27152899-Furyondy-Gazetteer

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FURYONDY GAZETTEER

Written by Roger Bert, Allan Fawcett, Brian Hudson, John du Bois, and Michelle Sharp. Furyondy is administered by the Michigan Living Greyhawk™ Triad: Pete Cooney, meta-campaign John du Bois, plots and editing Chris Hoffman, point of contact Document Version: 4.0 Release Date: May 2007

http://www.furyondy.com/ DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, DM, GREYHAWK, and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK, LIVING CAMPAIGN, WINTER FANTASY, and GENCON are trademarks of Wizards of the Coast, Inc. All D&D characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This document contains no Open Game Content. Not for redistribution.

Introduction.................................................................................................................................... 4 Furyondy at a Glance: ................................................................................................................. 5 History ............................................................................................................................................ 6 Recent Events............................................................................................................................... 7 Important Dates in Furyondian History ..................................................................................... 8 The Future poses many questions for the kingdom…............................................................ 9 The People of Furyondy .............................................................................................................. 9 Monetary System........................................................................................................................ 10 Climate ......................................................................................................................................... 10 Role of Magic .............................................................................................................................. 10 Faith in Furyondy........................................................................................................................ 10 Player Characters in Furyondy................................................................................................. 12 Map of Furyondy......................................................................................................................... 13 The Provinces of Furyondy: ...................................................................................................... 13 Chendl and the Fairwain Province........................................................................................... 13 Locations & Settlements:....................................................................................................... 15 Notable Religions: .................................................................................................................. 15 Barony of Kalinstren................................................................................................................... 15 Locations & Settlements:....................................................................................................... 16 Notable Religions: .................................................................................................................. 19 Barony of Littleberg .................................................................................................................... 19 Locations & Settlements:....................................................................................................... 19 Notable Religions: .................................................................................................................. 20 Barony of Willip ........................................................................................................................... 20 Locations & Settlements:....................................................................................................... 21 Notable Religions: .................................................................................................................. 21 County of Crystalreach .............................................................................................................. 21 Locations & Settlements:....................................................................................................... 22 Notable Religions: .................................................................................................................. 23 Duchy of the Reach.................................................................................................................... 23 Locations & Settlements:....................................................................................................... 23 Notable Religions: .................................................................................................................. 24 The Gold County......................................................................................................................... 24 Locations & Settlements:....................................................................................................... 25 Notable Religions: .................................................................................................................. 26 Viscounty of the March .............................................................................................................. 26 Locations & Settlements:....................................................................................................... 27 Notable Religions: .................................................................................................................. 28 Groups in Furyondy:................................................................................................................... 28 Important Non-Player Characters in Furyondy (listed by province) ................................... 28 Chendl and the Fairwain Province:...................................................................................... 28 Barony of Kalinstren:.............................................................................................................. 31 Barony of Littleberg: ............................................................................................................... 32 Barony of Willip:...................................................................................................................... 32 County of Crystalreach: ......................................................................................................... 33 Furyondy Gazetteer

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Duchy of the Reach:............................................................................................................... 34 The Gold County: ................................................................................................................... 35 Viscounty of the March: ......................................................................................................... 36 Law in Furyondy ......................................................................................................................... 37 Lycanthropy ............................................................................................................................. 37 Death, Wills, and Rebirth....................................................................................................... 37 Criminal Offenses in Furyondy ............................................................................................. 38 Grievous Crimes ................................................................................................................. 38 Injurious Crimes.................................................................................................................. 38 Crimes of Disrepute ........................................................................................................... 40 Civil Offenses ...................................................................................................................... 41 Rules for Adjudicating Punishments in Furyondy.............................................................. 42 Adventure Scenarios for Furyondy .......................................................................................... 45 A Guide to Story Arcs in Furyondy: ..................................................................................... 54

Primary Sources for the Gazetteer: Mona, Erik, Gary Holian and Fred Weining. Unpublished manuscript excerpt. Wizards of the Coast, 1999. Tweet, Jonathan, Monte Cook and Skip Williams. Dungeons & Dragons Player's Handbook. Dungeons & Dragons Core Rulebook. Renton, WA: Wizards of the Coast, 2000. ISBN 0-7869-1550-1. Mona, Erik, Gary Holian, Fred Weining, and Sean Reynolds.. LIVING GREYHAWK Gazetteer. Dungeons & Dragons Accessory. Renton, WA: Wizards of the Coast, 2000. ISBN 0-7869-1743-1. Moore, Roger. Greyhawk: The Adventure Begins. Advanced Dungeons & Dragons Accessory. Renton, WA: Wizards of the Coast, 1998. ISBN 0-7869-1249-9 Brown, Anne. Player’s Guide to Greyhawk. Advanced Dungeons & Dragons Accessory. Renton, WA: Wizards of the Coast, 1998. ISBN 0-7869-1248-0. Findley, Nigel. The Fate of Istus. Advanced Dungeons & Dragons Adventure. Lake Geneva, WI: TSR, Inc, 1989. ISBN 0-088038712-2. Sargent, Carl. Iuz the Evil. Advanced Dungeons & Dragons Accessory. Lake Geneva, WI: TSR, Inc., 1993. ISBN 1-56076-584-4. Sargent, Carl. The Marklands. Advanced Dungeons & Dragons Accessory. Lake Geneva, WI: TSR, Inc., 1993. ISBN 1-56076-559-3. Subsequent LG Furyondy modules…

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Introduction What is a Living Campaign™? In August 2000 at the GenCon™ Game Fair, Wizards of the Coast released the Dungeons & Dragons® 3rd Edition role-playing game system and simultaneously the RPGA® Network introduced the Living Greyhawk™ campaign. The Living Greyhawk campaign is the first international Dungeons & Dragons tournament campaign. Players' design their own characters and can play them in RPGA Network sanctioned Living Campaign tournaments across the world. Their characters will advance in power, prestige and wealth just like a normal campaign. A Living Campaign can be your home campaign when you can't find people who play role-playing games in your neighborhood. In the Living Greyhawk campaign the real world has been divided into regions based on player activity. The state of Michigan has been given its own region and the corresponding campaign nation of the Kingdom of Furyondy. This means that most players in Michigan will have D&D characters that live in Furyondy. Michigan has three local administrators (called a "Triad") that are here to help players, oversee the local plot lines, and manage the local tournament events. The Michigan Triad includes meta-campaign contact Pete Cooney , plots coordinator John du Bois , and point of contact Chris Hoffman . For more information online: Living Greyhawk campaign Internet homepage: http://www.wizards.com/lg Kingdom of Furyondy regional Internet homepage: http://www.furyondy.com/ RPGA Network Internet homepage: http://www.rpga.com/ For more information on the RPGA Network by mail: RPGA HQ P.O. Box 707 Renton, WA 98057-0707 The RPGA Network can be contacted by phone via the Wizards of the Coast customer service line at 1-800-324-6496.

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Furyondy at a Glance: Proper Name: Kingdom of Furyondy Ruler: His Pious Majesty, the King of Furyondy, Belvor IV Government: Feudal monarchy, hereditary Kingship (no current heir) limited by Noble Council Capital: Chendl Kingdom Alignment: Lawful Good, with strains of Neutral Good and Lawful Neutral Allies: Highfolk, Veluna, Shield Lands, the Ulek States, Verbobonc, Dyvers Enemies: Empire of Iuz, Scarlet Brotherhood, Horned Society, Ket (distrusted), Rhennee (distrusted) Population: 1 ½ million—Human 79%, Elf 9%, Halfling 5%, Dwarf 3%, Gnome 2%, Half-elf 1%, Half-orc 1% Languages: Common, Velondi (in the west), Elvish, Halfling. Provinces: Eight major provinces ruled by hereditary nobility ("the Seven Families")— Chendl and the Fairwain Province, Barony of Kalinstren, Barony of Littleberg, Barony of Willip, County of Crystalreach, Duchy of the Reach, The Gold County, Viscounty of the March Major Towns: Baranford, Caronis, Chendl, Crockport, Free Borough, Gorsend, Grabford, Greatwall, Kisail, Libernen, Littleberg, Pantarn, Redoubt, Willip Resources: Foodstuffs, cloth, gold, wines, fish, shipbuilding supplies Welcome to Furyondy, one of the oldest and most noble Kingdoms on Oerth. This nation forms the backbone for the forces of good in the lands and is the stalwart enemy of Iuz the Evil. The nation is battle weary and is slowly recovering from the ravages of two great wars. Many of its once great roads and castles are badly damaged, and the royal coffers are nearly empty from the war effort. Noble King Belvor IV rules the land; however, seven noble houses also hold considerable power in the realm. The people of Furyondy are strong and they continue to rebuild their cities and towns, knowing that the battle with the great evil is far from over. Furyondy stretches across the western half of the Flanaess, from the Nyr Dyv in the east, the mighty Velverdyva River in the south and west, north to the Vesve Forest and the shores of Whyestil Lake. The Kingdom is divided into smaller provinces, each ruled by a noble house. These include the County of Crystalreach, the Barony of Kalinstren, the Viscounty of the March, the Barony of Littleberg, the Gold County, the Duchy of the Reach, and the Barony of Willip.

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History The area that is now Furyondy began as unsettled grass and forestland populated by the nomadic Flan. The first outside settlers in the region were Oeridian and Suloise survivors of the Baklunish-Suloise Wars, driven out of their homelands by the Rain of Colorless Fire several centuries past. The Oeridians and the Suloise were far from peaceable, and what followed were some two centuries of petty border wars, followed by a gradual dominance of the Oeridians across the continent. This dominance eventually solidified into the Great Kingdom of the Aerdi, the first truly political superpower the Flanaess had ever seen. It was during the time of the imperialist, expansionist Great Kingdom that our region became the Viceroyalty of Ferrond, circa 100 CY; a definite boon, for under the rulership of the Aerdi, Ferrond became one of the richest and most powerful regions on the continent. As the Great Kingdom grew, their ability to govern all their lands from a distance became weaker, and Ferrond was able to gain more and more control over its own fate. Before long, Ferrond was moving to declare its independence, and in 254 CY it became the free Kingdom of Furyondy, under the rulership of hereditary Viceroy and newlycrowned King Thrommel I. The Kingdom was larger, then; the Viceroyalty (then called “Old Ferrond”) encompassed much of modern day Veluna, Verbobonc, Dyvers, Highfolk, Perrenland, and the Shield Lands. In the years after Furyondy broke free, these states also declared their independence, following the Kingdom’s admirable lead but doing so much more peaceably than Ferrond had, and keeping close ties to the Kingdom itself. Indeed, nearly everything about the years between our independence and last years of the 5th century CY was peaceful, allowing Furyondy to build a powerful navy on both Whyestil Lake and the Nyr Dyv, to forge diplomacy and trade with countless nations, and to become one of the richest centers of culture and trade on Oerth. Our fate took a drastic turn after the rise of Iuz the Evil, beginning in 479 CY. At first the mysterious new ruler was an enigma, a dark rumor that had little to do with Furyondy’s day-today affairs, and we ignored it. We were powerful, we were wealthy; we commanded Whyestil Lake and shone in the eyes of the Flanaess. Iuz seemed a trifle. And just as then-King Arvas began to recognize the potential threat he posed, Iuz disappeared in 503 CY—never, we presumed at the time, to be seen again. Sadly, that was not the case. Iuz—whose disappearance stemmed from being magically imprisoned—returned in 570 CY and reclaimed the lands he ruled in the north. By 582 he had amassed an army of evil humanoids, faithful clerics, and worse, and the waging of the Greyhawk Wars began in earnest. Battles broke out across the entire Flanaess. Iuz seized the opportunity and took Furyondy by surprise, and for three years our meritorious armies clashed with his forces. Our noble leader, King Belvor IV, fought valiantly against Old Wicked, but our losses were many; stalwart Crockport was lost in 583 CY, and the terrible siege of Chendl occurred the following year, crippling our nation for many months. Indeed, there are those to this day who wonder what would have happened in Furyondy, had the mysterious Scarlet Brotherhood not organized the pact of Greyhawk, which Furyondy and all the warring nations signed in 584 CY, thus ending the Wars. The years immediately following the Pact were hard ones for the Kingdom. Our resources were tapped, our people weary, and our Kingdom violated. But the people of Furyondy are a hardy lot, and there wasn’t a good back in the entire Kingdom that didn’t lend a hand in repairing the damage we’d suffered. The spirit of the nation was renewed in 586 CY, when Belvor declared a Great Northern Crusade to reclaim that which was rightfully ours—the northern lands that Iuz had occupied since the Wars. Our army pushed north, its success bolstered by Iuz’s recently weakened armies (many of his fiend generals were banished by the

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powerful Crook of Rao in Coldeven of that same year), and by 588 CY they had reclaimed virtually all of Furyondy’s lost lands, including the city of Crockport. Now, nine years after the Great Northern Crusade, we stand in a state of unending war with Iuz and his forces. The country itself is only now fully recovering from the effects of the Wars, though many scars still remain. But Chendl is whole once again; Crockport is being rebuilt, stronger and better than ever; and thanks to the tireless toil of the shipyards in Willip, a new Furyondian Navy will soon command Whyestil Lake the way it once did. There are still concerns. Our King is a strong, good man, but he is getting old, and even the potion of longevity he imbibed some years ago is wearing off. The rise of a new King is inevitable, and the heir apparent—Prince Thrommel IV, who was once set to not only take the throne of Furyondy but to marry Jolene of Veluna and forge even stronger ties between our two nations—has been missing for twenty-four years now. He has been declared dead and many wonder what will happen when the heir-less throne stands empty. Iuz still looms in the minds of the people. We may have reclaimed Crockport and Grabford, and stood once more upon the shores of Whyestil Lake, but even with his fiendish generals banished, Iuz is a formidable threat on the northern borders. Some want to take the fight to him; most are weary of war, and are interested only in defending our borders. Regardless, all know that it is only a matter of time before Iuz will have to be dealt with once again. But that is in the future; now, it is 597 CY, and as Readying passes, and as the people look towards the planting season and the long, hot summer, it is the present that concerns them. The future will come, in time, and the people of Furyondy will be ready for it.

Recent Events Over the last few years, a series of events made Furyondy a much more interesting place to live. In the year 591, the fields of Furyondy were stricken by crop blight in the form of a fine white powder; only the investigations of adventurers saved the kingdom from famine. In CY 592, King Belvor shocked the kingdom by declaring his son and only heir, Prince Thrommel IV, dead, and holding a royal closed casket funeral. A series of fatal “accidents” in the War College forced His Royal Majesty to close the College until its administrators could be cleared of wrongdoing in early CY 593. 593 also saw Furyondyian activity near the fort of Molag, the last stronghold of the Horned Society, and in 594 the kingdom was able to drive off the forces of both Old Wicked and the Horned Society, claiming Molag for the forces of good. CY 594 saw a shakeup in the kingdom’s politics as well, as the discriminating Countess Kyaren Rhavelle, seen by some to be a possible successor to the now-heirless King Belvor, announced her engagement to Lord Ogart Goldsaex. Throughout the past few years, one of the key concerns of the kingdom has been the defense of its capital, Chendl, against future assault by the forces of Old Wicked. In CY 591, the Chamber of Four, arcane advisors to the King, had developed a strategy for defense – a shield that would prevent summoning or teleportation near the city limits. While this would not prevent Old Wicked from besieging the city, it would provide the kingdom with ample warning that his fell forces were coming. With the help of adventurers, the Chamber was able to secure vital components, including the heart of a dryad, a mirror containing the spirit of an air elemental, a magical brazier full of lava, and a pearl with special properties, as well as the lost tome of the wizard Akanadel, which contained vital instructions for the ritual. However, when the ritual was completed in late CY 593, the shield was created, but corrupted; while it defended against teleportation and summoning as intended, the shield also covered the city in darkness, strengthened undead, and prevented effective divination. While the exact nature of corruption was unknown, the subsequent disappearance of the Chamber of Four’s leader, the fire elementalist Karzalin, gave the kingdom a clear idea of who was responsible and led the King to

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begin to question his choice of advisors. For three years, the Chamber worked with Karzalin’s apprentice and the sage Geklon to discover a way to undo the shield’s effects, and with the assistance of a number of adventurers, the shield was dispelled at the closing of CY 596 with minimal damage to the city – although not without the sacrifice of the apprentice. Recent events also uncovered the reason the King declared his long-lost son, Thrommel, deceased. In CY 594, the enigmatic Black Knight who had been operating behind the scenes for the past two years revealed himself to be Thrommel, who had risen as a vampire. The ex-prince had been engaged in a campaign of intrigue to displace and replace his father and seize control of the kingdom. While adventurers have thwarted his plans so far, the prince has been expanding his influence and publicly declaring his intent to reclaim his “right” to rule, posing a significant threat to the kingdom’s continued political stability. One final source of significant intrigue in the kingdom surrounds the mysterious location known as Bronzeblood Haunt. As adventurers have delved deeper and deeper into the castle throughout the last few years, they have found evidence that the keep’s Master, a centuries-old lich with a passion for vengeance, has been building an undead army to take revenge on the line of kings that imprisoned him – a line beginning with King Thrommel I and ending with the current King Belvor IV. There is currently evidence suggesting that an earthquake in CY 594 disrupted the magical protections trapping the Master on an alternate plane, and increased undead activity would support this theory – unless, of course, the undead are simply more servants of Old Wicked or Thrommel… The year CY 595 brought to light evidence of victory for the kingdom, however, as the war against Old Wicked continues to do well. The forces of good have fought off the demi-god’s armies three times in as many years - at Molag, Gullkeep, and Crockport. As time passes, one can only expect that the King will use the victories to further inspire his subjects as they face continued threats from multiple fronts. Whither 596….

