The project idea. It's drifted a bit since, but it showed you where I started and this post on inspirations will show you where I'm at.
Some gods of the Suel and Oeridians.
And some real-world images for terrain inspiration.
The project idea. It's drifted a bit since, but it showed you where I started and this post on inspirations will show you where I'm at.
Some gods of the Suel and Oeridians.
And some real-world images for terrain inspiration.
The way history would go would be something like this: The technologically and perhaps magically advanced Old Slann open warp gates on Oerth, letting Chaos in and ultimately destroying their civilization. Their degenerate descendants are the scattered tribes of bullywugs. Human civilization arises relatively quickly through the rediscovered learning of this elder race, but the Baklunish and Suel eventually use that knowledge in mutual destruction.
Some centuries later, Oeridian tribes establish the Empire (combining the particulars or the Empire of Warhammer and the Overkingdom of the Flanaess). It persists to the present day, but it is a shadow of its former glory. Both all too human failings and the taint of Chaos have a hand in this decline.
I'm not sure what to do with the Chaos Gods, but I'd be inclined to replace them with Greyhawk deities, though I don't know exactly which ones.
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| I feel like this is a scene that could happen in both settings |
The Old World has fewer countries, and they are more obviously analogous to earthly nations, but I don't think it would be particularly hard to map any particular aspect of the setting one wanted to a Greyhawkian surrogate. The default technological era is more advanced, too, but I don't really think gunpowder would spoil Greyhawk in any way. To honor the war game focus of Warhammer, one could also set the campaign during the Greyhawk Wars.
Neither setting is a stranger to punning humor, so there's that. Warhammer is grimmer than Greyhawk at standard, but I think the tones of both can sort of meet in the middle.
This post presents the deities as if they existed in a (pseudo-)historical context where people's understanding of them might have changed and evolved with time. Obviously, Greyhawk presents a world where gods are demonstrably real. I don't think that precludes the approach I take here, but it may not fit every readers' conception of how the gods interact with the world.
Pholtus
Pholtus seems to have originally been a solar god or dawn god. Likely coincident with the development of Aerdian Nomism, Pholtus came to be seen as primeval deity who "brought forth the light" of Law, separating Order from Chaos and giving birth to the universe.
Despite this important mythological role, Pholtus is seldom directly worshipped in the current era, with Pale as an exception.
Hieroneous and Hextor
Two of the best-attested tribal Oeridian deities, the two are an example of the Divine Twin motif. Many folk tales are legends are told about them. They are as popular among the common people as the hero gods. Hextor represents the brutal side of war: destruction, bloodlust, and brutality. These traits might suggest he is more Chaotic than Lawful, but in the Oeridian mind, his actions are traits are a contingent and circumscribed chaos, only unleashed in service of Law. In fact, some Oeridian theologians argue that his actions are Lawful at their core, representing expression of the primal Law of Battle. In the modern era, Hextor has come to represent Law at its most obdurate and brutal, and so tyranny has been added to his portfolio.
Hieroneous represents the more positive aspects of conflict: justice such justice, valor, and skill at arms. He has also been associated with the knightly class and the cult of chivalry.
Zilchus
Zilchus seems to have been a minor, chthonic deity of the tribal Oeridians. He was associated with wealth and primarily riches drawn from the earth. While he developed as role as judge and ruler the dead (perhaps by extension from his existing role of ruling things in the ground) he has never been a god of death directly. Instead, he came to be viewed as the ultimate worldly power and his purview over wealth came to extend to markets and business.
In modern times, Zilchus is a commonly worshipped deity as he is believed to bring material prosperity to this faithful.
In the Velunan version of the religion, Rao is considered the personification of divine law. He is a serene and distant god, and the monks spend much time in meditation upon his glory. The common folk are more interested in the earthier Saint Cuthbert who is believed to intercede with Rao and allow those who achieve less than spiritual oneness with the Law to enter Heaven.
The Canon is the spiritual and temporal head of Veluna. The Canons are held to delay their own spiritual perfection so that they may minister to the needs of the people. The Canon is supported in the task of managing the country a council by ministers, but also has a council formed from the remaining nobles of the country whose fealty the Canon commands.
