Le Monde de Greyhawk par Armenfrast |
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IntroductionThe Great Kingdom is sundered, collapsed into chaos after the terrible Greyhawk Wars. An insane overking, advised by a malefic priesthood and conversing with fiends atop his malachite throne, slew and revivified many of his local noble rulers as animuses, undead creatures of cold, hateful passions. Great armies once the envy of the Flanaess wander the lands as freebooting mercenaries and pillagers, stripping the once abundant treasures of this great nation. More than 300 years of slow degeneration and decline have climaxed in an appalling tragedy. Hundreds of thousands of men, women, and children have perished, and many more will follow in the years ahead. In this merciless nightmare of insanity and cruelty, only a few pockets of resistance fighters, good and valiant rebels, can be found. Made up of rangers, druids, bards, and woodsmen of the great forests of Aerdy and the Lone Heath, they struggle against the growing evil and oppression. Ivid The Undying is an extensive guidebook to the Great Kingdom and its many lands, expanding on the information presented in From The Ashes. The first chapter summarizes the history of the Great Kingdom of Aerdy. The following chapter details its peoples and rulers, laws, royal houses, merchants and peasants, powerful factions (armies, mercenaries, humanoids, fiends, and others), commerce, trade, and more. Following these chapters are a number of gazetteer style sections that describe the fiefdoms within the Great Kingdom. Cities, towns, settlements, mysterious and magical sites, castles, keeps, ruins, natural hazards and many other features are covered, along with profiles and descriptions of major NPCs of the lands. These chapters take up the bulk of Ivid The Undying and provide DMs with all the information needed for campaigning in the Great Kingdom. The chapter "Whispers and Ventures" contains rumors, adventure hooks, hints and allusions, suggestions for game masters, and mini scenario themes for PCs of all levels of experience so the richness of the Great Kingdom as a campaign setting can be fully exploited. The final chapter lists the major armies of Aerdy and mercenary companies of note. From the ghastly fiendish magics of Duke Szeffrin's Almorian Lands in the west, to the barbarian haunted islands and treasures of the Sea Barons to the east, the Great Kingdom awaits! |
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