Important Dates in Furyondian History 254 CY 288 CY 479 CY 489 CY 505 CY 537 CY 570 CY 573 CY 573 CY 582 CY 582 CY 584 CY 584 CY 584 CY 586 CY 586 CY 586 CY 587 CY 588 CY 588 CY 588 CY 588 CY 589 CY 589 CY 589 CY

Kingdom of Furyondy formed Seat of power moves to Chendl Iuz the Evil rises to power College of War founded in Chendl Iuz imprisoned in Castle Greyhawk by unknown forces King Belvor IV comes to power in Furyondy Iuz escapes imprisonment in Castle Greyhawk The Scarlet Brotherhood is formally recognized Prince Thrommel IV, heir to the Crown of Furyondy, disappears Greyhawk Wars begin Crystalreach is overrun - Count Paulus Halpern is believed dead Chendl, capital of Furyondy, under siege Siege of Chendl broken and forces of Iuz are repelled Pact of Greyhawk signed ending the war Crook of Rao used to cause the Flight of Fiends King Belvor and Canon Hazen declare Great Northern Crusade Lady Katrina appointed Lord Marshal over an army of Shield Landers Campaigns to reclaim the Shield Lands begin Critwall liberated and Shield Lands government restored Battle of Grabford – Crockport reclaimed Baron Kalinstren falls and is succeeded by his daughter, Jelleneth All Furyondy lands reclaimed from Iuz Belvor declares a permanent state of war with the Empire of Iuz Many Furyondy military units disbanded – except border units Great Northern Crusade Ends

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590 CY 591 CY 591 CY 591 CY 593 CY 593 CY 594 CY 594 CY 594 CY 594 CY 595 CY 596 CY 596 CY 596 CY

Borders solidify although skirmishes continue Living Greyhawk Campaign begins Crop blight of Furyondy causes unrest Prince Thrommel IV declared dead Dark shield falls over Chendl Siege of Molag begins Molag retaken by Furyondy forces Engagement of Lord Ogart Goldsaex and Countess Kyaren Rhavelle announced Prince Thrommel revealed as the undead Black Knight Major earthquake in Bronzeblood Haunt Siege of Crockport by Iuz’s forces Master of Bronzeblood begins assault on Furyondy Mage Council announces search for Karzalin’s replacement on the Chamber of Four Dark shield over Chendl is dispelled

The Future poses many questions for the kingdom… •

• • • • •

While the rebuilt city of Crockport has stood as a testament to Furyondy’s military strength, Iuz continues to campaign against our kingdom. Will the military and their adventuring allies be able to hold the line, or possibly even retake more territory from Old Wicked? While Thrommel’s desire to rule is obvious, he is undead and King Belvor is aging with no apparent heir. Why is the Black Knight acting now rather than biding his time? A potion of longevity has increased King Belvor’s years, but neither his time on Oerth nor his ability to produce another heir are eternal. What will the kingdom do if they find themselves without a liege? While the Knights of Furyondy no longer have commitments in Veluna, their numbers are weak, even so many years after the Greyhawk Wars. How will they find brave men and women to refill their ranks? The King has announced a process for replacing the empty seat on the Chamber of Four. But where is Karzalin? And how will the King ensure that Karzalin’s replacement is loyal to Furyondy? The Master of Bronzeblood is now sending his mutated undead legions into the region as a whole to wreak havoc. Will our military and adventurers be able to protect the kingdom from these foul creations?

These are hard times for those who travel the Kingdom, but perhaps a perfect opportunity for an aspiring adventurer looking to make some Wheatsheaves. So strap on your sword, ready your spells, and grab some companions. Adventure awaits!

The People of Furyondy Furyondy is a well-established and lawful Kingdom. The people of Furyondy are mostly human. Notable among the non-humans are the people of the Vesve forest. Among these people, known as the Highfolk, are nearly 10,000 elves (The Highfolk is represented in the Living Greyhawk campaign by its own Triad based in Wisconsin). In addition to the elves, there are also small settlements of halflings, usually amongst elvish communities; groups of gnomes, most notably in Moblofft (Claw Gorge) and Greylode, in the Barony of Littleberg; and mining communities of dwarves in the Reach. The people of Furyondy tend to be ethnocentric and somewhat distrustful of other races, with the exception of the elves, which are viewed as somewhat mysterious by the populace. Halflings, gnomes, and dwarves are very rare, and the reactions they illicit vary greatly among

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the people. The humans of Furyondy have suffered greatly under the attacks of Iuz, and are openly hostile to any being of humanoid or monstrous descent, including half-orcs.

Monetary System While in the borders of the Kingdom, prices will be stated in Furyondian coinage. In common usage in the Kingdom are Common pieces (copper pieces), Sheridans (silver pieces), and Wheatsheaf or "sheafs" (gold pieces).

Climate The weather across Furyondy is greatly influenced by the two great lakes. These lakes provide a cooling effect, moderating the weather throughout most of the year. The northern lands receive considerably more rain than the south, adding even more difficulty to living in this troubled region. The areas of Furyondy receive a fair amount of snow, heavier in the north, although the temperatures are not overly harsh.

Role of Magic While historically there has been little in the way of organized magic in Furyondy, recently there has been an effort to harness arcane magic for the benefit of the kingdom. The Mage Council, a kingdom-sponsored wizard’s school, is gaining greater acceptance and influence, and the military has begun to train warmages to provide the kingdom with an arcane artillery. However, outside these groups, there is little to offer in terms of organized magic. Many prominent wizards operating in Furyondy have ties to the monastery of Boccob in Pantarn, and most have spent at least some time studying there. Most Furyondians are familiar enough with wizardry, especially since the War years that they are at ease with its presence. That does not necessarily mean they are comfortable with wizards in general, though it helps, of course, if the wizard in question is displaying the symbol of Boccob or the insignia of the Mage Council. Adherents to the tenets of Wee Jas are less acceptable, and many times distrusted. The same does not hold true for sorcerers. The phenomenon of sorcery is just becoming known in Furyondy, and despite the unarguable charisma of most of those gifted with the ability, sorcerers represent something different, and thus something distrusted. Wizards and warmages, especially adherents of Boccob, have had years of rigorous training; their magic is controlled, calculated, and comfortable. That sorcerers have no such safeguards worries many, and those who openly present themselves as gifted sorcerers may find their reception a little cold. This is especially true in Willip, where sorcerers are openly distrusted and believed to be in league with demons, or worse, Iuz. Many Furyondians are especially concerned with some of the new display of arcane magic in the kingdom, especially those from hexblades, beguilers, and warlocks. While there have not been any significant incidents of magical misconduct (yet), most citizens of the kingdom find magical acts of this type a little creepy at best, and highly suspicious at worst. Other spell casters—bards, rangers, and paladins—do not concern the average Furyondian.

Faith in Furyondy Traditionally, Furyondy has not been a nation of deeply religious people. Since the wars, the churches have grown in prestige and importance to the people of the land. Due to its close ties with Veluna, the people are becoming more involved with the faiths. Currently, the people are still fairly uninvolved with the faith, but the major churches found in Furyondy are outlined below:

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Old Faith or Obad-Hai — Popular with farmers, rangers, and druids is the worship of the “Old Faith”. This worship of Obad-Hai has been falling off in the years since the Greyhawk Wars. The center of this religion can be found in Gleaming Glades of the Gold County. Boccob — The largest church and the center of worship for this god is located in the city of Pantarn in the Barony of Littleberg. The followers of Boccob are not many in Furyondy, although this faith has been growing since the wars. The people of Furyondy have begun to value wizards more than in days past, and although a few distrust the members of this faith, others actively seek their counsel in spiritual and magical matters. Heironeous — The King and the warrior elite (especially officers and paladins) adhere to this faith. Heironeous’ temples are the largest in most northern cities, and the faith has a strong appeal for the common soldier. Heironeous’ high cleric, Garaeth Heldenster, is a great war hero known to almost everyone in Furyondy. He is an ardent supporter of Belvor and a powerful ally in Belvor's political struggles, and heads the central church located in Chendl. Mayaheine — This new deity, whose tenants are a blend of protective strength and powerful warriors, has drawn many followers since she appears to represent a new hope for the lands of Furyondy. Her clerics encourage rebuilding of the northern defenses and alliance with the Highfolk, and she enjoys open support from Belvor and many of the northern nobles. Her faith is much less common in the southern provinces. Her main church is fairly small, with only about 200 members in all of Furyondy. The temple is based in Grabford, the capital of Crystalreach. The head of her church, Cellinor, is a powerful warrior who converted from Heironeous to follow the teachings of Mayaheine. Pelor — The worship of Pelor is second only to that of St. Cuthbert among the common folk. Recently, due to the popularity of the Sun Father’s faith among the common folk and adventurers, Pelor’s temples in the kingdom have become larger and more organized. Rao — Many nobles in Furyondy feel that Rao's clergy enjoys disproportionate influence at Belvor's court, due to a heavy strain of Velunese influence. Veluna is Furyondy's banker, and Rao is widely revered there, making Canon Vendenn of Chendl a powerful man. The head of the Church of Rao is located in the city of Pantarn, in Littleberg, where Aubin Gyraisonne presides. Canon Schyendorf of the Gold County is a rising star of this clergy. Her words are much appreciated by Belvor, since she urges Countess Rhavelle to harmony of purpose with other provincial rulers. Rao’s church has also enjoyed some recent popularity in Crockport, after what appeared to be direct intervention from The Mediator himself in the CY 595 siege of the city. Rao’s clerics urge careful thought and planning and against hasty action. St. Cuthbert — This deity and his clerics find the greatest share of their following among the common folk (especially among the peasants of the Gold County, where the influential Whillom Stronbillet preaches). They revere the deity's protective aspect and like the no nonsense, common sense approach of his clerics. The leader of this church is St. Cuthbert’s Overseer in Chendl, the formidable Redankin Desmart, who is found among other powerful people in the Kingdom’s capital. St. Cuthbert's clerics plead

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caution, stating that the ordinary people have suffered enough. Furyondy needs rebuilding and peace. They urge vigilance against Iuz, but vigilance in defense. Trithereon — This clergy is a headache for everyone else. Chaotic and vengeful, this deity is quite different from most of the people in Furyondy. Their clerics are most common in the northern provinces where they advocate for aggressive action against Iuz. When not found at the primary church in Redoubt, Trithereon's brilliant young Master Cleric Cataryna is often found in Chendl where her speeches often cause Belvor a bit of discomfort. This faith is most prevalent in the Barony of Kalinstren where the nobility have been converted to its tenants. A fairly large new church has been constructed in the Redoubt, the capital of Kalinstren, which functions as the center of worship for this religion. The faith capitalizes on the sense of loss the people of Furyondy have felt and many warriors and even a few Knights of the Furyondy have recently converted. Zilchus — The clergy of Zilchus is not very powerful. The main role of this clergy is as a stabilizing factor, almost a reassuring element, in Furyondian life. Trade, business, and making a living all still go on a daily basis. There is something simple, easily understood and reassuring about that to everyone from Belvor to the humblest peasant with a copper common in his pocket. Furyondy is a nation that needs trade badly due to its economic problems. The clergy of Zilchus urges Belvor not to go to war to recover the lost northern lands. But at the same time, they also urge him to be firm in his alliance with the Highfolk, to support trade through Highvale, and Veluna due to their strong trade relationships. For specific details regarding which provinces the various congregations in Furyondy are centered, please refer to the Furyondy Regional Rules and Meta-Campaign Handbook.

Player Characters in Furyondy The Living Greyhawk campaign allows you to create a character of any race and class combination allowed in the D&D Player’s Handbook, as well as other sources detailed in the Living Greyhawk Campaign Sourcebook. Characters in Furyondy, however, work best if they fit the feel and history of the land. Below are some guidelines for creating a character appropriate to adventuring in Furyondy. •

Your character lives and adventures in Furyondy, but that does not mean he was born here. It is important, however, that the character has chosen Furyondy as his homeland, and that he has some reason for being there. No barbarian is ever truly “native” to Furyondy; barbarians are tolerated by most Furyondians, though not often liked.



No character can begin play as a Knight of the Hart. The Knights are prestigious and powerful organization, and only through good deeds and popular renown can one be invited to join their ranks. Likewise, characters with levels in the Knight class (from Player’s Handbook II) do not have the title of Knight bestowed upon them; this title may only be acquired through play.



No character can begin play as a graduate of the Furyondian College of War. Any assignment to learn from the Warmasters at the college is considered a great honor that must be earned through game play and achievement.

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Your character may begin the game with ties to nobility, as Furyondy is a Kingdom rich with minor nobles and titled positions. However, your character cannot begin with a title, and cannot gain any in-game benefits from noble connections.



Furyondy is mainly human, though there are also a number of elves, half-elves, and halflings living in North, most with ties to Highfolk and the Vesve Forest. There are small enclaves of gnomes in Littleberg, and in the Reach. Dwarves are rare in Furyondy, with many of them living in the Reach. Half-orcs are also rare in Furyondy, though they are growing more numerous, especially in Littleberg; because of lingering feelings leftover from the Wars, half-orc PCs will face some prejudices within the borders of the Kingdom.



The most popular religions in Furyondy are those to Heironeous, Mayaheine, St. Cuthbert, Rao, Trithereon, and Zilchus. There are also strong pockets of worship for Boccob and Pelor, and strong ties to Procan and Osprem along the coast in Willip.



Followers of Heironeous in Furyondy adhere to an older aspect of the God, one that favored the battleaxe instead of the sword. Clerics of Heironeous native to Furyondy often learn to use the battleaxe at first-level. Paladins of Heironeous (such as our noble King) also favor battleaxes.

Players of the Living Greyhawk campaign in Michigan should download and read the Furyondy Regional Rules & Meta-Campaign Handbook. This document will provide you with all the official rules expansions and clarifications for use with Furyondy adventure tournaments and game play in the state of Michigan.

Map of Furyondy A map of Furyondy can be downloaded from www.furyondy.com.

The Provinces of Furyondy: Chendl and the Fairwain Province Population: 15,600 Standing Army: 850

Capital City: Chendl Ruler: King Belvor IV

The Royal Capital of Furyondy, Chendl, lies within the Fairwain Province. Although Fairwain is very small, measuring only thirty square miles, it is said to be one of the most beautiful places in the Flanaess. Fairwain has been cultivated with exotic flora from all over the continent of Oerik. The Royal Capital of Chendl is located at the center of Fairwain, and is the true gem of the province. Chendl is a most magnificent city, designed from ground up with architectural elegance and precision; and now, some years after the Wars and the siege that decimated the city, that elegance is returning. Chendl is strongly walled and has wide canals, hanging gardens, broad boulevards, elegant sculptures, and ample public parks. Continual flame lanterns shine brightly along the boulevards and the King's magnificent magical garden floats some three hundred feet above the Royal Palace. Access to the King's gardens is by two bridges of delicate white arches. These bridges are guarded by some of the King's own House Regiment officers. Atop the magical garden at the highest point is a flagpole that flies the King's personal standard when he is at his home. The Palace is a majestic building of gold-veined white marble with a central gleaming transparent dome filled with exotic plants and birds. The Palace grounds hold

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a temple to Heironeous, the god of valor. The noted bard Diambeth writes, "The City of Greyhawk may claim to the Gem of the Flanaess, but I name Chendl to be the Diadem." Chendl was laid out by master architects and extensively planned. The city was designed to replace Dyvers as the capital of Old Ferrond. Even after the siege years, Chendl has no slums, nor any recognizable lower social class housing. Indeed it can cost a traveler a minimum of 50 to 100 pieces of gold per month to stay here. The current population is close to 15,600 individuals; any more and the city would likely be crowded. Because of the limited available space, immigration is closely monitored. Anyone wishing to become a citizen of Chendl must prove his or her "verifiable worth" to the city government first. They must have skills or capital to start a business. Anyone who can pay for lodging is welcome as a visitor in the city. The citizens of Chendl are very law abiding and the city's alignment is strongly Lawful Good. A well-trained police force patrols the city. Chendl is a place to wine and dine, sniff the scented gardens, see the opera, and gamble at casinos and gaming houses. All casinos are safe to visit and mostly honest. Royal regulations forbid high-stakes gambling in most locations, but there are plenty of outrageously overpriced restaurants and expensive taverns to spend your gold in. Chendl’s social castes are always a concern to the locals. The “old blood” nobility and the Noble Council representatives are at the top of the list, Knights and lesser nobles second, skilled artisans and the very richest merchants third, other artisans and merchants next, and everyone else last. Chendl has a sordid side to it, but not a very large one. The Thieves' Guild here is struggling to survive given the vast numbers of militia and other soldiers. Only the most daring of rogues can make a profit in this city. The commoners and the nobility alike know that outside the city there are "secret" clubs that cater to high rollers, those outside the nobility, and deal in narcotics and houses of ill repute. It is also a known "secret" that these clubs are run by the Thieves' and Assassins' Guilds, and that their house percentages are considerably higher than legal casinos. Heironeous is the major faith in Chendl, and High Cleric Garaeth Heldenster is a major ally of the King. Those outside of the noble class tend to favor St. Cuthbert, and that church’s leader, Overseer Redankin Desmart, supports the King’s policies. Other notable religions in Chendl include Rao, Trithereon, and Delleb, the Oeridian god of learning and intellect. Chendl has garrison strength of 850 men, including some soldiers of Kalinstren and the King’s own personal forces. The King intends to increase these numbers in the next year. These troops, of course, can carry any weapons they need throughout the city, though any other heavily armed figures will likely be closely watched. Three trusted military commanders-Generals Gallantren, Bemedior, and Yemanien—stay within the King’s complex and command the troops in Chendl. They are technically subservient to Grand Marshal Jemian, but he does not spend much time in Chendl and commands little control over them. There was considerable damage to Chendl and the Fairwain Province during the Greyhawk Wars. Almost all of this damage has been repaired, though there are still signs of destruction, mostly out in the rambling countryside of Fairwain. During an orcish siege in 583 CY, the city's wall, and even the King's palace, suffered considerable structural damage. One plan to magically protect the city (the shield over Chendl) has already resulted in disaster; there is no news regarding whether the King hopes to attempt another. The Eternal War with the Old One has taken its toll on the Fairwain, however. To make his Great Northern Crusade a reality, King Belvor needed the support of the Viscounty of the March. Unofficially, the King was forced to cede much of the Fairwain, land hereditarily controlled by the King, to Viscount Derwent. Rumors of this are still officially denied. Despite the loss of this land and despite the general war fervor so common in the rest of the nation, the province remains a calm, urbane seat of power.

