Wednesday, November 23, 2022

Stump the Greyhawk Team, round 3

From: (No Name Available) [Archimagus@AOL.COM]

Sent: Thursday, December 17, 1998 2:50 PM


Subject: Re: [GREYTALK] Round 3 - Stump the Greyhawk Team

« Other RPGA material includes: The entire "Rats" series and the "Star Legacy" series are also placed clearly in Greyhawk. These modules include maps of the city of Littleberg, an ancient city of the magi, an obelisk, the Tower of the Seer, Zamure the arch mage, the Citidel of Power, parts of Greyhawk city, a close up of Veluna and many maps of lairs beneth the Hellfurnace Mountains; a place called the Caverns of Fire and Death, and another called Zurith's lair, including: Valanous the Anti-Paladin, a Duegar lair, Blackscale the Dragon,and a mitheral mine, and deep beneth the hellfurnaces is a Staff of the Magi. Other choice Greyhawk info includes: the preperations for an impending war between Veluna, Highfolk, and Furyondy against the Horned Society (This dates the modules), maps of a pass through the Lortmils, information on the Knights of the Hart,and a Rhennee barge.

Most of this was written between 83' and 85' and was part of a series of RPGA/TSR sanctioned tournaments. It meets all of the requirements to be considered canon.

Should it be considered Greyhawk? the answer ... yes really.

Will it be? the answer. .. nope.


These Rats/Star tourny's were written primarily by Kevin Melka and Keith Polster. Although players playing these tournaments were given RPGA points, the tourny's were run separately from the "official" RPGA tournaments. Only during the last few years was the RPGA ever really involved with the Star tournaments. Before then, Kevin and Keith wrote the tournaments, provided the judges, etc.

As far as I remember the RPGA only contribution was "marshalling" the tournaments and providing room assignments. Although I have copies of many of the tournaments, they are very farcical and would probably not be popular to many as "canon".

So if one were interested in examining some of them how would we go about getting a copy? »

The RPGA would have copies to some of them. Others would be only available from Kevin or Keith (although at least one tournament, I think I have the original maps, so I'm not sure they would have copies of those.)

If both Kevin and Keith tell me its alright, I could probably provided copies. But without their permission, its a non-starter as both are long-term friends.


Greyhawk Modules


Sent: Friday, October 16, 1998 5:35 AM

To: greyhawk@MPGN.COM


Subject: [GREYHAWK] - Re: Greyhawk Modules

« Does anyone know which modules (new and old) are set in the World of Greyhawk? »

The locations of all adventures set in the World of Greyhawk are provided in the complete reference list below. This "unofficial" list contains only those modules which are stated to have been set in Greyhawk, which means a Greyhawk location must be given for the adventure within the module.

Dungeon Magazine Greyhawk adventures, Greyhawk campaign sourcebooks, and Greyhawk novels are listed farther down. The list is current as of August 1998.

A 1, Slave Pits of the Undercity, 1980, is in High port, Pomarj at hex A4-101

A2, Secret of the Slaver Stockade, 1981, is just south of Highport at hex A4-102

A3, Assault on the Aerie of the Slave Lords, 1981, is in the Drachensgrabs at hex A4-104.

A4, Dungeon of the Slave Lords, 1981, is in the Drachensgrabs at hex A4-104.

81, In Search of the Unknown, 1979, optionally in the Barony of Ratik, Theocracy of the Pale, or Duchy of Tenh.

C1, The Hidden Shrine of Tamoachan, 1980, is set in ruins at hex A4-137.

C2, The Ghost Tower of Inverness, 1980, is located on the foothills of the Abbor Alz at hex A4-92.

D1-2, Descent Into the Depths, 1981, below the Hellfurnaces at hex M5-138.

D3, Vault of the Drow, 1978, below hex N5-138 in the Hellfurnaces.

G1, Steading of the Hill Giant Chief, 1978, is in the'Jotens at hex P5-129.

G2, The Glacial Rift of the Frost Giant Jarl, 1978, is in the Crystalmists at hex S5-134.

G3, Hall of the Fire Giant King, 1978, are in the Hellfurnaces at hex M5-138.

Q1, Queen of the Demonweb Pits, 1980, is set in an abyssal layer found under hex N5-138.

EX1, Dungeonland, 1983, is set in hex D4-86 in a bizarre demiplane.

EX2, The Land Beyond the Magic Mirror, 1983, is set in hex D4-86 in a bizarre demiplane.

