Showing posts with label Suloise. Show all posts
Showing posts with label Suloise. Show all posts

Tuesday, November 3, 2020

Suloise vs Baklunish

 From: Allen [gargoyle@GVI.NET]

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

To: GREYTALK@mitvma.mit.edu

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.

Suloise Conundrum

 From: ACERERAK@aol.com

Sent: Thursday, September 10, 1998 8:29 PM

To: greyhawk@MPGN.COM

Subject: [GREYHAWK] - Re: The Suloise Conundrum

<< ... But doesn't their calendar predate that of the Elves?»

Yes, there is approximately a 1,000 year difference between the Olven calendar and the Suel calender. In the year 576 CY (Common Year), it was 6091 SD (Suel Dominion), 5038 OC (Olven Calendar), 3235 BH (Baklunish Hegira), 2726 FT (Flan Tracking), 1220 OR (Oeridan Reckoning). [I'm doing this from memory, so please forgive me if I am off slightly on the names]


<< What sort of picture does everyone else have of the old Suel Dominion? »

Similar to the Roman Empire in structure. Fantastic cities filled with bizarre sights (as compared to "today"). A center of commerce with merchants from all over the world. Terraforming on a massive scale, with the help of magic.

The further away from the capital one gets the less "magical" things become. Walk down the capital city street and you might see a fountain that spews water from thin air, but get out to the fringes and all you see are forts.

Griffon riders would not be uncommon. Bizarre monsters used for manual labor, as well as slaves consisting of humanoids, demi-humans, and non-Suel. A widely segregated city structure - pure Suel in one area, everyone else in another. There may be a caste system which takes "citizenship" into account, and is a goal often strived for. Corruption is rampant within the government and bribery is a way of life. Business is booming, and the imperial coinage is very different from anything seen today. Flying ships land in the port and bring wares from off planet.

We know for sure there is a civil war of sorts going on within the Empire, not to mention an external war with a powerful enemy. Of course, the external war only lasted 63 years, having begane in 5061 SD and ended in 5094 SD. Hmmm, the Scarlet Brotherhood was formed in 5091 SD. I wonder if they had anything to do with it?


<< Post-war Pro-Aerdy Oeridian propaganda paints a very unpleasant picture of them.>>

I tend to think the survivors were the creme de la creme of Lawful Evil arrogant aristocrats and various Lawful/Neutral/Chaotic Evil warrior types who turned to pillaging after their empire was left in ruins. The Suel Basin was most likely filled with "average" people just as the Flanaess is, consisting of farmers. miners, and merchants.

I imagine a lot of monsters were made extinct in the Suel Basin for the safety of its citizens by the government, "Another family of Umber Hulks attacked a village? Sergeant take a battalion and wipe out the whole herd. I'm tired of these interruptions by local fauna!" The Suel Basin was likely a safe place to live in until, well, the untimely end.


<< That is another consideration. How biased was Pluffet Smedger? »

He didn't exist. For all intents and purposes, he was Gary Gygax. However, should we decide to write in a bias to be clever, this seems unlikely. Smedger did not write 99% of the Greyhawk account, he merely created glossographies and compiled the whole into an encyclopedia, and then in turn created D&D to "aid his study". The "Savant-Sage" wrote the account, and it is his original bias that may need examining.

The Savant-Sage lived in Greyhawk city during Oerth's "Epoch of Magic", whatever that is. He compiled an epic 7-volume work called, "Catalogue of the Land Flanaess ... ", but only the third volume survives: "A Guide to the World of Greyhawk". When the Savant-Sage died the work disappeared, but turned up vears later in an lllithid lair in the Rift Canyon. This copy was brought to Rel Mord where it was examined by Pluffet Smedger the Elder, a historian and scholar. Smedger did add some recent or missing information, but by and large the work is the enigmatic Savant-Sage.

~Randy

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Monday, January 23, 2012

Re: slerotin's passage, underoerth, the mother, drow,

[I had previously posted this without the first three pages, but have since found them.]