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Locations & Settlements: College of War — Set upon a large hill overlooking the city the white buildings of the Furyondian College of War appear to be more of an estate than a military complex. However, the observant will notice the riding fields, siege engines, and other signs of war craft built for the students. The College of War was founded in 489 CY and has provided many of the highly skilled military commanders of Furyondy since. The top graduates of the college are known as Warmasters. A Royal Decree by King Belvor IV in Planting 592 has closed the College of War, but the college has since been reopened. Heroes' Rest Inn — Comparable to the King’s Arms inn in terms of both quality and price, the Heroes’ Rest attracts a slightly less urbane traveler than the Arms. Prices at the Rest are triple the normal rate, but considered "not bad" for Chendl. King's Arms Tavern — The King’s Arms is a good place for wealthier, more seasoned adventurers to stay the night. The Arms has a large common room available, as well as several private dinner rooms. Prices at the King’s Arms are triple the normal rate, but considered "not bad" for Chendl. Sutter's — Sutter’s is an exclusive restaurant that it, for all intents and purposes, a “by invitation only” establishment for anyone without a title or a rich reputation. Sutter’s also houses a small gaming room, where minor nobles spend their nights. The Weatherhaven Inn — Located very near the garrison barracks, and part of the area that services them, the Weatherhaven Inn is a popular hangout for warriors and military men. Prices here are double that of those in the PHB for anyone displaying military rank, and three times the price for anyone else. The Wyrm — The Wyrm is the best inn in Chendl, and probably in all of Furyondy. The rooms here are comfortable, the décor fashionable, the food savory. The prices reflect this, commonly four times the normal prices listed in the PHB.

Notable Religions: Due to the popularity of High Cleric Garaeth Heldenster and the support King Belvor IV provides his faith, the temple to Heironeous is the largest in the province. However, as the capital city, Chendl is an ideal place for the kingdom’s churches to curry favor from the king and nobles, and Pholtus, Pelor, Istus, Rao, Delleb, St. Cuthbert, Kord, Allitur, and Trithereon also have a significant presence in the city.

Barony of Kalinstren Population: 31,000 Standing Army: 4,200

Capital City: Redoubt Ruler: Baroness Jelleneth Kalinstren

Among all of the provinces within Furyondy, no single land suffered as much, or sacrificed as much, as Kalinstren. The fighting in this area has been brutal ever since the Greyhawk wars when over half of the land fell to the forces of Iuz. At least half of the causalities of the war occurred upon Kalinstren soil. This land also has born the pain of the Great Northern Crusade, called by King Belvor to reclaim much of what was lost to the Old One. Despite the many victories in this war, the people of Kalinstren have yet to attain a sense of peace. Among the greatest tragedies to befall

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this troubled land was the loss of their liege, Baron Kalinstren. The lands are now ruled by the Baroness Jelleneth Kalinstren, his daughter, who constantly seeks ways to reclaim her ancestral lands and strike back at Iuz. Before assuming control over all of Kalinstren, Jelleneth was formerly in charge of Spinecastle (see locations and settlements below). When she became the ruling noble, she recalled her long time religious mentor Darden from the Noble Council in Chendl, and replaced him with a military man, Sir Radiur Nelonshir. Whether or not this strategy will pay off, is yet to be seen. The Baroness is a devout follower of Trithereon and actively lobbies the King to strike back at Iuz by retaking control of Lake Whyestil which she believes is the key to pushing all the way to Dorakaa, Iuz’s capital city. Her steadfast desire to take the battle to Iuz’s homeland has made her a popular hero among the common folk of the land, a source of wonder to members of Chendl’s Knightly Conclave, and a thorn in the side of the aging King. She hates wasting time with politics, and all she really cares about from an important visitor is whether he brings money, goods or men for the cause. Kalinstren’s goal is resumption of war. She continues to prepare every day waiting for it to arrive. Baroness Kalinstren may be chaotic, but she rules her provincial capital, Redoubt, with an iron fist, much like her father. Military curfews run from dusk to dawn. Exceptions are allowed only for those who work through the night repairing buildings and walls and building the secondary defenses. Expert dwarven engineers, recruited all the way from the Lortmils, are overseeing this work. The lands of Kalinstren are filled with an odd mix of people. The common folk are stressed about the potential of future wars and the grief from their previous losses. They are tense and nervous and tend to avoid contact with strangers. Adventurers and mercenaries alike are abundant in this province, waiting for opportunities to strike back at the forces of evil that are very close (or perhaps simply taking advantage of tax-free adventuring opportunities near Crockport)… Kalinstren is a land fraught with the potential for warfare. Since the retaking of the old capital of Crockport, the object of the Great Northern Crusade, this land serves as a first line of defense for the forces of good. The Flare Line between Morsten and Castle Ehlenstra continues to be an important part of the Furyondy military’s defense plans. After the end of the Crusade, Kalinstren has also been steadily rebuilding many of its castles and fortresses that were badly damaged in the wars. One of its chief concerns is the Razing Line constructed by the forces of Iuz. King Belvor, Count Jakartai of Crysalreach, and the Baroness work more or less collaboratively regarding the defenses of the land. Count Jakartai is on very good terms with the Baroness as he was with her father, and often loans her advisors and resources, such as the talented dwarven engineer, Curlem the Calloused (See Cyrstalreach NPCs above for more information). More recently, the Baroness and Count have been working together to hire magical assistance from powerful wizards to assist in the rebuilding and fortification efforts.

Locations & Settlements: Brancast Keep — Brancast Keep was a castle being built before the wars and has almost completely destroyed in the fighting. Today, one of the many restoration projects is taking place as the castle is being repaired and finished according to the original plans. It is now nearly finished, but completion has been delayed due to scarcity of building materials. When complete, it will stand across the river from the village of Brancast where trading vessels negotiating the Crystal River provide supplies for the Barony from the eastern edge of the Kingdom. Primarily a logistical base, it is an anchor for supply routes to the boundary lands. Militia posted here may have seen more arduous periods of service along the Flare Line during the wars.

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Castle Ehlenestra — This castle gets its name from an Old Elvish variant of the name of the goddess Ehlonna. It marks the western boundary of the Flare Line. The castle’s construction is unusual, with a stonewall surrounding internal buildings made of fine Vesve wood. What makes this castle most remarkable, however, is its highly magical nature. Lady Sharnalem, a swanmay Knight of the Hart who possess the innate ability to control canines, rules the castle. Within a magically protected wood, filled with powerful illusion spells to fool the unwary, numerous faerie creatures such as brownies and dryads can be found. Many of these creatures act as spies and messengers. By night, large packs of canines wander within the castle walls including Tyrgs and Mist wolves. The tyrgs are famous throughout the land and are specially trained to hunt and attack orcs and goblinkind on sight. Sharnalem is known to have many friends among the Highfolk. While she is a shy and elusive woman her gifts of tyrgs to Kalinstren have earned his gratitude. The castle serves as a valuable recruiting post and many who are friendly with the Highfolk can be found here seeking refuge or searching for guidance. Clerics of Corellon and Ehlonna are often found here, serving as advisors to Sharnalem. Crockport — Before the wars, Crockport was a prosperous town of 9,000 souls. During the wars, Crockport fell to the forces of Iuz, and it was not until the conclusion of the Great Northern Crusade that it was restored to the light. In 588 CY, the Battle of Grabford provided Furyondy with a crucial victory that allowed it to encircle Crockport, the base of Iuz's operations in the occupied lands. When the city finally fell, it was the site of uncontrolled chaos and slaughter of the occupying forces. Many fell victim to emotion in its recapture, and few good men remember the event with any degree of pride. Crockport suffered tremendous losses during the war, and even more when it was retaken. True to the character of Furyondy, the common folk refused to surrender and have begun anew, gradually rebuilding the city, even in the face of yet another siege by Old Wicked in CY 595. Now that the city has been mostly rebuilt, there are rumors that King Belvor plans to use the city as the launching point for a full-out invasion of the Empire of Iuz. The nearby island of Rockegg is a dangerous place. It seems that several vile things took residence there during Iuz’s reign, and there has yet to be any real effort made to clear it of them. During the last low autumn tide, one of the creatures, a mad owlbear, even made its way across to the shore. Anyone willing to clear the island may earn a few sheafs, as well as some reputation within the region. Crying Spear Keep — This stone keep fought off two massed attacks during the wars. Powerful wards protect the keep, cast by its ruler, Pashenden, a human fighter/cleric dedicated to Trithereon. The keep takes its name from a great-silvered spear rising atop it. Pashenden is on excellent terms with the Baroness Kalinstren and supports her in favoring a resumption of war. There is no doubt that he sends forces from his resident militia, well aided by protection and combat spells, into the wild northern lands even after the wars have reached a stalemate. For this reason, Belvor has craftily “helped” Pashenden by placing heavy cavalry there. Their leader, Captain Arcturin, is an influential (Ch 17) and clever (Int 15, Wis 17) man who reports what Pashenden is up to back to Belvor through diplomatic channels. Pashenden is aware that Belvor is spying on him. He and Belvor continue to play a game of blindfold chess over the years. Pashenden reduces the number of his raids, and Belvor overlooks the rest.

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The Razing Line — The Razing Line is a one of the most horrific constructions the forces of Iuz have developed. Located north of Kalinstren, this area is a quarter mile wide zone that clerics of Iuz have defoliated and blasted into barren, dead soil with fire and acid. There are no living plants or animals in the area. Sages and military advisors know this unholy area can have only one purpose, to boost dark magic, which can raise the dead. As of this time, this power has yet to be demonstrated. Redoubt — Redoubt is a huge military garrison town, protecting the approach to Chendl. A great five-towered stone castle dominates the road and the town. Repairs to the damage suffered in the wars have only recently been completed. The siege of Chendl left this castle as a single point of light in a sea of darkness as Iuz’s horrors swarmed around it, and having it whole once again has lifted the spirits of the people considerably. The garrison of Redoubt numbers 1,500 men at present, and every able-bodied soul has at least some leather armor and a hand weapon. All the native Furyondians here saw what orcs, goblins and fiends did to their brethren during the wars. Redoubt’s people do not forget the horrors of the long days, and the stalking nightmares of the black nights. Belvor wishes to increase the numbers here, and is actively seeking financial support for such a venture. Redoubt is also a center of one of the major religions of Furyondy. Located in the rebuilt city is the primary church of Trithereon. The Baronesses spiritual advisor Darden (see above) heads the church. The faith of Trithereon is very strong in this province and in the city of Redoubt in particular. Spinecastle — A military outpost that once guarded the Flare Line opposite of the Swarming Ground. The fortress gets its name from the design of its battlements, which were a veritable nest of archery holes. The castle sustained massive amounts of damage in the war, but never fell completely to the forces of Iuz. This castle was once garrisoned by nearly 400 soldiers, many of them the best archers in the land. Now less than 300 soldiers and archers, all veterans of the battles, man the castle. Repairs to this castle were completed faster than any other part of the province, primarily due to the presence of the castle’s specialist conjurer, the eccentric Tobian Rushkane. Tobian is very reclusive and was rarely seen during the reconstruction, although his presence was obvious due to the number of Jann and earth elementals involved in the rebuilding. Since the castle’s repair, no one has seen the reclusive wizard, although his quarters remain available and undisturbed on orders from the Baroness. The Swarming Ground — Located on the north side of the Flare Line, across from Spinecastle, is an area know as the Swarming Ground. This area is infested with giant ant lions, smaller than normal but no less dangerous. The defenders of Furyondy used these creatures during the defense of the nation, since their presence made construction nearly impossible. Now that a major period of rebuilding is underway, the Baroness desires to build fortifications there; however excavations regularly unearth ant lion nests, and the creatures are very aggressive. Even seven years after the Wars, construction in this area is patchy, at best, because of them. The Baroness favors posting extra magical firepower to destroy the ant lions when they are found, and seeks to hire wizards to do so. The cost of this effort is prohibitive, however, and the Baroness is always open to creative ideas to resolve the problem.

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Notable Religions: Faith in Kalinstren is the most apparent example of the “law versus chaos” dichotomy in most good-aligned kingdoms. While lawful faiths like Hieroneous, St. Cuthbert, and Mayaheine are widespread, the largest and most prominent church in the area is the church of Trithereon in Redoubt. However, while these churches often differ on the means, they tend to agree on the ends – providing the barony with ample means to physically defend itself from future assaults from Old Wicked. The only exception is the Raoan church in the area, which has gained recent popularity but still lacks an organized presence in the province.

Barony of Littleberg Population: 67,000 Standing Army: 3,000

Capital City: Littleberg Ruler: Baron Jemain

Second only to the Viscounty of the March in terms of both wealth and importance, the Barony of Littleberg is a proud and diverse province. It is home to some 4,500 elves scattered throughout the province; it holds Furyondy’s only real concentration of gnomes, in the villages of Greylode and Claw Gorge; and it is a haven for half-orcs, who seem to feel more welcome amongst such a mixed populace and have made themselves a visible presence in the cities. Halflings and half-elves, also from the area of the Vesve, often make their homes in Littleberg. Still, all of these stand only second to the human population, mainly farmers and laborers who feed the entire Kingdom with potatoes, corn, and a variety of other foodstuffs. Politically, Littleberg is in a curious position. Baron Jemain is an outspoken diplomat, a middle-of-the-road moderate who tries to see all sides of an issue and who pushes his fellow nobles to be generous and obedient to the King. This view has earned him little respect amongst the other ruling families, though it has earned him the admiration of Belvor, who rewarded him with the position of Grand Marshall of Furyondy. Many hope that the promotion of Jemain’s vocal wife Scheredenn to the Noble Council will help change Jemain’s image, and perhaps help promote Jemain’s ideas.

Locations & Settlements: Littleberg — At the heart of the Barony of Littleberg lies the city that shares its name, a market town that is fast becoming a center of Furyondian trade second only to the thriving markets of Free Borough. This growth can be partly attributed to its trade roads, which were some of the only major roads not ruined by troop movements and lack of repairs in the years of the Greyhawk Wars and the Great Northern Crusade. It can also be attributed to Littleberg’s diversity—gnomish craftsmen ply their trades here, elven artisans create stunning works of beauty, and human and half-elf merchants, artists, and tradesmen of every kind buy, sell, import, and export here, their goods coming from as far a field as Perrinland and going to Veluna, Highfolk, Verbobonc, and—through Libernan and Willip—to the City of Greyhawk, and even across the Nyr Dyv to Nyrond and the eastern realms. Adventurers are sometimes drawn here by the promise of coin, for where there are merchants, there are always jobs at hand guarding caravans or stopping thieves; indeed, any merchant interested enough could probably hire himself a full team of half-orc mercenaries at relatively low rates—good protection on bandit-filled roads. Greylode — Name for both a small town of gnomes, and the nearby castle, which stands above the largest series of penal quarries in Furyondy. This penal colony, where

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prisoners work of their sentences quarrying rock under harsh supervision, contains some of the most evil and hardened criminals in the Kingdom. Claw Gorge — Formerly one of Furyondy’s most profitable limestone quarries, Claw Gorge—a series of deep rifts that rip like a claw mark across the otherwise even land— is a dangerous maze of acid pools, gas pockets, and bizarre underground tunnel systems that make mining more than a little stone a hazardous venture. Problems in the quarry began just after the beginning of the Greyhawk Wars, leading officials to believe that Iuz somehow cursed the quarries, which were needed to help build defenses along Furyondy’s northern borders. Others have whispered that a cult dedicated to an evil, subterranean god is at fault—perhaps worshippers of the Suel goddess Beltar. Recent research by Baron Jemain suggests that an artifact known as the Summoner’s Stone may be responsible. Standing offers of coin and other rewards exist for anyone who can find the cause of the dangers, dispel said cause, or simply clear out some of the monsters that roam the mines. Nearby is a small village of 150 or so gnomes, the only regular workers still employed at the mine. The village is actually called Moblofft, though most outsiders just call it Claw Gorge. Pantarn — Small but significant trade town located along the Att. Pantarn is best known for its use of promissory notes and credit in trading, a practice that is quickly spreading. There are also two monasteries of importance here--one dedicated to Boccob, and one dedicated to Rao. The influential Aubin Gyraisonne heads the latter monastery.

Notable Religions: The monasteries to Rao and Boccob in Pantarn are both important centers of their respective faiths. The monastery to Boccob, in particular, serves as the most important center of worship in Furyondy. Claw Gorge boasts a large temple to the gnomish god Garl Glittergold. Small shrines to various demihuman gods have begun appearing in the city of Littleberg, including churches dedicated to Corellon Larethian and Yondalla.

Barony of Willip Population: 50,000 Standing Army: 2,500 ground; 5,000 navy

Capital City: Willip City Ruler: Baron Xanthan Butrain

The Barony of Willip has a pivotal location on the Nyr Dyv. The Furyondian Royal Navy is based here, and keeps Furyondy's coasts free of sea monsters and pirating. Most visitors to Willip arrive by sailing vessel here, and it is the one and only gateway to the Free City of Greyhawk and Nyrond. The Willip Arsenal, the dockyard, has grown considerably in the last six years, and is the largest in the Flanaess; construction here has nearly doubled in the last year alone, as the Kingdom attempts to reestablish a presence on Whyestil Lake and the dockyards at Crockport are still in ruins. The city of Willip, the Barony’s capital, is the largest city in the Kingdom. Willip is ruled by the Baron Xanthan Butrain. He is popular, and plays a key role in the politics of the Kingdom. The Baron is a stern disciplinarian, and Willip has policies of "canon law" administered by clerics of St. Cuthbert and Zilchus. Only members of these faiths are allowed to adjudicate criminal and court matters, and even then, the presiding cleric must be of significant level (5th-level or higher) to hear the case. Arcane spell casters are carefully monitored in the Barony. All wizards, sorcerers, warmages, hexblades, and spell-using bards must pay a Dweomercrafting Tax of 10

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wheatsheafs per month, and register their residence. Any wizard spending more than a few days in the Barony who does not pay this tax may be forced to pay up to 100 ‘sheafs in reparation. Sorcerers are viewed with particular suspicion here; many believe that sorcerers are in league with demons and other outsiders, as their innate spell casting ability defies traditional wizardry. Sorcerers are best served hiding their presence in Willip. The Baron's greatest enemy is his cousin, Gregen. Gregen disputes the bloodline and also lays claim to the title Baron Willip. Most do not believe Gregen and the fact that he is a cruel, despicable wretch is reason enough to back Xanthan. Gregen is rumored to be in service to Iuz.