11, Dwellers of the Forbidden City, 1981, is set within Hepmonaland at hex Y-109.

L 1, The Secret of Bone Hill, 1981, is set in the human Lendore Isle in hex 8-78.

L2, The Assassin's Knot, 1983, is set in the human Lendore Isle in hex B-78.

N1, Against the Cult of the Reptile God, 1982, is based in the village of Orlane at hex K5-113, while the tunnel complex is at hex H5-112.

R1, To the Aid of Faix, 1982, takes place on the island Aquaria, east of Oerik.

R2, The Investigation of Hydell, 1982, takes place on the island Aquaria, east of Oerik.

R3, The Egg of the Phoenix, 1982, takes place on the island Aquaria, east of Oerik.

R4, Doc's Island, 1983, takes place on the island Aquaria, east of Oerik.

S1, Tomb of Horrors, 1978, is set within the Vast Swamp at hex K2-97.

S2, White Plume Mountain, 1979, is set near the Rift Canyon in hex T3-70.

S3, Expedition to the Barrier Peaks, 1980, is in those mountains at hex A6-119.

S4, The Lost Caverns of Tsojcanth, 1982, is found on the borderland of Ket and Perrenland at hex E5-88.

I ,JR6, Greyspace, 1992, details the celestial bodies within Oerth's planetary system.

T1, The Village of Hommlet, 1979, take place in Hommlet and Nulb, and are found in hex N4-96

T1-4, The Temple of Elemental Evil, 1985, can be found at hex N4-95.

U1, The Sinister Secret of Saltmarsh, 1981, at the western edge of hex U4-123, about one mile off the southern coast of Fairwind Isle.

U2, Danger at Dunwater, 1982, a lizard man lair in hex V4-124.

U3, The Final Enemy, 1983, a sahaugin lair in hex W4-125.

UK1, Beyond the Crystal Cave, 1983, takes place on the island Syrabate (hex 04-124).

UK2, The Sentinel, 1983, is set in the Hold of the Sea Princes (hexes E5-137 & F5-138).

UK3, The Gauntlet, 1984, is set in the Hold of the Sea Princes, (hexes E5-137 & E5-138).

WG4, The Forgotten Temple ofTharizdun, 1982, which is close by the Tsojcanth caverns at hex F5-88.

WG5, Mordenkainen's Fantastic Adventure, 1984, is set within the dungeons of Maure Castle at hex X3-86.

WG6, Isle of the Ape, 1985, is set in a demiplane accessed via Tenser's castle at hex Z3-83.

WG7, Castle Greyhawk, 1988, a joke module set in the same hex as Greyhawk city (D4-86).

WG8, Fate of lstus, 1989, is a campaign book that covers Rookroost (hex N3-58), Rel Mord (B3-75), Jurnre (R4-112), Elredd (101-F4), Wintershiven (Y2-53), Leukish (R3-80), Rauxes (Y-68), Chendl (Q4-83), Verbobonc (04-95), and Hesuel llshar (unknown).

WG9, Gargoyle, 1989, is set in the Tors and is based at the town of Rockburgh at hex F5-131.

WG10, Child's Play, 1989, a competition module set in a tiny, nonexistent state.

WG11, Puppets, 1989, involves travel from Narwell in the Wild Coast (hex 14-94) to Dyvers (hex H4-89).

WG12, Vale of the Mage, 1990, is set in the whole land of that name.

WGA1, Falcon's Revenge, 1990, is based in Greyhawk city (hex D4-86).

WGA2, Falcon master, 1990, is based in Greyhawk city (hex D4-86).

WGA3, Flames of the Falcon, 1990, is based in Greyhawk city (hex D4-86).

WGA4, Vecna Lives!, 1990, involves Verbobonc, Greyhawk city, and Tovag Baragu.

WGM 1, Border Watch, 1993, takes place in various locations throughout Furyondy, Shield Lands, Horned Society, and possibly luz.

WGQ1, Patriots of Ulek, 1992, begins in the Principality of Ulek in Havenhill at hex K4-111.

WGR1, Greyhawk Ruins, 1990, is the real Greyhawk Castle (hex D486).

WGR2, Treasures of Greyhawk, 1992, is a series of 14 adventures which take place in Greyhawk city, Cairn Hills, Scant (Onnwal), Jetsam Island, Amedio Jungle, Crystal mists, and the southern shore of Nyr Dyv lake.