Saturday, November 14, 2009

Re: Humanoids in Greyhawk

Priority: Normal
Date sent: Sun, 19 Oct 1997 21:16:22 -0400
Send reply to: Keith Horsfield
From: Keith Horsfield
Subject: Re: [GREYTALK] Humanoids in Greyhawk
Originally to: “GailnRoger@aol.com”
To: GREYTALK@MITVMA.MIT.EDU

Hi Roger,

I hope you don't mind me sharing this with the GreyTalk list.

>The comments in the 1980 gaz don't rule out humanoids in the Flanaess,
>however.

Well, when parsing 17 year old text meant for gaming purposes and not scholarly research (though some of us go that far) nothing is ever ruled out.

>It is logical that they were there, causing trouble for the Flannae
>and demihumans.

It may be logical in the 'normal' fantasy world, but given several factors I plan on viewing it differently.

1) The Flannae racial make-up just does not strike me as one that has had to deal with much physical strife prior to the migrations. They were easily subjugated (or pushed aside) by the influx of the oerdians and the suel not to mention the warring bands of humanoids.
2) The passages that I mentioned earlier just strike me almost superfluous if there were humanoids already present in the Flanaess east of the mountains (see below). The timeline though sparse makes a point that humanoids were used as mercenaries. Why? This can go without saying unless there was some other import. The passages then emphasize that the humanoids drive the oeridians forward into the Flanaess and then that the hordes fragmented. This implies that the hordes spread out and populated the Flanaess. The only word not used in conjunction with this movement of hordes of humanoids is 'migration'.

FWIW, I'm actually thinking of running a campaign on the following premise:

Timeframe: Prior to the Oeridian, Suel and humanoid migrations. Probably well before, like -5 FT.

Setting: It will be a rather idyllic setting with no humanoids. Faerie/sylvan folk oriented with a heavy accent on celtic myth and the sidhe. The Flannae will either be in their own bronze or iron age.

Conflict: Elf vs. Flannae (man)

Premise: The Flannae were not always such a peaceful nature loving folk and could have repulsed the migrations of the Oeridians, Suloise and humanoids if only they had not been totally subjugated by the elves in a long forgotten war which decimated the Flannae civilization and forced them into a culture of small tribes/clans.

Consequences: Why is there no remaining animosity between the elves and Flannae?

1) This was happened in the far distant past. The very fact it happened prior to the migrations puts it 1,000 years ago. If we were to use this war as the starting date for Flannae calendar we are now talking almost 3,000 years ago. Elves may remember the war and the consequences, but not mere mortal humans.
2) The positives that came out of the subjugation by the elves.

Initially, resistance would be high. But over time the culture of the [missing word?] relation on how to live with the world around the flannae (I.e. nature) take the sting out of losing. Over time as the Flannae adapt the the cultural morals of the elves to their own system of beliefs, history would be rewritten. Here is the beginnings of the 'Old Faith.' With such a [missing word] and the new ethics within the flan culture, harboring animosity towards their own saviors (though this part would probably be forgotten and rewritten so that someone of their own kind came up with the idea) would be counterproductive to their new way of life.

>There just happened to be a lot of them in the Yatils/Barrier
>peaks/Crystalmists chain, and they were suitable for mercenary work if
>you weren't picky. However, they were more trouble than they were
>worth in the long run.

Granted. I was overreaching in my arguments and now have revised them so that humanoid populations were no further east than the barrier mountains (I use this term to include the Yatils, Barrier Peaks, Crystalmists and Hellfurnaces). Why no further east? Those darn pesky demi-humans knew a good thing when they saw it and did their utmost to guard the barrier mountains from incursions.

>I think the Oeridians originally lived around Ull, but abandoned it
>due to pressure from humanoid armies of the Baklunish. The Oeridians
>probably didn't get along with the Baklunish, either.

Hmm, not satisfied here. I understand when looking at the migration pictures in the published material that the oeridians are shown as starting from an area around Ull. But, the closest country with any oeridian blood in it is Ket (see Ref Card #2 FtA) and Ket is along the migration route of the oeridians. I envisioned the Oeridians moving through the Dry Steppes from somewhere to the west. Reasoning. The Dry Stepps prior to the Invoked Devastation were populated by Baklunish and Horse Barbarians. Placing the oeridians in a geographical position surrounded by the baklunish would only make them a subculture of the Baklunish. Something I think we can both agree that they are not.