Locations & Settlements: Willip City — The largest city in Furyondy, Willip is a key location to the navy and also a major fishing and trading city. The Gardens here are bright and cheerful with a cleric of Ehlonna tending them. The Grand Admiralty is the residence of Grand Admiral Rosen and senior naval officers. A beautiful temple to Mayaheine is here. The local clerics collect monies to be used to fortify the city and they are appealing to Butrain. Mayaheine is finding many adherents among naval men, which is to the displeasure of the faith of Procan, the traditional faith of sailors. Bronzeblood Haunt — This ruined castle, once the most taboo place in Furyondy, is now the source of the most recent threat to safety and security in the kingdom. Long ago, before the rise of Furyondy, an evil lich ruled the land around this ruined castle. When Thrommel I came to these lands he had the castle razed. An earthquake in 594 CY freed the imprisoned lich that once ruled the area, and he has sent out horrifying undead minions to terrorize the populace in his mad quest for revenge against the line of the king who imprisoned him. Herechel — This walled town has a fine harbor, and is the main port for the Veng. Monster attacks occur frequently here and the town is tough and experienced. Herechel is a no nonsense town which is well policed. Three naval wizards maintain constant vigilance over the mouth of the Veng. The Sentinel Ports: Keristen, Sendrift, Walthain, & Dianrift — These towns are naval bases. They are also fishing communities where fish is salted and preserved for dispatch to Herechel or Greyhawk.

Notable Religions: There are significant temples to a number of gods in the city of Willip—Heironeous, Pelor, Procan, Rao, and Mayaheine all have temples there. Smaller temples can also be found to Celestian and Fharlanghn, perhaps because of the large number of travelers passing through the city; these are the only real temples to these two gods in Furyondy. In addition, shrines to the sea gods Osprem and Procan can be found in towns along the coastline.

County of Crystalreach Population: 46,000 Standing Army: 5,000

Capital City: Grabford Ruler: Count Artur Jakartai

The County of Crystalreach is still one of the more war-torn regions of Furyondy. Located in the northeastern portion of the nation, this province borders with lands that once

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belonged to the Horned Society, and now are ruled by followers of Iuz. Crystalreach was an important area in the Great Northern Crusade, and many expect that this province will be the launching point for future offensives against the Old One. During the Crusade, forces of Furyondy were able to recapture the provincial capital, Grabford, and confirmed the fate of the former liege, Count Paulus Halpern. When no proper heir was found, the Noble Council ratified Belvor’s wartime appointment. Count Artur Jakartai, a former Shield Lander, now rules Crystalreach. Just over a year ago, the capital was moved from its wartime location, Greatwall, back to Grabford, a city in a dire situation. Most of the capital city’s buildings are war damaged, and city officials have deemed more than threequarters of the sites unsafe. Count Jakartai rules a land bustling with wartime activity. Most of the citizens of Crystalreach are somehow involved with rebuilding the city and improving the city defenses (the number one priority) and preparing for battles they feel are sure to come. Standing on the far banks of the Veng remains one of Furyondy’s greatest military successes, Molag. This city is the former capital of the Horned Society and was until recently a major staging area for Iuz. Now that Furyondy has retaken the fort, military theorists believe that if the kingdom makes alliances with nations to its west, they could potentially flank Iuz.

Locations & Settlements: Castle Hart — The chief base of operations for the Knights of Furyondy is Castle Hart. This castle is located just northwest of the meeting of Crystal and Veng rivers and across the harbor from Port Valour and Barduk. The castle serves as a meeting place for the Knights of the Hart as well as a military base with close to one thousand soldiers. Fendrelan — A small-fortified town (population ~1,500) along the Veng River, this town is a major defensive settlement and stopping point for river trade. Significantly damaged during the wars, the town has rebuilt and a now houses a small garrison with over 250 well trained and experienced light infantry. Grabford — This city serves as the capital city of the county. Despite the town still showing signs of battle after six years, the Count has moved his court to the city and oversees the affairs of the region from this location. The city is booming with wartime rebuilding, the most notable of which is the completion of the church of Mayaheine. The church is lead by Cellinor, a decorated war hero from the Crusades. Greatwall — Greatwall served as the wartime capital of Crystalreach and is an important fortress in the military strategy of Furyondy. The fortress protects the Flare Line between Morsten and Moatshield. There are a large number of Shield Land refugees in the area serving in the militia and there is significant tension between the locals and refugees. Moatshield — This small town is located between Greatwall and Crying Spear Keep. The town is took its name from a 20’ deep moat filled with a magical decanter of endless water. The towns ruling noble, Sir Kiprien Rahlden, is a Knight of the Hart who can trace his lineage back to the earliest days of Furyondy. He is a staunch supporter of King Belvor and has made alliances with Knights of the High Forest. Morsten — This small town served an important purpose during the wars, serving as an important port and anchor of the defensive effort. Following the war, the town became home to the reclusive wizard Schyzer and his apprentice Cupara. The two wizards live in a large stone tower with magically enchanted creatures (including a wyvern and

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mountain lions). The tower was built in a fairly short time with magical assistance. The two are reclusive and make their home in the area for reasons they are not sharing. Redstone — One of the most important natural resources in Cyrstalreach, these massive stone quarries have over two miles of surface mines. The hard red stones, akin to hardened limestone, is shipped throughout the nation for building projects as well as limited exports to other nations. Work in the quarry is difficult but fair, and there is always work for able bodies. Many of the workers include charmed creatures such as ogres that once served in the Horned Lands, and a handful of gnomes and dwarves. Terlisean — Terlisean is an important trading post and supply town located on the Crystal River. The town does not have walls, although there are many thieves, con men, and other opportunistic individuals living in the area. This city is the final trading post where goods can be purchased before they are marked up for the northern inflation rates.

Notable Religions: Various temples are found throughout the major cities of the region. The largest church in the area is that of Mayaheine, whose worship is based out of the church in Grabford. Other prevalent churches are dedicated to Heironeous, St. Cuthbert, and Trithereon.

Duchy of the Reach Population: 56,000 Standing Army: 1,800

Capital City: Caronis Ruler: Duke Bennal Tyneman

Of all the provinces in Furyondy, the Duchy of the Reach is certainly the most cosmopolitan. The Reach shares borders with Veluna, Verbobonc, and the Highfolk, as well as with the racially diverse Barony of Littleberg, and it is the closest province in Furyondy to the Lortmils, the Lorridges, and the Kron Hills; each has exerted some influence over the province. The result of this unique hodge-podge of ideas and influences is an atmosphere of free-spirited independence in the Reach, an open and comfort-centered society that sometimes borders on hedonism in its efforts to have a good time. That is not to say the people of the Reach are corrupted by their pleasure; despite their lackadaisical outlook on life, the people of the Reach are good folk, and their leader, the epicurean Baron Tyneman, is a fair and pleasant man. Surprisingly, there are very few poor and downtrodden in the Reach, and even those with little coin spend it freely.

Locations & Settlements: Baranford — This community, located along the Royal Highway, is a trading center where many military men come. The population numbers about 2,000; the town's militia is 200 strong, and many are in service to Belvor. Caronis — Caronis is a small but significant town that symbolizes much of the freewheeling attitude that makes the Reach so distinct from the rest of Furyondy. Serving as the main gateway from Furyondy to Veluna, and feeling much influence from that country, Caronis is a town of bards, taverns, and trading, where the citizens spend the day buying and selling goods, and the nights drinking and singing. A goodly number of the citizens here are actually Velunans, or folks descended from that country. It is also the center for distribution of gold from the Carnalion Mines.

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Carnalion Mines — The treasure of Furyondy can be found in these mines—literally. The Carnalion Mines are the primary source of gold for the Kingdom, and the revenues generated here are divided amongst the King, the Highfolk, and several other parties. The miners themselves are a mix of humans, gnomes, and the only significant population of dwarves in the Kingdom, and they total about 550 in number. The gold is watched carefully, and the theft of gold is a serious crime; strong divination is used to assure that the gold remains accounted for, and distributed appropriately. Dapple Wood — Dapple Wood is the only major Furyondian woodland resource, and the only forest totally under Furyondy control. These woods, filled with quality ipp, yarpick, and bronzewood, are protected by militia troops and woodsmen, who have also cleared out most of the dangerous monsters within. Most unusual monsters have been hunted to extinction, and bears, porcupines, snakes, wild dogs, and raccoons are the most common hazards one might encounter. Kisail — Kisail is the nearest town to the Dapple Wood, a farming community of some 2,000 folks. It handles most goods coming in from Verbobonc. Sir Cerell Goodheart runs Kisail; he is a pompous, self-gratifying old womanizer who represents the worst parts of life in the Reach. Farmers here grow unusual crops--squashes, melon-like fruits, and similar luxury produce. Ryemend — This is a small town of only 1,000 or so people, located directly across the Velverdyva from Verbobonc. It is unusual for being the only place outside of Littleberg to boast a large population of gnomes—a fifth of the citizens of Ryemend are gnomes, and more have been coming from the Kron Hills in recent years. The Kron Hills and Verbobonc are of particular interest to those in Ryemend. Both Duke Tyneman and King Belvor have networks of spies in Ryemend, to keep an eye on Verbobonc and to make sure that relations remain positive; and the Knights of the Hart sometimes come here to meet agents of Verbobonc, and to learn about events in the south.

Notable Religions: While small temples to several gods can be found throughout the province, there are no important or significant temples in the Reach. It should be noted that the Reach is the only place in Furyondy to find temples to several dwarven gods.

The Gold County Population: 30,000 Standing Army: 1,250

Capital City: Libernen Ruler: Countess Kyaren Rhavelle

Of all the provinces in Furyondy, the Gold County represents the greatest contradiction: it is home to both the richest, and the poorest, citizens in all of Furyondy, both a stronghold of noble power and a pool of simple peasantry. The land itself is gently rolling grassland, much of it either converted to farmland or covered in dresadoes, the unique golden sunflowers that lend the County its name. Small farming villages dot the landscape, and the port city of Stalmaer boasts a sizable population, but the only real populous center in the County is the city of Libernen. For newcomers, the nobles may seem to have a society all their own, separate from both the peasants they lord over and the Kingdom as a whole. This is not entirely untrue. Life

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amongst the nobles of the Gold County is layered and elaborate. Every letter is purposefully written, every invitation cautiously accepted, every stitch of clothing carefully chosen for maximum impact amongst one’s peers. The nobles put much stock in rank and title, and even more in proper etiquette, sociable faux pas, and the subtle manipulations of petty power. It is, in short, like a shallow pool full of hungry piranha hunting one another, and those caught unawares are likely to be devoured. For the peasantry of the Gold County, life does not offer much. The nobles go about their manipulative and self-serving routines and pay little attention to the commoners who toil for them; in fact, the nobles are often so self-serving they neglect the populace altogether. Add to that the average Gold County commoner’s relative poverty, and it comes as no surprise that the people of the Gold County have turned to faith to fill their lives. In the post-War years, worship of St. Cuthbert of the Cudgel gained popularity throughout Furyondy. In the Gold County, not only was that growth unusually large, but faith in the God of zeal and forthrightness has become deep and long lasting, even when the temporary surge in the rest of the Kingdom has died down. Faith in St. Cuthbert has become so ingrained in the common populace here that the nobles have begun referring to the peasants as “Cuthbert’s Lot.”

Locations & Settlements: Libernen — This town, draped across countryside and surrounded by fields of dresadoes, in just about every way the center of life for the Gold County. Many minor nobles have estates here, and many of the rest gather here for both grand social gatherings and the requirements of day-to-day government. It is the place where the County’s foodstuffs are collected and sold. It is also a popular place for merchants to buy and sell, for Libernen stands on major trade roads connecting Littleberg, Free Borough, and several ports on the Veleverdyva River that bring it goods from Dyvers, Verbobonc, and the City of Greyhawk. Obad-hai and the Gleaming Glades — The northern edge of the Gnarley Forest stretches into the Gold County, where they are known as the Gleaming Glades. The Glades are a haven of wilderness power, and the home of the mysterious druids of Obad-hai. Obad-hai itself is a druidic necropolis, a series of earthen-mound tombs that the druids guard from any intruders. The tombs contain the bodies of former Obad-hai druids, and the bodies of those druids outside the Obad-hai who have been deemed worthy of burial there. Each tomb is planted with an oak tree. The druids themselves are stoic and secretive, and, some maintain, dangerous; this is just a misapprehension, as the druids could truly care less about the affairs of men. They do hold plans that would be counter-productive to Furyondy’s achievements, however, and so agents of the King keep a close eye on them. Rhavelle Holdings — The best lands in the County comprise the private grounds of Countess Rhavelle’s home. The Rhavelle Holdings are hillier than the farmlands to the east and dotted with lakes, and they hold within them the northernmost tip of the Gleaming Glades. Rhavelle spends much time here, enjoying leisurely carriage rides, hunting small game in a cultivated grove, and throwing lavish parties for the Gold County nobles—by invitation only, of course! Stalmaer — A port town on the Velverdyva River, Stalmaer is the only truly populous city in the County outside of Libernen. Stalmaer is known mainly as the distribution point for the dresadoe seed oil that is an important part of the County’s economy. Twice-weekly auctions are held during Goodmonth and Harvester, where twenty-gallon barrels are

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sold off in sixes to the highest bidders. The seed oil is popular throughout the eastern Flanaess, and so these auctions are very popular, and bidding is sometimes fierce. Stalmeer is home to the Green Jerkin Rangers, a small, elite band that keeps an eye on events in the Gnarley Forest and the Kron Hills. Recently, the King has responded to Sir Quill Kith'Barden’s calls to expand the Green Jerkins to help patrol the roads of Furyondy.

Notable Religions: Canon Schyendorf’s temple to Rao sits in the center of Libernen. Of perhaps more significance are a number of small shrines scattered throughout the farming villages, erected for and dedicated to St. Cuthbert. The people take good care of the shrines, and Whillom Stronbillet visits each one regularly.

Viscounty of the March Population: 90,000 Standing Army: 2,000

Capital City: Gorsend Ruler: Viscount Luther Derwent

Located in the heart of the Kingdom, the March is by far the most populous region of Furyondy. Protected from the ravages of the wars with Iuz, these lands are practically untouched by evil. The capital city of Gorsend was secluded from the conflict and few of its soldiers saw combat in either the Greyhawk wars or the Great Northern Crusade. For the most part, the population of the March remains blissfully ignorant of the horrors of war brought by Iuz. The March is ruled by the Viscount Luther Derwent, a clever and frugal leader. Perhaps the wealthiest man in all of Furyondy, the Viscount guards his wealth carefully. He opposes the numerous taxes that King Belvor would impose and exerts considerable influence in the Noble Council in support of his views. Derwent is among the least popular of the nobles, despite his ability to remain calm in even the most heated of court arguments. He is distrustful of the northern lords, especially the foreigner Jakartai of Crystalreach, and he opposes their plans to continue the fight against Iuz on the backs of the March’s taxpayers. The March lies along many of the most well established supply routes and Derwent has judiciously invested in the restoration of the road system. This province lies along on of the most important supply routes to the recently restored Shield Lands and the new route has served to greatly increase tax revenue and new settlers in the area. In addition to its isolation from Iuz and prosperity from trade routes, the March is also located on the most fertile soil in all of Furyondy. The province is an interesting mix of rich nobility and hard working farmers whose daily toils provide much of the wheat used throughout the Kingdom. Furyondians here are often apathetic and rather cowardly. There has been a slow migration away from the eastern fringe of the province and Luther is considering the use of convict labor, or forced service from peasants on his own lands to maintain the local farming industry. Luther has been skilled and efficient in building up defenses along the Veng from the base at Eyeberen. He has also begun construction of watchtowers and militia camps along the roadway from Brancast to Worlende, which coincides with his belief that the northern provinces aren't worth holding if war comes again. This is, unsurprisingly, a very unpopular attitude among the other nobles.

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Locations & Settlements: Brancast — Brancast is a fortified village with just under 1,000 inhabitants. It has a stockade wall and several archery towers. Luther maintains 200 of his best troops here, including 50 highly trained heavy cavalry. Brancast is the northernmost navigable reach of the Crystal River. Small vessels arrive here from Terlisean or from the Veng, usually out originating from Willip. Across the river from Brancast is Barncarst Keep, which is heavily fortified. The road from here to Chendl sees heavy traffic of soldiers and mercenaries and is well maintained and safe. Eyeberen — The castle Eyeberen was built shortly after the fall of the Horned Society lands. This large castle town is now home to a large garrison of 350 troops who patrol along the Veng. The Viscounty’s able General Mauritian Declenn, is based in Eyeberen, and he overseas the area using magic as effectively as possible. The castle is dominated by four massive wings, one of which belongs to Mauritian’s resident diviner, the one eyed ex-Johrase bandit, Janzipir. Janzipir’s laboratory is filled with pulsing magical rods and staves, bizarre hourglasses with colored sands and swirling vapors. If a goblinoid foray is about to appear across the Veng, Janzipir knows well in advance. He has also overseen the planting of great staves are planted along the riverside with magic mouths which respond if a goblinoid comes within range. The soldiers and ordinary folk around the castle shudder at the mention of the malign wizard, and there are mutterings and wild rumors of all kinds about him, but there are enough watchmen who owe him their lives for him to find a welcome of sorts here. Free Borough — The focus of three major trade routes and a haven for merchants and mercenaries, Free Borough is a town of nearly 3,000 people located at the junction of three provinces—the Reach, the Gold County, and the Barony of Littleberg. It is a central trade town, ruled by a mayor and seven councilors elected by householders, merchants and artisans. Although the town does not have a formal garrison, they do have a large, and very competent, town watch. Free Borough has passed laws against wearing armor heavier than leather or carrying any large weapons (swords, bows, etc.) in public. Those who disobey these laws find themselves quickly disarmed and detained by the watch. Free Borough is a liberal, cosmopolitan town with an optimistic atmosphere where the old bright life of Furyondy still sparkles. The town ruler’s stubbornly resist claims on their territory and pay only a nominal tax to the crown and also to the Viscount. All other rights of citizens of a free town are jealously protected. Gorsend — Gorsend is the administrative capital of the Viscounty, and is a large quiet town. The town is prosperous and conservative, and the wealthiest citizens living in huge mansions. The town is home to over 5,000 citizens, including the mansion of the Viscount himself, which stands on a large hill overlooking the rest of the city. Worlende — This busy town is located on the Att River, due south of Chendl. Over the past few years, the Viscount has completed construction on a walled keep complex on its outskirts, where he now stations a garrison of 200 soldiers. These soldiers have had some effect on the town, bringing new coin to its merchants and inns. The keep administrator is the paladin Hymend, a strong admirer of the King who covertly sends

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Belvor long missives telling him of Luther’s plans and also extra tax revenues to support the King.

Notable Religions: The March is a realm where many of the old traditions of Furyondy hold true. Many of the people are religious, but there are few religious centers located in the province. Smaller centers of worship located here include St. Cuthbert and Zilchus.

