Showing posts with label Shield Lands. Show all posts
Showing posts with label Shield Lands. Show all posts

Wednesday, January 7, 2009

Pomarj/Turrosh Mak (very long)

Date sent: Mon, 22 Sep 1997 22:24:06 -0700
Send reply to: The GREYtalk Discussion List
From: Jeff McKillop
Subject: [GREYTALK] Pomarj/Turrosh Mak (very long)
Originally to: Greytalk
To: GREYTALK@MITVMA.MIT.EDU

I'm not exactly sure where I left off, but I took all the previous posts, my own as well as others, and put them into one large post. For the most part, this repeats the other stuff, but in a more organized format. Let me know your comments, as I'd like to put this stuff together with information on the Pomarj as a whole, creating another supplement similar to the Verbobonc file.

WoG: The Pomarj is described as a land once ruled by humans who had rebelled against the Ulek states, but were overrun by humanoids when tribes of orcs and goblins were driven out of the Lortmils during the Hateful Wars. The area is described as being home to some 20,000 mostly evil humans, 15,000 orcs, and 10,000 goblins, as well as other humanoids (kobolds, gnolls, hobgoblins, bugbears, ogres, ogre magi are all mentioned). The Drachensgrabs are noted as having always been home to numerous evil monsters.

FtA: The Pomarj's population has jumped from 45,000 to 90,000 although the humans still account for only about 20,000 of this. I guess either the orcs are prodigious breeders or earlier humanoid counts were way low. Orcs and goblins are still mentioned as the most numerous humanoids. The capital Stonheim only has a population of some 5,000. So it appears that most of the population is probably uncivilized humanoid tribes and bandits. There are apparently mines with precious metals or gems in the hills north of Stoneheim. Oddly enough, the Drachensgrab entry mentions that enclave of dwarves may still hold out in the hills, even though all other sources claim there are no demi-humans. Both of these sources mention legends of powerful creatures that are imprisoned beneath the Drachensgrabs, that may awaken if disturbed. Well, since I've been dealing specifically with conflict within the pre-wars Pomarj, I had to settle, for my own purposes, the humanoid population issue. Actually, I didn't so much as settle the greater population issue as I looked specifically at military numbers. Here's what I found and what I did.

>From the boxed set the only numbers we have are the following:

Population: 20,000? This accounts for humans only. I suppose most are in the four cities, Suderham, Highport, Blue, and Stoneheim. Some are undoubtably slaves.

Humanoids: Orcs (15,000), Goblins (10,000), and others. This supposedly refers to fighting males only.

When I incorporated the material from Dragon 167, I added up the total number of humanoid warriors, including the minor tribes. It stated the number of minor tribes of each race and that each had 10-100 warriors. I simply took the average, 50, and multiplied it by the number of tribes. I came up with the following results.
RACE # OF WARRIORS
-------- ----------------------
Flinds 1800
Gnolls 6500
Goblins 6550
Hobgoblins 5650
Kobolds 5900
Orcs 7250
Total: 33650

While the number of orcs and goblin warriors is noticably lower, the total number of warriors in the Pomarj comes out about right, actually 8,000 higher than the boxed set. I attribute this to lack of definate knowledge on the part of Pluffet Smedger. Writing his history in 998 CY, he was not aware of the true racial mix within the Pomarj at this time.

Anyway, as one can see from earlier posts, Turrosh Maks forces AFTER Bluefield, one he had effectively united the various tribes, stood at 26,300. They are broken down in the following manner:

Flinds: 1000 (55% of previous total)
Gnolls: 4950 (76% of previous total)
Goblins: 5400 (82% of previous total)
Hobgoblins: 4800 (85% of previous total)
Kobolds: 4700 (80% of previous total)
Orcs: 5450 (75% of previous total)

Now, FtA doesn't give military figures for the Pomarj so I'd say these are as good as any. In fact, compared to the military of other major states for which we have figures, e.g. Furyondy, they are comperable. In Marklands, I believe the total armed forces in Furyondy are about 30,000 (including the provincial troops). This puts the Pomarj on a par with some of the Flanaess' strongest states, in terms of military force. They're not too strong, nor are they took weak.

FtA gives a total population of 90,000. Since 85% is humanoid, the remainder being human, we arrive at the following:

76,500 humanoids and 13,500 humans.

I'd say the number of humanoids conforms well to the military forces since a larger proportion, nearly all in fact, of humanoid males are warriors. What doesn't quite fit is the number of humans; the boxed set says there are 20,000?. I take that to assume that there's anywhere from 15,000 to 25,000. Given losses in the unification, especially at Blue, I could see this dropping to about 13,500; However, the capture of cities in the Wild Coast poses a problem and we'd have to assume that most of the human population of those cities was either killed, escaped, or enslaved (and thus not counted in the population figures). Either way, I think we come out pretty close; in fact, as opposed to the earliest discussions, I believe the Pomarj may still be a bit too small to account for the conquests. Nevertheless, it's close enough to what is “reasonable” that I don't think it should be changed, unless, of course, one changes the population of the Flanaess as a whole, but that is another issue.

In conclusion, I propose we consider the numbers from the Original Boxed Set to be inaccurate and use the numbers from Dragon 167 instead. From these, the total population in FtA seems to fit pretty closely.

Finally, one may notice the exclusion of information from the Slavelords series, A1-4. That was intentional as the humanoid numbers seemed entirely too small. Considering the scope of that adventure, it's easy to see why they were not too large; however, in order to come to a comfortable arrangement, the large numbers from Dragon 167 had to be used. Other sources include Greyhawk Adventures, which mentions a cursed fores of oddly twisted stone, and the Slaver series. Among the tips the latter contain are: 1) Highport was once a human city, but has been overrun with orcs, goblins, kobolds, ogres, and gnolls; as well as evil humans.
2) The random encounter tables seem to indicate that undead are not uncommon in the area (at least in the Drachensgrabs). Tribesmen of the hills are also mentioned, although they are curiously absent from the random encounter table.
3) Of course, the slave lords themselves are major players in the Pomarj.

TURROSH MAK

Turrosh Mak was born in 555 CY. He was 14 when he arrived in Greyhawk City in 569. He spent 2 years in the city as a student, but was forced to leave in 571. This is just to get the chronology right.