Also, the relative newness of the oeridian calendar, i.e. 260 OR when the Baklunish-Suloise wars begins, implies that some major event happened relatively recently (when compared to the other human cultures). One theory could be the beginning of the actual oeridian migration from points farther west due to their own catastrophe.

Oeridians of that time period, the Baklunish-Suloise wars and migrations, were also said to have very powerful magics. Yet when we talk about the areas just west of the barrier mountains and look at the published material invariably we are only dealing with either ancient Suloise or Baklunish cultures. This says to me that the oeridians came from farther west.

Lastly, I would like to thank you for your response to this and feedback I've been sending. I know my feedback has been quite blunt at times, but I will strive to offer solutions to any criticisms I may have least well thought out reasoning why my opinion differs.

Keith Horsfield
Member Team OS/2
“To a person with a hammer, everything looks like a nail”
E-mail: afn09454@afn.org
Home page: http://www.afn.org/~afn09454
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Monday, July 13, 2009

Hardby: Ilshar Aki

Subject: [GREYTALK] Hardby: Ilshar Aki
Date: Wed, 14 Jul 1999 00:44:27 EDT
From: ""
Reply-To: The GREYtalk Discussion List

This post is mostly inspired by Chris Jarvis' concept of Ra'al'tsvar, the keepers of the sacred bloodlines. I absolutely adore his work on ancient societies of Oerth. Basically, what I'm attempting to do here is use this concept in the context of Hardby as described in The Adventure Begins and Artifact of Evil, and the Suel language and culture from The Scarlet Brotherhood accessory. I am using tSB's Suel language, though in Jarvis' terms it should probably read Il'shar'aki, or perhaps Il'shar'tsvar. If I'm horribly misusing his ideas, I apologize.

Begin:
In the wake of the Rain of Colorless Fire, many heresies sprung up in an attempt to deal with the changes forced up on Suloise society. For a while, one of the most prevalent was allowing the belief in the sacred matrilinear bloodlines along which magical potency is passed to fill the vacuum left by the old hierarchies of power. For some, this reverence for bloodlines manifested itself as severe racial intolerance, a fear that purity was the highest and most holy goal remaining, some going so far as to create deliberate human breeding programs. For others, it meant that all of the remaining power went to the carriers of the blood -- the women (among the Cruskii and the Shnaii, it meant that women were actively repressed for fear of their potential influence, and the female thaumaturgii were forced to go underground as witches. The Fruztii remained egalitarian).

The tiny house of Norbe Nehelifon was of the matriarchal persuasion. Mob, the ancient matriarch, saw it as her holy duty to uphold the principle of Shar Aki -- Pure Womanhood -- and nearly destroyed her house warring against the barbarious Oeridians, who treated their guardians of purity like chattel. Her grandaughter Ena was wiser, and lead the survivors of the family (including such historical figures as Molly and Jaka Norbe) to the promisingly-named Wild Coast.

It was not to be. The Coast was too crowded already with crass bandits and desperados scarcely better than Oeridians, ruling each other by strength and force of arms, ignoring their ancient roots and connection to the subtle arts entirely. The Norbes moved on and settled in a deepwater port across the Wooly Bay, trading with and learning to survive from the matriarchal Flan tribes.

It was from the Flan that the new settlement -- called Il Shar Aki by the Norbes, and Harada (later vulgarized as Hard Bay, then Hardby) by the natives -- was to gain much of its culture. While still governed by the principles of its Suel founders, the daughters of Ilshar Aki found that the rather limited pantheon of Wee Jas, Xerbo and Osprem didn't serve them in their new home half so well as the goddesses of the Flan. A temple to Beory was concecrated in the first farms under instructions from the Flan as they taught the new settlements in agriculture, but the goddess that spoke loudest to the settlers was Ehlonna, the Horned Lady. Associated by the locals with moons, magic, the forest, and armed protection from those who would desecrate her, Ehlonna seemed to be the core of everything the Norbes were striving for. While Ena's name is included on the foundation stone of Ehlonna's first great church, and her body was laid to rest in the family tomb there, it isn't clear that the first Despotrix herself ever worshipped anyone but Wee Jas. Certainly, no invocations to the Horned Lady ever appeared in her tomb. Nevertheless, by the time of Ena Norbe's death, Ehlonna's reverence was
firmly entrenched.