Groups in Furyondy: There are a wide variety of organizations in Furyondy that PC’s can join. For more details on these groups, please refer to the Furyondy Regional Rules and Meta-Campaign Handbook, available at .

Important Non-Player Characters in Furyondy (listed by province) Chendl and the Fairwain Province: Belvor IV, King of Furyondy [LG human male Pal16-Heironeous] — King Belvor is in his early seventies (although he appears to be only in his fifties), stands over six feet tall, and is strong and regal in appearance. He has short, light brown hair, blue-green eyes, and a prominent jaw line. The King may be a bitter-hearted old warrior, but he remains devoted to the teachings of Heironeous, the god of valor. Belvor is known as a wise and cunning King and many fear political dealings with him despite the rumors that Belvor only goes through the motions of leadership. He enjoys hunting, archery and jousting. He is not married, and there are many rumors of betrothals. He has a single son, the missing-and-declared-dead Prince Thrommel. Thrommel’s recent return has returned as an undead have proven very straining on the King, and much of the kingdom holds its breath to see what he plans to do about it. Thrommel IV, Crown Prince of Furyondy (disputed) [LE human male vampire exPal?/Blk?-Hextor] – Crown Prince Thrommel IV had all the breaks in life. He was the sole heir to the throne of one of the Flanaess’s most powerful kingdoms, he was engaged to the beautiful and puissant Jolene of Samprastadar (a union which was predicted to lead to the reunification of Furyondy and Veluna), and he was widely regarded as the hero of the Battle of Emridy Meadows, all of which put him in a position to one day become one of the most influential individuals on Oerth. However, one fateful day in 573 CY changed all this; while adventuring, the Crown Prince of Furyondy vanished without a trace. Despite his father’s and betrothed’s best efforts to search, neither hide nor hair was seen of the Prince for twenty years, and in 592 CY, King Belvor called off the search and declared his only son dead, leaving the kingdom heirless. Two years later, an individual previously only known as the Black Knight made a startling revelation to a group of adventurers – he was the Crown Prince, risen from death into undeath as a vampire. King Belvor regretfully confirmed this statement to these adventurers, and the news has been slowly spreading throughout the kingdom since. Thrommel’s motives and goals are hardly obscured; the ex-prince seeks to usurp the throne of Furyondy, bypassing the kingdom’s “the dead shall not rule” law. Recently, he has been engaging in a campaign of intrigue to gather support, and while adventurers have thus far been able to stop his major power plays, his influence continues to spread.

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The Chamber of Four — The Four are Belvor’s personal wizard advisors, who reside inside his Royal Palace. They consist of Karzalin, master elementalist of fire [N hm Wiz 18]; Gorn Gydresol, air elementalist [NG human male Wiz10]; Pisenten, resident water elementalist [NG human female Wiz 12]; and Dramaynen, earth elementalist and sage, and a follower of Ulaa [N human male Wiz 11]. These wizards are all loyal to Belvor, and all, with the exception of Gorn, seasoned in battle. All four advise Belvor on all matters magical in the defense of Furyondy. As a group they tend to be rather antisocial. Recently, Karzalin has been missing from the Palace since he was discovered to be AWOL at the CY 595 Battle of Gullkeep. The reasons for his disappearance are not known, with adventurers’ suspicions ranging from foul play to treason. Currently, the King is seeking a replacement for Karzalin and is drawing upon the advice of many influential groups within the kingdom, including adventurers, to make his decision. Cataryna of Trithereon [CG human female Clr13-Trithereon] — This middle-aged flamehaired cleric travels throughout the northern provinces visiting the faithful of Trithereon. She aids adventurers striking into the lands of Iuz and often arranges healing and similar magic to those who return alive. Although she is loyal to King Belvor, she has little patience for diplomacy or the doldrums of political maneuvering… Geklon the Sage [LG human male Exp1/Mnk2/Wiz6] – This blunt older man with a sharp mind and wit has served as an advisor to the King and Chamber of Four on multiple occasions, most recently proving to be a critical research assistant in the erection and later destruction of the dark shield over Chendl. His excellent service and ability in researching where the initial shield ritual went wrong is likely to bring him into further service to the King. Some rumors suggest that he is putting a significant amount of effort into researching magical potions and elixirs, although the rumors are silent as to what purpose this research would serve. Gellain, Velunese Ambassador [LG human male Clr8-Rao] — Gellain is a blond-haired, green-eyed, handsome man in his early forties. He is very sociable and well meaning, but something of a bore, especially since he delights in reminding everyone exactly how important Veluna was to Furyondy in the post-war years. Even though Furyondy has stabilized a bit, easing their reliance on Veluna’s generosity, Gellain enjoys tremendous influence in Belvor’s court. In recent years, Gellain has used this influence to acquire the assistance of Furyondy’s Knights of the Hart in resolving some of Veluna’s internal affairs. Garaeth Heldenster [LG human male Clr10/Contemplative5-Heironeous] — Garaeth is the high cleric to Heironeous in Furyondy. He is nearly as old as the King, but a Wish slowed his natural aging, and he appears to be only 35 or 36. He is 5' 9" tall and very charming and wise (Wis 19, Cha 20). Garaeth is deeply devoted to Belvor, as well as to the citizens of Furyondy, and he will support any of the King’s decisions, and any effort to aid farmers and workers. Several junior clerics and warriors of the faith can almost always be found accompanying Garaeth, as he tends to the affairs of the church in Chendl. Redankin Desmart, Overseer of St. Cuthbert [LG(N) human male Clr12-St. Cuthbert] — Unwise is the person who tries to cross Overseer Desmart. This vigilant, devoted man truly represents the more retributive side of St. Cuthbert of the Cudgel. He is red-faced and overweight, in his fifties, and is blunt and impersonal. The charges of St. Cuthbert are foremost in his mind at all times, and any advice he offers the King will be to the best

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benefit of “Cuthbert’s Lot.” He is the leader of St. Cuthbert’s Order of Billets in Furyondy. He calls for taxation of the rich and defense of the poor. Vendenn, Canon of Rao [LG human male Clr13-Rao] — Vendenn is a reasonable and pleasant man. He is tall (6' 1"), handsome with his gray hair and eyes, and in decent shape. He is a charming and cultured man. General Gallantren [LG human male Ftr7/KoF7] — Gallantren is the most senior of the three military commanders in Chendl, and one of the closest of Belvor’s military advisors. He is tall and well-muscled, with long, dark hair and deep-set eyes. He is in his late forties. General Bemedior [LG human male Ftr7/Tactical Soldier7] — Bemedior is the most vocal of the three military commanders in Chendl. He is sympathetic to the church of Trithereon, and so urges more offensive action against Iuz. Bemedior is broad-chested man in his late thirties with a thick moustache; his brown hair is balding on top. General Yemanien [LG human male Ftr7/Tactical Soldier7] — Yemanien is the most cautious of the three military commanders in Chendl, pushing for a defensive front against Iuz, as opposed to more offensive military action. Yemanien is a fair-haired, charismatic man in his early thirties. Noble Council — The seven provincial lords of Furyondy have representatives in Chendl known as the Noble Council. The King must gain the support of this group before making important decrees of law and country. Each representative typically holds his or her own political interests above that of the Kingdom. The current Noble Council members include Sir Radiur Nelonshir of Kalinstren, Baroness Scheredenn of Littleberg, Toj Remarukus of Willip, Cleric Jalquayne of Crystalreach, Gilbair le Ronde of the Reach, Carter de Gurwaltt of the Gold County, and Telemmand of the March. Knightly Conclave — A group of minor nobles, known as the Knightly Conclave, frequently debate issues and offers their advice to the King. While the King relies on their support, they fall well below the Noble Council in both power and influence. The Conclave follows elaborate and ancient traditions of rank and procedures. Their head speaker goes by the formal title "Cerise Pursuivant Dragon." They are always looking for ways to curry favor with Belvor, and perhaps boost their power and influence. Sir Lanistor [CG human male Ftr10/KoF4] — The current head dean of the College of War is Sir Lanistor, a Knight of the Hart. Fiercely loyal, he is a militant man who drives his students with visions of conquest to drive back our old enemy. He has been at the college for four years via royal appointment. Due to the deception of the Old One, Lanistor was killed and had lost his noble title and lands, although he retains his position at the War College and was appointed steward of his lands until such the time that a permanent heir can be appointed or located. Sir Quill Kith'Barden [NG human male Rgr12/KoF3] -— Quill is a Knight of Furyondy, a member of the Knightly Conclave, and a respected member of the Green Jerkin Rangers. He has blond hair, green eyes, and a well-trimmed beard. Quill stands over six feet tall and is fond of wearing woodland colors. His human parents were slain by orcs and surrogate elven parents raised him. Quill excels at archery and his favorite bow,

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Tormentor, is a +3 distance bane (orc) composite longbow. In sessions at the Knightly Conclave, Quill has been calling for further expansion of the Green Jerkin Rangers to aid in the kingdom’s protection.

Barony of Kalinstren: Baroness Jelleneth Kalinstren [CG human female Ftr9] — The daughter of the fallen Baron Kalinstren, Jelleneth rules the province with a fair hand and a watchful eye on her borders. She is a devout follower of Trithereon and has a fiery temper. She enjoys good relations with Count Jakartai, however, she is watched closely by Belvor, lest her actions drive Furyondy into another series of battles unprepared. Darden [CG human male Clr10-Trithereon] — Formerly the designee to the Noble Council in Chendl, Darden has been recalled by the Baroness to serve as her spiritual advisor in Redoubt. He is a pious man dedicated to his one time student, Jelleneth. Darden is now the head of the church of Trithereon located in the capital city of Redoubt. Sir Radiur Nelonshir [CG human male Ftr10/KoF1] — One of the Baroness’ most trusted advisors has been assigned to represent the province in the Noble Council in Chendl. Over his objections, Radiur was deeded a minor piece of land and he was made a Knight of the Hart (Furyondy). He is a master is of supply logistics and procurement and has a knack for finding things by means no one can quite figure out. Radiur dislikes being away from the front, and has not adapted well to court life. He still wakes early and exercises regularly including weapons training. He wears combat uniforms and wears his hair cropped short and often reminds the nobles, much to their chagrin, that they are still at war. Cryennik [CE human male Wiz13] — Formally the commander of Iuz’s forces stationed in Crockport, he escaped just before the city fell to the forces of Furyondy. Cryenik is a ruthless opponent who has held a grudge for years. He is an expert in summoning magical beasts and often sends creatures southward from his hidden lair on the north border of Kalinstren. He favors summoning highly magical flying monsters such as manticores and chimerae, and on one occasion a dracolisk, and enjoys sending them against civilian targets. Pashenden [CG human male Ftr5/Clr10-Trithereon] — The lord of Crying Spear Keep is also a dedicated follower of Trithereon. He supports the northern noble’s efforts to reclaim more lost land from Iuz (his desires currently lean towards retaking some of the former Shield Lands) and often assists the Baroness Kalinstren with military and spiritual aid. He is extremely bright and a cunning tactician whose insights and abilities were key to the holding of the castle during the invasion by Iuz. Captain Arcturin [LG human male Pal7] — Arcturin serves as the eyes and ears of King Belvor at Crying Spear Keep. He is a influential and clever leader (Int 15, Wis 17, Cha 17) of an elite group of heavy cavalry. He has a deep respect for Pashenden’s beliefs and abilities, and has been placed in a difficult situation of balancing his duty to his King and the Lord he also serves. Sharnalem [LG human female Rgr4/Ftr1/Swanmay5/KoF1] — She is a Knight of the Hart and master of Castle Ehlenestra who is shy and elusive by nature. She has many friends within the region and even more among the Highfolk. She is a well-respected

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and intelligent leader who lends support to the northern defenses as well as the occasional mission to strike back at goblinkind whom she despises. Lord Vormar [LN human male Ftr7] — Vormar is the Lord of Brancast Keep. A typical noble, he is concerned with his status in the eyes of the Royal Court and the rebuilding of his keep.

Barony of Littleberg: Baron Jemain [LG human male Ftr11] — The civil, patient Baron is a consummate fence sitter. Uncharismatic and only mildly attractive; he is 52, heavyset, with dull brown hair and olive skin. Jemain is the Grand Marshall of Furyondy, a position he gained in spite of his conciliatory nature and general lack of hard military experience (or perhaps because of it—Belvor trusts him above all the other ruling Nobles). Jemain is a very wise man, which is probably why he sees things the way he does. Jemain favors Rao above all other deities. Baroness Scheredenn [LG human female Ari2] — The tall, brown-haired Baroness Scheredenn is a very vocal and forceful woman, and an interesting contrast to her quiet husband. While her husband favors Rao, she favors Pelor. Scheredern was recently sent to Chendl, where the Baron Jemain set her up in a suit of rooms and named her his representative on the Noble Council. She was not happy to leave Littleberg, but she has since given herself over to the role of councilor and diplomat. Cerenellyl [CG elf male Ftr7/Knight of the High Forest 3] — An ancient Knight of the High Forest who is slowly going blind with age (though an elven ring of true seeing makes this a moot point). Cerenellyl makes his home in a castle near the Vesve, in Furyondy, where he watches the balance of power in the Kingdom, and learns all he can about the nobles and the King. Cerenellyl often reports back to the Knights of the High Forest about the dealings of Furyondy’s elite. He has contacts throughout the Knights of the Hart, and throughout the Flanaess. Aubin Gyraisonne [LG human male Clr5-Rao] — Aubin is the charismatic head of the Monastery to Rao in Pantarn. He is a thin man with sharp features, long brown hair, and a well-trimmed beard. Aubin is a levelheaded man with a commanding speaking voice. Baron Jemain, himself a supporter of Rao, has consulted Aubin often of late, and many suspect it was Aubin’s idea to nominate the forceful Baroness Scheredern to the Noble Council. Schuter Garalend [LN human male Adp5] — A Tenha herbalist living in Pantarn, Schuter is the only source of orcbane in Furyondy. Orcbane is a valuable but highly perishable poison that can be used most effectively against orcs and goblinoids. Until recently, Schuter’s orcbane was being made solely for the benefit of Furyondian forces against Iuz; as hostilities have calmed, however, he has been able to create more for general sale.

Barony of Willip: Baron Xanthan Butrain [LN human male Ftr8] — Butrain is a practical and stern lord. He does not like surprises. The aging baron has lost most of his graying black hair. Sometimes his gray eyes reveal his concerns. The Baron had won a reputation for

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intelligence during the Greyhawk Wars by reinforcing the March’s troops to the north and covering the western banks of the Veng. William Butrain [CN human male Rog3] — The heir apparent to the Baron of Willip is William Butrian. He has a reputation for being irresponsible and for excessive gambling. In his early 30's, William is in excellent physical condition. He has dark brown hair. He has his father's gray eyes but lacks his father's court etiquette. Grand Admiral Rosen [LG human male Ftr16] — Rosen is commander of the Royal Furyondian Navy. Rosen is a monster of a man with a very tanned and weather-beaten face, crew cut gray hair and beard and dark brown eyes. His armor is crafted from a dragon turtle skin and his shield is crafted from dragon turtle shell. Rosen is a military man pure and simple and employs a greatsword in battle. He leaves the politics of the land to the King. The admiral demands strict discipline in the Royal Navy. The Pride of Furyondy is Rosen’s own war galley. Toj Remarukus [LN half-elf male Clr4-Zilchus] — Toj is Willip’s young, quiet, ill-tempered representative to the Noble Council. Toj is very loyal to both his church and to the Barony, and will officiously object to any policy or decision that might not benefit either. Toj is tall, thin, and dark-complexioned, with a short shock of black hair. The Master of Bronzeblood [CE human male evolved lich Clr17-Erythnul] - Over 300 years ago, King Thrommel I ordered the area around Bronzeblood Haunt destroyed due to the activities of the individual now known only as the Master of Bronzeblood, but the lich escaped the king’s forces and later returned to dwell below the keep. An earthquake in 594 CY freed the lich, and now he terrorizes the kingdom with his undead hordes. Currently, the Thunderheart Mercenary Company is recruiting adventurers to investigate the haunt and provide the kingdom with information to assist the military and Green Jerkin Rangers in closing the Master’s gate permanently, hopefully ending the Master’s undead existence in the process.

County of Crystalreach: Count Artur Jakartai [LG human male Pal17] — The leader of the province, Artur is an accomplished warrior and recognized hero for his accomplishments along the Furyondian front. A noble man of proud bearing, Artur never forgets that he is originally from the Shield Lands and looks for ways to aid them without incurring his King’s wrath. He is both unusually tall (just under seven feet) and well built (he weighs 355 lbs), making him a most imposing figure. Cleric Jalquayne [LG human male Clr8-Hieroneous] — Jalquayne represents Crystalreach’s interests as Count Artur’s representative on the Noble Council in Chendl. He served in this capacity under the previous ruler, Count Halpern, and is well received by the other members of the Council, making up for the awkwardness of the region’s Count. Sir Kiprien Rahlden [LG human male Pal10/KoF1] — Rahlden is a long-standing noble and member of the Knights of the Hart. He is the commander of the town of Moatshield and he is known by reputation throughout most of Furyondy as a strong supporter of the King. Rahlden is a red-haired man of about forty.

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Curtem the Calloused [CG dwarf male Ftr5] — A stout Lortmils dwarf who is Artur’s the chief engineer in charge of building defenses. He owns a spade of colossal excavation and uses it for the good of the province. Curtem has black beard and hair, and brown eyes. Ereland Manneth [NG human male Wiz8] — Commander of the garrison on the fortified town of Fendrelan. Possessing great divination powers, and uncanny wit, and the ability to predict conditions effecting battles, Ereland was proven an effective commander and information gatherer. Cellinor [NG human male Ftr5/Clr7] — Cellinor is the head of the growing church of Mayaheine in Grabford. He served in the Great Northern Crusades and was recognized for his command abilities, shrewd tactical skills, and personal bravery. After the crusade, Cellinor answered the calling of the goddess Mayaheine, and has been steadily building a following of her tenants. Cellinor is a charismatic leader (Cha 14) with strong ties to the Furyondy military who often stop to listen to him speak about Mayaheine. Schyzer [N human male Wiz10] — An albino Suloise who arouses great suspicion from the common people of his hometown of Morsten. He is a bewildering and enigmatic man who the leaders of the area simply cannot figure out what to do with. Count Gladwell Solan [LG human male Pal12/KoF3] — Count Solan is the current castellan of Castle Hart and a member of the Knightly Conclave. Solan is a simple man with little desires for wealth. He has fought in many battles and considered a war hero and has overseen the castle for a decade. At age 45, the Count is a tall man with curly red hair and deep green eyes.