IMC the primary trait which Turrosh Mak has is a desire to help his own race, ie orcs (he doesn't identify with humans), and other similar humanoids. He feels that not only have then been given a more difficult position within the scheme of things, but the other races conspire to keep humanoids down. He also recognizes what he sees as a self-destructive tendency within humanoid communities, and this, as much as anything else, keeps them from developing a higher form of civilization. He sees himself as having a particular mission, to elevate the humanoids, particularly orcs, above their barbaric, fragmented culture and establish a state of “higher culture” withing the humanoid community.

His experience within the humanoid community has taught him that it is their environment which leads humanoids to perpetual barbarism. In those few instances where some have lived apart from this structure, and apart from the human/demi-human cultures which also reinforce humanoid barbarism, they have grown into intelligent, thoughtful, introspective individuals with a high respect for the values of more “civilized” cultures such as integrity, truth, justice, etc. He is not against killing, especially if it is necessary in order to right the “great injustice perpetuated by and upon the humanoid community.” Those are his words.

In his early years, before his capture by the Flinds, he learned first-hand about humanoid life. Perhaps it was his half-orc status which allowed him to look upon this in a slightly more detached manner. Anyway, he was very young, and not much of that part of his life is remembered clearly. What he does remember is the constant struggle, both within the tribe itself as well as with external enemies. It was one of these enemy tribes, the Victorious Flind tribe, which captured Turrosh Mak during a raid and forced him to fight in the pit games, common throughout the Pomarj.

While fighting in the Pomarj Pits, he became quite aware of the naked brutality rampant in humanoid culture. He also noticed how many young were brought to watch the games, and over time he watched their innocent faces, filled with fear and revulsion, gradually change. They became accustomed to the bloodshed and eventually looked forward to and enjoyed the horrible and gory spectacle. It was then that he realized that it was his own kind, not the other races, which was responsible for the humanoid condition.

Having finally won his freedom, he traveled the human world in search of knowledge. This, so he thought, was the key to “transcending the miserable morass of brutality withing which my people struggle.” In case you haven't noticed, my Turrosh Mak is very intelligent (ca 16) as created (3rd level). It may be higher now in 585. What I'm going to do is say the when he arrived in Greyhawk City he witnessed a thief steal something from an old man. Well, Turrosh Mak wasn't too comfortable about that; he was more idealistic back then, and he grabbed the thief as he darted by. He let the thief go, but took the item, a precious gem, back to the old man. As it turns out, he was the wize sage, Prosper, who needed the gem for research, and he was greatly pleased at its return. When he asked Turrosh Mak what reward he would like, he asked for tuition to the Grey College. Prosper was quite interested at the prospect of this inquisitive half-orc, and he granted Turrosh Maks request. Prosper paid Turrosh Maks first term's tuition, and made him his personal servant for the duration of his studies; Turrosh Mak would have to work and pay his own way from then on.

Turrosh Mak quickly became a star student, and he excelled beyond anyone's wildest expectations. In fact, his essay on intertribal humanoid relationships was read by some of the City's most renown scholars who were amazed at his keen intellect. This attention, however, had the predictable effect of insighting a growing envy from other students, jealous of this upstart half-breed. Eventually, they conspired against him, framing him for stealing books from the Great Library. Although Prosper knew that he was innocent, the evidence was clearly against Turrosh Mak, and it was clear he would be expelled, mainly on account of Gratius Saghast's anger regarding the affair. Rather than bring any disrespect upon Prosper, Turrosh Mak quit the university before being expelled and left Greyhawk City. Although Prosper has since removed himself from the public eye, prefering more private studies, he still recalls those days and their most interesting student. As he continues to meet with the city's leaders, they have long known about Turrosh Mak; in fact, some still remember him, and it is still their knowledge of his intelligence which truly frightens Greyhawk City's ruling council.

Leaving Greyhawk City, Turrosh Mak booked passage on a ship to Admundfort, and crossed the Nyr Dyv to the Shield Lands. With a letter of recommendation from Prosper, as well as on account of his knowledge of humanoid languages and his fighting prowess, he was given a post in a small patrol guarding the eastern border from bandit raids. Although he was constantly looked down upon on account of his heritage, he nevertheless accepted this treatment stoicly and went about his job. After about 3 months of service, his patrol was ambushed by bandits. During the desperate battle, his commander, a young nobleman and son of Harald Jenturi, a powerful Knight of the Holy Shielding, was gravely wounded. With the rest of the troop slain, Turrosh Mak gathered the young nobleman, Cowen, and fled on the nobles horse. Although wounded himself, having been shot twice by bandit arrows, he succeeded in returning with Cowen to the fortress.

After Turrosh Mak recovered from his wounds, he was rewarded by Harald with a command of his own. Turrosh Mak excelled in this new role, and he eventually succeeded in bringing in the bandit leader who had ambushed his earlier troop, for which action he was promoted to captain of all four troop. Harald also allowed him to use his private library, stocked with works on the strategy, tactics and leadership of famous Oerdian generals of antiquity.

Over the next year, Turrosh Mak spent nearly all of his spare time in Haralds library. He poured through these works, and it was at this time that his plan for the Pomarj began to take form. However, just as his success in Greyhawk City invited envy among his peers, so to did his recent successes lead to grief. Some of his men, namely those with a bit of aristocratic blood, resented serving under a commoner and a half-orc at that. When one of these nobles finally challenged Turrosh Mak, he was forced into a duel in which the noble was slain. As the witnesses were all companions of the slain noble, they accused Turrosh Mak of murdering him and tried to capture him. Unfortunately for Turrosh Mak, this occurred at a time when Harald was away in Admundfort, and it was clear that he would get no justice without Harald's aid. He thus chose to flee into the bandit lands, where he joined up with the same men he had so recently fought against.

For the next six months, Turrosh Mak fought alongside the bandits, trying to decide what to do with his life. Surely, there must be more in store for him than a life of banditry. Why else would the Gods have prepared him with such skill and knowledge if not to use it for his kind. It was at this time that he had his dream/vision. He saw the creation of Oerth and its peopling by various gods, during which the humanoids were left in only the most inhospitable and treacherous lands. He further witnessed the continued humanoid struggle to simply survive in a sea of more advanced, seemingly superior, races. He also saw the arrival of a figure who united the humanoids and created a culture to rival even the elves. He believes that he is that figure, and it is his destiny to at last elevate his kind. Although he has never shared this event, and he probably never will, it has become his driving force. Finally, he had a vision with which to match his desires. His often ridiculed, misunderstood, and seemingly out-of-place (even to himself) thoughts at long last seemed to have meaning and purpose.

