in the Glossography, p. 12.

[17] There's that word elected, again. I think it is more likely that they did not establish a new seat of government, but rather just transformed the old provincial capital into the new sovereign capital.

[18] This sounds a bit closer to a fantasy medieval style of government. A group of noble peers (lacking a clear sovereign) very well might gather to appoint one of their own to the most preeminent position.

[19] This sentence makes the Duchy sound awfully modern. Maintaining a national military? I think it is better to say they have the liege-vassal system. The manpower of the standing army is contributed to by the vassals, in men-at-arms or a substitution fee (like scutage). As far as international relations -- I'd rather think the Duke has heralds and envoys, and trusted advisors, but not a cabinet.

[20] Another facet of the Duchy's politics that could be mentioned is the high number of half-elves and humans who have elven blood. In the Guide, p. 39: "Many of the inhabitants of the land are partially elven, and the remainder are well-disposed to demihumans." It is important to stress the full political integration of races in the Duchy of Ulek - the author does address this point later in the "Culture" section.

[21] I like the idea of the Convocations, or noble councils. Three a year may be a lot, for elvenfolk.

[22] As I've said before, I don't like the idea of this 'cabinet' at all. It is too modern, or Renaissance-sounding, for my tastes. Let's keep it more medieval and vital. The nobles have battle-readiness as their primary function and purpose. They are the ones who command the troops, collect the taxes, and oversee trade and local justice. The Duke himself (or a noble on his behalf) receives foreign embassies or visits foreign sovereigns, to decide on affairs of state.

[CONTINUED FROM HERE IN PART 3]

Re: Taras' reply to the Duchy of Ulek

Date: Thu, 11 Nov 99 17:12PM PST
From: Taras Cranden-Guarhoth Add To Address Book Add To
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] Taras' reply to the Duchy of Ulek

> II: Well Taras, that is mostly unchanged from Steve's article. And at this time, I have no good defense against your point (as I usually saty out of the history arguments). Perhaps Steve does. It is definitely clear though that there is a mix of Suel and Oeridian that dominates the Sheldomar, and
> this mix is in varying proportions depending upon whta country we're talking
> about.

Eh, it's not my area of the world, so I'm a tad behind on quotes for it.
Now, if we were talking Aerdy, I might be able to recite page numbers off the top of my head. But, we're not, and I'm feeling particularily unambitious (hey, I already had to go play with hexes, trying to get those map coords for you, what more do you want?), so I'll hunt for them some other day. :)

> II: Hehe. I brought this up with Steve as well. If such a forest did exist,
> then what happened to it? He said that perhaps Vecna had a hand in such wholesale destruction. If it was due to immigrating humans, then IMO the native elves wouldn't have had such good relations with the people of the Ulek states.

Nah, it was the Plains Elves. Then the other elves invited the Suel, Flan, and Oerids in to kick the plains elves out. The humans went so far as to drive them underground, where they eventually became the drow. That's where your forest went. :P

Actually, given some quotes about Vecna that I've been reading lately, he is the best choice for a deforester...he did sack Fleeth, and cut off everyone's head as a kinda sick joke on the people who were pleading with him to allow them to surrender. Oh, and he devestated Mara when their chieftan refused to pay the tribute of heads (why was Vecna collecting heads?) one year. Nice guy.

> T: Errr...wouldn't that leave them especially open to, say, bribery?
>
> II: But when rulers have all the power and money, who's bribing them?

Well, you don't exactly bribe the guy with no power, now do you? That'd be kinda pointless... :) As for the money, well, since only elves can be nobles, according to your write-up, do only the elves have money? Somehow, I think there are some weathy human, gnomish, whatever species merchants kicking around the place who have no titles to their name. They'd be the ones bribing the officials.

> II: What page is that info on? That seems awfully north to me (looking at the Darlene Map) and way too close to Courwood. I can't believe that the elves in Celene would allow orcs to claim that vast swathe of the Suss.
Also we (the Triad) do have some liberties with the difference between that
> reference (585 CY) and the current campaign time (591)

It's on the inside cover of the Atlas of the Flanaess from the FtA boxed set. It's got lots of political borders on that map. And, well, why the Pomarj got all that land, and what happened to Courwood was the source of at least one debate...check the archives...you might find a good answer there, one that might give you some ideas for adventures in the area. :) As for the pass, providing I did these hex number things correctly, it seems to wind through the Lortmils from hex S4-105 to R4-101. Not a huge border with the Duchy, but it does exist. Right on the only real path to Celene.