Duchy of the Reach: Duke Bennal Tyneman [CN(G) human male Rog12] — Tyneman is an older man with wavy black hair and dark blue eyes. He is a carouser, a self-indulgent gambler who reflects everything that his province is. He is cunning, too, and enjoys playing political games. Tyneman is a good man, but doesn't agree with many of the King's aims and goals and secretly works to oppose the King and Knights of Furyondy in many matters. Gilbair le Ronde [NG human male Ftr4/Nob4] — Portly, bald, and possessing a keen and vicious wit, the boisterous Gilbair le Ronde was once a keen diplomat, an incurable romantic, and one of the most vicious Knights of Furyondy. It is even said that, at one time, he nearly won the hand of Countess Rhavelle of the Gold County. An unfortunate injury at the hands of a jealous rival, however, cost Gilbair the full use of his left leg (he still walks with a distinct limp) and kept him from the Greyhawk Wars. Morose for having been left behind, Gilbair gave himself over to gluttony, developing a particularly strong taste for rich deserts and strong ale. This tendency has not hindered his status amongst the Noble Council; it is said he is just as formidable with diplomacy as he ever was with sword and shield. Gilbair currently serves as the Reach’s representative to the Noble Council. Rafendyl [NG half-elf male Brd11] — Called “Gildentongue,” Rafendyl is a Highfolk bard who fronts himself as a shallow, sensual fellow, but who hides a much more serious demeanor beneath—he’s actually a knowledgeable and well-connected half-elf, keeping

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an eye on Furyondian affairs and maintaining a network of information. He operates out of the Reach, where he could be a valuable asset to adventurers in need. Krishena of Dapple [NG human female Drd12] – While in human form, Krishena is a young woman (age 20) with light brown wavy long hair. Her eyes are brown and she is tall and slender, looking rather frail. There are scars from some type of claw marks on her left arm. She is shy and lives alone in a small hut in the woods. She makes pottery and cares for the forest. Striped Paw, her animal companion, almost always accompanies her. In the past, she has been known to assist adventurers and nobles who demonstrate respect for the balance of nature.

The Gold County: Countess Kyaren Rhavelle [N human female Wiz(illusionist)4] — In any other society, the red-haired Countess Rhavelle would have been considered an old maid: 45 years old, never married, handsomely appealing, strong-willed and unexpectedly fiery. In the Gold County, this is just a testament to her value as both woman and noble, for surely, her standards must be high! And they are. Much of the Gold County’s unique society is reflected in its countess, who is its supreme and model peer. She lives in a sprawling estate that claims much of the western third of the county, and walks like a queen amongst the nobles in Libernen. Recently, Countess Rhavelle has been busy planning her wedding to Lord Ogart Goldsaex. Canon Schyendorf [N human female Clr 8-Rao] — The influential Canon Schyendorf resides in Libernen, where she promotes worship of Rao and attempts to moderate the actions of the nobles. Her work is much appreciated by King Belvor, as Schyendorf is unusually persuasive with Countess Rhavelle, and can get her to see reason where others fail. Carter de Gurwaltt [NG human male Nob5] — If Carter de Gurwaltt could describe himself in two words, they would be “subtle perfection.” To the other nobles, it’s more “unsubtle perfectionist,” for Carter is truly a captious and fussy individual, compulsively neat and quick to judge what he finds distasteful. He has a keen sense, however, and can be unexpectedly forceful; it is for these reasons that Countess Rhavelle has named him the Gold County’s representative on the Noble Council. Carter is a short, thin man with tightly cropped brown hair (he is fond of wigs) and impeccable fashion sense. Lord Ogart Goldsaex [N human male Ftr9] — A recent émigré from the Shield Lands, Lord Goldsaex is a ruggedly handsome man with black hair and sharp blue eyes. He built a walled estate on the edge of Libernen in Richfest 590, and in the months since he has quickly established himself as a force to be reckoned with in the complex intrigues of the Gold County nobility. Lord Goldsaex commands a certain reserved respect in Libernen, and his recent engagement to Countess Rhavelle has only improved his standing in the eyes of the Gold County’s common folk. He also acts as a member of Chendl’s Knightly Conclave. Whillom Stronbillet [LN human male Clr5-St. Cuthbert] — With the wild popularity of the Church of St. Cuthbert amongst the peasantry, it was only a matter of time before the people found a religious leader to represent their cause. Whillom Stronbillet is that leader—a symbol of the downtrodden faithful in the face of noble luxury, a strong-willed and vocal fighter for the rights of his flock. Whillom heads a newly erected church in

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Libernen, though most often he can be found either ministering to his faithful in the fields and small towns, or knocking at the doors of the ruling class.

Viscounty of the March: Viscount Luther Derwent [LN human male Ftr4] — Viscount Derwent is the 65-year-old leader of the March. He is very intelligent leader, although many feel that he looks only upon what is good for his province, not the larger Kingdom. He is methodical and always possesses a complete knowledge of the facts of any issue. Alistacea [NG human female Nob2] — Lady Alistacea is the Viscount’s wife and she obeys her husband completely. She enjoys the finer things in life provided by the wealth of the March, and she hope that her sons (below) will realize how strong of a leader the Viscount actually is. Gyneren [LG human female Ftr2] — Gyneren is the daughter of the Viscount from his first marriage. She is in her late 30s and many have suggested that she could be a candidate to marry the aging King Belvor. She is often found in Chendl attending court. She is an average looking woman who obeys her father, it is unclear whether she has any desire to be queen of Furyondy. Petronian [CG human male Ftr3] — Petronian is the older of the Viscount’s twin sons by about 2 minutes. He has come of age recently, he and his brother are now in their early 20’s. The issue of succession in the Viscounty has not been settled, and neither of the brothers is actively courting their father’s approval. The twins wanted to become more involved in the crusade and their father forbade it. The two wish their father would more actively support Belvor and his opposition to Iuz. Timarn [CG human male Ftr2/Wiz2] — Timarn is the other of the Viscount’s twin sons and, like his brother, he also wishes his father would more actively support King Belvor. Unknown to his brother, Timarn desires to succeed his father as the Viscount of the March. He studies the arts of diplomacy harder than Petronian and has also began to study magic in addition to his martial studies. General Mauritian Declenn [LG human male Ftr9] — General Declenn is cultured, intelligent, and perceptive leader of the forces along the Veng. Although many of his soldiers are from the shield lands, he has little time for their leaders due to their military blunders in the early part of the Greyhawk wars. From his based of Eyeberen, he readily sees the value of magic in keeping track of what is happening along the river. Telemmand [LG human male Wiz3] — Luther's representative at Noble Council is the scribe Telemmand, an expert procrastinator who refuses to make any decisions until he has discussed matters fully with his dour, pragmatic liege. Janzipir [NE human male Wiz(diviner)9] — Janzipir is an ugly one-eyed man who is an exiled Johrase bandit. Although he has no love of Furyondy, his hatred for Iuz and goblin-kind compel his actions. His is always absolutely honest in the information he gives that results in attacks versus the goblins or Iuz. He works for General Declenn who provides him a safe place to plan and scheme in the castle Eyeberen.

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Hymend [LG human male Pal7] — The administrator of Worlende keep is Hymend. He is a noble paladin who is caught in an uncomfortable position between loyalty to his lord, the Viscount, and his King. He covertly keeps his King informed of activities in the Viscounty and also sends additional tax revenues to Chendl, without the Viscount’s knowledge.

Law in Furyondy The laws in Furyondy are fairly simple. Crimes are grouped into civil or criminal offenses. Civil infractions are handled by cleric magistrates in most areas or sometimes settled by dueling champions between nobles. Furyondy law holds that Heironeous, god of valor and honor, will aid the righteous. Usually nobles hire champions to stand in for the accuser and defendant. During the Greyhawk Wars it was decreed by Belvor that duels must not be to death. Life must be preserved to defend the Kingdom. Either a first blood or three-touch duel is standard practice for nobles. In many communities of Furyondy it is illegal to possess birds of ill omen. Often ravens or crows are killed on sight because of the local belief that they serve as spies for Iuz. Because of the threat of disease, some locals prohibit people from keeping any rodents or vermin as pets. There remains a plethora of Royal Edicts on the law books of Furyondy from Kings long ago up to recent times. King Thrommel I decreed that no one may live within three miles of the ruins of Bronzeblood Haunt. King Arvas II decreed that “The Dead Shall Not Rule”; a dead lord’s holdings and titles pass to the next of kin, even if they are brought back from the dead. Belvor IV has made a few decrees himself in his years. Some of these Royal Edicts are quite obscured in the annals of time, although the recent issue of the royal succession has led to more in-depth investigation by various barristers.

Lycanthropy Any person afflicted with lycanthropy may voluntarily turn himself or herself into Furyondy court system. As long as they have not committed any criminal crimes in their lycanthropic form they will be taken to Castle Greylode and treated by the clerics in the facility for one months time without monetary cost (for the purposes of game mechanics, refer to the latest Living Greyhawk Campaign Sourcebook). They will leave the castle fully cured of the affliction. Any lycanthrope that has committed any sort of Grievous Crimes, Injurious Crimes, or Crimes of Disrepute will be put to death on capture or surrender. This is also true of anyone that has embraced the lycanthropic demon inside them and has willfully changed into the demonic form.

Death, Wills, and Rebirth According to the laws of Furyondy, a will is a legal declaration of how a person wishes his or her possessions to be disposed of after their final death. Wills are not processed until a cleric magistrate has confirmed that the death shall remain final. Furyondy has a significant death tax and usually all items or gold remaining with a corpse are collected for the benefit of the Kingdom. Any resurrection for a person must be conducted before burial. It is considered an Injurious Crime to disturb any dead body even for restorative purposes.

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Criminal Offenses in Furyondy Grievous Crimes Murder: Any persons accused of intentionally and unlawfully killing another humanoid while upon the lands of Furyondy shall be tried before a panel of judges for the crime of murder. If convicted, he shall be sentenced to banishment from Furyondy, imprisonment in Castle Greylode or death by execution. Convicted persons not executed will be dealt a just reminder to encourage redemption; including, but not limited to, loss of hand or limb or reception of a curse appropriate to the crime. A person may be acquitted of the crime of murder by proving that the killing was done either in defense of his own life or in that of another. Sedition: Any persons accused of taking action to, or using language appropriate to incite a riot or revolt against the proper authority of Furyondy including, but not limited to, King & country, members of the royal court, nobility and local authorities shall be tried before a panel of judges for the crime of sedition. If convicted, he shall be sentenced to banishment from Furyondy, imprisonment in Castle Greylode or death by execution. Convicted persons not executed are typically dealt a just reminder to encourage redemption including, but not limited to, loss of hand or limb or reception of a curse appropriate to the crime. Treason: Any person who stands accused of violating his allegiance to the state of Furyondy or to King Belvor IV in word or deed; including, but not limited to, taking part in or waging war against Furyondy; or by consciously and purposely acting to aid its enemies shall be tried before a panel of judges for the crime of treason. If convicted, he shall be sentenced to death by execution. Consorting with Demons, Devils or other evil beings of power and blasphemy: Any person who stands accused of entering into a mutual agreement with an evil creature of power including, but not limited to, Demons, Devils, Undead, or Infernals shall stand trial before a panel of judges. If convicted he shall be sentenced to death by execution. Kidnapping: Any persons accused of intentionally and unlawfully seizing and detaining another humanoid (either with or without the intent to hold for ransom) against his will or the will of his legal guardians or through the use of coercive magics while upon the lands of Furyondy shall be tried before a panel of judges for the crime of kidnapping. If convicted, he shall be sentenced to banishment from Furyondy, imprisonment in Castle Greylode or death by execution. Convicted persons not executed will be dealt a just reminder to encourage redemption; including, but not limited to, loss of hand or limb or reception of a Mark of Justice or a curse appropriate to the crime.

Injurious Crimes Serious Assault: Any person who stands accused of attacking another person, either physically or magically, with the intent to cause serious bodily harm shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Tomb Robbing: Any unauthorized person who stands accused of removing property from the grave or tomb of the deceased shall stand trial before the local or regional magistrate or

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a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Disturbing the Dead: Any person who stands accused of unlawfully disturbing the rest of the dead shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Individuals carrying upon their person disembodied parts of the deceased, regardless of whether they were obtained them from the corpse themselves, are guilty of the crime of disturbing the dead. Disturbing the rest of the dead shall include, but is not limited to, casting any of the following spells on a deceased person without royal or noble authorization: • Animate Dead • Create Undead • Create Greater Undead • Speak with Dead Destruction of Property: Any person who stands accused of unlawfully damaging or causing the destruction of property belonging to another person shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Rioting: Any person who stands accused of inciting or participating in a riot shall stand trial before the local or regional magistrate or a panel of judges. A riot is defined as a violent disturbance of the public peace by three or more persons assembled for a common purpose. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Should the riot result in physical harm to persons or property, the offending individuals will be charged additionally and separately with the appropriate crime which may include, but is not limited to, murder, sedition, treason, destruction of property and magical misconduct. Magical Misconduct: Any person who stands accused of unlawfully applying unwanted magical influence over another person shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Magical Misconduct includes, but is not limited to the casting of the following spells on unwilling recipients: • Charm Person • Command

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• Command, Greater • Confusion • Detect Thoughts • Dominate Person • Enthrall • Magic Jar • Modify Memory • Suggestion • Suggestion, Mass Major Fraud: Any person who stands accused of deliberately and unlawfully practicing deception, either magical or mundane, in order to secure unfair gains shall stand trial before the local or regional magistrate or a panel of judges. The local lord or magistrate shall determine whether the accused will stand trial for Minor Fraud or Major Fraud. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid.

Crimes of Disrepute Theft: Any person who stands accused of stealing property from another person shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, a fine as appropriate to the crime or similar punishment as deemed appropriate by the local lord. If a fine cannot be paid, the personal property or estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. In addition, any property stolen must be returned to its rightful owner in a condition acceptable to the owner. If the stolen property cannot be properly returned due to loss, destruction or other similar conditions then the convicted shall be imprisoned until such time as a reasonable compensation for the property can be made. Minor Assault: Any person who stands accused of attacking another person with or without the intent to cause bodily harm shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, a fine as appropriate to the crime or similar punishment as deemed appropriate by the local lord. If a fine cannot be paid, the personal property or estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Bootlegging: Any person who stands accused of unlawfully making, selling or transporting illegal goods within the borders of Furyondy shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, a fine as appropriate to the crime or similar punishment as deemed appropriate by the local lord. If a fine cannot be paid, the personal property or estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Illegal goods may include, but are not limited to: poisons of any kind, counterfeit currency or items of value, and magical items of an evil nature (that is, items that radiate an evil aura.)

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Coin Clipping: Any person who stands accused of unlawfully tampering with the official currency of Furyondy in a manner which reduces the actual value of this currency or of knowingly distributing counterfeit or tampered with coins shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, a fine as appropriate to the crime or similar punishment as deemed appropriate by the local lord. If a fine cannot be paid, the personal property or estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Disorderly Conduct: Any person who stands accused of disturbing the public peace and decency shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from a fine as appropriate to the crime, minor imprisonment or similar punishment as deemed appropriate by the local lord. If a fine cannot be paid, the personal property or estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Minor Fraud: Any person who stands accused of deliberately and unlawfully practicing in deception, either magical or mundane, in order to secure unfair gains shall stand trial before the local or regional magistrate or a panel of judges. The local lord or magistrate shall determine whether the accused will stand trial for Minor Fraud or Major Fraud. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Bribery of a Public Official: Any person who stands accused of illegally offering a public official favors or monetary gains in exchange for performing an illegal act shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from banishment, imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid. Any public official accused of accepting a bribe shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the official will be immediately and irrevocably removed from office. In addition, the former official shall be subject to the same punishments as would a person convicted of offering a bribe. Failure to obtain a license: Any person who is found to be working without having obtained the appropriate license shall stand trial before the local or regional magistrate or a panel of judges. If convicted, the sentence shall be chosen as is suitable from imprisonment or a heavy fine as appropriate to the crime. If a fine cannot be paid, the estate of the convicted, if any, will be confiscated to pay the fine. If no estate exists or the estate is not of sufficient value to pay the fine in full, then the convicted shall be imprisoned until such time as the remainder of the fine can be paid.

Civil Offenses Non-criminal actions that result in damage, either physical or emotional, may be brought before the local lord or magistrate for arbitration. Rulings given by local lords are considered

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final rulings. Following a ruling, the matter is considered closed, barring any new evidence being brought to light. Civil offenses may also be settled by the ancient art of dueling. If both the defender and the accuser can agree to terms, any civil offense may be settled by a duel. The defender or the accuser may select a champion to duel in his stead. Champions may be paid for their participation. Duels may not be to the death. Neither shall duels involve serious injury to either party. Anyone inflicting serious injury during a duel shall be held accountable to the law.

Rules for Adjudicating Punishments in Furyondy Note: These rules are for use in situations where no other rules are given. If a module provides mechanics for dealing with crimes committed by the PCs, they take precedence. This includes punishments levied against the PCs. 1. Categories / Definitions: a. Location Choose one of the following categories based on where the crime took place or where the accused were apprehended. Apply the listed effect to the trial. Any local military presence, temporary or on-going, takes precedence for this determination. Category

Examples / Notes

Effects (at DM's discretion.)

Minor

Rural communities and small villages or towns.

Standard Large

Most towns. Cities, military outposts, and areas with a temporary military presence. Major cities, military installations, and locations with large military operations. Examples: Chendl, regional capitals, The War College, Willip (naval operations).

Small communities often do not have a local magistrate. Such locations will either have a traveling judge handle the case or the trial will take place elsewhere. This will incur a 1 TU penalty on all PCs involved in the trial in addition to any other TUs lost in the process or outcome of the trial. No effect. +5 to the Reduce Sentence DC

Major

+10 to the Reduce Sentence DC

b. People For each person involved in the trial (plaintiffs, defendants, representatives, witnesses, etc.), determine the legal category they fall under from the list below. For non-enemies that fall under multiple categories, use the category farthest down the list. The definition of "person" is "any sentient being of the following races or with at least one parent of full-blood of the following races. Human, Elf, Dwarf, Halfling, Gnome, Half-Elf." Category Enemy

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Examples / Notes Minions of Iuz, the Horned Society, the Scarlet Brotherhood, any

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Non-person Non-citizen Citizen Local Official Church Military

Noble

worshippers of evil gods. Enemies are not valid as plaintiffs, defendants, or witnesses. However, their presence, actions, and any verified interrogation results may be permissible as evidence. Asherati, Centaurs, Orcs, some Half-orcs, etc. Any "person" that is not a resident of Furyondy. Residents of Furyondy. Local law enforcement officials and others in positions of authority relating to the crimes involved. Members of one of the major Furyondy Churches (those with a metaorganization other than FAST-C) or of a local church (DM's discretion). Members of the Furyondy military. May also include those of foreign allies (DM's discretion). From all of those involved, use only the highest ranking member to determine bonuses/penalties. Nobles and high-ranking officials of Furyondy.