Convinced this was a sign that he would lead his race to greatness, Turrosh Mak steeled himself for the trials to come and struck out on his own at the first opportunity. Nearly copperless, he stowed away on a ship bound to Dyvers. Just before reaching the commercial entrepot, he was discovered, and the captain threatened to turn him over to the Dyvers constabulary. Well, having no desire to trust in the understanding of its dour Dwarves, he immediately jumped ship and swam to shore. Before word could reach the officials, he had stolen a horse and fled off along the high road, eventually reaching the city of Verbobonc.

As I said before, Turrosh Mak comes to power after the fall of the Slavelords. He begins by marching to Suderham, which is in ruins from the Slavelords' previous defeat. I haven't come up with a precise date, for the post-wars campaign, but any ideas are welcome. Actually, that may be better left unwritten since it gives individual DM's more leeway. Anyhow, having reequiped and retrained his tribe, Turrosh Mak lead them in the Battle of Suderham in 581 CY during which they defeated the other two tribes in—not meaning to be Tolkeinesque—a battle of three armies (his, the flinds, and the gnolls). Although his is the seemingly inferior force, through his leadership, the orcs come out on top.

After the battle, Turrosh Mak secured the loyalty of the gnolls and flinds by promising them booty beyond their imaginations. Although wary of his motives, and rightfully so as it will turn out, they went along with him. Further, he pacified their Shamans through conjuring up images of retaking the Lortmils which, as we shall see, this will prove to be the source of his greatest support among humanoid shamans.

With the support of these two tribes, the Victorious Flinds and the Vile Epithet Gnolls. Turrosh Mak began to defeat the nearby minor tribes which are quite numerous in the Pomarj. In fact, they are the crucial element in his plans of conquest. For decades these minor tribes, usually nomadic, had paid obeisance to whichever major tribe decided to pick on them. Turrosh Maks solution is to weld them together into one great tribe loyal to himself. This he does, incorporating them into tribes along racial lines.

Further, he takes 1/2 of the children of each tribe as his personal slaves (Klumnak in orcish), and these are sent to Suderham for training. Although this is primarily military training, the first years are taken with learning to read and write common, which helps to break down their racial identities. This is combined with rigorous indoctrination by Turrosh Mak's henchmen regarding loyalty to Turrosh Mak himself. At this stage, males and females are schooled together; however, they are segregated before beginning military training.

The military training then takes up the better part of their lives. Females are trained in bow and sword, while males are trained with the lance and sword. While males will make up the elite, mounted core of his future army, the females will make up his personal bodyguard. Correctly recognizing the second-class status of females in humanoid society, Turrosh Mak finds them to be his most loyal supporters; they realize that if he should fall, they would be without recourse and are thus quite vigorous in his defense. A further gender difference is that the females remain his slaves while the males, upon "graduation," are symbolically freed. This is only symbolic, however, as they are forever tied to Turrosh Mak personally, having no place within any other tribe.

Both sexes live in barracks throughout their lives, and while they are not permitted to marry, they are allowed sexual relations. Turrosh Mak recognizes that children of these relations could pose a problem, but has not decided how to deal with that yet. Currently, they are given the same status as their parents if even one was a Klumnak. The pregnant mothers, upon confirmation by the Klumnak father if the mother is a commoner, are sent to Suderham, where they are cared for by the state until the babies are born after which they are on their own. Each child is considered a full Klumnak and placed in a nursery. Later on, the surviving children will be enrolled in the academy. Eventually, they will either become replacement for depleted barracks or make up a new one, depending on the need. Each barracks has a unit banner, based Shieldlander style, and houses a unit of 100 soldiers. They are completely isolated, physically and psychologically, from the rest of humanoid society. Speaking only common, they have virtually no ability to interact with them, nor do they have any real desire to do so. Not only is their life fundamentally different from other humanoids, but they view them as commoners, brutish and untrained in the finer arts of warfare and civilization.

Finally, it is from their ranks that the ruling elite of Turrosh Maks empire comes. He is slowly creating a military bureaucracy which will coexist alongside the feudal/tribal system already in place. The Klumnak have many rights and priviledges which the commoners do not, including the right to kill any commoner at will and exemption from tribal law. They answer only to themselves, Turrosh Mak, and the law he creates. This system slowly evolved during Turrosh Maks conquest of the rest of the Pomarj and seems to be based on an early Oerdian state during the age of Leuk-O.
After the defeat of the Slavelords and the destruction of Suderham, Turrosh Mak seized the region. In the Slavelords archives he came across some very interesting information regarding their organization. Foremost, he found lists of all the Scarlett Brotherhood agents throughout the Pomarj and the Wild Coast--even those within bordering states such as Greyhawk City, Ulek and Keoland--in the papers of Brother Mierjoi. This also included detailed information regarding their activities in subverting the Slavelords as the first step to conquering the Pomarj, whose humanoids were than to make ideal diversions, drawing away the forces of important states such as Keoland, in preparation for their conquest by the Scarlett Brotherhood. Turrosh Maks immediate thought was to simply purge them from the Pomarj, assuming he is able to unite it; however, he later decided to wait. Why couldn't he use them just as they planned to use the Pomarj? Accordingly, he secreted the copious documents away and feigned ignorance of the Scarlett Brotherhood. He was soon contacted by their representatives, intent upon securing him as a useful ally (or rather as a tool), and he feigned interest in their help. Actually, he did desire their help, although in negotiations he pretended to know nothing about their vast network, in uniting the various tribes. The Scarlett Brotherhood, truly oblivious to the uncanny mental ability of this apparently brutal and savage humanoid, who granted had a knack for military affairs, proceeded to eliminate the leaders of Blue, Highport and Stoneheim, preparing the way for Turrosh Maks conquest of the vital cities in the summer of 582 CY.

