Appendix to the Atlas of Flanaess

By Sakerson
http://www.geocities.com/Area51/Nova/7385/

The World of Greyhawk is a copyright owned by TSR/Wizards of the Coast.

	What follows is a list of the lands of the Flanaess and their changes with regards to the war with the Evil One.  These descriptions are only additions to the listings in From the Ashes (you need this supplement for a full description).  If changes are not listed for a specific area then assume that it has not changed since the Greyhawk wars (i.e. use the description in From the Ashes).  The descriptions are written in the same format as they were in From the Ashes.

Lands of the Flanaess

Ahlissa:  see Great Kingdom

Almor:  see Great Kingdom

Bandit Kingdoms
	Ruler:  None
	Capital:  largest city in strongest fiefdom, currently Rookroost (pop. 11,650)

	Founded as a collection of petty holdings between 300 and 350 CY, the Bandit Kingdoms were once a major threat after the dethroning of Iuz.  But for some reason their numbers have dropped considerably.  Some think that many have joined the Evil One.  Others say that they have fled to various parts of the Flanaess out of fear of the Evil One.  
	Whatever the case, the most the remaining bandits have done is periodically raid the border kingdoms.  These raids are difficult to deal with since many troops are involved in the war effort.
	These bandits are excellent warriors who are not afraid to run from a losing battle.  For the most part, they are untrustworthy and no one has bothered to ask them to join in the war effort.

Bissel, March of:  see Lost Lands

Blackmoor
	Ruler:  Tamer of the Wilds, Archbaron Cainen Beralvan
	Capital:  Dantredun (pop. 1,700)

	It was a true miracle that these lands were conquered at all.  In 577 CY Archmage Marinian of Wilip attempted to tame these lands and was he lost without a trace.  Archbaron Cainen believes he was aided by Saint Cuthbert and could not have taken these wild lands with out his help.  While there may be some truth in this, the fact is that the original inhabitants of this land were in the midst of a civil war.
	A white dragon that was quite intelligent for his kind had wandered into this cold land, and it did not like what he saw.  Monsters of all kinds, including some of his own kind, were working with disgusting and pitiful humans.  So the dragon created dissent among his fellow monsters, and this spread to the other fell creatures of this land.  The war between humans and monsters began, and the monsters were winning.  When Cainen and his friends entered Blackmoor there was little resistance.  Most of the humans had been killed and were taking refuge in Dantredun.  Cainen offered the humans protection, which they accepted.  The civil war ended quickly (it seemed the monsters were more concerned with their freedom than destruction).  Shortly afterwards the refugees ran away.  To this day, their fate is unknown.
	Blackmoor has built up a fair sized military, consisting mainly of brigands, criminals, and mercenaries who have given up their former lives.  They have all collected "at the top of the world" in the hopes of having a better life.  Many thought that Cainen would have an untrustworthy army on his hands, but they have turned out to be one of the bravest and loyal armies in the Flanaess.
	Even though the city is more or less tamed, the wilderness is not.  Trade here is very difficult because of the proximity of the Cold Marsh and the numerous monsters that still roam about (many of the monsters appear to be organized, presumably under the leadership of the white dragon that caused the revolt).  Thankfully, Blackmoor's militia has been able to fend off any monsters that have wandered to close to Dantredun's walls.
	Mages within Blackmoor and Iuz have been attempting to open a permanent gate of some kind between the two capitals to make trade easier.  Until then, the best source of food is hunting and foraging in the Burneal Forest.  Even after the past several years of civilization, Blackmoor is still a harsh environment to live in.

Bone March:  See Great Kingdom

Celene, Monarchy of:  See Lost Lands

Ekbir, Caliphate of:  See Lost Lands

Furyondy, Kingdom of
	Ruler: His Pious Majesty, King Belvor IV
	Capital:  Chendl (pop. 13,000)