> II: Again I find it hard to believe that Turrosh Mak effectively holds land
> that north. If it is so I agree.

Who says he holds them effectively? They're humanoids...they can hold the mountains better than elves, and there are plenty of holds for them to have worked their way into...of both pre- and post-Hateful Wars construction. I find it quite concievable that they could hold the Lortmils...it did take the concentrated efforts of just about every nation surrounding that chain to drive the little buggers out in the first place, after all.

> II: Yup. I just didn't know whether to include that or not, as WG8 is "non-canon" (though I'd love to "steal" Jurnre, but it doesn't fit as a substitute for Waybury or Tringlee)

You know, that's scary. I just guessed that Rhola would be a Unicorn...I'd completely forgotten about the Jurnre entry in FoI... :)

> II: Yeah, it was. I used Steve's stuff wherever possible. And I admit I'm no
> expert on elven culture or politics, and certainly any of you "dandelion-eaters" out there are more than welcome to comment and give suggestions.I know about the trees. That was taken from the '83 box set,
and in addition considering the importance of roanwood and ipp trees, the
> descriptions from that set need to be added as well. I would like to see that 83 info on a common website so every Triad doesn't have to type the same stuff. Thanks again.

Well, hopefully, if more triads follow your lead, and post some material here, y'all can start to get an idea of how the other triads are doing the culture in the area...so you can get more info on it...it wouldn't seem right to have someone go ahead and do something resembling medieval France...and then across the river, it looks more like the Aztecs...and I'm sure players would notice that, too... :)

==
Taras Guarhoth, Sage of House Cranden
http://www.bestweb.net/~guarhoth/

Get paid to surf the web:
http://www.alladvantage.com/go.asp?refid=FMU289

Re: Why there's no Furyluna

Date: Wed, 3 Sep 1997 13:25:12 +0200
Reply-To: gratrul@sud005.ericsson.se
From: Truls Pdrsson gratrul@SUD005.ERICSSON.SE
Subject: Re: [GREYTALK] Why there’s no Furyluna
To: GREYTALK@MITVMA.MIT.EDU

John Argenziano wrote:
--->>
This is a good question. I’m interested to see how others handled the situation. Here’s what’s happening in my (Pre-War) campaign:

The PCs are from the C of Ulek, and don’t know too much about Furyondish high politics. They free Thrommel from TOEE, and travel with him to Verbobonc. There they learn that two years ago, King Belvor (a widower) married Lady Jolene himself in order to preserve the Furyondy-Velunic political alliance. [This type of behavior was not uncommon in real-world medieval courts.]

[Snip]

This has left the PCs in the middle of a potential civil war between two largely-LG and well-meaning factions. [Note to DMs: You should see them squirm.]

And all the while, Iuz sits laughing on his seat of bone.

Thoughts?
----<<<
I like this a lot. A good way to show how good can end up fighting good. My mind directly turns to the possible reactions by other nations. Like the Shield Lands and Highfolk.
Now the Shield Lands would probably try to remain neutral but active somehow trying to negotiate, they don’t want a shattered Furyondy as their own position is rather perilous. But a strong Furyondy wich is in debt to them would be ideal.
As for Highfolk it becomes a tough choice. They need a strong Furyondy to protect them against Iuz, but should they really get involved. What about the elven knights of the Hart will they side with there human brothers or sit it out. Should they aim for a position as mediators?

What of Dyvers, would they be pressed to choose side and economically support one side. If they choose wisely they would secure their independence for the future, if not they could risk an attack by the winner. Though it would be best to avoid taking sides, that might not be an option due to inner pressure, (Belvor is the rightful king or Thrommel has promised us increased trade). Or maybe one of the southern nobles are pressing them trying to get at their lucrative trade position in one way or another.