WGR3, Rary the Traitor, 1992, is an accesorry concerning Greyhawk city and the Bright Desert.

WGR4, The Marklands, 1993, is an accessory covering Furyondy and Nyrond.

WGR5, luz the Evil, 1993, is an accessory that details areas of luz, Horned Lands, Shield Lands, Bandit Lands, Fellreev Forest, Northern Barrens, and the Land of Tenh.

WGR6, The City of Skulls, 1993, takes place initially in Chendl, Furyondy then switches to Dorakaa, Iuz.

WGS1, Five Shall Be One, 1991, begins at Rookroost (hex N3-58).

WGS2, Howl from the North, 1991, can begin in Rookroost (hex N3-58), or within the Griffs at hex A3-43.

1162, Return to the Tomb of Horrors, 1998, begins in Kalstrand (hex L2-84), on to Pitchfield (hex L2-90), the Vast Swamp (hex K2-97), and a demi-plane within the negative energy plane.

9576, Return of the Eight, 1998, takes place in Greyhawk city (hex D4-86) and Tenser's Castle (hex Z3-83).

DUNGEON MAGAZINE Greyhawk adventures

Compiled primarily by (Jay Hafner)

6, House of Brothers, Loftwick in Yeomanry at hex M5-127

10, The Shrine of llsidahur, in the Amedio Jungle at R4-139

13, Ruins of Nol-Daer, in the Suss Forest at hex J4-104

15, Elephant's Graveyard, in Hepmonaland

19, By the Wayside, in the Dreadwood Forest & Hool Marshes at hex B5-127

22, The Leopard Man, in Hepmonatand

30, Ghazal, in the Abbor Alz at hex W3-91

32, Ghost Dance, in the Shield Lands/Rovers

34, Rogue, in Hepmonaland

36, The Sea of Sorrows, in Greyspace

41, Hopeful Dawn, in Veluna City at Y 4-96

42, lzek's Slumber, in Greyhawk city at D4-86

51, Journey to the Center of the World, in Hepmonaland

53, A Serenade Before Supper, near Verbobonc at hex S4-97

56, The Land of the Men With Tails, in Hepmonaland

70, Kingdom of the Ghouls, in the Crystalmists and Hellfurnaces

#50, Shadis magazine, "The House on Summoner Court"; in Greyhawk city

Greyhawk Campaign Sourcebooks

1975, Greyhawk: Supplement I

1980, World of Greyhawk Gazetteer (folio), #9025

1983, World of Greyhawk (campaign box), #1015

1988, Greyhawk Adventures (hardcover), #2023

1989, The City of Greyhawk (campaign box), #1043

1990, MC5: Greyhawk, Monstrous Compendium, #2197

1991, GreyhawkW'A'R'S (war game, box), #1068

1992, Greyhawk: From the Ashes (campaign box), #1064

1998, Player's Guide to Greyhawk (accessory), #9578

1998, Greyhawk: The Adventure Begins (accessory), #9577

Greyhawk Novels

1, Saga of Old City, 1985; #8240

2, Artifact of Evil, 1986; #8241

3, Master Wolf, 1987; #8242

4, The Price of Power, 1987; #8243

5, The Demon Hand, 1988; #8248

6, The Name of the Game, 1988; #8249

The Eyes Have It, 1989; #8207

Nightwatch, 1990; #8213

Endless Quest 4 (new series), Siege of the Tower, 1994; #8094

Endless Quest 10 (new series), Bigby's Curse, 1995; #8099

1987, New lnfinities ....... Sea of Death

1987, New lnfinities ....... City of Hawks

1987, New lnfinities ....... Night Arrant

1988, New lnfinities ....... Come Endless Darkness

1988, New lnfinities ...... :Dance of Demons

1979, Daw Books, .. Quag Keep

Randy Richards, President

World of Greyhawk Fan Club


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Tuesday, November 3, 2020

Suloise vs Baklunish

 From: Allen [gargoyle@GVI.NET]

Sent: Saturday, November 21, 1998 4:35 PM


Subject: Re: [GREYTALK] (Suloise vs Baklunish)

>While I am sort of on this Suloise kick--what makes anyone think the current batch of barbarians found on the Thillonrian Peninsula have anything to do ith their ancient Suloise forefathers ( or fore-mothers if you follow the matriarchal lineage idea), or in any way but the most crude resemble the vikings of Old Earth?