The first city to fall was Stoneheim. This was done without bloodshed, except for the previous warlord who was assasinated by the Scarlett Brotherhood. Turrosh Mak quickly moved in and accepted the surrender of the city without a fight. Gold from the Stoneheim mines placated his troops, and Turrosh Mak established his capital in the previous lord's citadel. The city's many human slaves were sent back to Suderham where reconstruction had been slowly underway since the eruption of Mt. Flamenbutt. Local officials were left in charge, no garrison was installed, and a Mayor was placed in charge. In the mean time, Turrosh Maks warriors were forced to camp outside the city, as a show of force to its inhabitants. Upset at not being able to loot such a fair prize, two companies of Gnolls raided a mine in the foothills. Upon hearing of the incident, Turrosh Mak had both companies executed. No more similar incidents occured.

His next move was in the direction of Highport. As his army poured from the heights of the Drachensgrabs, they came across a skirmish in progress between the Green Meat Kobolds and the Crooked Claw Orcs. His army surrounded the two tribes and demanded their immediate surrender. The Kobolds, who were getting the worst of it from the Orcs, surrendered immediately, while the orcs turned upon this new threat. A fierce and bloody battle ensued, and when the Orcs finally threw down their weaons they were slain to a man and their heads placed on pikes. Turrosh Mak then marched on their village, slew all but the newborns who were sent under guard to Suderham, and razed the village to the ground. Word quickly spread throughout the Pomarj of the fate of the Crooked Claw Orcs. The other nearby goblin tribes, the Hill Beater Goblins and the Wicked Eye Goblins, submited to Turrosh Mak without a fight and were alowed to join the march on Highport.

Turrosh Maks army reached Highport in late Wealsun. The previous lord, Sturm Blucholz, briefly risen to power in the wake of the Slavers' deaths, was eliminated by the Scarlett Brotherhood shortly before, and chaos had prevailed since. When Turrosh Mak reached the city he found the private army of the Duke of Elredd beseiging it. The Dusk quickly withdrew his forces with all haste leaving the city to Turrosh Mak. Highport quickly opened its gates to Turrosh Maks forces, and he entered it as its savior and conqueror. The minor tribes within the city were incorporated into his larger tribes, and a large garrison of loyal troops was left behind.

Through the information discovered at Suderham, Turrosh Mak had contacted the captains of the various slaveships aperated by the Slavelords and requested they meet him at Highport. In a display of bravery which greatly impressed the assembled captains, he met them along on the Ghoul, a slavelord galley. There he discussed plans to continue the previous arrangements, in fact, doubling their pay in the process. The assembled captains readily agreed and Turrosh Mak had a fleet. The new fleet was immediately called upon to transport the bulk of his forces to Blue in order to take the last of the peninsula's cities. Its lord had also been assassinated by the Scarlett Brotherhood; however, when the new oligarchy called on Turrosh Mak to annex the city, as had been he plan all along, rival factions rose against them and took control. They declared their complete independence and defied Turrosh Mak to cross the whole of the Pomarj and stop them. Well, they had defied the wrong warlord. After a grueling voyage—tough on the humanoids, unust to seaborne travel—the fleet arrived off Blue. The city was beseiged and fell to Turrosh Mak after a week. As an example, he allowed his troops free reign to rape and pillage, the brutal story of which quickly spread throughout the Flanaess. After the sacking of Blue, the Ochre Tooth Kobolds to the south submitted to Turrosh Mak as well.

With the taking of Blue, the three commercial centers of the Pomarj were in Turrosh Maks control. Further, he had the remaining eastern tribes virtually surrounded. Many of these had been under the control of the Slavelords, and with their destruction they had begun to split apart. This fragmentation was halted by the Slavelord Theg Narlot who had managed to maintain his loose control over them. He had been the Slavelord who originally had bought Turrosh Mak from the flinds. Recognizing in Turrosh Mak a potentially powerful ally and he intended to bring him up as his protoge. However, Turrosh Mak had other plans, and at the first opportunity, he fled the Pomarj.

The two realized that there was no room in the Pomarj for both of them, and the issue would have to be settled by force of arms. While Turrosh Mak had only roughly half of his forces, Theg Narlot had managed togather together a large number of warriors from the tribes under hiscontrol. As his army marched on Blue, which it reached by mid-Reaping, Turrosh Mak sent word by ship to Stoneheim, summoning the remainder of his forces. They would be forced, however, to march overland as the rest of his fleet would be busy supplying Blue so recently ravaged by Turrosh Maks own troops. This could work, however, in Turrosh Maks favor, and he gave them specific orders to capture the villages of hostile tribes along their route. They could then be used as leverage to detach the tribes from Theg's army. In the mean time, Theg's forces made several attacks on the city, each of which was easily repulsed by its defenders, before settling into what seemed would be along seige.

Over the next few weeks, Turrosh Maks reinforcements made their way across thepeninsula until they reached the mostly unguarded village of the Red Nails Goblins and the Purple Squid Hobgoblins, both of which tribes were aligned with Theg Narlot and were beseiging Blue. Garrisons were left in each village, and runners were sent to secretly “recommend” the two tribes switch sides during the comming battle. With little choice, they agreed to the proposal.

About a week later, Turrosh Maks reinforcements reached Blue and together with the beseiged forces, were able to lift the seige. Theg's army retreated to the plains north of the city and prepared for battle while Turrosh Mak reunited forces advanced against them. Here, the fate of the Pomarj would be settled as between the two armies nearly all of the Pomarj's major tribes were about to do battle.

Under Turrosh Mak's banner were the following tribes:

Name Race Warriors (from Dragon #167)*

Red Fang Orcs 800
Victorious Flinds 500
Vile Epithet Gnolls 450
Green Meat Kobolds 150
Hill Beater Goblins 850
Wicked Eye Goblins 400
New Tribe Flinds 500
New Tribe Gnolls 400
New Tribe Goblins 800
New Tribe Hobgoblins 250
New Tribe Kobolds 600
New Tribe Orcs 1500

Total Force: 7200 warriors

Forces under Theg Narlot:

Name Race Warriors

Rotting Kraken Hobgoblins 700
Bloody Axe Gnolls 700
Saltburner Orcs 500
Fell Ichor Kobolds 800
Dead Rat Kobolds 650
Wolfbrother Goblins 700 (worg cavalry)
Bluebottle Hobgoblins 500
Shadowdoom Orcs 250
Red nails Gnolls 800
Purple Squid Hobgoblins 700
Minor Tribes Various 1500

Total Force: 7800

The battle took place the 15th of Goodmonth, 582 CY, and while Theg's forces had a slim advantage in numbers, he also had the only cavalry in the Pomarj in the Wolfbrother Goblins. This made him quite confident in his prospects for victory over the tired and hungry forces of Turrosh Mak. What he did not know was the planned treachery of the Red Nails Gnolls and the Purple Squid Hobgoblins, and this would be his undoing.