And what about Verbobonc, and the general populace of Veluna and Furyondy could they be made to take sides. Both Thrommel and Belvor would think twice before attacking their own peasants.

Iuz is not to be forgotten he would not only laugh but he would actively sow dissent among the factions, and spread lies something he is very good at.

And all this because a bunch of PCs happened to find and free a prisoner in a temple. Hmmm maybe lawful PCs should get a xp penalty for causing this chaos :-)

Comments?

-Truls

Oh by the way:

Ronald Melvin Gaw wrote:

>Is anyone interested in seeing material related to the original ‘Sinister Secret of Saltmarsh’ series?
---snip---
>Most importantly, does anyone care if I do this?

Yes we do care! And I personally would love to see this. My players finished U1 but blew it in U2. Being captured by the Lizard Men before even getting into the caves.

One day they will learn not to camp close to the monster lair. I would say once in blue moon, but in greyhawk that is quite often.

--

Truls Parsson Ericsson Radio Systems
Tel. +46 8 7573909 Sundbyberg
Fax +4684043990 ERA/LZ/LI

Monday, February 16, 2009

Re: The Duchy of Ulek "source document"

Date: Wed, 10 Nov 99 04:55AM PST
From: sander Add To Address Book Add To Junk Mail
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] The Duchy of Ulek "source document"

> Date: Tue, 9 Nov 1999 17:10:52 PST
> From: Immaculate Image
> Subject: The Duchy of Ulek "source document"

> Before I continue, I first have to credit Steve Wilson, who kindly allowed our Triad to use his Duchy of Ulek article from the Codex as the basis for our own purposes.
>
> Also if anyone is interested in contributing in any way, especially if you live in GA, get in touch with me.

I'm presently not in GA, indeed, I am quite far from it...

But I just love the Ulek states. There are lots of comments below. I have somewhy a feeling that some of these are due to the insufficent fleshing out of the County and Principality of Ulek.

> Slash it and smash it, baby, 'cause here it is....
>
> ULEK, DUCHY OF
> Ruler: His Noble Radiance, Duke Grenowen of Ulek
> Capital: Tringlee (pop. 14,800/ hex S4 -107)
> Major Settlements: Waybury (13,500/Y4 - 107), The Crossroads (4,100/W4 -109), Silverbend (3,200/U4 - 111)
> Population: 28,000

Wait a second. 14800+13500+4100+3200=35600 which is quite a bit more than the total population. Hence the total population should be increased.

> Demi-Humans: High Elves (12,500), Sylvan Elves (5,000), Gnomes (5,000), Tallfellow Halflings (2,500)

Shouldn't humans be listed here? After all, there are 25000 demihumans which leaves only 3000 humans. Unless teh population count is increased (see above).

> Humanoids: None
> Resources: Foodstuffs, Cloth, Electrum, Gems

And the rest of the writeup continues to totally ignore both foodstuffs and cloth, even though these are listed as resources and should thus be important.

> National Alignment: Chaotic Good

[big snip]

> already separate Ulek states and granted them their "independence." The High Elves in the northernmost portion of the province chose Grenowen to be their Duke. It was Grenowen who dared the mountains to the east, and more importantly, the illusion ridden and heavily guarded lands of
>Celene, to bring word of the plight of the elves of Ulek to the queen.

Is there an offical view of Grenowin or even a write-up?

> The High Elves of the northern third of Uleki province established the capitol for their country in one of the old Provincial Seats, in Tringlee.
> After a short while, Keoland welcomed this new government, recognizing the wisdom in local rule.

The wording amlmost sounds like it resulted in civil reforms in Keoland...

> The opening of neighboring Celene proved prosperous for the Duchy.
> Celene's fine products flowed exclusively through the Duchy into the rest of the Flanaess, and this trade, when added to that of the Duchy's own products, brought great wealth into the land. Up until the time of the Greyhawk Wars, the Duchy prospered. It is the most accessible of
> all elven lands to humankind and other demihumans, and this atmosphere has made the Duchy and the Duke popular both in his lands and abroad.