My own take on this has been that the Thillornian Penn. was inhabited by a minor race when the seul refugees made it there. Through various conflicts, politics, etc., the two peoples merged into one, retaining mostly cultural elements of the original race and the reiligion and appearance of the seul. Not perfect, but it works ...

> They were the ragged remains of a people that first invaded what is now the Yeomanry and Keoland. After consecutive drubbings they ended up in lands no one else either owned or wanted. So some questions I have ...

> Who taught them about boats? I haven't a clue on this one.

> Would they even bother with a batch of deities that more-or-less failed to prevent the downfall of one of the greatest empires the Oerth has ever seen? Llerg, yes! Maybe even Norebo. But Braim, Beltar, Lydia, and Lendor, probably not. I don't see mages as having real high status among the Thillonrian barbarians--magery was equally responsible for everyone on the sub-continent hating them with a passion. So Wee Jas probably wouldn't have a real big following their either. You might be able to give Xerbo, Phyton, Phaulkon, and Furtubo more "macho" aspects. Rough them up a bit and give them a cruder, less subtle edge. Kord needs to become more than just the god of sports. IMC he has a very strong storm aspect (sort of the Stormbull of the north, ala RQ). Pyremius (the poisonous dwarf) and Syrul (his lying mom) are just deities of those sour old folks who remember the good old days when the Suloise enslaved everyone and sacrificed them on bloody altars.

> How did such a decadent culture (as the Suel Dominion) lend itself to survival in the frozen north? It probably didn't. I would say they probably copied the survival techniques and society of some other unnamed (possibly Flani) culture already living in the area. Maybe they intermarried, maybe they didn't. Maybe they were just successful enough to overwhelm the natives, subjugate them and maintain a few of the Old Ways.

> Anyway, just a few thoughts on what many folk take to be assumptions.

>--Chris Jarvis

My list of deities for the Thillornian barbarians is likewise different from the standard seul - I include many norse or norse-like deities.

Oeridian Origins

 From: Noel Graham []

Sent ; Saturday, November 21, 1998 2:14 PM


Subject: Re: [GREYTALK] Oeridian Origins (was AGGHHHAA!!!!)

Now, imagine if the Oeridians were once an evolved culture from the region now known as the Land of Black Ice. After some cataclysmic event, most of the survivors were forced into a nomadic role. Perhaps some small facet of their culture, much defeated, even alien by current standards, remains in Blackmoor. Or, perhaps Blackmoor developed from a rival or subjugated/subservient (formery dependent?) culture making use of the remains (or dealing proximately with them).

The Oeridians may have had an advanced seafaring aspect, based around the Drawmidj. Upon the destruction/internal collapse of their society, they moved south and west along the coast into what is now the Baklunnish lands. Of course, some traveled even more south or east, but this discussion focuses on the coastal migrations.

Start with the Baklunnish indeed inhabiting the southerly realms of what today is said to be old Suel lands (Sea of Dust) and some amount of the Dry Steppes. Bring the Suel in from the SW and into conflict with the Baklunnish. This cultural clash, both militarily, magically, and philosophically (including religion) continues as the Suloise invaders press the Baklunnish ever northward.

The B. resist conquest, but the struggles are as much interrupted by the need for commerce to support the agricultural/lifestyle alterations occurring as part of the movements. Still, the enmities are deeply founded. After the eventual conflict of the Rain of Colorless Fire/Invoked Devastation, the B. are driven in whole northward to the Drawmidj coast.

During this time, the B. also came into conflict with the Oeridians. These embittered nomads had not the strength to resist the B. with some even becoming mercenary forces in the B./S. conflicts. Other tribes of the O. were absorbed into the B., with only the Uli retaining any significant territory unto itself. Over the course of events the momentum of the O. flow westward becomes reversed, sending what portion that retains its cultural/racial identity back into the Flanaess. There, they are followed, at least in some small part, by the B. (who pretty much stop at the Yatils).

The migratory chart of the races found in the '83 Guide (p. 10) is only partially accurate, then, as it does not reflect the "total" movements of the Oeridians and attempts to retrofit their presence south of the Burneal Forest by saying they expanded their population, while still being turned back by the Flannae (what? near) the modern (pre-Wars) Rovers holdings.

It seems far more likely the Oeridians integrated with the Flan inhabitants of the region to create the Chakyik and Wegweir. Still, the text (for the Wolf Nomads, at least) claims these nomads are of B. extraction, verily overlooking the equal O. presence indicated by the p.10 migrations map. For the purposes of explanation, consider that this quantification has been done relatively recently in Flanaess history.