Veluna has at times been controlled by Keoland, though that land too recognizes the spiritual authority of the church.
It's capital, Scant, was not the largest port, but it was an important one. It was fortified town with a castle serving as a customs house on a rocky islet just offshore. After the Iron League rebelled against the crown, the castle periodically changed hands between the Onnwalers and the Overking's forces, causing its upkeep to be neglected, even as Scant itself stayed well-defended. At the best of times, command of the isolated castle was a post few sought, though it did provide an opportunity for its occupants to collect bribes provided they weren't just killed by pirates.
Onwal's proximity to Pomarj and its raiders are part of why the coast is only sparsely developed, the other reason being its occasionally marshy terrain. The relationship Onnwal and Pomarj is not completely adversarial, however. Coastal villages have profited from wrecking and aiding smugglers. The Iron League as a whole takes a dim view of latter, and those that are caught are punished, but few are caught.
The hills of the Headlands were mined first for copper and tin and later platinum. Much of this was done by dwarf clans, though for the most part humans and dwarves have shared the region peacefully. The strong dwarven presence has led to human miners of the region adopting dwarven customs and superstitions to a degree.
I've conceived of Onnwal a lot like Cornwall, a bit like Romney Marsh, and with its Mediterranean climate, a little like Koroni, Greece during the Middle Ages, too.
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| Art by Gary Gianni. Check out all those polearms! |
As I mentioned, initially thinking of Greyhawk as a more firmly Medieval place was the impetus for this series, but as these things tend to do, my approach has drifted some with time. While my view remains more realistically Medieval elements are nice to bring in, I also don't want to lose site of the Gygaxian Implied Setting Recipe, because at the end of the day, a Greyhawk that feels like Greyhawk (if more rationalized) is more interesting to me than a straight pseudo-history.
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| Art by Marie & John Severin |
Keoland's origins are in the migrations following the war between Ancient Suel and Baklunish. Suloise refugees, harried by the humanoid warbands and reavers of their own people, fled across the Crystalmists and settled in the fertile basin formed by Sheldomar and Javan Rivers. The Flannae population of the region was small, owing to the depredations of the humanoids and a plague brought by earlier waves of Suloise fleeing war and destruction. The remnant Flannae and scattered demihumans were pushed to the fringes by the newcomers who sought to create a unified Suel kingdom but were thwarted by conflict with others and their own fractiousness.
In another century, the Oeridian Keogha peoples swept into the region, scattering the encircling humanoid tribes. The Oeridians came in friendship to the Suloise and demihumans alike, but they brooked no disagreement with their intention to share the land between the rivers. They expanded rapidly, soon claiming hegemony over all the human settlements, as they began to intermingle with the Suel peoples.
Eventually a monarchy was declared with the old Suloise town of Niole Dra as its capital. Over time, it would come to dominate the entire basin. This was not accomplished solely through conquest, however. Keoish kings shrewdly made allies of the demihuman lands Ulek and Celene.
The people came to embrace Nomism in the main (though pockets of folk religion still exist). In fact, it is possible the belief system may have coalesced here with the blending of Suel and Oeridian beliefs. Saint Cuthbert is the patron deity of Keoland, and the land's churches are adherent to Velunan doctrines and traditions.
Periodically over the centuries, Keoish kings have succumbed to dreams of empire. Such ambitions have tended to fare poorly beyond the two rivers. Indeed, Keoish entanglements elsewhere allowed the Sea Princes to gain a foothold to the South and lost the kingdom control of the Yeomanry.
Though Keoland is currently at peace with its neighbors, it may be that it is being weakened by enemies from within. The ancient and entrenched noble houses game and scheme to see their house ascend the throne. Humanoid bands and human renegades lurk within the Dreadwood and the expansive [as in bigger than Ireland!] Hool Marsh. The coastal marshes rely on a brisk smuggling trade and secretly deal with the piratical Sea Princes.
Keoland's real world inspirations are perhaps not as distinct as many of the eras in the Aerdian East. The Mediterranean climate suggested by Anne Meyer's maps brought to mind for me the Iberian Peninsula. That might make the Keoish Oeridians the Vandals/Visigoths. On the other hand, it's position on the map, and its use of light cavalry reminiscent of the turcopoles are reminiscent of Byzantine Empire.