Theg Narlot's forces were arrayed in a roughly east-west line stretching between a creek to the west and a small forest to the east. On the east flank were his goblins while the kobolds held the west flank along the creek. The Shadowdoom Orcs lay in wait in the forest, awaiting the arrival of the Wolfbrother Worgriders to outflank Turrosh Maks forces.

Turrosh Maks forces moved up from the south in very orderly fashion before spreading out opposite Theg's. On his part, Turrosh Mak fought alongside his own tribe at the center of his formation. To his left (west) were the new flind and gnoll tribes, while the Victorious and Vile Epithet tribes, along with the new orc and hobgoblin tribes were arrayed to his right. The east flank, bordering on the forest, was held by his goblins, while his kobolds held the west flank.

It was clear that Theg was not about to attack and Turrosh Mak was forced, after a short period, to signal the advance. His forces began to advance against Theg's, breaking into a charge at the last minute. The kobolds on the left flank, however, advanced too quickly, and a gap appeared in his line between them and the new tribes. Theg quickly grasped the significance of this development and ordered his hobgoblins into the gap. As the center and the right flank became engaged in heavy fighting, Turrosh Maks left flank, cut off from the rest of the line, began to collapse. However, at this crucial time, the Red Nails and Purple Squid tribes turned on Theg's forces. As Thegs center quickly collapsed, Turrosh Maks forces swept through the center, fanning to the left and right around and behind Thegs now dangerously exposed flanks. Turrosh Mak himself then stabilized the situation on his left flank, and in furious fighting in which Theg himself was slain, Theg's western flank was surrounded and destroyed.

In the mean time, Turrosh Maks forces ad just begun to attack Theg's east flank from behind when the Shadowdoom Orcs and Wolfbrother cavalry burst through the forest and attacked their flanks. The fighting was fierce with most of the Victorious Flinds meeting their death. However, the new tribes were able to hold the line long enough for two companies of Turrosh Maks own tribe to come to the rescue. As the shock of their attack began to fade, the fighting quickly turned against the Wolfbrothers who beat a hasty retreat into the forest. With their withdrawal, Theg's remaining forces threw down their weapons and surrendered.

Turrosh Mak's army had won a crushing victory in which over half the enemy warriors were slain. The rest were sworn to Turrosh Mak and allowed to return to their villages, each of which was forced to pay an indemnity which was given to the Turrosh Maks victorious warriors. These tribes were further forced to give up half their newborns, and these were sent off to Suderham. In the mean time, Turrosh mak dispersed his army for the coming winter and returned to Stoneheim. During the coming months, Turrosh Mak accepted the submission of the Pomarj's remaining tribes, cowed by the display of his power and lured by promises of war, booty and the retaking of their birthright. By beginning of 583 CY, Turrosh Mak had united the entire Pomarj under his leadership.

Jeff Mckillop
Mckillop@unm.edu

Tuesday, November 18, 2008

Bandit Kingdom Notes

Date: Thu, 09 Sep 99 17:38PM PDT
From: Gary R Welsh Add To Address Book Add To Junk Mail Blocker
To: GREYTALK@MITVMA.MIT.EDU
Subject: [GREYTALK] Bandit Kingdoms Notes

There are indeed some grey areas in the recent history of the Bandit Kingdoms. Roger Moore once wrote a post (in two parts) called "Shield Lands Revisted" in which he dealt with some of the inconsistencies involving Shield Lands history. I agree with most of what Roger says, but below are my own notes on the Bandit Kingdoms, with comments:

In the original GH setting (1980/1983), which is set in 576 CY, it is evident that there are no Bandit Kingdoms on the coast of the Nyr Dyv (look at the maps on pp. 44-45 of the Guide). The Shield Lands controlled the coast east as far as the Artonsamay River, and on the other side of that river was Urnst County. At this time, the Shield Lands were in "desperate straits" due to the growing threat of the Horned Society north of them (Guide p. 34). The Bandit Kingdoms reached as far as the "northern verges of the Fellreev Forest" (Guide p. 19). Note also that in the Guide,
it is stated that there are seventeen bandit "minikingdoms" (to use Roger's phrase), as of 576, so that might create a problem with Roger's solution for new Bandit realms (Reyhu and Redhand) to be created later, in 579.

There is news about the north central Flanaess, including the Bandit Kingdoms, given in an article by Gary Gygax in DRAGON #56 (December 1981).
This news brings the Bandit Kingdoms up to date for the spring of CY 579, circa three years after the world described in the Folio/Guide. (Some people, like Gary Holian, will point out that if the Savant-Sage's "Guide" was *completed* in 576, it could not be *current* for that year. It's a valid point, but I will leave it ambiguous and just say the Bandit Kingdoms in spring 579 CY have undergone *at least* three years of change from how they were described in the Savant-Sage's "Guide"). It says here that [recently] Prince Zeech of Redhand staged a major action against the Duchy of Urnst, looting the area near the eastern Cairn Hills. The western bandit lords (of Warfields, Wormhall, Kor [note on Kor at end of paragraph], and Freehold) cooperated with the Horned Society in an attack on the Rovers (spring and summer of 578 CY). However, when the new Duke of Tenh (crowned Needfest 578 CY) crossed the Zumker and invaded Groskopf (spring 578) and news of this reached the bandits in the west, they abandoned their campaign helping the Horned Society and recalled their forces to the east (after Goodmonth 26, 578). Furious over this insolence and abandonment, the Horned Society sent a punitive force into the Bandit Kingdoms. This force occupied Wormhall and Warfields, but was stopped by the Abbarrish at Kor (autumn 578). Near mid-summer, the bandit lords had sued for a truce with Tenh. Accepting their promise not to raid Tenh anymore and with some land ceded to him, Duke Ehyeh III accepted and withdrew his troops. After recruiting and hiring mercenaries, the bandit lords have the troop totals as given in the article (for spring 579 CY), and they are united in their cause of recovering the western lands and taking reprisals against the Horned Society (and it is noted that those estimates may yet still increase due to last minute enlistments).
[Note on Kor: In the article, Gygax refers to Kor as the ruler (Rhelt), and Abbarra as the land, and also the Abbarrish as the people of that land. But in the troop listings, the land is called Kor and the ruler is called Abbarra. I am not sure which is the typo, but I suspect it is the latter. In the reprinting of these troop totals, in DRAGON #63, the land is still called Kor, and the ruler Abbarra. It is a rather arbitrary decision to make, but I went with calling the land Kor and the ruler Abbarra, as per the troop listings and the map, as I think the map is referred to and available moreso than the original article is. I call the ruler's kinsmen -- an entire clan o f assassins and cutthroats -- the 'Abbarrish'. I use Abbarra more as a last name/family name than as a personal/first name.]