	King Belvor was greatly relieved when the threat of Iuz was eliminated.  But now that his kingdom had recovered from the Greyhawk wars a new threat has taken Iuz's place.  The threat from the Evil One is greater than any Furyondy has ever faced, and Belvor is fearful for the land he deeply loves.  He suspects that the Gods hate him.
	As is sometimes true with war (though few are willing to admit it) there are benefits to the invasion.  The seven noble houses of the kingdom have united together in the war effort.  Where as in the Greyhawk wars they complained about the excessive taxes and burdens placed upon their fiefdoms, they gladly pay the taxes and do what they can to help out.  They are also no longer concerned about any cooperation with Veluna (ever since the signing of the treaty) but they are still a little upset by Veluna's influence over Furyondy affairs.
	The economy has been doing well, with the influx of mercenaries, adventurers, and soldiers from other parts of the Flanaess.  The economy would be much better if it weren't for the rather heavy taxes Belvor has put in place, but Belvor is worried about a possible invasion from the south through Celene (even though none of the Evil One's armies have moved farther north than the Kron Hills) and he believes the taxes are necessary.  The people pay the taxes willingly as they share King Belvor's concerns.
	The people have been working willingly in the war effort, many having joined the militia to serve in one form or another.  In fact, it has become almost unnecessary to utilize any form of draft to obtain new recruits.  Crime has been surprisingly low, as most criminals and such have either fled or found something productive to do.  In many of the smaller hamlets and villages where garrisons cannot always be placed, the people have begun patrolling the streets themselves and "arresting" any criminals. 
	There are troops stationed all along the borders of Furyondy, particularly around the southern borders near Celene.  So far there have been no incursions by the Evil One's armies into Furyondy.  The citizens of Furyondy treat soldiers and others involved in the war with tremendous respect.

Geoff, Grand Duchy of:  see Lost Lands

Gran March, The:  see Lost Lands

Great Kingdom (The Kingdom of Aerdy)
	Ruler:  Presumed to be Overking Ivid V (Ivid the Undying One).
	Capital:  Presumed to be Rauxes

	No one is quite sure what has happened to the Great Kingdom or it's surrounding lands, and no one is bothering to find out.  Tales told by adventurers who have been into this territory indicate some very unusual phenomena.  All these reports, it must be noted, have never been confirmed and no one is completely sure what is truly going on in the Flanaess's oldest kingdom.
	According to reports, undead wander the land randomly.  Skeletons and zombies wearing emblems of Aerdy wander about without purpose.  Many other undead are scattered about the countryside attacking all they meet, including wildlife.  For several miles around the city of Rauxes there are large rifts in the ground, as if some tremendous earthquake struck.  Out of some of the rifts emerge smoke and foul smelling gases.  To date, no one has been in (or claimed to have been in) Rauxes itself, though some have said that from a distance they could see strange beasts wandering the streets of the decimated city.
	For the most part, the southeastern part of the Flanaess is ignored.  Once the Evil One is dealt with, then perhaps one of the neighboring kingdoms may attempt to discover what has happened here.

Horned Society
	The Horned Society no longer exists.  All of the humanoids within this area simply vanished one day along with the capital city.  Strangely, some of the humanoids employed in the Evil One's armies have been wearing sigils of humanoid clans known to have been in the Horned Society.
	The current theory is that these humanoids were recruited to fight in the invasion.  But how so many humanoids could travel so far without being noticed is a genuine mystery, as is how an entire city could have disappeared.
	The Shield Lands have annexed half of the lands while Iuz has annexed the other half.  Today, humans and demi-humans of both kingdoms populate the area.  There have not been any reports of trouble with humanoids since the land was abandoned.

Idee, County of  
	Ruler:  Elder Brother Vasiliek, Shepherd of Idee
	Capital:  Naerie (pop. 5,150)

	This land is presumably under the control of the Scarlet Brotherhood.  Like the Great Kingdom, very little is known about its fate and all contact with this land has been cut off completely.

Iuz
	Ruler:  Conqueror of Evil, Vanquisher of the Wicked, King Cavius
	Capital:  Dorakaa (pop. 8,600)

	This land is nothing like what it was during the Greyhawk wars.  Cavius usurped the throne from Iuz in 590 CY with the help of a map showing a secret trail leading to Dorakaa and through the sewers to Iuz's palace.  It was a long and treacherous journey for Cavius and his Holy Riders and they faced much resistance, but they had much help from slaves and peasants eager for freedom.
	When they finally made it inside Iuz's palace, Cavius and the Holy Riders had the help of well over a thousand slaves and peasants.  The battle was long and hard, for every fiend in Dorakaa fought against the invaders.  In the end many died (their names are commemorated on the anniversary of the fall of Iuz), but the palace fell.  Iuz himself escaped through his permanent gateway into the abyss and has not been heard from since.  The word spread quickly, and the remaining humanoids and evil humans fled the city, many going to the Bandit Kingdoms and the Horned Society (which no longer exists).
	The land ruled by Cavius is still known as Iuz (a sort of irony that Cavius knew would upset Iuz), but the kingdom is no longer feared as it once was.  However, monsters and the occasional fiend still wander the lands creating mayhem.  This can create problems with trade, thus each caravan is usually accompanied by an armed patrol.
	King Cavius is very involved with the war effort and has offered to provide refuge to survivors from neighboring lands.