I summarized collated the posts summarizing what I wanted to do with the project and the first batch of posts here.
I had three posts after that:
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| Art by Jeff Easley |
The implied setting of D&D, as a number of writers have pointed out, can also be said to be post-apocalyptic. That often conjures images of science fantasy writers from Appendix N, but of applies to in the literal sense if not the generic sense to the Hyborian Age of Conan and the 3rd Age of Middle Earth. Materially greater and in some ways more advanced civilizations must precede the current one for there to be so much wealth and magic to be looted in old ruins.
A post-apocalyptic setting allows the frontier to be closer at hand, and indeed really sort of obscures it even being a frontier, as no discernable border but instead the distance between "civilized points." Connecting these dots seems more reclamation than expansion.
That works, but in D&D settings like Greyhawk, Krynn, and the Forgotten Realms, the apocalypse is remote enough so that the current civilization doesn't seem post-apocalyptic, at least no more than the High Middle Ages seems to us recovering from the fall of Rome.
Yet, Greyhawk, for all its map full of named regions, heraldry, and rulers with elaborate titles, is really empty. Some of this exists to facilitate the desired game play, sure, but that's the Doylist explanation. I like the more Watsonian explanations of humanoid and demihuman groups that are not adequately censused coupled with events that have led to a decline in population.
As Chris Kutalik and other commentors suggested in his blog series of years ago, I think Greyhawk is best analogized not to some science fantasy post-apocalypse but to historical eras like the "Dark Ages" (or early Middle Ages) after the collapse of Rome, or the plague, famine and war riven period of the Crisis of the Late Middle Ages.
In many ways, I think, Greyhawk reads better as a setting where the apocalypse (or at least an apocalypse) is not the remote past but happening now or relatively recently. This isn't so much a total destruction kind of apocalypse but a "civilization is dealt a blow" sort of one. This allows for the breadth and complexity of social structures described in Greyhawk, but also for the population numbers and available real estate for enterprising adventures to carve out something for themselves.
It's "points of light" to use the modern descriptor, but not (like so many of those settings) a rather static period, but one where there are still roving bands of invaders (humanoids, monsters, or armies of other human nations) and isolated communities that must either grow larger and more resilient or be wiped out. I should add, There's no one way the communities have approach this problem to survive. Orcs settling down to live in some sort of peace is potentially just as possible as driving them out and killing them.
I think this sort of implied framing could be fun to lean into. D&D settings need more Random Calamitous Event Tables and societies in flux (like we see in some epic fantasy like A Song of Ice and Fire). Christopher Buehlman's historical horror novel Between Two Fires and his fantasy series beginning with the Blacktongue Thief where human civilization is still dealing with the fallout from a disastrous (and still simmering) war with goblinkind are great inspirations, as well.
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| Art by Mihai Radu |
In the North, legends painted Ehlissa as a wicked enchantress, cruel to her subjects. The Southron troubadours, however, sang of her as a wise and benevolent, an interpretation encouraged by Eliamund.
This bright age did not last. The Turmoil Between Crowns saw Eliamund forced from the throne. She lived out her remaining days in an abbey.
The South Province of 576 CY was not the land it once was. An ill-favored cousin of the Overking, Faastal, sat upon the ducal chair, a man incompetent as he was arrogant. He had been given a task that would have challenged someone of greater talents: to put down rebellion in the South and return the cities of the Iron League to royal control. Faastal crushed the people with taxes to fund his military blunders and dealt over-harshly with any dissent. His efforts only served to stoke the fires of rebellion he had been sent to quell.
For the rebel bands hiding in the forests and the towns barricaded against the Herzog's men, Eliamund became a symbol of their struggle and was given devotion like a saint or hero-god.
The project idea (though it's perhaps become a bit less Medieval over time than I initially intended. It's still a large part, but not the sole focus).
And some real-world images for terrain inspiration.