Assuming the some amount of the O. did become racially absorbed by the B. moving northward (perhaps some were already present when the O. got there) from the south, this racial confusion is to be expected. The '83 box gave me a fit on this point when I first read it (oh, long enough ago). The O. were being characterized by their pure-blood appearance, which the cross-breeds didn't possess. The B. were being given credit for the rest, seemingly for no more reason than their historically recent presence west of the Yatils (they're nearby).

My apologies for not being more detailed (but not less long-winded ::smile::). I posted more elaborate explanations back at the beginning of the year, but they were generally overlooked then. Assuming my way of making things terribly complex is actually of interest to folks, I'll try to compile more of it together in the coming months for posting. (I say months because the holiday seasons are virtually upon us, and y'all know what a bear it is to work during them, and because of other projects *demanding* my time.)

Placing GH legends in chronology

 From: Mark Barazzuol []

Sent: Friday, November 06, 1998 11 :36 AM

To: 'greyhawk@MPGN.COM'

Subject: RE: [GREYHAWK] - Placing GH legends in chronology

I am attempting to place several of the historical and legendary figures of Oerth in a chronological order to help determine the possible influence and interaction between them.

I am looking for info on the powerful Mages, Liches and King-Priests ofhistory such as:

Tuerny, Lum, Acerak, Vecna, Tsojcanth, Cuthbert, and any others that come to mind.

Most of the time, all the books give you is "A long time back," or many centuries ago ..

Tuerny had influence over part of the great kingdom if I remember correctly, he may have controlled all of it at one time with his demonic servants. The artifact later turned on it's creator, and well, let's just say the rest is what you see of Tuerny now .. Given that time frame, it would put him in Early Great Kingdom history. Depending on the way you look at it possibly even before the formation of the great kingdom. (If you believe there was civilized life there before ..

Baron Lum was a noble under the rule of one of the Kings of Aerdy. He had - quite a rivalry going between himself and Leuk-o another who discovered one of those technological artifacts. He is definitly one of those early great kingdom personages too. No firm dates given.

Acerak is easily the most ancient of those you listed there. With the POSSIBLE exeception of Tsojcanth, depending on how you look at his time period. We know Acerak's empire was around the Sunndi area, and it existed before that place turned into a swamp. Given that there is no record of it with even early Great Kingdom history I would place them at least 500 years before the migration. Probally even 1000. Also given that Acerack had to be extremely old at that time. I would say the kingdom itself would have had to have lasted at very least 1000 years. (It does take a while for a lich to turn to dust..)

There is so much conflicting stuff on Vecna I can't really tell you .. Probally 1000+ years ago his empire was around. I wouldn't make it too much more than that.. I also don't even know where his empire was supposed to be. Early TSR docs seem to point to the West, somewhere in either the Suel or Oerdian empires. The most current docs point to around the Nyr Dyv area. Go figure ..

To find out how Tsojcanth was you just have to figure, when was the last time Tharizdun was active on Oerth? Given what horrors this guy is responsible for, I'd say he predates any of the history books for any races here. I'd put him 10,000 years back... He seems to be in a time period all to himself.

Cuthbert? No one has even speculated that before.. How old is Celestian? Or Farlanghn? Who knows? It's probally got to take a while to get up to that status. Realistically, I don't see any of the gods with "Medevil" styles to them originating on Oerth at all. Back when they were actually mortal (if they ever were .. ) the time period wouldn't have reached a Medevil point in Oerth culture.. No, probally like Mayheine they migrated. Maybe it wasn't from too far though .. Remember, there's lots of life on some of the other planets in the Oerth solar system. Some like Kule which have had long dead civilizations.. Who knows?

Excerpts from The Scarlet Brotherhood

 From: Sean K Reynolds []

Sent: Wednesday, October 28, 1998 2:42 PM

To: greyhawk@MPGN.COM

Subject: Re: [GREYHAWK] - A Suel Monk, we need a fresh approach

> I will await Sean's version of the Scarlet brotherhood before I talk about Monks and Assassins again.