Meaning? Now that the GHW are over and Celene is not so open, what about the trade? As such a trade would also bring additional wealth into not only the Duchy of Ulek but also Celene, the merchants and anybody connected to them are going to be grumbling if it has stopped entirely, and would probably create a fair bit of smuggling. If it continues but is limited by say requiring a special royal permit or somesuch, it would create some smuggling and quite a bit of intrigue.

Which are IMHO excellent story leads.

[snip]

> southern lands. These nobles are also strongly in support of the Knights of Luna in Celene, and desire to help change Celene's isolationist policies. There is even some radical talk, that the Queen
> should be "forced" into agreeing to aid both Furyondy and Veluna to the north and the Principality of Ulek to the south. The Duke favors a more conservative diplomatic approach with regard to Celene and the solution of these problems.

IMC the Knights of Luna came to be due to advice by a Duchy noble to some nobles of Celene who like the atmosphere in the Duchy quite a bit more than the overly conservative atmosphere in Celene. The problem with providing help to foreign states is that your own forces get to see how others live...

[snip]

> dwarves, and gnomes of these mountains are supported by the Ulek states, less actively by Celene, and indirectly by small tribes of aarakocra that fly the central spine of the Lortmils. The wealth of the Lortmils
> is great, with excellent gems, ores, and precious metals. Some of the dwarven clan leaders are said to be as rich as princes, and are approached by emissaries from Furyondy and even Nyrond for aid. Dwarves
> are not, however, susceptible to such overtures.

Hmm... Not listed above in resources.

[snip - Rivers]

> Two ancient woodlands grow within the borders of Ulek, the remnants of the once great forest that spanned the length of the Sheldomar Valley from the Dim Forest hundreds of miles to the north, and the Dreadwood which lies hundreds of miles to the south. The Axewood is a small forest
> that straddles the border of Keoland and the Duchy of Ulek some 150 miles west of Tringlee and 60 miles north of Niole Dra. Wood elves and treants dwell here, as well as a number of small sprites (atomies and grigs). The other forest, the Silverwood, lies entirely in the confines

Somebody should work on those.

> of the southern reaches of the Duchy. Lying between the Sheldomar and Kewl rivers, this wood is home to some 3,000 sylvan elves and other demihumans (gnomes and a few halflings). The elves are said to nurture

Forest dwelling halflings?

[snip - additional forest]

[snip - roads, got to check it out on a map]

> ECOLOGY: The forests of the Duchy of Ulek are in a geographical position that tends to give them the best mixture of tree species from both what are considered typically Central and Southern woods in the Flanaess. The following list details the most important species to be found within the
> Duchy: apple, apricot, ash, bay, beech, briar, bronzewood, camphor, cedar, cherry, chestnut, chokecherry, crabapple, elder, elm, fig, galda, grapefruit, gum, hawthorne, hickory, hornwood, ipp, ipt, kara, larch, lemon, lime, locust, mangrove, maple, mulberry, myrtle, oak, olive,
> orange, peach, pear, phost, pine, plum, poplar, roanwood, thorn, tulip tree, usk, walnut, willow, yarpick, and yew. There are also the

The list is extensive. As there aren't for some reason the average temps by months listed [actually, this would be a very usefull information. Climate should always come first before ecology.] it is hard to say whetever all the trees would actually grow there. I am suspicious of apricot, orange, maybe also lemon. And I don't know all the other trees listed 8-(

> semi-intelligent and carnivorous plants to be found in remote areas of the forests. Choke creepers, hangmen trees, giant sundews and kampfults won't hesitate to end the life of an unwary or wounded adventurer.

These invariantly creep up.

> Although the Duchy is a relatively safe land, there are the odd encounters with dangerous life-forms. Humanoids are virtually non-existent within the borders of this country, and large groups of
> humanoids haven't walked the plains of the Duchy since before the Hateful Wars. There do remain hidden pockets of some humanoid races, though none are larger than orcs or bugbears. The smaller races, such as kobolds, jermalaine, xvarts, and goblins tend to fare better, though the
> most common humanoid plaguing the forests are the elusive kech. Igundi, skulks, kenku, adherers, and dopplegangers have also found a niche in various parts of the Duchy.

Way too many humanoids imho, especially considering the population toll of none. Sounds a lot more like 'small numbers of just about any small humanoid race can be occasionally be found'.