Hardby today isn't the dominatrix paradise it is sometimes made out to be by prejudiced sailors and boastful townsfolk. It's a cosmopolitan port, and the casual visitor won't notice any marked differences from any of the other free ports in the domain of Greyhawk and the Wild Coast. Hardby depends on trade for its wealth, and it will do nothing to discourage visitors. Longtime and frequent residents know, however, that the city's balance of power is firmly in the hands of the women. Temples exist that cater to most of the Flanaess' gods and philosophies, but the biggest are the Jasidan, Ospremi, Beoric, and Istusian cathedrals, towering over the port town's skyline.

The philosophy of "Shar Aki" (still in the name inscribed in the city's record books) today refers less to the purity of fleshy blood (Hardby is now firmly multiethnic) than to the "flow" of the world and women's connection to it. The polis of Hardby believes that only women are fit to rule because only women are capable of truly understanding their place in Her greater scheme. This philosophy has also carried over to combat, and female knights are more common than male. Don't mistake this for some drippy New Age mantra; the female powers are old and fierce, and the Oerth's blood runs thick with hate as much as love. The original idea of the sacred bloodline still has currency among magical residents, though no racial stigma is attatched. Magical potential is searched for without regard to racial origin, as the existence of the half-gnomish illusionist Guma Norbe confirms.

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/

Saturday, February 14, 2009

The Duchy of Ulek "source document"

Date: Tue, 09 Nov 99 21:32PM PST
From: Taras Cranden-Guarhoth Add To Address Book Add To
To: GREYTALK@MITVMA.MIT.EDU
Subject: Re: [GREYTALK] The Duchy of Ulek "source document"

> plains and forests between Hellfurnaces and the Lortmils. Unlike the Aerdy
> to the north and east, the Keogh tribe mixed with the Suel, and founded the
> kingdom of Keoland, and the descendants of the Uleki were given a large province on the eastern boundary of Keoland to rule. This area was

Eh, don't ask me why, or from where, but I was always under the impression that somehow, the Suel managed to remain in power over the peoples of the Sheldomar.

> Historically, the demihumans of these mountains have fought long and hard to
> drive out the humanoids and monsters, culminating in the Hateful Wars which
> led to the creation of the Pomarj, from whence many red glowing eyes look back to their "birthright" and seek to regain it. The hill dwarves, mountain

Just a note, but the Pomarj was already there...just before the humanoids waltzed in, it was a collection of petty squabbling humans (gee, not much change, other than adding an -oid to the end of the species of the rulers).

> 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

Why does it seem like there's an effort to cover just about every bit of plains with forests in the past? Couldn't some of it have been, well, always plains? After all, the much beloved (yeah, right) plains elves had to originate somewhere.

> 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,

Errr...wouldn't that leave them espically open to, say, bribery?

> 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

Personally, I'd have the main duty of the army be patrolling and guarding that mountain border, since, according to the map in the FtA Atlas of the Flanaess, the part of the Lortmils controlled by the humanoids does border on the Duchy of Ulek. IIRC, Celene Pass (linking the Duchy of Ulek with Celene) marks the northern border of the Pomarj's lands.

> promoting trust and morale among the army. And rather than maintaining expensive (and unnecessary) fortresses throughout the Duchy, patrols

In the area where the Duchy's and Pomarj's borders meet, those fortresses may not be so useless.

> 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

Err...I think this'll need revision...since they have their own border with the Pomarj, too. Remember, the Pomarj owns the Lortmils south of Celene Pass.

> 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.

Probabily House Rhola or Neheli, since they're the prominent Suel nobles who settled in the Sheldomar Valley.

Whew. That was, umm, long. It's good, but I don't quite agree with everything dealing with the government and such, but, overall, it works. You just might want to do something with those lists...espically that list of trees...it doesn't read very well.

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

Friday, February 6, 2009

RE: Zothique as a basis for the Suel Empire?