Keoland:  see Lost Lands

Ket:  see Lost Lands

Lendore Isles
	Ruler:  The Most Radiant Bow of Sehanine, Orb of the Heavens, High Priest Anfaren Silverbow (presumably)
	Capital:  Lo Reltarma (pop. 3,200)

	This island has remained a complete mystery to this day.  Now with the fall of Aerdy, no one has dared to venture into this land.  In 598 CY the last of the remaining humans were expelled and messengers from the isles traveled to all parts of the Flanaess, declaring that all who landed on these isles other than elves would be killed.  Along with the strange magical mists and illusions that obscure navigation to the island chain, this has certainly deterred any non-elf from approaching the island.
	Many elves have had problems approaching this island.  In the past they used to travel across Aerdy to avoid the Scarlet Brotherhood.  But with the fall of Aerdy many elves have been left to deal with the Brotherhood, or travel across the Rakers into Ratik and then south by ship in the Solnor Ocean (which is not much easier).  In either case, the legendary elven journey to the Lendore Isles is truly a dangerous journey.

Lordship of the Isles (Principality of)
	Ruler:  His Exalted Highness, Prince Frolmar Ingerskatti (Scarlet Brotherhood)
	Capital:  Sulward (pop. 5,000)

	Presumably, these isles are still under the control of the Scarlet Brotherhood.  But, as with all the lands east of the Great Kingdom, contact has been cut off from this island chain.  There are rumors (stemming from the Sea Barons) that these islands have been abandon by the Brotherhood, but there is no evidence to substantiate this.

Lost Lands
	Ruler:  The Evil One (presumably)
	Capital:  unknown

	Many lands have been lost to the Evil One's armies in a very short time.  Because of this, and the fact that no reconnaissance party has ever returned, very little is known about this area.
	What is known is that the main inhabitants of these lands are giants and humanoids that are part of the armies of the Evil One.  At night undead are common and are often found in patrols.  The abandoned cities are inhabited by the armies, patrolled by giants and humanoids in the day and by undead at night.  Many mages and priests who fled these lands have said that they have never seen so many undead collected in one group, especially so many different types.
	Many of the original inhabitants have either been killed or enslaved.  It is unknown if there are any groups of humans or demi-humans hiding within the lost lands.  But because of the thoroughness of the Evil One's armies as reported by refugees, it is believed there are not many.

Medegia, See of:  see Great Kingdom

Nyrond, Kingdom of
	Ruler:  His Augus Supremacy, Altmeister of all the Aerdi, King Archbold III
	Capital:  Rel Mord (pop. 34,200)

	Nyrond is doing considerably better since the Greyhawk wars.  The tax riots are no more and the army has been built back up to its former glory.  With the Great Kingdom no more this has lessened the threat of invasion from the east somewhat.  All in all, the past thirty-five years have been good to the kingdom.
	Although Nyrond has done its part in the war effort, they have not given as much as they could.  Now 93 years old, King Archbold does not want to leave his son to rule a nation at war.  Furthermore, no one is quite sure what is happening in Aerdy and Archbold wants to maintain reserves in case something does happen.  However, if the situation becomes desperate for the other central kingdoms Archbold has promised to send more troops.  Many have argued that things are already desperate and that King Archbold has no intention of sending any more troops.  Only time will tell.

Olman Islands
	Ruler:  Unknown
	Capital:  None

	Since the invasion of the Evil One, the Scarlet Brotherhood has been pulling back to its home peninsula.  It is believed that the savages from the Amedio Jungles have retaken these islands.
	Many have taken this as a sign as to just how powerful the Evil One is, considering that not even the treacherous Scarlet Brotherhood wants anything to do with them.

Onnwal, State of
	Ruler:  Exalted Sister Kuranyie, Shepherd of Onnwal
	Capital:  Scant (pop. 4,200)

	The Scarlet Brotherhood is still in control of this land.  They have closed all ports and trade routes, refusing to trade with anyone.  Many people have escaped from Onnwal, almost easily.  They relate that Sister Kuranyie has lost control and that there are uprisings within Scant.  It is believed that eventually the Brotherhood will pull out of Onnwal altogether within the next year or so.
	The dwarves within the Headlands have been trading more and more with the central kingdoms, and they have been offering what they can to the war effort, including weapons, ores, and troops.

