Dullstrand
by Roger Moore
In the great library of the history of the Flanaess, the Dullstrand coast is
usually a short, unremembered paragraph. This paragraph will be considerably
expanded upon here.
The Dullstrand coast is more properly called "the Dullstrand" or "the Dull
Strand," as "strand" actually means "shoreline," but popular usage since the
founding of the only important town here has changed the old name for the coast
into the name of the town alone. The popular usage is followed here.
The Dullstrand coast is a subtropical area of approximately 2,000 square miles
in size that lies on the southwestern coast of the Flanaess. The coast is
isolated from the rest of the Flanaess by the largely barren Hestmark Highlands
along its western and north sides, facing the warm Aerdi Sea in all other
directions. The land slopes upward to the west a few hundred feet to where it
meets the Hestmark Highlands; the slope is gradual, and the area within a few
miles of the coast is quite flat except for occasional hills (such as the
artificial hills around Dullstrand).
This coast has served a peculiar function for many centuries because of its
isolation, which is to offer refuge to those fleeing persecution in neighboring
realms. The blessing of refuge, however, has considerable drawbacks. The mix of
peoples, alignments, religions, and beliefs here leads to great social strain
once population pressures build up, as living resources are limited. Sporadic
outbreaks of fighting between long-established residents and new immigrants are
quite common. However, this region's people have for centuries been surrounded
by hostile neighbors of great power. With so many common enemies, immigrants old
and new on the Dullstrand coast quickly settle into a tense neutrality, almost
as unloving of each other as they are of the outside world. They must coexist or
perish. The situation has been compared to that of an overcrowded lifeboat that
never reaches shore, but continually picks up survivors from periodic
shipwrecks.
History
As noted above, the Dullstrand coast has long been a haven for those fleeing the
turbulent crises that have afflicted the southeastern Flanaess. Indeed, it may
have served this function for over a millennium. Gray stone monoliths, much
defaced by the elements, mark the locations of ancient Flan settlements along
the shoreline in dozens of places. (The man-sized monoliths were apparently
religious shrines.) The Flannae here were little more than fishers, goat
herders, and gatherers, leaving nothing else of their presence behind; they were
less advanced in many ways than Flan settlements elsewhere in the Flanaess.
Several Aerdy explorers in the Great Kingdom's early days thought the Flan
monuments were actually tomb markers, perhaps for great Ur-Flannae wizards or
chieftains, but excavations revealed nothing of interest. These people faded
from existence many centuries before the Invoked Devastation and Rain of
Colorless Fire drove survivors of those western calamities into the Flanaess.
Interestingly, it has been speculated that these original inhabitants might have
fled to the coast here to escape domination and mistreatment by Ur-Flannae
necromancers known to have lived farther north, where the Great Kingdom was
later founded. Their lack of technical and magical advancement indicates they
may have been transient refugees.
Eight or nine centuries ago, several malign Suloise clans passed through this
region on their way south to Hepmonaland and the Tilvanot Peninsula. These clans
were reduced to near-barbarism by their constant flight from the vengeful and
more powerful Oeridians, who were outraged at the practices of the Suloise and
desired no competitors for the fertile lands of this region. Some Suloise hid
from pursuit in the Dullstrand region, where perhaps a thousand purebloods
survive to this day on small, isolated farms scattered up and down the coast.
All of these farmers are suspicious of outsiders, close-mouthed, and keep to
themselves.
As the Great Kingdom grew in power, smugglers began to use the coast here to
ship goods from the sea upland into the Hestmark Highlands to the County of
Sunndi, evading the Overking's import taxes. Bandits and pirates often hid out
in the vast expanses of tall seagrass, the small ships of the latter hidden by
spells from Medegian patrols. In 199 C.Y., the government of Medegia laid claim
to the coast here in hopes of gaining taxes from the local farmers and
controlling local piracy, but found the inhabitants poverty-stricken and
hateful, the land unsuitable for settlement, and the daring but brutal pirates
more difficult to be rid of than previously thought. Despite Medegia's claim
over the coast, the Censor was unwilling to spend large sums of gold enforcing
his rule here. Except for naval patrols and a few mercenary actions, Medegia
ceased to exert any influence here after 245 C.Y.