Date sent: Tue, 2 Sep 1997 09:27:34 +0300
Send reply to: The GREYtalk Discussion List GREYTALK@MITVMA.MIT.EDU
From: Mick Scannell SCANNELL@TNCLUS.TELE.NOKIA.FI
Subject: [GREYTALK] RE: Zothique as a basis for the Suel Empire?
To: GREYTALK@MITVMA.MIT.EDU

From: Gary R Welsh grwst6+@pitt.edu
…a lot of critics say that Vance was (overly) influenced by Dunsany, CAS and maybe Cabell, but I don’t think anyone would argue over Vance finding his own voice.

Most definitely can it be said that Vance had indeed his own inimacal style. As for your earlier comments about the dangers of writers adopting the style of their heroe’s, then a good example IMO would be Michael Shea. He writes his own followup to Vance’s ‘Eyes of the Overworld’ called ‘A Quest for Simbilis’, which IMO is a limpid pastiche of JVs. He then much later writes ‘Nifft the Lean’, which is probably one of the best fantasy novels ever written. Shea’s descriptions of the various demonic subworld’s is absolutely chilling….. .

Talking of Clark Ashton Smith, I’ve just finished reading his ‘Tales of Zothique’. For those not yet in the know, Zothique is described as the last continent, set in a time in the farflung future, as the sun is beginning to gutter out. Deserts and other such desolate tracts carpet the face of Zothique, sweeping up to the very walls of monolithic cities where dwells the last races of mankind, who has returned to the use of magic, and has become decadent, jaded, and corrupt. All manner of iniquities, tortures, debaucheries, and foul magery is practised. Primarily written in the 30’s and 40’s, it’s dark stuff, macabre but not horrific.

It also struck me what a great font of ideas this collection of tales is for those people in the process of creating a campaign in the Suel Empire; the characters, creatures, and places described could easily be used as a basis for campaigns set either at the decadent end of the Suloise, or for any last bastions surviving in ‘current times’. Steve Kurtz’s excellent ‘Complete Guide to Necromancers’ makes mention many times about the necromancers who figure heavily in CAS’s stories. Such mages, lording over crumbling cities in the shadows of the Sulhauts, could be in possession of much forgotten and powerful necromantic lore : the basis of a high level campaign, perhaps.

So, if your players have become complacent, send ‘em off for a stint in the city of the Charnel God, spend some quality time the Weaver in the Vault, or have them relax of the cannibal-infested jungle isle of Naat!

Regards,
Mick

Wednesday, October 15, 2008

Gods of Greyhawk - Wee Jas

Date: Thu, 17 Jul 1997 19:07:24 -0400
Reply-To: The GREYtalk Discussion List
From: Ubiquitous
Subject: [GREYTALK] Gods of Greyhawk – Wee Jas
To: GREYTALK@MITVMA.MIT.EDU

By: “Todd O. Howard”

Wee Jas (Greater God) [Suloise]

AL: LN
WAL: any
AoC: Magic and Death
SY: Gravestone with Magical Runes

Wee Jas is the goddess of Death and Magic, with equal emphasis on both of her aspects. In many ways she appears uncaring, but this is due to the knowledge that all will come to her in the end. Priests of Wee Jas seek to promote the use of magic, esp. in the school of necromancy, as that relates well to their patrons other aspect.

Priests of Wee Jas must promote the use of various kinds of magic and aid those that are dying in their transition into the afterlife. Priests are responsible for keeping libraries of magical information and aiding the research of new magical spells. Temples have various mages researching spells on a permanent basis. Each temple will specialize in a school of magic, although most necromantic formulas are shared between the various temples. Priests are also responsible for aiding people on to the afterlife, although the specific nature of this aid depends on the alignment of the priest.

Wee Jas's Avatar (Wizard 16, Priest 12)

Wee Jas's avatar appears as a pale female of the race (almost always human) who rarely shows emotion of any sort. She casts spells as if she were a Necromancer (gaining the appropriate saving throw bonuses and penalties), although she may also select spells from opposition schools at no penalty.

