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The Bandit Kingdoms
The Horned Society wages war with them in beginning of Artifact of Evil. After the siege of Molag, they allied with Iuz. The southeast kingdoms are the last rumored location of the Cup and Talisman of Al’Akbar (1st ed. DMG p. 157). See Dragon 56 p. 21 for a break down of the kingdoms and a detailing of their battles with the Horned Society and their forays into other lands. Dragon 63 July 1982, presented a map of “Where the Bandits Are”, defining the territorial borders as of spring 579, and listing their leaders (including Gellor) and numbers of troops. The map is a modification of the Darlene map. Its modifications and its key are unattributed, but the article following them, also about matters of the Flanness, is by Rob Kuntz, and one presumes this is also his work.

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Grosskopf
- a bandit kingdom north east of Stoink that was recently (in Saga of Old City) taken by the Duchy of Tehn (Placing these events in 578 or 579 Dragon #56 p. 21)). Area 17 on the Dragon 63 map.
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Fellands
- A bandit kingdom north east of Stoink that was recently (in Saga of Old City) taken by the Duchy of Tehn. Area 16 on the Dragon 63 map.
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Rookroost
- Area 15 on the Dragon 63 map.
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Stoink
- once an Aerdian outpost – founded in 24 CY; turned to banditry in 376 CY, pop. 12,000; Ruled by Lord Mayor, Boss Dhaelhy; Population is 50-70,000 in the city state of Stoink. Stoink has nine wards, motley buildings and a motley population. It has many shops, taverns, houses of ill repute, and slave pens. The town watch wear leather armor and carry shields. The town gates close at dusk and open at dawn (I3-64). Area 10 on the Dragon 63 map.
- Claybrick Ward
- Norward
- houses the Thieves guild, separates Claybrick Ward from Great Ward
- Great Ward
- administration district
- The Three Gables
- an inn in West Stoink
- The Double Dagger
- a run down inn and tavern, a popular gathering place
- The Thieves Guild
- This guild’s sign is in common! It lies on Safe Avenue in Norward between the Slave Market and Stonegate. The receptionist is Stoat. Entry fees are 1 electrum piece, 1 silver piece per month. Rules – places protected by Boss Dhaely, Mayoral guards, the town Watch, town officials, etc., are off limits to thieves; thieves receive guild protection if caught on a job that was reported to the guild in advance.
- Stoink’s Palace
- The palace has both inner and outer walls, tall turrets and towers. The inner bailey has 20′ walls inside, 30′ walls outside (it is built on a terraced hill). The Great Tower, whose roof is 90 feet high, is on the southwest end of the palace. The uppermost story of the the great tower holds well-to-do prisoners, such as Evaleigh. It is guarded by Sergeant “Black” Melson. Boss Dhaelhy lives of the third floor; The roof of the great hall is 60′ high. There is a turret in the northeast where four men stand guard at night, in a room near the roof; they are led by Corporal Meader. There is a trap door in the turret floor. Commander Oakert is in charge of the night watch. There is a 60′ deep dungeon, the first level is the cellar; in the cellar there is a stair column from the bottom to top that leads to a secret exit on the bottom level to the east. Under the middle tower of the fortress compound (B wall and a burned door) near it is a concealed 2′ high hole/ exit. 10′ in is a vertical shaft, the passage continues east. 10′ up the shaft is a ladder of iron rungs set into the wall. A projection opposite the rungs, closes the bottom of the shaft off. 40′ up the shaft is a chamber of a 20′ diameter. The shaft comes up 3′ from the wall. The ceiling is domed and the apex is 13.5′ above the floor. A pile of filthy rags lies a short distance from the shaft and an ancient lantern is on the opposite side of the shaft. The air is stale and stagnant. A large worm creature of about 10 hp lies within the rags. A secret door opposite the shaft pivots open to reveal a narrow corridor, which ends when it meets a 10′ wide perpendicular corridor. To the left lies a pillared arched room with 5 exits and a stairway up. Going right leads to a narrow stairway with a heap of clothing. At the top of that stair is a manure pile. a wooden ladder is at the far end, the trap door at the top leads to a shed in Ratswarf on Tannery Street by Umber Stream.