The Bandit Kingdoms map published in DRAGON #63 (July 1982) detailed them as they were early in 579 CY. On this map, the Bandit Kingdoms seem to have expanded into former Shield Lands territory (again see Guide pp. 44-45, and compare those maps to map in DRAGON #63). In particular, the area controlled by the Bandit Kingdom of Redhand appears to be "new" as it sits on the northern coast of the Nyr Dyv (but note again, there were seventeen minikingdoms in 576, prior to the territorial acquisition on the shores of Nyr Dyv). It may be reasonable to assume that Redhand came into existence between 576 and 578 -- probably earlier in that period rather than later, considering the size of the fleet Prince Zeech of Redhand had built up and the comments made in the article in DRAGON #56. Reyhu at least isn't new, I assume, since its heraldic coat of arms appears in the Folio/Guide. But Reyhu may have grown, at the expense of the Shield Lands.

Now let us turn to the City of Greyhawk boxed set (CoG), the Greyhawk Wars (GHWars), and Iuz the Evil (ItE). Looking at "The Lands of Iuz" map from ItE (1993), it does not look like Sargent was working from the map published in DRAGON #63. But if I try to make things fit, here's what I come up with: Law's Forge is right at where the Shield Lands bordered Warfields. Stahzer is on the border with Tangles. White Plume Mountain and Plague Fields are on the edge of Reyhu. Alhaster is on the border between the Shield Lands and Redhand. Trallant is in Redhand. Balmund, Sarresh and Sheerwatch are in Reyhu. Wraithkeep is between Rift and Artonsamay. Camp Arnsten is in Dimre. Kinemeet and Hallorn and Splinter Keep are in Tangles. The Leering Keeps are in Rift. Marsakeer is in Rookroost. Steelbone Meadows is between Wormhall and Kor. Fleichshriver is between Freehold and Greenkeep. Scorn and Fort Hend Ricks are in Greenkeep. Fort Skagund is between Greenkeep and Fellands. Senningford is in Fellands. Perdition is between Fellands and Groskopf. Narleon and Groucester are in Groskopf. Note also that in ItE a name name is given to the body of water at the head of the Artonsamay River (Lake Aqal).

In "Shield Lands Revisited" (part 2), Roger Moore suggested Alhaster for Reyhu, and Balmund for Redhand. I think he had Redhand and Reyhu upside down when he wrote this -- the opposites would be more appropriate.

With all of this in mind, below is a Bandit Kingdoms Timeline I'm working on:

Six centuries ago, Stoink established as a garrison town, by the Aerdy (SoOC p. 140).
300-350 Bandit Kingdoms "founded" with waning of Aerdy.
446 Bandit Kings sack Trigol.
512 Armies from the Bandit Kingdoms take Molag.
513 Horned Society founded.
576 Half a dozen bandit lords have most of the control. There are seventeen fiefdoms in all.
577 The Bandit lords wrest a bit of the Nyr Dyv coast and Artonsamay River bank from the Shield Landers. Prince Zeech is established in the newly created fiefdom of Redhand. He sets himself up in Trallant, on the Artonsamay River, and takes the coastal villages east of Alhaster. From here, he begins building a pirate navy.
578 (Needfest) Ehyeh III crowned in Tenh (Spring) Warfields, Wormhall, Kor and Freehold aid the Horned Society in battles against Rovers, Wegwiur, and centaurs. Ehyeh crosses the Zumker, invades the Bluff Hills.
(Summer) After a large battle, word reaches the western Bandit Kings of the Tennese invasion. They recall their troops helping the Horned Society. The Bandit lords sue for peace with the Duke of Tenh. Ehyeh lays waste to Groskopf, and enters Fellands. Horned Society sends punitive force into Warfields and Wormhall.
(Autumn) Hierarchs are stoppped at Kor, due largely to the tenacity of the Abbarrish. Ehyeh makes peace with the Bandit lords, who cede all land between the Griffs and the Zumker to Tenh, and swear not to raid Tenh anymore.
579 (Spring) Bandit lords muster troops, prepare to retaliate against the Hierarchs [troop strengths given current for this time].

Wednesday, October 22, 2008

Re: Shield Lands & Hierarchs

Date: Thu, 17 July 1997 10:17:11 +-1200
Reply-To: The GREYtalk Discussion List GREYTALK@MITVMA.MIT.EDU
From: Craig Courtis craig@otome.inforyoma.or.jp
Subject: Re: [GREYTALK] Shield Lands & Hierarchs
To: GREYTALK@MITVMA.MIT.EDU

G’day everyone, especially Allan

Allan Wote:Sounds Great!!!!!!
I was just looking for a area to start my new game in.Reading your HS stuff has lit a few flames. I would really like any more info that your willing to send…….

I’m currently reviewing the Shield Lands and Horned Society based upon feed-back received from people on Greytalk- thanks especial. So far I haven’t used the Horned Society in my campaign but the PCs are about to get embroiled in a HS plot in the Tangles. In my s I’ve finished) basically the HS have captured about 5 of the BKs are are trying to take over the rest but Iuz is opposing them, I envision a lot of PC involvement in this area and also intend for the PCs to support the Shadow Claw hobgoblins in the Fellreev full scale war in the forest it may distract the Hierarchs and give the SLs breathing space they need to build up their army – but
Here is some of the stuff I’m working on so you get an idea of what the Hierarchs are up to. The power struggles in the BKs could babbly herald the start of my version of the Greyhawk Wars.