2. Crimes and Punishments If the adventure in which the crime was committed discusses punishments for crimes, use the guidelines in the adventure. Otherwise, refer to the chart below. Crime Punishment1 Grievous Crime (e.g., Write down the names and RPGA numbers of all players and murder, treason, kidnapping) DM and send them to the Furyondy Triad along with a detailed narrative of the nature of the crime and the trial conducted. Injurious Crime (e.g., major Fine: 3000gp plus compensation for any damage or loss of assault, magical misconduct, property Imprisonment: 20 TUs fraud) Meta-Org membership2: revoked for 52 TUs Crime of Disrepute (e.g., Fine: 200gp plus compensation for any damage or loss of theft, minor assault, disorderly property Imprisonment: 2 TUs conduct) 1 All fines and TU penalties are doubled if the victim of the crime was a noble. 2 This applies to lawful metaorgs only. 3. Defense and Reduction of Sentence The PC may defend himself or have someone else speak in his defense with the aim of reducing the sentence. Success requires a DC 30 Bluff or Diplomacy check. Spells, magic items, and other magical means of manipulation may not be used to modify the skill check or any applicable modifiers. If this is attempted in a manner that could be detected via a detect magic spell, the offending PC is charged with Magical Misconduct in addition to his or her other crimes. If the PC decides to go to trial, the following modifiers apply: Circumstance Modifier Defendant is a known enemy of Furyondy -10 Defendant is a non-person -5 For each previous crime the PC has been convicted of. -4 Defendant is not a citizen of Furyondy -2 Defendant is a member of a Furyondy metaorganization other than the +2 Twilight Hunters, Furyondy Military or Knights of the Hart (multiple organizations do not stack) Defendant is a member of the Twilight Hunters or Furyondy Military +4 Defendant is Knight of the Hart or Furyondy noble +10 Evidence is weak (e.g., theoretical or circumstantial) +10

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Evidence is strong (e.g., physical evidence, multiple witnesses) For each influence point with an organization or powerful individual in Furyondy that is spent by the PC.

-20 +5

The defendant may "take 10" on the check but may not "take 20". The defendant may also waive his right for a trial by pleading guilty and asking for clemency. Use the following table to determine the outcome of the trial: Sentence Trial Result Failure by 5 or more Double the normal sentence (triple if the victim was a noble) Failure by 4 or less Normal Sentence Defendant pled guilty Either the TU or gp cost is halved (PC's choice) Success by 9 or less The TU and gp cost are both halved Success by 10 or more The punishment is reduced by one step. An injurious crime is punished as a crime of disrepute. The defendant is found innocent of a crime of disrepute. Success by 20 or more The PC is exonerated of any non-grievous crime. 4. Wanted in Furyondy Some adventures contain an AR item entitled “Wanted in Furyondy”. This represents a PC eluding capture during the adventure, but still being sought for the crime in question. These AR items are outlined similarly to the following example: Wanted in Furyondy: Serious Assault (commoner), Base chance of capture 10%, Cumulative chance of capture 5%. Punishment: 15 TUs. (There may or may not be a Punishment section. If not, refer to the punishments listed elsewhere in this document). Every time a PC with the Wanted in Furyondy AR item plays a Furyondy regional adventure, he or she must add the base chance of capture from his or her first Wanted in Furyondy AR item and cumulative chances of capture from each subsequent Wanted in Furyondy AR item. The chance of capture is calculated at the beginning of the adventure. If the PC is caught, he or she must pay all fines and TU penalties immediately. If the PC lacks enough TUs for the year to pay his/her debt, TUs from the next play year can and must be used. If the PC no longer has enough TUs to play the adventure, the player may play the adventure with another PC. In addition to any other punishments, a PC who is captured receives a mark of justice spell that is triggered if the PC breaks any laws of Furyondy within the borders of the kingdom or while serving the kingdom. This mark is removed after 52 TUs of game time (e.g. only TUs spent adventuring count toward these 52 TUs) For example, if Lidda committed crimes consecutively in FURX-01, FURX-05, and FURX0-8, she may get the following Wanted items from each: • FURX-01: Serious Assault (commoner), Base chance of capture 10%, Cumulative chance of capture 5%, Punishment: 15 TUs. • FURX-05: Disturbing the Dead (commoner), Base chance of capture 15%, Cumulative chance of capture 10%, Punishment: 10 TUs and 3000 gp. • FURX-08: Disorderly Conduct, Base chance of capture 5%, Cumulative chance of capture 5%, Punishment: 2 TUs. In this circumstance, at the start of every Furyondy adventure, Lidda would add up the chance of capture (10% for the base chance from FURX-01, 10% for the cumulative chance from FURX-05, and 5% from the cumulative chance from FURX-08 for a total of 25%) and roll

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percentile dice. On a result equal to or below 25%, Lidda would be captured, imprisoned for 27 TUs, and fined 3,000 gp. The PC may avoid capture in the following ways: • Disguise. PCs wishing to use the Disguise skill may not use any spells or magic items lasting less than one day to aid this check. The PC makes one Disguise skill check; the amount by which this check exceeds 10 is subtracted from the chance of capture. For example, if Lidda in the example above attempted to disguise herself and rolled a 19 on Disguise, her chance of capture would be reduced to 16%. • Influence. A PC may expend influence points with nonlawful organizations within Furyondy to reduce his or her chance of capture. Each influence point with a neutral organization expended reduces the chance of capture by 5%, and each influence point with a chaotic organization reduces the chance of capture by 10%. Permanent influence points may not be invoked for this purpose, but may be permanently expended for twice the normal reduction (10% per neutral point and 20% per chaotic point). No more than three such points (including a maximum of one permanent point) may be used in this manner per adventure. • Reduce Sentence check. See above, and add 10 to the Reduce Sentence DC. Once a PC has been apprehended for a Wanted item, even if the PC is exonerated, the DM should sign and cross off all Wanted in Furyondy AR items on the PC’s ARs.

Adventure Scenarios for Furyondy The play region of Furyondy has many adventure scenarios written by local authors. You can order these adventure tournaments through the RPGA Network. Special thanks for our authors to date that include: Robert Bannick, Roger Bert, Jeff Detweiler, Allan Fawcett, Seth Forman, Brian Hudson, Michelle Sharp, Dan & Kieran Thatcher, Michael Webster, John Wyatt, Steve Yee, Scott Reid, Lee Sharp, Brian Irwin, Chris Hoffman, Dylan Norris, Steve Bergen, Brian Benoit, Mike McKeown, Karen Ellis, Morgan Meachum, Andrew Nuxoll, Andrew Lloyd, Cliff Meggison, Shelley Stephen, John du Bois, Pete Cooney, Christopher Good, and Michael Combs. Below you will find a listing of all adventure scenarios for campaign years 591 to 596, as well as the adventures for the first half of 597. All of the adventures from 591 and 595 are retired, those from 596 will expire on December 31, 2007, and those from 597 will retire on December 31, 2008. Additionally, FURintro4-02 and FURintro4-03 are also still available for play, but will retire during 2007 as new introductory scenarios are released. Be sure to check www.furyondy.com for the latest updates and information. FUR1-01: Deep Pearl by Brian P. Hudson: The Knightly Conclave needs to find a stolen gem to secure the future safety of Chendl. So why is the Noble Council getting in the way? The PCs receive a dose of petty politics in a role-playing intensive adventure for characters levels 1-4. This module was first in the Defense of Chendl series. FUR1-02: Shadows on the March by J. Allan Fawcett: A dark shadow is falling across the once lush fields of Furyondy. Across the countryside, crops are dying and workers are missing. This adventure is suitable for characters levels 1-6. FUR1-03: Murder Most Elven by Michael S. Webster: The Celenese ambassador Lanaelith has been poisoned, and hopes for assistance from the Celene may have died with him. In a

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nation who feels betrayed by Celene who finding the killer may be easier said than done. An adventure for characters level 1-6. FUR1-04: Not All It's Crocked Up to Be by Daniel & Kieran Thatcher: King Belvor IV has proclaimed all adventuring in and around the reclaimed city of Crockport tax-free! Come and help the Kingdom clear out whatever "Old Wicked" left behind. An adventure for characters levels 1-6. FUR1-05: Parable for the Growers by Brian P. Hudson: Sometimes, tales are just tales...and sometimes, they carry seeds of truth. As a terrible blight grips the fields of Furyondy, "Cuthbert's Lot" looks to their god for salvation, seeking answers in parables of the past. Can the PCs help? An underground adventure for character levels 1-6. FUR1-06: Tales from the Hart by J. Allan Fawcett: Although nearly two years have past since the end of direct conflicts, the Knights of the Hart are still feeling the effects of Iuz’s evil occupation. However, some missions cannot be fulfilled by the knights. Do you have what it takes to carry on the fight? An adventure for Character Levels 3-8. FUR1-07: Splintered Cudgel by Robert C. Bannick: The border between Crystalreach and the Lands of Iuz has been quiet recently, but after a well known Cleric of St. Cuthbert disappears from Fendrelen, tensions rise as fears begin to mount that things are not as quiet as they may have seemed. Is Old Wicked once again on the move, or is something more subtle and evil at work in the war-torn reaches of Furyondy? An adventure for character levels 1-6. FUR1-08: Bring on the Knight by Seth Forman & J. Allan Fawcett: A quiet dinner invitation from one of the Kingdom’s notable mages promises to be interesting, especially since Mander is rumored to not only be related to royalty, but also have connections with the Knights of the Hart. An adventure for character levels 1-6. FUR1-09: Bronzeblood Haunt by Roger N. Bert II: Bronzeblood Haunt is a place of mystery and the most taboo area in Furyondy. A royal decree bars entry to the area and legends tell of foul monsters living around the ruins and that occasionally the woods of bronzewood trees around the castle bleed. While traveling near the area you come upon a fellow adventurer that needs your help. Will you brave the dangers of the Bronzeblood Haunt to aid fellow adventurers? Enter this dangerous adventure with characters of third-level or higher only. FUR1-10: Sins of the Mothers by Brian P. Hudson: In Pantarn, the PCs find themselves caught up in a hysteria brought on by the terrible blight that grips the land. Can they bring sense to an otherwise dangerous situation, or will innocents be forced to suffer the consequences? A town adventure for PCs of levels 1-6 (APL 2 to 6). FUR1-11: Inheritance by Michael S. Webster: The Gaelpyn estate has stood vacant for many years waiting for the Gaelpyn family to return from their self-imposed exile. What kind of squatters have taken up residence here and can they be evicted? For low-and mid-level characters (APL 2 to 6). FUR1-12: Swords and Plowshares by Brian P. Hudson: In a town abandoned by the gods, a handful of heroes are all that stand between salvation and apocalypse. Will they win the day? A sword- and spell-slinging adventure for characters level 3-6 (APL 4 to 8). This adventure culminates the Blight story.

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FUR2-01: A Common Defense - Round 1 by J. Allan Fawcett: The Crown Prince Thrommel has been laid to rest, and months of struggling are finally over as the Blight has been lifted. Sad and happy times unite as King Belvor IV calls for a celebration to raise the spirits of the people of Furyondy. Excitement abounds in this adventure suitable for the most loyal of Furyondy citizens. Designed for Living Greyhawk characters of 1st to 10th levels (APL 2 to APL 8). FUR2-01: A Common Defense - Round 2 by J. Allan Fawcett: Standing on a hill like a sentinel overlooking Chendl is a large white mansion – the War College of Furyondy. Trouble with Old Wicked continues to arise and there are strange events taking place where the Warmasters of the realm are trained! An adventure suitable for the most loyal of Furyondy citizens, second in the Defense of Chendl series. Designed for Living Greyhawk characters of 1st to 10th levels (APL 2 to APL 8). FUR2-02: The Best Laid Plans by Jeff Detweiler: While returning from a false tale of adventure, your group finds itself seeing smoke billowing over the hills. Where there is smoke, there is fire... Designed for Living Greyhawk characters of 3rd to 10th levels (APL 4 to APL 8). FUR2-03: Sheltering Wings by Michelle L. Sharp: Located in the Duchy of the Reach near Dapple Wood is the small town of Kisail. There are rumors of clerics of Trithereon chartered by His Majesty, King Belvor IV, searching for adventurers for a special mission. Designed for Living Greyhawk characters of 1st to 10th levels (APL 2 to APL 8). FUR2-04: In the Wee Hours by J. Allan Fawcett: A dark cloud has fallen over the capital city of Chendl. Since the funeral of Prince Thrommel, the city has been mourning, and now many young merchants and nobles have begun to vanish. Tavern tales tell of increased guild activity, but even that does not explain rumors of the followers of Wee Jas entering the city. An adventure suitable for characters of 3rd through 12th level (APL 4 to 10). FUR2-05: Sleep of Death by Steve Yee: Lady Shellenna, daughter of Lord Vormar of Brancast Keep has been kidnapped! While traveling along a road in the Barony of Kalinstren, you encounter a battle between her would-be rescuers and ankhegs. Things are not going as planned! Can you aid the lone survivor of the battle, a Knight of the Hart, in his quest to rescue Lady Shellena? An adventure suitable for characters of 3rd through 12th level (APL 4 to 10). FUR2-06: More than Gold by Michelle L. Sharp: Travel has become dangerous as far south as the Gold County, as animals and magical beasts attack travelers. Strangely, much of these attacks seem centered around the Rhavelle estate. When a Rhavelle family heirloom comes up missing, the Countess is willing to seek outside help. An adventure suitable for characters of 1st through 12th level (APL 2 to 10). FUR2-07: Redstone by John E. Wyatt: A merchant caravan headed for the Redstone mines needs some guards and would like to hire some professional adventurers. Seems the merchant is concerned that shipments from the mines have been slow to arrive in Terlisean. An adventure suitable for characters of 3rd through 12th level (APL 4 to 10). FUR3-01 Redemption by Michelle L. Sharp: The War College of Chendl stands closed, believed “cursed” by commoner and nobility alike. The man believed responsible, Sir Rayvelis Lanistor, has died in prison while awaiting trial and likely execution. Yet one man, convinced of his innocence, seeks out adventurers to redeem the Lanistor name and, hopefully, lift the curse from the war college. Are you up to the challenge? Sequel to A Common Defense. This adventure is suitable for characters of levels 1 to 12.

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FUR3-02 Operation Molag by Scott Reid and John Wyatt: Across the lands of Furyondy, a call to arms is being made to all available military personal, including the Furyondy reserves as well as to mercenaries (adventurers) to come to Fort Belvor to defend the eastern front. As for the mercenaries, a special task needs to be handled for the Military. Pay is optimal and tax-free. Mercenaries with infamy in the Furyondy Military are not welcome. A dangerous Military adventure for experienced characters of at least 5th level (APL 6 – 12). FUR3-03 Heart of the Kingdom by Lee A. Sharp with assistance from Michelle Sharp: Too bad your party in Chendl didn’t last. Don’t you hate it when vacations are cut short, so you can go out in the muck to serve Crown and Kingdom? Heroes that you are, you can’t resist the chance to bring the Kingdom one step closer to putting a stick in the eye of Old Wicked by protecting the delivery of an important magic item to the Council of Four. This module is third in the Defense of Chendl series. FUR3-04 The Lost Code of Akanadel by Michelle L. Sharp: The drunken warrior insists that Geklon, the sage, must be mad with his talk of an ancient dwarven wizard who has left behind a great treasure of knowledge. You are not so sure, and why not explore and find a bit more of this dwarf, Akanadel? After all, it never hurts to have a sage in your debt, especially one who is also a wizard and crafts magical items. This module is fourth in the Defense of Chendl series. A Furyondy Regional adventure for PCs levels 3 to 13. FUR3-05 Reflections by Jeff Detweiler and J. Allan Fawcett: The Council of Four has been very active since the recovery of the Deep Pearl. The Defense of Chendl continues to develop, but what could be so important as to draw the aloof Gorn Gydresol into action? Travel from Chendl to places undiscovered in this regional adventure for characters 1st through 12th level (APL2-10). The Defense of Chendl – Part Five. FUR3-06 Eclipse by Michelle Sharp: Traveling north near the Razing Line, you meet a cleric of Mayaheine who cannot complete his mission without your assistance. The task SOUNDS simple enough, except that three have all ready fallen on this mission and the fourth looks near death himself. He insists this is necessary for the protection of the people of Furyondy. Will you take up his task? This module concludes the Defense of Chendl series. An adventure suitable for PCs of levels 1 to 14 (APL 2 to 12). FUR3-07 Assault on Molag by Scott Reid and John Wyatt: A declaration of war has been announced throughout the kingdom of Furyondy against the Horned Lands’ capital city, Molag. King Belvor IV has instituted a draft on all experienced adventurers in the Kingdom of Furyondy to fill the ranks of the Furyondian Military in this crusade. This is a very dangerous military mission for character of 5th level or above. Characters with infamy in the Furyondy Military should not play this scenario. Part 2 of the Operation: Molag series. FUR3-08 Return to Bronzeblood by Brian Irwin: A mysterious merchant seeks a brave party to retrieve his great grandfather’s remains. But to retrieve it, you will need to enter the ruins of Bronzeblood Keep, a forbidden area shrouded in darkness and danger. Do you have what it takes to complete the quest? This dangerous adventure is for characters levels 5 to 13 (APL 6 – 12). FURintro3-01 Couriers by Michelle Sharp with thanks to Brian Hudson and John Wyatt: Upon delivery of a letter to the temple of Boccob, you are asked to check on Pantarn’s herbalist.