- Streets:
- Serpent Lane
- crosses Suggil Way – the entertainment zone in Stoink
- Suggil Way
- crosses Serpent Lane
- Safe Street
- links the fortress with the Slave bazaar in the north
- Joy Street
- also goes to the market
- Shackle Street
- also goes to the slave market
- Crook Street
- intersects with Safe Street near the guild
- Hall Street
- in the south area, near and parallel to the palace
- Stonegate
- is the East entry to Norward
- Towergate
- the entrance to Stoink on Holdroon’s side
- Ratswharf
- suburb – pop. 1000+; has rope walks, tanneries, timber and span trade, low dives
- Streets:
- Tannery Street
- A round about exit from Stoink’s castle by subterranean passages leads to a shed on this street near the Umber River.
- Ratspool
- A widening of the Artonsmay River where it is joined the Umber River; several wharfs and docks form Ratswarf are located here.
- Holdroon
- suburb – pop. 1000+; mostly brigands and mercenary companies, has some low dives
- The Horn and Haunch
- tavern, best in the entire area, owned by Tubb, has a pretty waitress named Amy
- NPC’s of Stoink:
- Commander Oakert
- He is in charge of the night watch of Castle Stoink (he hates it). He had been in charge of espionage until the Hierarchs’ plan was exposed.
- Sergeant “Black” Melson
- He guards the top floor of the Great Tower.
- Corporal Meader
- He is the guard on night duty of the northeast turret of Castle Stoink
- Goldie
- Evaleigh‘s maid. She was left in Stoink after her mistress’s escape.
- Flechet
- Recruiter in the Bandit Kingdoms to attack Redspan (sent by the Horned Society)
- Swutch
- Recruiter in the Bandit Kingdoms to attack Redspan
- Tau
- Recruiter in the Bandit Kingdoms to attack Redspan
- Stoat
- receptionist of the Thieves Guild in Stoink
- Uve Paulic
- assistant Guildmaster of the Stoink Thieves Guild
- Tubb
- owns the Horn and Haunch, a tavern in Holdroon.
- Amy
- a pretty waitress at the Horn and Haunch
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Wormhall
- a bandit kingdom in the West that was recently (in Saga of Old City c. 578) invaded by the Horned Society (centered around X3-66). Area 2 on the Dragon 63 map.
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Warfields
- a bandit kingdom in the West that was recently (in Saga of Old City) invaded by the Horned Society (centered around X3-64). Area 1 on the Dragon 63 map.
- Key to Bandit Kingdom map from Dragon 63 for remaining kingdoms:
- 3. Freehold
- 4. Kor
- 5. Tangles
- 6. Rift
- 7. Reyhu
- 8. Redhand
- 9. Artonsamay
- 11. Dimre
- 12. Johrase
- 13. Midlands
- 14. Greenkeep
-
NPC’s of the Bandit Kingdoms
- Barl
- He is a rider in Mossback and Weasel‘s company
- Mossback
- He is a rider from outside Stoink downstream of the Artonsmay, in the Phostwood, in a company of eight
- Weasel
- He is a rider from outside Stoink, they buried a coffer with a lot of coins in an old campfire.
- Renfil Leed
- A bandit leader of eighty or so men from c. 565 who led a long foray into Urnst, the Pale, Nyrond and the Shield Lands. Along the way he picked up the Chrysoberyl ring and his party was killed by goblinkind in the Shield Lands.
- Dogteeth
- Renfil‘s lieutenant.
The Great Kingdom of Aerdy (including the Bone March and the Adri Forest)
- Angleford
- This place is a town/shallows on the Harp River in the Adri
- Flash Crossing
- This place is a town/shallows on the Harp River in the Adri
- Oddgrave Hill
- This rises within the Adri forest, a three plus days’ hike northeast from Stalker’s village
- Woodford
- This place is a crossing of the Harp River in Adri
- NPC’s of the Adri Forest:
- Stalker
- He is a ranger of the Adri Forest who knows Gellor.
- Ned Horn
- He is a native of the Adri Forest and an associate of Stalker. He also knows Gellor
- Wren
- She is a 6’6″ woman of Stalker‘s tribe in the Adri. She has hazel eyes, long braids of brown hair and is very comely and charismatic. She is attracted to Chert. She leads troops carrying bardiche.