Str: 9 Dex: 18 Con: 14
Int: 21 Wis: 20 Cha: 12
MV: 12 Sz: 5'+ MR: 35% ( + special)
AC: -2 HD: 12 HP: 68
AT: 1 THAC0: 9 Dmg: 1d6+5 (staff)

Special Attacks/Defenses: Wee Jas's avatar carries a staff +5, and wears bracers of defense AC 2. She relies primarily upon her spells for defense and attack, and she is 70% magic resistant to any spell that she has in memory. Anyone touching her (this does not include weapon attacks) in an offensive manner dies instantly, no saving throw (magic resistance applies). She may also point at a target and cause one of the following effects, once per round (as save applies for harmful effects): Death, Harm (reversed Heal), Heal, or Resurrect. She may do these in addition to any other actions she may take.

Priests of Wee Jas:

Priests of Wee Jas must have an intelligence of 13. Priests may be of any lawful alignment. Priests of Wee Jas belong to one of three sects based on their alignment. Neutral priests may join any sect, good priests may become a Wee'descan or a Seeker, and evil priests may become a Jas'partan or a Seeker. The Wee'descans and the Jas'partans are continually fighting amongst themselves, and deaths are not uncommon. A priest may not change sects, and must choose his sect by 3rd level.

The good sect, called the Wee'desca, believe that undead are an abomination to their God, and rarely miss an opportunity to destroy them. They believe that magical research is a secondary role of the priest. They are known to cast Raise Dead (at no cost) for exceptional followers of the Goddess, as well as casting Raise Dead and/or Resurrection in return for materials that can be used for magical research, for cash, or for other items of interest.

The evil sect, called the Jas'parta, believe that everyone (but the priests and their closest followers, of course) should be aided along to the grave, and seek to give this aid in the best manner possible. This may or may not include outright killings, abortions, and other forms of euthanasia. The Jas'partans believe that undead are not an abomination, and that they can be useful allies. They even go so far as to support the creation of liches so that magic users or clerics may continue magical research beyond their normal lifespan.

The neutral sect, called the Seekers, believe that Wee Has's main emphasis is in magic and magical research. The Seekers therefore do the most magical research of the three sects. They tend to destroy most undead, with the exception of lichs that will aid them in various research. The Seekers will occasionally choose an exceptional researcher (16th+ level priest) from any of the three sects and perform the elevation to Lich status. Given the various views of the sects, few are chosen from the Jas'partans, none have yet been chosen from the Wee'descans, and the bulk have come from the Seekers.

WP: as wizard
AR: none

Spells: They have major access to the following spheres: All, Astral, Charm, Divination, Elemental (all), Guardian, Healing, Law, Necromantic, Protection, Summoning, Thought, and Time. They have minor access to Combat, Sun, and Wards.

Powers: 3) +1 to saves versus magic; 6) may use 1st and 2nd level wizard spells from the Enchantment/Charm and illusion schools as priest spells; 9) may use wizard spells of 1st through 4th level from the schools of Alteration, Enchantment/Charm, Illusion, and Invocation/Evocation as priest spells and use magic items normally only usable by wizards; TU Command (must commune with Wee Jas first)

__
“Ted, sweetheart...somebody's left a wicker basket with a little baby in it on our front doorstep.”
“Just leave it out there on the stoop, honey. They cats'll get it.”
- Red Meat

Tuesday, September 30, 2008

Re: Gods, Oerdian and otherwise (even longer)

Date: Wed, 30 Jul 1997 09:09:25 -0500
Reply-To: dek efilson@blue.weeg.uiowa.edu
From: dek efilson@blue.weeg.uiowa.edu
Subject: Re: [GREYTALK] Gods, Oerdian and otherwise (even longer)
To: GREYTALK@MITVMA.MIT.EDU

Since I’ve been the Gods of Oerth series and scouring the various sources for little bits of info which I could exploit, I thought I might jump in to this discussion myself. Kent Matthewson was the original poster.

> I The Problems with the Pantheons
>
> Some problems arise when considering that the gods of GH are real beings in the “game” world, so that unlike the “real” world, it raises these questions in my mind: How many gods can > there realistically be, in total, and how do we resolve overlapping spheres of influence? If each > pantheon has their sky/thunder god, their god of oceans, etc. – the air and water become crowded, conflicting places – who has precedence in the seas, for example – Xerbo or Procan (ignoring that one is a greater and one a lesser god)?