Recent Events in the Bandit Kingdoms

In recent years the Hierarchs of the Horned Society have made inroads into the Bandit Kingdoms. Originally the Hierarchs were cone aid of Warfield, Wormhall, Kor and Freehold in their upcoming campaign against the Rovers of the Barrens. However after Tenhesse aid their brethren. This upset the unnamed Hierarch who ordered a retaliatory strike against the holds of Wormhall and Warfields. The following spring Horned Society troops engaged the gathered might of the bandits, who had united to reclaim the two lost holdsnidit army captured the Hold of Kor. A peace treaty was then signed between the two sides which recognised gains of the Horned Soci About the same time an important event took place in Molag. Hierarch Helvag, Overseer of Espionage and Subservice Activities was the assassin). Artimus quickly decided upon a change of tactics in the Societies dealings with the bandits: instead of takinit holds and have over the past few years swayed several of the rulers to their cause; other rulers who have been outspoken agains more sympathetic rulers chosen to replace the deceased. Today (circa 581-582) the Horned Society, or their puppets, rule six of
The Bandit Kingdoms and other Nations
Most of the Bandit Kings see the nearby states as potential targets and actively engage in raiding and looting against them. Tenhengage in raiding further a field. Both Furyondy and Nyrond have also been struck by the raids of ambitious bandits. None of these editions against the bandits.
In the past the chaotic and independent nature of the Bandit lords was their greatest strength. No one ruler was strong enough toe to conquer the region for the bandits would always united against an outside aggressor. However in recent years there has been a he bandit kingdoms. Today the chaotic nature of the area could prove to be their downfall?
Horned Society
Until recently the bandits enjoyed friendly relations with the Horned Society. Bandits from the western holds frequented the peascted between the rulers of the holds and the Horned Society. This friendship came to an end in 578 CY (see Recent Events above) anthe might of Iuz. In 578 CY the Horned Society and Iuz signed a non-aggression treaty so that each state could pursue their own ihave been actively trying to increase their influence in the Bandit Kingdoms. In recent years several of the western Bandit KingdoY) and Reyhu (581 CY); while four or five others are sympathetic to the Society. Each year the influence of the Society grows in t the growing influence of the Society, and the threat to their freedom that it represents. The Plar of Rookroost and his allies arIuz
The influence of Iuz is also growing in the Bandit Kingdoms. The alliance between Iuz and the Horned Society has stopped the plangdoms Iuz too has been sending agents into the region in an effort to check the expansion of his ally. His spies have found favour or may not be part of a plan on the behalf of Iuz to embroil the Horned Society into a war for domination in the Bandit Kingdoms-or Iuz to strike and get rid of his ally?
Tenh
The Duke of Tenh, Enyeh III has launched several campaigns against the eastern lds and in 578 CY ceded Grosskopf. However the f Artonsamay, was soon lost. The Duke however still has ambitions in the area and seeks to build a buffer state west of the ArtonsaShield Lands
The Shield Lands are often the target for bandit raids. The Shield Landers keep a close eye on their borders with the bandit kingbandits, capturing Redhand in the spring of 579 CY whilst the bandits were busy fighting the Horned Society in Kor. It was this inn their attention to this new threat. The following year the Shield Landers captured the hold of Reyhu forcing Tyrant Celdros to fits.
At present the Bandit Kingdoms are wracked with internal dissent and are facing renewed threats from many quarters: but especiallyand (financially) to their allies to hasten the demise of the Bandit Kingdoms.

Population
The people of the Bandit Kingdoms are of mixed origin. Over the centuries successive waves of invaders in the region have left thme Baklunish blood is also present. Because of the variety in ancestry the peoples of the region have almost any skin or hair col When most people hear the name the Bandit Kingdoms they assume that all the people of the region are bandits. This is far from thlly 40% if the regions population are serfs and slaves forced to work for the various war lords and rulers of the region- many of le business. Other inhabitants of the region work the land when they can and take up banditry to make ends meet ad to provide forLanguage
Common is the most commonly spoken language in the kingdoms but in the eastern regions Flan is almost as popular. Due to the numBaklundish, the Cold Tongue or any one of the many other languages of the Flanaess spoken here.
Demi-Humans
There are few demi-humans native to the Bandit Kingdoms. A few tribes of elves are thought to inhabit both Fellreev Forest and Ph and they also avoid contact with the bandits. There are some demi-human outlaws amongst the bandit armies, and they sometimes ris inhabitants.

Religion
A wide variety of evil deities are worshipped in the Bandit Kingdoms. There are many temples and shrines dedicated to the evil deh the ruler’s of the regions blessing.
Iuz: The worship of Iuz is strongest in Rookroost as it is here that many of his clerics are currently operating. A temple to the Hextor: Hextor has a large following amongst the bandits.

Nerull: Nerull’s influence is also on the rise, especially in areas controlled, or allied to, the Horned Society. Like the clergy Beltar: Another god popular with the bandits.
Erythnul: Erythnul also enjoys popularity in the Bandit Kingdoms.

Trade and commerce
The Bandit Kingdoms conduct little (legitimate) trade. Apart from silver deposits in Rift Canyon the area has few natural resources route, which skirts the ogre infested Bluff Hills and the notoriously dangerous Griff Mountains before ending in Vlekstaad, is l Society and then onwards to Dorakaa, while the other trail heads south to Riftcrag and then to Stoink.
The bandits much prefer raiding and plundering nearby states to conducting legitimate trade so many of the rulers rely on this ratcts with brigands, thieves guilds and desperadoes in most nearby lands. As well as allowing illegal goods to filter into the Bandipunitive raids against the holds.

Armed Forces
Most of the information in this section was taken from Dragon No. 56. Each of the bandit kings maintains a small army. The Horned Society is currently building up it’s forces in the holds they have cavarious rulers

Kingdom Ruler Cavalry Infantry Humanoids
Warfields Horned Society 300 500
Wormhall Horned Society 150 400 100 Gnolls
100 hobgoblins
Freehold Horned Society 350 800 1,000 hobgoblins
Kor Horned Society 400 600 500 hobgoblins
Tangles Horned Society 200 550 500 hobgoblins
Rift Plar Lintoff (T13) 150 350 200 Gnolls
50 Bugbears
10 Ogres
Artonsmay Duke Nebon Gellor (F 9) 250 250
Stoink Boss Dhaelhy (F 8/T 200 650
Dimre Szek Winvid (C 10) 300 500
Johrase King Seinon (F 11) 350 550
Midlands Graf Venholtee (C5/F7) 200 450
Greenkeep Lord Yanboli (he F5/M5/T5) 150 600
Rookroost Plar Teuod Fent (I9) 250 450
Fellands Avaerd, Lord Despot (F10) 300 850 100 Orcs
Grosskopf Baron Skiven (F11) - 300 50 Orcs

Factions within the Bandit Kingdoms
There are several factions operating within the Bandit Kingdoms, some of which will now be briefly touched upon. It must be rememHorned Society and Allies
Tangles, Freehold, Wormhold, Warfields and Kor. These five holds are now firmly under the control of the Horned Society and are coiron fist. It is rumoured that Gudrun is planning a campaign soon that may decide the fate of the Bandit Kingdoms once and for all The holds of Fellands and Johrase are rumoured to be in league, or at least sympathetic with the Horned Society. However both theying to gain their support.