- NPC’s of Aerdy:
- Grand Marshal Dreek
- Lomor‘s superior
- General Lomor, Margrave of Uskedge
- He is the leader of the Great Kingdom’s forces against the Adri and bears the coat of arms of Uskedge on a golden banner.
- Comet
- He is Lomor‘s best warlock
-
BONE MARCH
- See Dragon 57 p. 15.
- Castle Blemu
- This edifice lies in the Blemu hills which is a vassal state to Nyrond (I2-59).
- Fugel’s farm
- is just that (J2-61)
- NPC’s of the Bone March:
- Dunstan, Count Blemu, Lord Knurl
- father of Evaleigh, uses the broadsword, vassal of Archibold III. One wonders if either this Dunstan or Archibold’s father were the same Dunstan from Gygax’s unfinished Gnome Cache novella which appeared in Dragon issues 1-7.
- Sir Mellard
- Count Blemu’s jailor
- Medegia, See of
- See Dragon 63, pp. 16-17.
- North Province
- See Dragon 63 pp. 15-16
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Ratik
- by the time Gord was released from his prison in Blemu, Ratik had seized Johnsport and besieged Spinecastle. See
- NPC’s of Ratik
- Alain IV
- He is the son of Baron Lexnol Ratik. He married Lady Evaleigh for political reasons in 578/9.
- Lady Evaleigh
- She is the beautiful blonde daughter of Dunstan, Count Blemu, Lord Knurl; she is 5′ 1″ tall; she possesses a flat milky crystal carved as a bird with sheltering wings folded down that is suspended from a silver chain, this device protects her from being sought by magical means.
Rel AstraSee Dragon 65 p. 11.Sea BaronsSee Dragon 63 p. 15South Province (Ahlissa)See Dragon 57 p. 15. Eneever Zig hails from here.
The Iron League
- Idee
- See Dragon 57 p. 16.
- Irongate
- See Dragon 57 p. 16.
- Onnwal
- See Dragon 57 p. 16
- Sunndi, County of
- See Dragon 57 pp. 15-16.
The Scarlet Brotherhood
Founded by descendents of the lost Suel Empire, this organization’s Monks wear red and gold, and call their leader the Oldest. They also worship Nerull.
- They sacked Densac Gulf, the Olman Islands, Hepmonaland and the Pomarj. They thought that the next Theopart was in the Wormjaws, they discovered it was in the Suss. They had brought the Chaotic Evil one to Strandkeep earlier.
- The Siege of Strandkeep Castle
- occurred 6 months after the end of Saga of Old City.
- The Besiegers
- standard siege equip, 1000 troops, dwarven miners, Gord
- Spellcasters
- cone of cold, magic missile, fireball, darkness, continual light, weather control, conjure water elemental, conjure earth elemental, lots of illusions.
- The Scarlet Brotherhood moved through the Suss and Welkwood harried by elves and woodsmen. The Suels rallied more goblins, hobgoblins, and other humanoids. Their advance guard had 1000 men, and their main force was 4000 men. They sacked Celene, killing Parsival. They then retreated and were pursued. They attack northward with the Great Kingdom at the beginning of Come Endless Darkness. They hold the Initiator and relinquish it to the Dukes of Hell.
- NPC’s of the Scarlet Brotherhood
Rhizia (Cruski, Fruztii, Schnai, and Stonefist)
- Cruski
- See Dragon 57 p. 14.
- Fruztii
- See Dragon 57 p. 14.
- Schnai
- See Dragon 57 p. 14
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The Hold of Stonefist
- after the siege of Molag, Stonefist allied with Iuz. See also Dragon 57 pp. 13-14.
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Consider the original material found herein and the organization and phrasiology applied to the old material to be Copyright 1998 by Krista Siren and may be reused as far as I’m concerned, so long as I’m credited with researching it. Of course, you’ll have to comply with TSR & Trigee’s guidelines as well, but if it’s just for personal use you’re in the clear.
Released under Creative Commons-Attribution-Noncommercial-No Derivatives license, v4.0 [CC-BY-NC-ND].