Excerpts from The Scarlet Brotherhood:

"lt was on the first day of the year 5091 that I presented my vision to the council of nobles. The Brotherhood of the Scarlet Sign was to be an organization whose sole intent was to prevent the dilution of the virtues of our people. The war with the Bakluni was not preventing contact with their nefarious race, and excursions from rebellious Roka, Chebi, and Hochebi, as will as visitors from the west and south were polluting our people with their flesh and their culture. The Brotherhood would be beholden to the ideals of Suel culture, while forswearing physical and mental corruption; their purity would be like a flame, searing the unworthy and branding the inferior. Despite some resistance from some of the obviously tainted houses, the council and the king approved of my plan and presented me with a mansion and funds to use to create this order ...."

- Kevelli Mauk

founder of the Scarlet Brotherhood and survivor of the Rain of Colorless Fire

from The Journal Of Kevelli Mauk

"Although Kevelli died in 5105 SD, his teachings lived on and he was succeeded by his most talented student, Reshek Nes. Reshek followed his mentor1s lead and created a strict regimen for the most talented students, resulting in a monk-like state of strength through discipline and denial. Over the next hundred years, the members of the Scarlet Brotherhood developed their methods of unarmed combat, realizing that there would be many situations where an empty hand and an innocent face would be the most valuable weapon. "

(From the history of the Scarlet Brotherhood.)

FYI, I made my turnover for this project at the end of September - it's too late to make any major changes to the design at this point.

- Sean

Sean K Reynolds

Designer, TSR Creative Services I

Check out the Dragon Dice demo/tournament program at

http://www. tsr. com/DragonDice/ddtournament. html

"Lyzandred" on AOL's Instant Messenger, "15693685" on ICQ


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Greyhawk Wars Timeline, Month by Month

 From: Pat Ellis [PatEllis15@AOL.COM]

Sent: Tuesday, October 06, 1998 8:43 AM


Subject: [GREYTALK] Wars Timeline, Month by Month

Someone was looking for a month by month timeline of the Greyhawk Wars. Well, here it is. I should say that I did this work about 5 years ago, and my campaign differs slight from "canon". I've tried to make the obvious changes (i.e. IMC it was the Spindrift's captured by the S.B., not the Lordship), but chances are there ARE mistakes in here .... In fact taking another look at it, I probably added a bit just to flesh it out, there may be NO reference to show where I found some of this stuff ...



"Joining of Forces, Barbarians and Fists"


Sevvard Red Beard becomes "General" of the barbarian forces


Sacking of Calbut

Siege of Nevond Nevnend

Fall ofTenh

Vatun revealed as luz, Barbarians disband

Fall of Horned Society


Bandit Kingdoms absorbed by luz

Fall of the Shield Lands


luz pushes toward the Pale, but is ground to a stalemate.(*)


Fall of Crockport

Siege of Chendl begins

Alliance between Aerdy and the Bone March (*)

Siege of Chendl is broken


Fall of Sunndi

Aerdy armies enter the Adri Forest, and Iron Hills (*)

Osson's raid begins with penetration into the South Province


Osson Liberates Sunndi

Siege of Nulbish (*)


Osson invades and "Conquers" Medegia

Spidasa flees to Rauxes, and suffers the endless death


Assassination of Price Latmac Ranolg (*)

Note During the winter between 582 and 583, a number of treaties, or agreements must have been signed: Between luz, and Ket, Furyondy got some allies, Nyrond looked for support from Urnst etc.



Belvor is able to mobilize the southern armies and march them North in Furyondy

Lordship of the Isles are taken by the Scarlet Brotherhood


Turrosh Mak invades and takes the southern areas of the Wild Coast

Turrosh Mak invades eastern Principality of Ulek

Turrosh Mak takes the lower Lortmils, but is finally ground to a halt.


Celene recalls all troops and becomes isolationist

Osson's army is destroyed by Aerdy in Medegia


Medegia is pillaged


S.B. moves north, and takes ldee, and Onnwall (Note I'm assuming this occurred here, but I can't be certain as it didn't happen IMC).

Sea Princes fall to the S.B.


Sterrich, Geoff are overrun by Giants, the Yeomany collapses (did it?)

Northern Furyondy is fully in the control of luz


Eradication of Almor

Bissel invaded by Ket

Execution of generals by lvid. later, reanimated as Animus'


Invasion of Nyrond (ground to a halt with little gain, large loss of life)

Assassination of lvid (reanimated as an animus)

North Province breaks away as Nyrond pushes back (*)

Collapse of Aerdy


Council of Greyhawk Convenes

Anything marked with a * is probably of my own creation. Let's edit away! If you know of something else that should be included, or that should be changed let me know and I'll change it...

Pat E


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