Pale, Theocracy of the
	Ruler:  His Worshipful Mercy, Supreme Prelate of the Pale, Theocrat Trell Tillet
	Capital:  Wintershiven (pop. 23,400)

	For a brief period of time this kingdom was peaceful under the guidance of Saint Cuthbert.  But with the murder of the current Prelate's father Ogden Tillet by his own daughter, Theocrat Trell Tillet has brought back the faith of Pholtus of the Blinding Light, claiming that the faith of Saint Cuthbert is corrupt and decadent (it "corrupted" his sister, after all).  The people have been subjugated under their current ruler and many of the peasants are broke from the outrageous taxes they are forced to pay.  It is not uncommon for people to disappear in the night, their homes and property seized.
	Trell is hardly a benevolent ruler and makes his grandfather look like an angel.  Surprisingly, Trell has a little more control over the kingdom then did his grandfather.  Furthermore, he himself is a mage, not a priest in service of Pholtus.  This has led many to question Trell's faith and to wonder if he is using the faith of Pholtus to gain power.
	Trell is an obsessive man, given to fits megalomania and depression.  His current obsession is his sister, Aura, who supposedly murdered her father.  Convinced she is not within the Pale, he sent out parties to search for her in other nations.  These search parties have met with much resistance from other nations and so he has recalled them.  Currently, he is trying to determine his sister's whereabouts by use of magical scrying, so far to no avail.
	There have been reports of Aura wandering through the central kingdoms.  Prelate Trell's sister is a paladin in service of Saint Cuthbert and is utterly devoted to him, as was her father.  Those who have met Aura have said she is very gracious and caring, willing to sacrifice herself to help others.  Many nobles from other nations knew Aura when she lived in Wintershiven, and all swear she is no more evil than an owlbear is handsome.
	The current belief is that Trell murdered his own father and usurped the throne, laying the blame on his sister.  This belief is not talked of openly and even though Theocrat Trell Tillet has requested it, no attempt has been made by any of the central kingdoms to look for Aura Tillet.

Perrenland, Concatenated Cantons of
	Ruler:  Voorman of All Perrenland, His Gravity Kerenin II
	Capital:  Schwartzenbruin (pop. 26,000)

	His Gravity Kerenin I died of natural causes in 609 CY, leaving his eldest son to rule.
	Having been able to stay out of the Greyhawk wars and easily fending off attacks from the Tiger and Wolf Nomads, the general attitude among Perrenlanders about the war is that they are safe.  Patrols have been stepped up along the canyon towards Ket in the Yatil Mountains, which would seem to be the only accessible route for the Evil One's armies to reach Perrenland.  So far, Perrenland has remained intact with little effort.
	Perrenland has been very helpful in the war effort, sending supplies to the front via the Velverdyva.

Plains of the Paynims (Tribes of)
	Ruler:  various nomadic leaders
	Capital:  none

	It is assumed that these lands have been taken by the Evil One's, but these sparse plains may have been overlooked.  There is no organization to the land as a whole, and there are no known resources to exploit.  All in all, the plains are basically miles and miles of nothing.  There have been rumors from refugees of Ket that the tribes of the plains have united in resistance against the Evil One.

Pomarj, The
	Ruler:  Unknown
	Capital:  Stoneheim (pop. 5,200)

	Despot Turrosh Mak has lost power and his whereabouts are unknown (he is presumed to be dead).  Currently, the land is in political turmoil, with factions fighting for the throne.  In the mean time, various humanoids from this land have raided the free cities along the Wild Coast and Suss Forest.  It is believed that the armies of the Evil One will over take the Pomarj before long as all indications are that they cannot put up a significant defense.  The humanoids of the Pomarj may actually join the Evil One willingly, if they haven't already.

Ratik, Archbarony of
	Ruler:  His Valorous Prominence, Lord Baron of Ratik, Lexnol
	Capital:  Marner (pop. 3,400)

	This land has been effected very little by the invasion of the Evil One.  Their only worry is the Winter Barbarians, who attempted to raid them in 609 CY.  Since then this land has been more or less peaceful.  They haven't even had problems with humanoids from the Bone March.
	Ratik is completely cut off from the rest of the Flanaess, and they are more concerned about their own welfare at present then the Evil One.  The people of Ratik rarely see strangers, and so they are suspicious of any that enter their land.