A widely copied Rauxes map dating from 211 C.Y. gave this region the unassuming
title of "The Dull Strand." The map was drawn by a cartographer noted for his
dry humor; perhaps he knew of the region's unsavory reputation, despite its
unremarkable look, and gave it the "dull" title as a private joke. One
particular inlet here became a permanent base for pirates and smugglers alike
about the year 250 C.Y., as the smugglers could follow a minor watercourse
entering the inlet up to a little-known pass through the Hestmarks into Sunndi.
The settlement at this inlet grew and soon took on the name of the coast itself:
Dullstrand. From this point onward, the coast was effectively independent,
though no formal declaration of this has ever been made.
The town of Dullstrand quickly developed a cosmopolitan character unlike that of
the surrounding farmlands. No humanoids were tolerated, as many immigrants well
remembered the atrocities committed by the orc armies that drove the immigrants
here. However, Dullstrand's Oeridian and mixed-blood humans and demihumans (a
handful of high elves and gnomes) developed a grim spirit of cooperation in
resisting intrusions into "their" land. The constant presence of disguised Aerdy
spies, assassins, and bounty hunters, all seeking fugitives from northern
justice, led to the custom of never asking a visitor questions about his or her
past to avoid public identification. Most conversation is indirect, limited to
minor events of the current day or the weather, and lacking in emotional tone.
Townsfolk greet visitors with blank stares, turning back to their business as
soon as possible--with careful and suspicious looks back, of course.
The three men left in charge of the original pirate base became known as the
Masters of Dullstrand, voting democratically on actions they needed to take to
keep their colony growing. The three chose their own replacements, usually from
their own immediate families. Subsequent Masters soon became related to one
another, as did almost everyone else in the town except for immediate immigrants
(who were quickly married into the mess), giving the town something of the
character of a huge, dysfunctional, but close-knit family. The authoritarian but
tolerably corrupt government continues to the present day, keeping its hands off
all business in the town so long as it receives the proper "fees." (Bribery in
Dullstrand is a long-established tradition, not a crime. It does raise the cost
of doing business here, but the wide-open atmosphere and lack of concern about
using the town for smuggling or piracy operations encourages.)
No formal charter of laws governs the town, though a few straightforward,
common-sense rules for the handling of land ownership, the settling of disputes,
and public conduct have been written down and are generally enforced. The town
has no jail; severe violations are punished by death (drowning is preferred),
and minor violations by beatings or fines.
Archbarony of Ratik
Ruler: His Valorous Prominence, Lord Baron of Ratik, Lexnol
Capital: Marner (pop. 3,400)
Population: 36,000
Races: Suel, oeridian, flan
Demi-humans: Mountain Dwarves (8,000+), Gnomes (3,000+)
Humanoids: Many
Resources: shipbuilding supplies, furs, gold, high-quality gems
Ratik marks the northenmost part of great Aerdy's expansion in the heady days of
old empire and dominion. Its magnificent pine forests offer excellent material
for shipbuilding, and the land was heavily protected by good military to fend
off the Frost Barbarians and, indeed, make preemptive strikes against them.
Ratik was made a Barony by an Overking delighted at one firm repulsion of a
barbarian fleet, and has been fortunate in having a succession of barons who
have been distinctly more wise and benign than most Aerdy nobles. For this
reason, the mountain dwarves and gnomes of the Rakers have worked and traded on
good terms with the humans here.
Ratik's relationship with the Great Kingdom cooled following the ascension of
the House of Naelax in the Kingdom, which increasingly neglected this little
state. When the Bone March was overrun with humanoids, Ratik began to court the
Frost Barbarians, and formed an unlikely alliance with them to jointly raid the
Bone March and North Province.
Ratik's population is not great, so the people here can only hold their land
against humanoids and not decisively repulse them. Ratik men and women are all
military trained, and conscription is universal. Specialized woodsman troops
with bows as well as sling-firing hillrunners are among the cream of Ratik's
forces. Ratik is not wealthy, despite its fine natural resources, since it has
few customers playing trade. The Sea Barons and Frost Barbarians buy wood here
still; however, trade with the Theocracy is slow, and trade with cities of the
North Province is extremely low. Ratikers are now even more insular and
selfreliant than before the war.