Rookroost and Allies
Rookroost is the strongest supporter for Iuz in the Bandit Kingdoms. Iuz is secretly providing Plar Fent with much money which he lands, Greenkeep, Rookroost, Groskopf (the latter due to Rookroost’s aid in restoring Baron Skiven to his old following the recends will surely follow.

Southern Holds
Rift, Artonsamay, Stoink, Dimre
The rulers of these four holds have united against the threat from the Knights of the Holy Shielding. Traditionally the rulers otrying to recruit both these rulers in his coalition but there is long standing animosity between Fent and Plar Lintoff ruler ohey will send troops to aid Fent in the near future, unless they can be convinced that the Shield Lands plan no invasion in the ne
Knights of the Holy Shielding
In recent years the Knights of the Holy Shielding have invaded the two southern most holds, Kor and Reyhu. The success of both the Rift or Artonsamay (the latter being a combined operation in conjunction with troops from the County of Ursnst). Earl Holmer and t frontier so it is unlikely that such an offensive will be sanctioned in the near future.

Cities, Towns and villages
Rookroost
Rrookroost (population 17,310) is the largest city in the Bandit Kingdoms and is the capital of the hold of the same name. The h trade between Stonefist and the bandits. The taverns, inns, drug dens and brothels of Rookroost, although not quite as decadent oeps a sizeable militia.
Fent despises the Hierarchs of the Horned Society and it is he who is trying to organize an anti- Horned Society coalition amongst even more paranoid that he usually is.
Recently a temple dedicated to Iuz was opened in Rookroost and the Iuzite priests are said to be helping Fents troops in their ines guild known as the Shadow Masks).

Riftcrag
Riftcrag (population 5,600) lies on a spur overlooking the Rift Canyon. This fortified town is said to be virtually impregnable alls of the town fall away several thousand feet to the rift below, and the views offered from the walls of the town are said to be Riftcrag is ruled by Plar Lintoff, a gregarious former adventurer and thief. The hold is independent and although Lintoff opposesng inn Fent’s coliation.

Stoink
The town of Stoink (population 4,200) is the third largest settlement in the Bandit Kingdoms. The town, and hold of the same name, and some legitimate trade is conducted between Stoink and the nearby County of Urnst and Nyrond. Although some of this trade is i
Villages of the Bandit Kingdoms
Most villages have a population of 250-300. Almost all villages are protected by earthen ramparts and palisade. Many of the villagvilagers barely make a living off the land so some turn to banditry to support themselves. Others are peaceful men and women who om throughout the Flanaess who come here to build themselves their own little empire.
Most villagers have basic amenities – a tavern, a blacksmith, a cooper, miller, etc. and perhaps a temple or church (which is usualpoor and barter, or theft, is often the dominant form of trade.
The villagers of the Bandit Kingdoms tend to be clannish and unfriendly towards outsiders.

Places of Interest
Artonsamay River

The Artonsamay is one of the longest rivers in the Flanaess. For much of it’s length the river forms the northern and western borits and the Rovers of the Barrens but with the decline of the Rovers the bandits now claim all the forest. The Artonsamay is a widers of the river.

Bluff Hills
The Bluff Hills form the northern boundary of bandit lands. The hills are claimed by both Groskopf and Fellands but in truth neillgiants. There are also persistent rumours of the dwarven settlement in the heart of the hills but the bandits have never found th
Fellreev Forest
Much of Fellreev Forest is untamed wilderness. The forest is claimed by both the Horned Society and the Bandit Kingdoms but neithen of the wood has tightene and they are using the forest trails to infiltrate the bandit kingdoms. There are several communitieshe forest is claimed, and controlled by the Shadow Claws, an independent hobgoblin tribe. Society patrols seldom penetrate far int elves in living deep in the woods and the avoid all contact with hobgoblins, bandits and woodsmen.

Fields of the Dead (Warfields)
Most of the area claimed as sovereign territory by Warfields are more commonly known as the Fields of the Dead. These fields strette of several major battles. It is said that the bones of the dead lie scattered across the plains and that there are numerous bur keep located deep in the heart of the fields that is ruled by a lich. Several bands of adventurers have searched for this keep bu Although all the area is claimed by Warfields the only settlement in the area lie on the areas northern fringe and all are prote
Phostwood
Most of Phostwood is claimed by Tenh. The bandits however often use secret trails in the forest on their way to raid deep into Tenaiders.

Rift Canyon
Rift Canyon lies in the bandlands between the Shield Lands and the Bandit Kingdoms. The canyon is over 180 miles in length and 30 ms. Attempts by Shield Land troops to clear the canyon have always met with fierce resistance from the inhabitants and the troops h There are rumours of an ancient city, of unknown origin, located somewhere in the Rift. The city is known is by scholars as Ak- klundish stronghold, others say that the inhabitants were of Suel descent, while a others still claim that the inhabitants of the claimed came from an ancient cliff side ruin in a blind canyon near the rift. The adventurers said that they encountered undead in .

Tangles
The Tangles is claimed by the hold of the same name. The Tangles are rugged and dense forest. The underbrush is thick and impenet into the depths of the forest as it is home to a number of owlbears and these creatures most from venturing too far into theA few villages of hardy gnomes live in secluded glades in the southern stretches of the forest. The gnomes are shy and reclusive by humanoid attacks.

Zumker River
The Zumker River is a tributary of the Artonsamay and it forms the boundary between the Bandit Kingdoms and Tenh. There are no brch raids into Tenh.