Rovers of the Barrens
	Ruler:  Unknown
	Capital:  None

	It is believed that there may still be some of the original Flan tribes in this barren wilderness, though no one has sighted any.  Then again, no one in their right mind would enter this region of the Flanaess.  Many of the surviving fiends and monsters of Iuz fled to this land when it was taken over by Cavius and his Holy Riders.
	For the most part, the Barrens are considered a wild and untamed land.  To date, no one has bothered to attempt to tame it.

Scarlet Brotherhood, The
	Ruler:  His Peerless Serenity, the Father of Obedience, Korenth Zan (presumably)
	Capital:  Unknown

	This land has always been a mystery, but the brothers and sisters of this cult have withdrawn to their peninsula.  All plans for conquest or infiltration have been put on hold.  After losing the Hold of the Sea Princes so quickly, they seem unwilling to venture far from their homeland.  As far as the rest of the Flanaess is concerned, this is the only good thing about the war with the Evil One.
	Some believe that the Brotherhood may be assisting the Evil One in the invasion, but there is no proof of this.  If the Brotherhood is helping the Evil One, then it is believed to be only in terms of intelligence gathering.

Sea Princes, Hold of the:  see Lost Lands

Shield Lands, The
	Ruler:  Her Most Honorable Ladyship, Countess Katarina of Walworth, Knight Commander of the Shield Lands
	Capital:  Amundfort (pop. 5,300)

	The Shield Lands have been doing quite well since their restoration in 590 CY.  When the threat of the Horned Society disappeared many celebrated, thinking that a new age was upon them.  Countess Katarina was not so pleased, however, fearing the humanoids had reorganized elsewhere (thousands of humanoids do not simply disappear without a trace).  She had no idea how right she was.
	Since the beginning of the war it has been discovered that many of the humanoids within the Evil One's armies were once part of the tribes that were known to live within the Horned Society.  The question now is not where the humanoids disappeared to, but how they traveled across civilized lands without being spotted (not to mention how they took their capital city with them).
	The Knights of Shielding, reunited shortly after the restoration, are fighting in the war against the Evil One along with many troops from this kingdom.  The Shield Lands offer as much as they can to the war effort and have become one of the many havens for refugees.
	Although taxed rather heavily, the people of this kingdom have not complained and work hard to support the war effort in any way they can.  As with Furyondy and other central kingdoms, crime has dropped significantly.

South Province:  see Great Kingdom

Sterich, Earldom of:  see Lost Lands

Stonefist, Hold of
	Ruler:  His Most Grim and Terrible Might, the Master of the Hold, Sevvord Redbeard
	Capital:  Vlekstadd

	This nation is more concerned about an invasion from the barbarians then from the Evil One, and they have absolutely refused aid of any kind.  Most of their troops are stationed along the northern borders, leaving Tenh almost uninhabited (most of the captured population during the Greyhawk wars were given to Iuz).

Sunndi, County of
	Ruler:  His Brilliant Lordship, Count Hazendel of Sunndi, Olvenstwerard of the South (presumably)
	Capital:  Pitchfield (pop. 3,200)

	Since the fall of Aerdy all contact with this kingdom has been lost.  It is known that the peoples of Sunndi have been through much and are excellent survivors.  It is believed by many that these people are still alive and that the County of Sunndi is still intact.  All attempts to reach them, however, have failed.  The saying "hardy as a Sunndi soldier" has become common place throughout the Flanaess.

Tenh, Duchy of
	Ruler:  His Radiance, Duke Ehyeh in exile (Stonefist)
	Capital:  Nevond Nevnend (pop. 19,000)

	Still under the control of the Hold of Stonefist, there were plans to retake this land.  Duke Ehyeh had made a pact with former Prelate Ogden Tillet to become a part of the Pale (thus paying the Pale taxes) if the Pale would aid in retaking his homeland.  Ogden readily agreed, knowing that the Stonefists worries about the barbarians had caused them to remove many troops from Tenh making it an easy target.  But since the coup by Ogden's son (or daughter, depending on the point of view) these plans have been put on indefinite hold.
	Today the land is still technically under the control of Stonefist, though it is sparsely populated.

Tiger Nomads (Chakyik)
	Ruler:  The Unvanquishable Tiger Lord, Ilkhan Cligit of the Chakyik Hordes
	Capital:  Techa (pop. 4,000)

	These lands are still more or less under control of the Nomads, but reports from refugees from Ekbir have indicated troop movements in that direction.  Either way, the land is too isolated to know for sure.