> Needlemen plague the Silverwood like few other places in the Flanaess, thriving on the predominence of elves. Also among the tiny creatures of the land are gremlins, fremlins, galltrits, killmouli, and booka, though the latter two are much more tolerable than the members of the gremlin
> family. It is more common to encounter wild herd animals on the plains, and on occasions, their monstrous variants. Predatory animals, such as brown bears, wolves, lions, cougars, and coyotes can also be found in more isolated areas of the Duchy.

Brown bears are omnivores. Cougras would probably live in the lortmils (but seeing as bears and lions live in mountainous areas as well - counsider their former populations in italy, greece and spain) I'm not sure if there would be a niche for cougars. And I would definately leave coyottes out.

> Among the true monsters, there is no shortage of isolated hazards.
> Anhkegs and ant lions are known to grab unwary travelers on the plains, and in the depths of the forest, owlbears can make short work of

Owlbears are cool.

[snip]

> rumors that a red dragon or two may still lair within the Lortmils, but such creatures would have to be crafty and secretive indeed to avoid the attentions of their eternal enemies, the dwarves. It is highly doubtful that any dragons reside in either the Axewood or the Silverwood. If such
> a beast did, however, it would be unusually intelligent, powerful, and

This all leaves out the various neutral and good dragons. Considering the whole galore of those that exist...

> careful, to be able to avoid the attention of the elves and the good aligned creatures of those woods. Whether or not any Greyhawk dragons have taken up residence in Tringlee or Waybury is another unknown.

> There are no large, stationary bodies of water within the borders of the Duchy, and the Sheldomar River and its tributaries are well traveled and safe. There is an abundance of fish species, and fisherman and

The rivers are first declared safe...

> adventures alike should be aware of the dangers presented by some of the giant members of certain of these fish, notably catfish. In the slower moving shallows below Niole Dra, dragonfish are also a lethal hazard to unprotected feet wading in the water. Nereids and water nagas are not
> unheard of in some of the remote areas of the rivers, especially where the Sheldomar passes through the Axewood. Fortunately, there is not much and then it sounds like nobody would go near the rivers, at least not without arming themselves to the teeth. There aren't all that many remote areas of the rivers either.

> to fear from more exotic and dangerous water-based predators, as there is little room and even less tolerance by the people who inhabit the shore communities for such creatures. Perhaps the most common "monster" that rears its ugly head every so often is the giant snapping turtle,
> and crocodiles bask on the banks of the Kewl below Silverbend. There are

Crocodiles? I am afraid that it would be a bit too cold for crocodiles, or the region (at least the south cost keoland and the principality) are quite a bit warmer than considered before. Note that the critical part here is temperature in the winter. That's why crocodiles don't in real life live on the northern cost of the Mediterannean but do live in Egypt.

> exceptions to this, when some ocean going monster travels north up past Gradsul and into the Sheldomar.

There ius a *long* way up from Gradsul and the water of teh river that may well be somewhat brakish down near Gradsul is definately not so up there, which would discourage the monsters to move too high up the river...

> Sylvan and faerie creatures thrive in this land. Brownies, buckawns, atomies, grigs, sprites, quicklings, pixies, mites, snyads, faux faeries, leprechauns, and stwingers all inhabit the forested areas of
> the eastern Sheldomar Valley, seeming to exist for the sole purpose of harassing the forest's larger two-legged inhabitants. Pseudodragons and

Well, this is a clear case of size-chauvinism.

> faerie dragons also haunt the woods, and dryads, nymphs, and korred reside in remote glens. There is also a significant population of centaurs and voadkyn, and no shortage of treants within the Silverwood.
> A truly lucky soul might even catch a glimpse of the rare unicorn, which also is known to inhabit that rich woodland.

If there is a significant population of centaurs, why aren't they listed in population? Why do they live in the forest? Horses don't normally...

POLITICS:

[snip - high elves rule the land, esp. the nobility]

> The Duke and his cabinet is responsible for handling matters which affect the entire realm, such as international relations and trade, and the maintenance of a national military. The local nobility of a given
> area, be they of whatever race, is responsible for all local governance.
> Waybury is of note in this regard, as over the years as it has increased in population it has increased its political influence, and is considered a seat of human influence within the Duchy.