Medegia, See of
The See of Medegia declared independence from the shattered remains
of the Great Kingdom in 1741 YG. Great Kingdom forces tried to reclaim the land,
but were mostly ineffective. An attack by Nyrond on the western borders of the
Kingdom and then the loss of the North and South Provinces broke the will of the
King and Medegia was left in relative peace for a while.
Medegia allied with the Lordship of the Isles against the tax-enforcing fleets
of the Spindrift Isles. This proved costly when the Spindrift Isles attacked the
Medegian capital of Rel Astra in retaliation, all but destroying it. Medegia now
grudgingly accepts the taxation of its sea-going trade. Things might be
different now if most of the country's forces were not constantly engaged in
protecting the land border against the renewed armies of the Great Kingdom.
Allied with the other southern former provinces, though, the defence looks firm.
Spindrift Isles:
Ruler: The Most Radiant Bow of Sehanine, Orb of the Heavens, High
Priest Anfaren Silverbrow
Capital: Lo Reltarma (pop. 3,200)
Population: 2,500
Races: Suel, oeridian
Demi-humans: Elves (20,000)
Humanoids: doubtful
Resources: Unknown
These islands have always been a mystery, due to their native aquatic and high
elves who kidnapped intruders into their realm and did not release any to tell
tales. Both the Sea Barons and the Lordship of the Isles kept well away from the
six isles in this chain, save Lendore Isle itself. This was populated by
Suel-dominated humans who conducted much trade with the continent and paid the
Barons and Lords to allow their ships to pass safely.
In 583 CY, the elves moved swiftly to subjugate Lendore Isle, offering the
humans safe passage to the Sea Barons, the Lordship of the Isles, Medegia, or
elsewhere along the east coast of Aerdy as it then was. They simply informed the
humans that the time had come for the elves to use the whole island chain for
religious purposes, and no mere humans would be allowed to get in the way. A
minority were permitted to stay as humble fisherfolk and laborers.
The entire island chain is now shrouded in magical fogs and illusions which form
an almost unnavigable barrier to the outside world. Only elves drawn to Lendore
can find their way there readily. When elves leave the mortal world, they have
their own secret places of safe passage and departure, and Lendore is the most
important of these within the Flanaess. It is said to be watched over by no less
than a dozen full Patriarchs and Matriarchs of the goddess Sehanine.
Obviously, very little in the way of information about transformed Lendore
filters back to the ordinary, mundane world. One story is almost certainly true,
however. The elves of Lendore speak a unique, highly complex tongue: Lendorian
Elvish. It is not learned in a normal manner. Rather, an elf newly arrived in
Lendore gradually develops an understanding of the language as it is implanted
into his mind in a series of revelatory stages. This is said to parallel a
growingly otherwordly nature, drawing the elf painlessly away from his
attachments to matters mundane. It is also fairly certain that Lendore is an
intensely magical land, but how this may manifest, the elves do not say.
Lordship of the Isles
(Principality of)
Ruler: (in name) His Exalted Highness, Prince Frolmar Ingerskatti
(Scarlet Brotherhood)
Capital: Sulward (pop. 5,000)
Population: 72,000
Races: Suel, oeridian
Demi-humans: Few
Humanoids: Doubtful
Resources: rare woods, spices
This scattered principality stretches across seven islands lying between the
Tilva Strait and southern Lendore, and was originally occupied by pirates. The
pirates soon found that trade (especially from Hepmonaland up to the Great
Kingdom) and exacting the Tilva Strait offered much easier living.
During the wars, the former prince, Latmac Ranold, was suddenly deposed and
replaced by a Scarlet Brotherhood puppet, who at once removed the islands from
the ranks of the Iron League and allied the lands with the mysterious brothers.
Scarlet Brotherhood agents are now in almost all positions of power within the
lands.
The Lordship's vessels still trade with the anarchic states of south and east
Aerdy, and continue to fight the Sea Barons as they always have. However, the
Brotherhood also uses the fleet to ferry people and cargoes to Onnwal, Idee, and
across the Azure Sea to the Sea Princes.