Tusmit:  see Lost Lands

Ulek, County, Duchy, and Principality:  see Lost Lands

Ull
	Ruler:  His Illustrious Ferocity, Orakhan Draske (presumably)
	Capital:  Ulakand (pop. 6,000)

	The fate of this land is as good a guess as anyone's.  Many believe that the Evil One has conquered it, but in truth no one knows how far east the Evil One's influence stretches.  All attempts at scrying for this land have failed, which leads many to believe it is under the Evil One's influence.

Urnst, County and Duchy of
	Ruler:  Her Noble Brilliancy, Countess Belissica (County), and His Most Lordly Grace, Warden of the Abbor-Alz, Duke Karll (Duchy)
	Capital:  County - Radigast City (pop. 42,000), Duchy - Leukish (pop. 24,000)

	Both of the Urnst states have united more or less.  In addition to signing the Great Treaty, they have agreed to share products and goods with one another.  Also, they have mixed their armies into one standing militia.  It should be noted that even though they share much, they are still considered independent states.
	The Urnst states have contributed greatly to the war effort, including naval squadrons from Radigast City.

Valley of the Mage, The
	Ruler:  His Most Magical Authority, the Exalted mage of the Valley and Laird of the Domain, Jaran Krimeeah
	Capital:  none

	It is assumed that this nation is free from the Evil One's grasp.  But considering his extent, it is possible that the Evil One does have control of this valley.  There have been suggestions that Krimeeah may actually be helping in the invasion by providing a base of operations (the valley would make an ideal base) but there is no basis to such claims.

Veluna, Archclericy of
	Ruler:  His Venerable Reverence, Shepherd of the Faithful, Canon Hazen
	Capital:  Mitrik (pop. 12,000)

	Veluna has always been the shining example of the better side of humanity, and during the invasion it is more so.  In spite of the immediate danger of invasion, the people of Veluna are still friendly and headstrong.  So far, they have been able to keep the forces of the Evil One at bay.  Warriors, knights, adventurers, and soldiers from all lands gather here to fight in the war.
	The secret teleportation circle within Mitrik is no longer a secret.  It is used still used to transport goods from Irongate to Mitrik for the war effort.
	Canon Hazen, normally a calm and wise man, is fraught with grief.  His only son, Thrommel II, has disappeared.  Every effort, magical or otherwise, has been made to determine his whereabouts, but to no avail.  Some say that the minions of the Evil One kidnapped him in an attempt to break Canon's will.  If this is true, then it was an excellent move on their part for Canon loved his son more than life itself.  And since Canon is 102 years old, he is worried that no one will be left to rule if his only son is not returned.  Despite this, Canon has not forgotten the task at hand.
	There is a substantial reward for his son's return.

Winter Barbarians, The
	Ruler:  His Most Fearsome Lord and Ruler, Over King Ulvark
	Capital:  Soull

	Having been unified in 595 CY, the Winter Barbarians, who initially found the unification a bit humiliating, eventually found it profitable.  After their raid on Ratik, breaking an enduring peace treaty, they have retreated to their peninsula and have not been seen since.
	Messengers from Ratik with offerings of peace attempted to contact the barbarians in 605 CY.  The barbarians accepted the offerings, but politely declined any sort of treaty, informing the messengers that a great evil was coming and they needed to prepare.
	The barbarians' new founded sense of civility surprised the nobles of Ratik.  But fourteen years later when the Evil One's invasion began they were even more surprised.  Could the barbarians have known of the invasion?  To this date, all attempts to talk to them have resulted in the polite ejection of the emissaries from their peninsula.

Wolf Nomads
	Ruler:  The Fearless Wolf Leader, Tarkhan of all the Wegwiur, Commander of the Relentless Horde, Bargru
	Capital:  Eru-Tovar (pop. 4,000)

	According to reports from Iuz, there has been less activity with these nomads since the war began.  It is believed that perhaps they are involved with the Evil One's armies.  One theory holds that the Evil One's armies are making their way via the nomad territories in an attempt to flank the civilized kingdoms.  Although sound, there is no proof to this theory.  Even so, King Cainen has stationed troops along these borders with orders to report anything out of the ordinary.