In my campaign the answer is: “eh?” As a GM I’d like to know *everything* about my world, but with limited resources and even more limited time, I leave it up to the gods, whom the Players will most likely never meet, to decide this. In so far as I’m concerned they can fight it out with all of the Forgotten Realms gods and the Birthright gods and…

It comes down to homodiegetic vs. heterodiegetic. In the latter’s case, we worry about which direction the angular momentum is going, what a deity really looks like in person, and whether the carrying capacity of Oerth would really be exceeded if Orcs were fed aphrodisiacs en masse. In the former’s case, we concern ourselves with what the players might think the sun is, how they relate to their gods, and the taboo of talking about Orcsex.

In the last year or so, after a campaign I hosted sputtered and died due to lack of special interest, I began to worry less about giving the history of Oerik in one hour or less at the beginning, and worried more about telling the players the outlandish (and far more interesting) lies that their grandmothers would have told them. I quickly found that no one but me really cared which way the Oerth turned, but rather wanted to hear more atrocity tales about the horrors which Iuz had perpetrated. My players are human! So I guess my answer is… if you’re Oeridian Procan beat the living crap out of Xerbo who now sits in a sea cave crying all day… if not then Xerbo is the One True God of the Sea and Procan’s priests are a bunch of corrupt bastards (even if they do get spells from someone).

> In the “real” world, it was recognized even by the ancient Greeks (Herodotus, for example) that the deities of other pantheons were the gods of the Greeks, but by different names (Herodotus in particular, equates with the gods of Egypt and Asia Minor), and in modern times we recognize certain “archetypal” gods that reappear in differing cosmologies. However, on Oerth, these gods are not variations, but real, distinct beings, so that proposing to fill the “gaps” > in the current pantheons creates more problems than it solves.

The Hindus just consider other gods (generally speaking) to be yet another in their immense pantheon. The Romans’ gods, if they did exist, might not have actually been variations on the Germanic/Norse gods or vice versa, but the Romans thought so. So long as they still received spells ;-) who cared?

> Of course, we currently have such a difficulty in some spheres – Wee Jas/Boccob, Ulaa/Fortubo, Joramy/Pyremius, Rao/Delleb, Lendor/Cyndor, Procan/Xerbo, Ehlonna/Obad-Hai, > and Velnius & the 4 Winds/Phaulkon. Many of these can be resolved on a case-by-case basis, > by differentiating subtle distinctions within their spheres, but it takes some doing (and possibly > fudging)

But why assume that they have to be differentiated at all? I’m asking this, not as a rhetorical question, but as a serious inquiry. Suppose that the gods never get together across cultural pantheons, that because every outer plane is infinite in scope they just don’t run into one another. If the only access they have to Oerth is the *rare* avatar, then their only agents are their worshippers who can compete or cooperate.

> There is also the interesting issue of the merging of faiths due to the Great Migrations. Many > of the deities from various pantheons have since come to be embraced as being common to all > areas (according to the original god list from the ’83 boxed set). This seems appropriate, especially after a thousand years. The more interesting item on the list, however, are the many gods that are not only common, but of no particular ethnic origin. I can only conclude that these > deities were common to all or at least some (more than one) pantheon prior to the Cataclysms. > These deities include St. Cuthbert, Ehlonna, Trithereon, Boccob, and Incabulos, as well as several lesser-known deities. I think it would be appropriate to decide on a case-by-case basis which deities were common to which pantheons (ie Cuthbert perhaps being common to the Oerid > and the Suel, but not the Baklunish or Flan). When drawing up racial pantheons, any or all of > these deities could be included, and factored in when drawing up the cultural traits, political structures, etc. that each race commonly has.