A handful of the original Lords of the Isles managed to escape with their
vessels to Dullstrand when they saw how the Brotherhood would subjugate them,
but they have found little welcome there. Those who sailed northward met gleeful
Sea Baron warships only too happy to sink them. The Lordship of the Isles is now
wholly controlled by the Scarlet Brotherhood.
Theocracy of the Pale:
Ruler: His Worshipful Mercy, Supreme Prelate of the Pale, Theocrat
Ogon Tillit
Capital: Wintershiven (pop. 23,400)
Population: 260,000
Races: Flan, Oeridian
Demi-humans: Some
Humanoids: Few
Resources: foodstuffs, copper, high-quality gems
The Theocracy of the Pale emerged as a state wholly free of Nyrondese dominance
at the Council of Rel Mord, and has evolved into an ecclesiastical state of
notorious intolerance. The entire chruch hierarchy is devoted to the reverence
of Pholtus in his Lawful Neutral aspect (elsewhere, this is taken as a very
one-sided view of this god). Virtually all government is under the rule of the
church, which has its own bureaucracy of byzantine complexity.
The Theocracy stayed well out of the Greyhawk Wars, regarding everyone involved
as degenerate heretics. It was ignored by other nations; although its standing
army is typically only 4,000 strong, the Church Militant is a paramilitary body
of warriors and warrior-priests who are among the most disciplined, bravest, and
best-equipped troops the Flanaess has ever seen. Patrolling the borders of the
Theocracy, they easily fend off incursions by humanoids from the Rakers and
Griffs or rabble from the Bandit Kingdoms and Tenh.
The Theocracy's lands are not good for growing crops, and it is forced to trade
with Urnst for food. The Theocracy formerly traded with Nyrond for food, but
Nyrond can no longer afford exports. Silver and gems are the core resource of
the Theocracy. Its people are deeply religious, hard-working folk whose idea of
fun is singing hymns. A Theocracy saying is, "Cold weather is Pholtus's way of
telling you to throw another heretic on the fire."
Sea Barons:
Ruler: His Noble Prominence Basmajian Arras, Lord High Admiral of
Asperdi, Commander of the Sea Barons
Capital: Asperdi
Population: 45,000
Races: Suel, oeridian
Demi-humans: Few
Humanoids: Few
Resources: None outstanding
The people of these lands are a mix of Oeridian and Flan. Centuries ago, the
Overking established four baronial island fiefs here, instructing each to build
squadrons of ships and compete with each other. Whichever proved best in naval
warfare would be appointed supreme baron, admiral of Aerdy, and be duly rewarded
with Imperial favor. Old Baron Asperdi won the contest, and now, the baron of
that island rules the Sea Barons.
The main duties of the Barons in serving Aerdy were to fight off the Frost and
Ice Barbarians and the Lordship of the Isles, which they carried out without
great enthusiasm.
The old High Admiral, Sencho Foy, suffered sad mishap early in Aerdy's entry
into the Greyhawk Wars, He choked on a fishbone stuck in his throat (although
some say the dagger which had impaled the fishbone first did the important
damage). Under Admiral Basmajian, the Sea Barons remained out of the Wars and
kept their fleets largely confined to their ports and the Solnor Ocean. The Sea
Barons now raid parts of the eastern coast of Aerdy (though they trade with Rel
Astra), skirmish with Lendore and the Lordship of the Isles, and prefer to avoid
needless combats with the barbarians.
The seamen and barons here are very uncertain of their fiture, not knowing with
whom to ally. They have kept Scarlet Brotherhood "advisers" at a safe distance
after seeing what happened at Latmac Ranold. Basmajian himself is belived to
favor an alliance with Ratik and the Frost Barbarians, but it will be years
before the other barbarians agree to any kind of binding concord.
Hepmonaland
This continent to the south of the Oljatt Sea is almost completely covered with
thick and impenetrable jungle. Expeditions from the Spindrift Isles and the
Lordship of the Isles have managed to explore very little, but have found a land
apparently inhabited by lizard men. Monsters sometimes also emerge from the
jungle to attack the logging expeditions.