Yeomanry, The:  see Lost Lands

Zeif, Sultanate of:  see Lost Lands

Free Regions

Dyvers, Free and Independent City
	Ruler:  His Excellency Margus, the Magister of Dyvers
	Population:  49,000 (city)

	Trading within Dyvers has suffered since the advent of the war, and overcrowding has become a problem due to refugees.  Despite this, Dyvers has actually been doing well because of the war.  Many troops from Veluna and Furyondy are stationed here or near here and often these troops seek R&R in the city.  Entertainment is the big boon here, as well as food, furs, and some gems.
	While crime in Dyvers has decreased overall, petty crimes have gone up since the war began.  Some parts of the city have become havens for gambling, prostitution, and smuggling, usually initiated by outsiders.  Even so, citizens have been very friendly with soldiers, adventurers, and the like for their efforts in the war.
	The rivalry between Dyvers and Greyhawk City was quite intense prior to the signing of the Great Treaty.  Now there is a mutual understanding between the two cities and they often conduct trade with each other.  There has been talk of uniting the cities and their territories, extending their relationship beyond the Great Treaty.

Greyhawk, Free City of
	Ruler:  His Solemn Authority, the Lord Mayor of Greyhawk, Nerof Gasgal
	Population:  66,500 (city)

	It seems that the city of Greyhawk is the only city to benefit from all of the war and bloodshed.  The massive amounts of trade and traffic coming through the area have shot the economy through the roof.  Yet, at the same time, Greyhawk seems almost unchanged by the horrors that surround them.  Life goes on, as it were, and many have come here to forget the war, if only for a little while.
	As for Nerof Gasgal, he is having a war of his own with time.  It is rumored that the aging mayor may step down soon.  Gasgal is almost as legendary as the city itself, and it will be interesting indeed to see who will fill his shoes.

Highfolk (Free Town and Valley of the Velverdyva)
	Ruler:  The Worthy Sir, Mayor of Highfolk, Loftin Greystand
	Population:  9,000 (city)

	Highfolk has lifted any and all trade restrictions for products heading toward Veluna and Furyondy in interest of the war effort.  They have also placed armed garrisons with each trade shipment headed toward these areas.  Obviously, Highfolk has been very helpful in the war effort.
	Few refugees have fled to Highfolk, thus they have not had the same problems of overcrowding as many other cities have.

Irongate, Free City of
	Ruler:  His Resolute Honor, Lord Mayor of Irongate, Cobb Darg II
	Population:  48,000 (city)

	For the most part unaffected by the invasion of the Evil One, the Free City of Irongate is still prepared for war.  Irongate has not had a break since the Greyhawk wars.  The Scarlet Brotherhood has attempted two major offensives since, both of which failed, and Irongate's forces have been weakened considerably.
	Lord Mayor Cobb Darg II (son of the previous Lord Mayor) was worried that Irongate might not be able to withstand a second attack when the Scarlet Brotherhood began pulling back to their homeland.  Since the war began, no one has heard a peep out of Brotherhood.
	The tunnel dug by the dwarves between the mines and Irongate was completed in 601 CY and now the dwarves do most of their mining within these tunnels away from the prying eyes of the Brotherhood.  Despite their pullout, Irongate still believes that the Brotherhood will attempt to infiltrate the city with spies.  Precautions have been taken to make sure this is minimized (or eliminated altogether).  Strangers are often viewed with suspicion and are only allowed in through special permission of the Lord Mayor.  All others are turned away.

Rel Astra, Free City of
	Ruler:  His Most Lordly Nobility, Eternal Custodian and Lord Protector of Rel Astra, Drax the Invulnerable (presumably)
	Population:  57,000 (city)

	All contact with this city has been cut off since the fall of Aerdy and it is presumed destroyed.
	In 590 CY a ship bearing markings of Rel Astra wandered into Nyrondese waters.  The crew was missing and appeared to have abandoned ship weeks before.  It is not known how the ship wandered so far away from Rel Astra and into Nyrondese waters (a genuine miracle if there ever was one).  There was only one entry in the captain's log, and it was almost unreadable.  It said something about "fiends wandering about."  Some speculate that the captain was referring to baatezu (often referred to as fiends), but the entry is so vague no one is sure.