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| Art by Keith Parkinson |
The barbarians swept out of the hills in a ravening horde, without warning, and stormed Venarium with such fury none could stand before them. Men, women, and children were butchered. Venarium was reduced to a mass of charred ruins, as it is to this day. The Aquilonians were driven back across the marches and have never since tried to colonize the Cimmerian country.
- Robert E, Howard, "Beyond the Black River"
The Bone March comes by its ill-omened name due to the number of bodies fallen and carelessly interred in its plains and forested hills. The Aerdi added it to their kingdom but paid dearly to wrest it from the Fruztii. The new margravate was awarded to the hero knight Caldni Vir, who led the charge that broke the siege of Spinecastle. For over 400 years, the Aerdi presence grew in the region, and the Overkingdom's greater concerns were elsewhere.
The so-called humanoid presence in the Raker Mountains had long been known. They had been pushed there by conflict with the Flan and Frustii. The Flan in particular made a regular practice of harrying them so that their numbers didn't grow too large. Many a Tenha youth found first glory in a raid on an orcish settlement.
After an increase in assaults against Aerdian villages and sorties against outposts, orcs and their allies launched a full-scale invasion in 561 CY. By 563, Aerdian Bone March had fallen, and the Markgraf Clement was slain.
An account by a priest of the Church of Law at Spinecastle who escaped alive is recorded in the annals of the Aerdi Chronicle: "The inhumans came forth into the March in terrible numbers, inflamed with fury. This followed long months where raiders attacked with most savage frenzy manors and villages of the hinterlands, and the horde exulted in fire, pillage, and slaughter. They were utterly cruel in inflicting torture, greedy in plundering, most insolent in abuse, even unto the sacred Houses of Holy Law."
Reports such as these fed the popular idea of the orc as a unique threat to the Overkingdom and the Realms of Law in general. In fact, humans were able to interact with orcs peaceful to a greater degree than other humanoid species due to their greater intelligence and relative lack of desire to use humans as a food source. Though their day-to-day existence was precarious, humans did remain within the March, and some less scrupulous and more daring individuals even prospered as intermediaries between human and humanoid societies.
It is true that orcs often tend to reserve a particular disdain for the clergy of Law who they seem to view as witches and agents of oppression. Native orcish religion is dualistic with two "houses" or "tribes" of deities, one of which is fiery, aggressive, or volatile and another that is serene, defensive or stable. Deities have been known to move from one group to the other and some deities are difficult to qualify. Human scholars have historically struggled with translating this distinction and have tended to default to their own dichotomies of "law and chaos" or "good and evil." Protracted conflict with humans over their time in the Flanaess has led orcs to turn to the fiery gods and promoted the importance of the Gruumsh cult.
The Tenha culture is not feudal in nature but structured around matrilineal clans. In the past, there was no organization higher than local chiefs (almost always male) who were selected by clan matriarchs, but pressure from invaders led to a more centralized structure and a Great Chief or King rose and forced all the local chiefs to swear fealty to him. The Clan Mothers still play an important role, but it is more ceremonial than in the past. The king is not appointed, but rather the title is inherited by the male child of his choosing of one his sisters, and that heir has the position of tanist conferred upon them while the king still lives.
The Tenha were nominally converted to the Church of Law, though Aerdian missionaries wisely incorporated the native Flan deity, Allitur in a prominent role. The missionaries were less successful in casting solar deity Pelor as a servant of Pholtus. Pholtan iconography, in fact, has been appropriated by the Tenha to represent their Sun God, and the festival at midsummer in his honor is still observed.
Druids are still a feature of Tenha society though they have mostly abandoned priestly duties and serve mainly as healers, diviners, and carriers of oral tradition. Druids in the modern Duchy are predominantly women.
The Oeridian term knight is used to refer to Tenha warriors who are part of a warrior society. Each society observes its own secret rituals and has special taboos. Most warrior societies are male only, though there is a group of unicorn riders which exclusively admits women. Their mounts are not the horned horses of popular imagination but rather a species of goat-antelope.
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| Imagine she's on a unicorn |
Nomism in the Eastern Flanaess developed from Oeridian polytheism and philosophical ideas borrowed from the Bakluni and Suel. The various traditions hold in common that Law is divine and transcendent and has transmitted through holy writ a body of rules for orderly society and virtuous living. Faithful adherents are promised an afterlife in a Lawful Plane. The traditions often differ in regard to cosmogony, the status of gods, ordination of priests, and interpretation of scripture.