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Seems everyone is looking for couriers these days. It’s a good thing you like to travel. This module is for first level PCs ONLY (APL 2). FURintro3-02 Hero of the Day by John Wyatt: After a tavern brawl in Caronis, you discover that that one of the instigators, a blacksmith’s daughter has been kidnapped. Will you help this jailed man rescue his daughter? An introductory event set in the Kingdom of Furyondy for 1st level characters only. FURintro3-03 Tears of Garasteth by Steve Yee: A series of grisly murders has frightened the citizens of Chendl. Do you have the courage to find the villain responsible and put an end to his nightly reign of terror? An introductory adventure designed for 1st level characters only. FUR4-01 The Fall of Molag by John Wyatt: Several months have passed as the forces of Furyondy have sieged the capital city of the Horned Lands, Molag. With the perimeter of the city and the inner city secure, the Furyondian forces are moving into the inner sanctum of Molag for the final assault for control. All Furyondian Military that were given leave during the siege have been recalled, as well as new drafted recruits (skilled adventurers) by order of the King. Players with infamy with the Furyondy Military are not welcome. This concludes the Operation Molag series. A dangerous military scenario for characters 5th – 14th level. FUR4-02 Death of a Knight by Chris Hoffman with contributions by Michelle Sharp: It all starts when a bad thunderstorm traps you and your companions in a nearby inn out in the middle of nowhere. After you leave the Inn, you find out that more things are happening locally than was originally thought. Now, can you find out the cause of the problems here in this pleasant little countryside, or will you also disappear? An adventure designed for characters level 1-13 (APL 2 to 12). This module is first in the Running Blood series. FUR4-03 Bells in Gold by Michelle Sharp: Someone is doing Ralishaz’s work in the Gold County. Can you help Lord Ogart Goldsaex discover what or who is behind his recent stream of bad luck? A Furyondy regional adventure for characters of level 1 to 13 (APL 2 to 12). FUR4-04 Broken Dreams by Steve Yee: Lord Vormar of Brancast Keep wants to make amends with his errant, adventuring daughter. Will you help a loving father reconcile with his daughter? An adventure designed for Living Greyhawk characters of 3rd to 14th level (APL 4 to 12). This adventure is the sequel to FUR2-05 Sleep of Death. FUR4-05 Armor Tale by Dylan Norris and Steve Bergen with contributions by Michelle Sharp: Rumor has it that an item thought lost has now been found. But it is being used in an unusual place. Who among you will have the courage and ingenuity to validate the tale? A Furyondy regional adventure for characters of level 1 to 13 (APL 2 to 12). FUR4-06 Shadow of the Sun by Brian Benoit: With the dark shield encompassing the whole of Chendl, a permanent shadow has fallen over the city. The citizens are edgy and rumors galore abound. At least one rumor that a nest of vampires has taken over the city is partially true. The church of Heironeous is looking for adventurers to locate the lair of these vampires. An adventure designed for APL 2 to 12. This module is second in the Running Blood series. FUR 4-07 Under the Pale Moon by Steve Yee: The pale Greater Moon rides high in the night sky. Relaxing after a fine meal at a roadside inn, a sudden, desperate knocking on the inn’s door and the pleas of a young child call your attention. Do you possess the courage to aid the terrified boy? Are you brave enough to find his parents…even if it leads to the very edge of the

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Abyss? An adventure designed for Living Greyhawk characters of 3rd to 14th level (APL’s 4 to 12). This module is third in the Running Blood series. FUR4-08 Mysteries Below: A Bronzeblood Haunt Adventure by Steve Yee: A desperate mission to stave off the evil stirring deep below the castle ruins of Bronzeblood Haunt. Do you possess the honor, courage and drive to succeed? An adventure designed for Living Greyhawk characters of 5th to 16th level (APL’s 6 to 14). This is the third module in the Bronzeblood Haunt series. FUR4-09 Errant Son by Michelle Sharp: When times are dark, good deeds shine all the brighter. An aging father seeks assistance in reconciling with his errant son. Will your deeds brighten the day? This module is fourth in the Running Blood series. A Furyondy regional adventure for characters of level 3 to 13 (APL 4 to 12). FUR4-10 Set in Stone by Scott Reid: While traveling through the Barony of Littleberg, you are asked to perform a service for Furyondy. Once again, your country needs your help. Will you rise to the occasion? A Furyondy regional adventure for PCs level 1 to 9 (APL 2 to 8). Part 1 of the Intrigue in Littleberg Cycle. FURintro4-01 Out in the Woods by Michael McKeown: Farmers near Kisail have reported raids on their melon harvest. Vandals have broken in homes outside the town as well. Has danger returned to the Dapple Woods? This introductory module is for first level PCs only. FURintro4-02 Oracle’s Heir by Karen Ellis: You are enlisted to settle a dispute between two noble cousins concerning an inheritance, and set forth to the isolated shrine of Istus in the County of Littleberg. But there are evil forces in the land and the answers you seek may not be so easy to divine. An introductory adventure for first level PCs only. FURintro4-03 Wreath of the Dead by Andrew Nuxoll: Sometimes the dead come back. In this case, the dead man appears to be a former Captain of the Furyondy military who supposedly was killed more than fifteen years ago. Why has he waited so long to ask for help and why is he doing it under such mysterious circumstances? An introductory adventure for first level PCs only. FUR5-01 Ties of Loyalty by Michelle and Lee Sharp: Some serve Furyondy for personal glory. Some serve Furyondy for gold or wealth. Some serve Furyondy because by so serving, they serve the greater good. Some have been here before but may not recognize the location now. The Gaelpyn family again calls for help, not solely for their sake but for that of others as well. Some will hear the call, and answer. Will you be one of them? This regional adventure is fifth in the Running Blood series and is designed for PCs level 3 to 13 (APL 4 to 12). FUR5-02 Herb Hunting by Michelle Sharp: Unrest is increasing in southern Furyondy as the soldiers have been pulled from the outlying provinces for the war and assistance to neighboring nations. Yet for commoner and nobility, life goes on. At the end of escort duty of some gifts for the Rhavelle-Goldsaex wedding, Sir Frehicald Azkagar is anxious for further assistance for his ill daughter. Can you save Lystrilla? Recommended for PCs who have played FUR2-03 Sheltering Wings, FUR2-06 More Than Gold or FUR3-03 Bells in Gold. This adventure is designed for PCs levels 1 to 14 (APL 2 to 12). FUR5-03 Time will Tell by Morgan Meachum & Andrew Nuxoll: The trials and tribulations of keeping Molag in control of the nation of Furyondy continue in the face of full-scale battle with

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the Old One’s forces breaking out elsewhere. While rumors of the war and what directions it will take are rampant, the commander of Molag has his own worries. Extremely lethal guerilla warfare has begun. Whole companies have gone missing or been found slaughtered. It is time to call for expert reinforcements. Are you up to the task of taking the fight to the elite troops of Old Wicked in what is sure to be a down and dirty fight with those adept at hit and run tactics? This is an extremely dangerous Military mission in support of the garrison at Molag. PCs with infamy with the Furyondy Military may be offered a chance to redeem themselves. This adventure is designed for PC’s level 5-14 (APL 6 to 12). FUR5-04 A Mine. A Plan. A Canard. Pandemonium! by Andrew Nuxoll: Claw Gorge, a gigantic rift in the Furyondian plain, has always been the country’s premier source for limestone. Now there are whispers in Littleberg of something far more precious, especially to adventurers. Beware! Greed brings out the worst in some folks and the rush is already on. “There’s mithral in them thar hills!” A Furyondy regional adventure designed for PCs levels 1 to 14 (APL 2 to 12). FUR5-05 Of Blood and Bone by Steve Yee: How difficult can it be to rescue a bunch of sniveling kids from the backwaters of the Duchy of the Reach? Come on…the Duchy of the Reach…nothing interesting ever happens there. Now, throw in odd dreams, a pair of backstabbing cowards, two well-versed liars, a bad-mouthing priestess, a run-of-the-mill prophecy, one conniving merchant prince, a bitter old maid and a gaggle of gnomes…. Well, maybe it’s better just to stay in bed. An adventure designed for Living Greyhawk characters of 3rd to 13th level (APL’s 4 to 12). FUR5-06 The Falcon by Chris R Hoffman: While relaxing in the city of Libernen, in Gold County, you see some strange occurrences with a child. Do you get involved and try to find out what is happening or do you continue to enjoy some much-needed time off? A Furyondy regional investigative adventure for APL 2-8. Part 3 of the Fellowship of Nature saga (sequel to FUR4-02 Death of a Knight and the Interactive The Gathering of Children). Members of the FAST-C and Twilight Hunter meta-organizations are encouraged to play this scenario. FUR5-07 Arrow from the Reach by Michael McKeown: An elven caravan has been way laid on the banks of the Velverdyva River. What were they carrying that makes recovering it so important? A Furyondy Regional Adventure for APL’s 2-8. FUR5-08 Be Still My Beating Heart by Andrew Lloyd: It seemed so simple: recover the priest of Heironeous from a small town and return him to Chendl. But when people start dying, a terrible secret is revealed that may destroy the lives of all concerned . . . A Furyondy regional adventure for PCs levels 1 to 12 (APL 2 to 10). FURintro5-01 Downpour by Cliff Meggison: So you're thinking you have what it takes to become the adventuring type, huh? Everyone has to get a start somewhere so why not start with something simple? After all, how difficult can it be to serve as an escort for a few days out in the wild? An introductory module set in the Kingdom of Furyondy for first-level characters only. FURintro5-02 Baffle 'Em With Bards by Shelley R. Stephen with editorial and technical assistance from Andrew Nuxoll: The city of Caronis is lovely in the late spring. The trees are budding, the flowers are blooming and the spies are working hard. Well, maybe it isn't lovely, but it certainly is busy and full of information tha the King must know. Will you help Furyondy and get this information to the proper people? Sounds simple - deceptively simple. An introductory adventure designed for 1st level characters (APL 1).

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FUR6-01 Master of Bronzeblood by Morgan Meachum & Michelle Sharp: Evil abounds in Bronzeblood as the Master stirs again. Undead hordes pour into neighboring towns and fields. Can there BE that many undead in the old keep? It’s your job to find out. This very dangerous Furyondy adventure is designed for PCs levels 7 to 15 (APL 8 to 16) and is recommended for Green Jerkin Rangers, Furyondy Military and members of the Order of the Hart and Furyondy Church of Heironeous. This module concludes the Bronzeblood series and serves as the prequel to the Shadowgate series. FUR6-02 Crop Circles by Cliff Meggison: Times are tough and the King has many enemies. It is said that heroes are made and not born, and that it is how you react when called upon that shows what you are really made of. In this case, information has come into your possession and it needs to be acted on immediately. Will you wait to give it to those more capable than you or will you seize the day, act for those who cannot act for themselves and protect a nation? An investigative adventure for characters level 2 through 12 (APLs 4 through 10). FUR6-03 Shadows on the Coast by Michelle Sharp: Shadows are spreading in Willip. Now they’ve reached the coast. A simple delivery trip down to Keristen uncovers some unwelcome visitors. Will you help the town out? This adventure begins the Shadowgate series and is recommended for members of the Furyondy Royal Navy. A Furyondy regional adventure for PCs levels 1 to 7 (APL 2 to 6). FUR 6-04 When First We Practice by Scott Reid: In the dead of winter, the PCs receive a summons to assist Baron Jemian in a little matter that is of some interest to them. But as usual, not everything goes according to plan when dealing with magic or politics. An intense Furyondy regional adventure for PCs level 3 to 12 (APL 4 to 10). Part 2 of the Intrigue in Littleberg Cycle. Note: It is recommended that PCs play the adventures of this series in order. FUR 6-05 Darkest Night by Steve Yee: A delightful little excursion to the Barony of Willip is all an adventurer needs to reinvigorate the weary spirit. But what about those pesky rumors of vile undead escaping from Bronzeblood Haunt and rampaging across the countryside? Well, no matter. Just have a quick step, a large staff and plenty of holy water at hand to ward off these fiendish villains. Nothing should spoil an adventurer's holiday.after all they're just undead, how much of a nuisance can they be? A heroic adventure designed for Living Greyhawk characters of 1st to 10th level (APLs 2 to 8). This module is second in the Shadowgate series. FUR 6-06 Invocation and Intrigue by Steve Bergen and Andrew Nuxoll: Rumor has it that King Belvor IV is planning to fill the position left in the Chamber of Four by Karzalin's disappearance, and wizards and their associates have begun to breathe life into the streets of Chendl. Of course, where adventurers go, so goes adventure. A one-round Furyondy regional adventure for characters level 1-8 (APLs 2-6). Part One of Eight of Wands story arc. Arcane spellcasters, particularly members of the Mage Council metaorganization, are encouraged to play this adventure. FUR 6-07: Conjuring Trouble by Andrew Nuxoll: For good or ill, it seems you have gained the attention of the Furyondy Mage Council. They even trust you enough to send you on an important errand...or perhaps it's just that you're expendable. An adventure for APL's 2-8 and part Two of the Eight of Wands arc. Recommended for arcane spellcasters, particularly members of the Furyondy Mage Council. Members of the Twilight Hunters and church-related metaorganizations may also benefit from playing this scenario.

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FUR6-08 The Dread Witch Project by John du Bois: “Help Wanted: Brave and loyal adventurers to work with Furyondy Players, Church of St. Cuthbert, and Church of Trithereon to investigate unusual occurrences at Gullkeep. Hatred for Old Wicked a must. Those with orc or Rhenee blood or nonhumanoid ancestry must provide references. Interested parties should inquire for further information at the Crockpot Inn.” A one-round Furyondy regional adventure recommended for characters of 1st through 9th level (APLs 2-8). FURintro6-01 Meals on Feet by John du Bois: The epic battles of the Furyondy military (and its adventurers) against the evil empire of Iuz are sure to one day become legend throughout the Flaness, and the recent siege at Crockport is no exception. But what happens when the battle ends and the adventurers go on to more interesting battles? Who cleans up the mess they left behind? Perhaps new adventurers now have an opportunity to start their careers... This introductory adventure is for first level PC's only. FURintro6-02 A Rustic Tale by Pete Cooney: Entrepreneurs need to be clever to make a living. But when is clever too clever for your own good? A Furyondy introductory regional adventure for PCs of level one. FUR7-01 Tune of Transmutation by Shelley R. Stephen: Ghosts have unfinished business – everyone knows that. Sometimes that business is even more important to the living. A ghost, a songbook, a bard, a wizard, a spell, a Chamber position – are these related? And what do they have to do with you? An adventure for character levels 1-10 (APL 2-8). This adventure is Part 3 of the Eight of Wands series, recommended for arcane spellcasters, particularly members of the Furyondy Mage Council as well as members of the Furyondy Players. FUR7-02 Keep Your Friends Close by Michelle Sharp and Lee Sharp: Sir Lanistor has sent word from the War College of his need for a few friends on an upcoming trip. Word has it Sir Lanistor is in trouble, but no one is coming out to arrest him this time, so that doesn’t seem accurate. It is not the first time you’ve been called upon to straighten out someone else’s mess. Do you want to get involved? A Furyondy regional adventure for PCs level 5 to 13 (APL 6 to 12). This adventure is sixth in the Running Blood series. FUR7-03 Illusions and Dreams by Andrew Nuxoll: The Mage Council is sending you to the war weary County of Crystalreach where more than one candidate may be worthy of the Chamber of Four. Part of 4 of the Eight of Wands story arc. An adventure for PCs of level 2 to 12 (APLs 410). This mission is particularly harrowing and fully successful outcomes may not be the norm. Chaotic aligned PCs are encouraged to be on their best behavior. Arcane spellcasters and members of the Mage Council, Furyondy Military, Twilight Hunters and church related metaorganizations are encouraged to play this scenario. FUR7-04 Gullkeep Ruins by John du Bois: For mercenary, noble, and/or inquisitive reasons, influential groups are seeking dungeon-crawling fools to travel to the tax-free Barony of Kalinstren and discover why the ruins of Gullkeep collapsed. This one-round Furyondy regional adventure is recommended for characters of 3rd to 11th level (APLs 4-10), particularly those affiliated with the Church of Pelor, Thunderheart Mercenary Company, Barony of Kalinstren, or Barony of Willip. FURintro7-01 Growing Crisis by Christopher Good: There is a rumor that on the border between Veluna and Furyondy exists a cabal of Druids dedicated to preserving and protecting the balance of nature. Evidence of this cabal has recently been brought to the attention of a noble knight of Furyondy and he has asked for your help in proving whether or not these rumors

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are true. A Furyondy introductory diplomatic adventure for rangers, druids, scouts; as well as other nature minded first level characters. FURintro7-02 The Beginning by Michael Combs: In northern Furyondy, the hamlet of Boulder Creek is in need of aid. Do you have what it takes to become a hero or will your name be forgotten in history? A one-round Furyondy Regional adventure for 1st level characters. A Guide to Story Arcs in Furyondy: Many players find it beneficial to play the same character throughout a storyline. To aid in this process, the current story arcs in Furyondy are outlined below. Defense of Chendl (concluded): FUR1-01 Deep Pearl, FUR2-01 and FUR2-02 A Common Defense, FUR3-01 Redemption, FUR3-03 Heart of the Kingdom, FUR3-04 Lost Code of Akanadel, FUR3-05 Reflections, FUR3-06 Eclipse. Bronzeblood Haunt (concluded): FUR1-09 Bronzeblood Haunt, FUR3-08 Return to Bronzeblood, FUR4-08 Mysteries Below, FUR6-01 Master of Bronzeblood. Operation: Molag (concluded): FUR3-02 Operation: Molag, FUR3-07 Assault on Molag, FUR4-01 The Fall of Molag. Running Blood: FUR4-02 Death of a Knight, FUR4-06 Shadow of the Sun, FUR4-07 Under the Pale Moon, FUR4-09 Errant Son, FUR5-01 Ties of Loyalty, FUR7-02 Keep Your Friends Close, Blood on the Trail (to be released in 2008). Fellowship of Nature: FUR4-02 Death of a Knight, Gathering of the Children (interactive), FUR5-06 The Falcon. Intrigue in Littleberg: FUR4-10 Set in Stone, FUR6-04 When First We Practice. Shadowgate: FUR6-03 Shadows on the Coast, FUR6-05 Darkest Night. Eight of Wands: FUR6-06 Invocation and Intrigue, FUR6-07 Conjuring Trouble, FUR7-01 Tune of Transformation, FUR7-03 Illusions and Dreams, FUR7-07 Of Noble Spirit (tentatively numbered and scheduled for a November 2007 release), FUR8-01 Alliances and Abjuration (tentatively numbered and scheduled for a March 2008 release).

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