At which point it springs to my mind that

> Three times a year, the Convocation of Lords is held. During this time, matters of national concern are presented to the elven nobility, and they give suggestions to the Duke on how to handle matters. The Duke
> also announces any policies he has decided upon which affect the entire realm. There are also influential advisers of other races that Grenowen may call upon, and the Duke is quite good in tapping the experience and wisdom of others.

Here is a contradiction. Shouldn't the elven be droped from in front of the nobility? Otherwise Waybury and the gnomes and halflings and humans would have no political influence.

> During the month of Lacysnows the third meeting of the year, the Convocation of Branches, is held. Here the nobility votes on whether or

As here is just nobility, not specificly elven nobility the previous paragraphs should be corrected.

> not they will continue to support the Duke by laying switches from the prized ipt trees on the ground in two piles--one for those who favor the Duke, and one for those opposed. Although it is entirely possible for any individual noble house to oppose the Duke actively, this has never
> carried to the point of warfare. The Duke may resign his post at any time he desires, at which point in time a special Convocation of Selection would be called.

How is the succession of the Duke handled?

[snip - the cabinet]

> There are no hostile nations bordering the Duchy, as they maintain good relations with Keoland and The Old Country's other former lands, from the Gran March to the Principality of Ulek. In addition, the Duchy of Ulek maintains a working relationship with many of the dwarven clans of
> the Lortmils and of course, has always had a strong kinship with the elven nation of Celene, though this has been subject to internal strain since the Greyhawk Wars.

The Duchy has quite a lot of gnomes in it's lands. Why not expand and (peacefully) get the dwarves to join in? Indeed, how much are the dwarves concerned who considers the surface area their own?

> Although several hundred miles away, Grenowen is well aware of the danger the Empire of the Pomarj presents to all of the Ulek states, and many troops and adventurers journey southeast from the Duchy to aid the forces of the Principality of Ulek in their struggles with Turrosh Mak.

Also a good reason to prod the Lortmils dwarves to join the Duchy.
Especially as teh Duchy is providing help to other dwarves and is clearly friendly to various races.

> Another tangible threat to the Duchy of Ulek, and all good lands of the Flanaess is the Scarlet Brotherhood. After the Greyhawk Wars, everyone took note of this sinister organization, including Duke Grenowen.
> Lastly, there are those who remember Keoland's imperialistic era, and are wary that a future king might want to return Keoland to its former glory.

Something they share in common with all the other border areas of the Keoland. A good reason for co-operation.

> MILITARY: The military of the Duchy is small but effective, and is noted for its many high elven fighter/mages. The most common activity performed by the army is patrolling the plains of the Duchy, and at most times some 25% of the total force is out on patrol. At any given time,
> the size of the army ranges from 1000 to 2000 strong. Perhaps half of this total is comprised of humans, another quarter high elves, and the

Considering that there may be as few as 3000 humans in the Duchy, a very significant portion of humans are in the military.

> other races of the Duchy make up the balance. About 30% of the total force are comprised of medium cavalry, and heavy and light cavalry make up an additional 15% each. The Duchy is renown for its cavalry, and it serves the needs of the country quite well.

Well, cavalry is not usefull on mountainous or mostly hilly lands or in the forest. The needs of the Duchy for cavalry?

Besides, what exactly is 'medium cavalry' in Flannaess?

> Another 30% of the total force comprises mixed infantry, who serve to defend cities and fixed positions, or hold ground allowing the cavalry to engage an enemy. Elven infantry tend to prefer the long sword and bow, while human troops tend to be crossbowmen and billmen. The
> halflings and gnomes troops use short swords and hand axes (although halfling troops also carry slings). The final 10% are considered specialists, and include rangers and archers from the Axewood and
> Silverwood, as well as priests, mages, scouts and gnomish sappers. These

Sappers?????