The primary canonical text of the churches of the Eastern Flanaess is the Book of The Eternal Law, which is a liturgical manual, code of clerical behavior, and collection of aphorisms. Also important are the Twelve Tablets of the Law of the Aerdi which lay out the foundations and principles of Aerdian society and jurisprudence. Various commentaries on both the Twelve Tablets and Aerdian common law are also considered canonical.
The hymns and verses of the Book of The Eternal Law reveal a cosmology wherein certain gods of the Oerid tradition are viewed as "Lawful" and so worthy of veneration as "of the substance and essence" of Law. Chief among these is Pholtus, the Oeridian polytheistic god of heavenly light, though many others are considered important.
Other old gods are deemed "Chaotic" and deprecated if not outright suppressed as "antinomian" and thus, anathema. The faith also recognizes hosts of "rebel angels," beings of "the substance of Law" who broke their oaths of fealty and now work to establish their own, flawed order in the universe. These are the Devils.
Nomism views no law as entirely secular, though it does differentiate between immutable, divine principles and customary law. Nomist priests act as advisors for temporal rulers and higher-level clerics serve an appellate function for decisions of local temporal powers. The Aerdian Church which co-developed with the Great Kingdom of Aerdy, has a supreme Hierarch who is elevated above the others in their role as "Holy Censor," the highest religious authority and (theoretically) final arbiter of legal disagreements within the churches sphere.
Commentary: This is admittedly a fair bit of additional material when compared with the sparseness on this topic in the Folio and is fairly divergent in some details. Canonical Greyhawk is polytheistic (or henotheistic) with religious institutions that gesture toward historical, monotheistic models. I chose to adapt the polytheism to something more like the implied D&D setting monotheism, and got a religion that has elements of, well, a lot of real-world belief systems but in a way a think seems plausible and playable.
Not for the first time, I've been thinking about the best presentation style for setting material. This time it was prompted by re-reading the Greyhawk Folio and noting it's ergodic nature. While I'm partial to the format I used in Strange Stars, it is very picture heavy and probably works better for science fiction than for fantasy. I am fond of the approach Jack Shear took in Krevborna and here's an attempt at the Holy See of Medegia (which I've covered before. Sorry!) presented in a format that borrows a bit from that and a bit from other places like Fabula Ultima and Strange Stars OSR.
MEDEGIA
The Holy See of Medegia
Theocrat fiefdom ruled by a corrupt cleric allied to the Overking of Aerdy
While nominally still the supreme religious authority in the Aerdi lands, the Holy Censor has seen his clerical authority decline with the weakening of the Great Kingdom, even as his temporal power has increased over holdings granted and seized around the city of Mentrey. The Censor remains an ally to the Malachite Throne, if a cautious one, he cares little for the moral or temporal restoration of Aerdy so long as he can continue to fill his own coffers.
Aesthetics: High-spired temples; imposing and stern marble statues of Lawful gods; clergy dressed in finery, the poor groveling for alms outside the temple doors; swaggering mercenaries in livery of the temples, chained debtor in public stocks
Locales: forbidden, hidden library of the Holy See, reliquary with the remains of saints of heroes, secret site to worship chaos gods in the forest
People:
In thinking about Greyhawk for my recent posts, I've been inspired by Anna Meyer's great maps. Particularly her climate map which has challenged me to consider locations in the context of not just their historical European cultural inspirations, but their often not-European climate.
Ket
I didn't mention it in my post on Ket, but Meyer places it in the Dfa (humid continental) region which would make it like much of the American Midwest, perhaps Nebraska as pictured above.
Perrenland
Lordship of the Isles
On Meyer's map, these islands fall into the Cfa (humid subtropical) region like the American Southeast or Bermuda. Given that they are in the tropics, though, I wonder if they might be better represented by Cuba or the Florida Keys and be mostly tropical savanna (Aw)
Keoland
Though the U1 describes the area of Saltmarsh being like the coast of Southern England, its location would put it in a climate region Af (tropical rainforest).