IMC, the ‘common’ deities (of lesser or higher standing) were initially either individual cults or parts of another pantheon all together. As a preview of Gods of Oerth, vol III, the Oeridians were kenotheists in the Hindu sense. That is, every god is great and the greatest one at a time. Praise Celestian, greatest of all gods, in the morning, then pray to Heironeous, chief of power in the gods’ realms and mightiest of all, in the evening. Given this openness and will to recognize gods of all stripes, we see certain absorption and dissemination of religions. That is, the reason that they’re commonly worshipped is because their religions have been changed to a the greatest degree possible w/o being offensive to the gods’ sensibilities. Xenophobic constructs or subversive elements to the cults have been sterilized. “Common” comes to mean not only frequency, but the degree to which the religion has been spread thin over the continent.

Moreover, it will be Kambellian’s thesis that this is absolutely necessary (bloody Oeridian that he is). That is, if any other culture had dominated the subcontinent, we would be looking at a different picture altogether. If the Baklunish peoples (to be Vol II), who were reforming the church of Istus and effectively downsizing the pantheon when the main thrust of their migrations began, were to have dominated the continent these cults would not have been tolerated to any great degree and worship of most gods would have been divided into regional cults. The Suel (to be Vol. IV) would have demanded that their gods, who (according to the Suel) really do determine the events within their spheres of influence, be worshipped as the primary gods. Here again, we see something of a repression and the likelihood that many of the gods would have disappeared.

> II The Oerdians
[Excellent thoughts on the Oeridian pantheon snipped]

Here are some of my own observations. First, we have two sets of brothers, indicating that these gods are thought to have been born and that their interrelationships are a factor of time and history. We can also note that this gives them a mortal quality, at least in the legends.

The pantheon is distinctly patriarchal. You mentioned Obad-Hai, whom I recall being Flan, but aside from her, of all of the intermediate powers, not one is female. Also note that unlike the Suel pantheon, in whose families deity status seems to be hereditary (Kord), the parents of our two sets of brothers, Hextor-Heironeous and Celestian-Fharlanghn, are of little consequence. Whether it is because they were mortals (who gives a damn about them anyway? ) or because they were gods lost to time is a matter which we can debate here ad nauseum without ever getting conclusive evidence.

On the other hand, we don’t (to my knowledge) ever hear of them paying visits to one another. Procan is never found knocking on Celestian’s door asking him to turn down the head of the sun because it makes his oceans evaporate, and Erythnul to our knowledge hasn’t ever invited Telchur over for tea and patries. The many forms of Erythnul seem to hint that he may have come from the humanoids (as opposed to them adopting him). You can tell I’m leaning towards this kind of open-minded adoption hypothesis right through prehistory (similar to what the Greeks did).

Because of the lack of evidence of anything but the most occasional interaction, IMC, the Oeridians are god thieves. Look at the binary Cain-Abel nature of the Hextor-Heironeous pair and compare it to the benign brotherhood of Celestian and Fharlanghn. There doesn’t seem to be a consistent tradition, leading me to view everything through a lens of cultural assimilation.

In my timeline, mostly adapted from OJ1, the Oeridians were the slaves of the Suloise empire. They toiled in the equatorial sun to get what little they could from the soil so that their masters could have time for games and the occasional social gathering. As the original inhabitants of the Plain of Pesh, they had been tribal and each possessing their own god(s) and extremely distinct dialects and even languages. When the Suel conquered the land, the tribes were forced into a mush of cultures. Their treatment and standard of living varied from dynasty to dynasty; some times they had to be paid for their work (a piddly amount).

So each tribe member had to accept her sister’s god. It was a survival thing. Many of those gods have been lost to time for want of worshippers, but we have some in the form of the basic Oeridian pantheon.

To complete the narrative, the Oeridians dribbled out when they could. But, when the time was ripe, they eventually rose and killed a number of their masters in the province of South Pesh. Fearing further uprising, they were emancipated and were force-marched to the north and into the Baklunish empire (who accepted them but resented the influx of impoverished people which devastated the economy, leading to strains in their already bloody relationship with the Suel… and here we go!).

> Comments, please?

Well, you asked for it.  Anyone still reading now gets to go on to round 3 where the special prize is an all-expense paid trip to Ull. All standard disclaimers concerning this all being specific to my campaign apply ad infinitum. We will have to wait and see how much of this is still campaign

[End of e-mail lost]