> forces do not include city guardsmen or personal guards of either the leadership or the nobility.
>
> In addition to this, each elven noble house (of which their are quite a few) generally has a household force which may number from 30 to 100 men at arms. These troops are armed by the whim or need of the elven lord or lady to whom they owe allegiance. In addition to this, it is possible

This suggests that:
a) nonelven nobility / leaders don't have armed forces
b) towns don't have their own forces

> for Duke to issue the call for the "Grand Host of Ulek". This includes all of the forces of the elven lords and an additional 25 to 50 civilian men or women from each noble's holding capable of bearing arms holding.
> This force may number up to 5,000 strong.

> The Duchy is loath to spend money on mercenaries to train new troops, and instead recruits veterans from the military to spend
Hiring mercenaries for training? A novel thought.

> one-year rotations in training camps as instructors. This saves the Duchy money as well as promoting trust and morale among the army. And rather than maintaining expensive (and unnecessary) fortresses
> throughout the Duchy, patrols normally billet with local city guards or
Especially considering that the local lords are bound to have their own castles and the villages and towns to have their own protections that they can maintain themselves.

> form camps near smaller towns and villages. The primary training base of the Duchy's forces is known as The Crossroads. This fortified town is centrally located at the intersection of the Sheldomar Pike and the Duke's Road, and the wide open grasslands are excellent for training
> young horsemen and raising steeds to serve in the cavalry. The expansive plains of the eastern Sheldomar Valley also provide excellent opportunities to work on combined tactics and maneuvers, including battlefield magic. Most patrols originate from this base, and at any
> given time nearly half of the strength of the army is located here. When

Now take a look at the map, and place 25 dots (1000/2=500, minimum patrol size is 10, and there are bound to be ~250 soldiers in the towns). If the patrols are smaller, place less dots.

> a particular formation or unit is preparing for a tour of the Pomarj border, they will frequently train in this area prior to deploying to the Principality of Ulek.
>
> Since the Greyhawk Wars, there has been an additional military burden taken up by the Duchy: forwarding a force to assist in patrolling and maintaining the Principality of Ulek's border with the Pomarj. This force is typically about 200 members strong, and is comprised of the
> same percentage makeup as the rest of the army. This force typically rotates every six months and is self-supporting while in Corond's lands, though the Principality is responsible for any additional supplies or medical aid.

Not clear why not hire mercenaries to cover at least part of that burden.
And it sounds likely there would be slightly more gnomes in the force and maybe even dwarves and slightly less so elves.

> The elves of the Silverwood and the demihumans and woodsmen of the Axewood maintain their own patrols within the woodlands, but may request assistance from the army on rare occasions. Since the Greyhawk Wars more effort has

Who is the perceived enemy in there? Keoland? Monster infestations?

> been put forth in recruiting mages and priests to serve in the military, but this has met with limited success. Other than the elven fighter/mages, wizards have little interest in being subject to the whims of some knight on horseback. The predominant faiths within the borders of the
> Duchy don't exactly lend themselves to the war effort either, but this is changing, as a slow and steady influx of immigrants from the Gran March and the Lost Lands have brought their more militaristic clergy
> with them. Such faiths are slowly building a presence especially in and around Waybury.

So the immigrants are mostly settling in and around Waybury? And there are significant amounts of them? Why isn't immigration documented anywhere?

> RELIGION: In keeping with the Duchy's very cosmopolitan and multi-cultural setting, many deities are worshipped here. The Duchy is unique among lands of the Flanaess with respect to the collection of
> Powers venerated by humans. Few and far between are the worshippers of lawful or martial deities, as the Duchy has had a relatively trouble free existence since the end of the Short War. Nature deities such as
> Beory, Ehlonna, Phyton, and Velnius join the brothers Celestian and

Python???

> Fharlanghn among the powers venerated throughout the Duchy. Most of the deities favored by bards also suffer no shortage of worshippers in this fair land, as Lydia, Lirr, Myhriss, Olidammara, and even the elven demigod Ye'Cind have followers in the cities.

[snip]

> The priests within the Duchy are all given respect due their social status as in other lands of the Flanaess, but unlike many other regions, the priests have little political power, and probably don't desire any.
> Political machinations and intrigues generally don't concern the clergy of the aforementioned powers.

That's good. Except that it would mean a lot of pressure by the priesthoods on the nobility to join their ranks, starting already in early youth.

[snip]

Sander