Verbobonc, Viscounty and Free Town of
	Ruler:  Her Ladyship, Viscountess Mina of Verbobonc
	Population:  12,500 (city)

	Mina, the only child of Viscount Wilfrick (who died in 595 CY), has proven to be a far more competent ruler than her father was in his last years.  She is a paladin in service of Saint Cuthbert and is very adept at combat and battle strategies.
	Mina has increased patrols along the borders of the Viscounty, particularly along the Kron Hills, and she worries that the Evil One will overtake her forces despite the fact they have grown considerably since her father's rule.  She has requested aid from the other kingdoms in the Treaty but fewer were sent than she hoped for (most are being sent to the front along Veluna's border) and so Mina has had to make due.
	Many of the townsfolk have offered much in the way of aid to Verbobonc, realizing that if the Evil One's armies were to come up from the south there wouldn't be much stopping them.  Hommlet will more than likely be the first line of defense and thus much effort is geared toward defending the small village.
	Reconnaissance patrols in the Kron Hills have reported nothing out of the ordinary.  Even so, Mina is convinced that sooner or later her Viscounty will be invaded and so she has persisted in her efforts to gain aid from other kingdoms.
	Verbobonc has become a haven for refugees, although it has not had problems with overcrowding.  Some of the refugees live outside the city and assist in many of the agriculture needs of the Viscounty.  Most have joined the Verbobonc militia.
	Over all, the Evil One invades Verbobonc, his armies will be in for a major fight.

Wild Coast, Free Cities of
	Rulers:  Military councils of Greyhawk
	Population:  Narwell, 3,600; Safeton 5,500; Cantona, 900; Pascorel, 500; Varnifane, 150

	The cities of the Wild Coast that were taken in the Greyhawk wars were retaken with the help of the Greyhawk militia in 593 CY.  Since, these cities have been under the control of Greyhawk in much the same way as Safeton and Narwell have been since the Greyhawk wars.  The citizens of these cities have not regretted it and enjoy the protection of the added troops.
	The war has had little effect upon these cities since the inhabitants are more concerned about an invasion from the Pomarj.  The Gnarley Rangers have been unable to determine what has happened within the Pomarj, though they suspect that it is under control of the Evil One.  If this were the case then the Evil One could easily move north into Greyhawk territory.  Thus when Greyhawk withdrew a number of troops from the Wild Coast cities to fight on the front the mayors of these towns were noticeably upset.
	Although there has been no hint of invasion from the Pomarj, many citizens have set up their own militias to watch for possible incursions.  There has been considerable tension from within the southern most cities and some rumors of possible secession from Greyhawk.

Wild Regions

	The only sections described here are those that have some sort of relevance to this book.  Otherwise, use the description in From the Ashes.

Bodies of Water

Azure Sea, The
	These famous trade waters have become a bit more peaceful in recent years.  Apparently the Scarlet Brotherhood who once controlled much of this sea have withdrawn from it completely.  To date few travel this ocean.  Most who do never return.  The ones that do return tell stories of strange ships made out of metal.

Central Waters
	The Relmor Bay, The Woolly Bay, and the Sea of Gearnat have seen increased activity in the way of trade and transport of troops.  Piracy in this sea has been greatly reduced since most trade barges have troops aboard.  Scrags (marine trolls) are still a problem in the Woolly Bay.

Lake Quag
	Fishing boats from Perrenland do not travel to far north, as there have been some that have never returned from the northern Quag.  Up until about a year before the war there was more and more evidence that mist dragons inhabited the lake.  There was actually a sighting of one of the creatures in the month of Goodmonth, 618 CY.  This is the last sighting of the dragons and no evidence of their existence has been seen since.  Coincidentally (or not), this is the same month that the humanoids apparently disappeared from the Horned Society.

Nyr Dyv, The
	Trade on this lake has increased considerably since the war, as has piracy.  However most attempts at piracy have failed due to the strong military presence.  The naval fleets of all the nations are in a constant state of readiness in case the Evil One begins pushing forward again.
	Few venture far into the Nyr Dyv anymore unless in large groups.  Monster activity has increased here, though no one is sure why.
	In 614 CY a ship attempted to find the bottom of the Nyr Dyv, but to no avail.  The current estimated depth is well over 10,000 feet.

Whyestil Lake
	Trade on this lake has increase dramatically, and King Cavius began the construction of a navy shortly after becoming king.  To date the navy is small yet formidable.  Warships typically accompany ships carrying supplies for the war effort.  Surprisingly, there are few monsters in this lake.

Forests, Jungles, and Woodlands

Adri Forest
	All contact with the people of this forest has been lost since the fall of the Kingdom of Aerdy.  The fate of the forest's inhabitants is unknown.

Celadon Forest
	In the past the Duchy of Urnst and Nyrond avoided woodcutting in this area due to the protection of the ancient forest by treants, wood elves, and voadkyn.  However the human woodsmen, rangers, and druids of this wood have allowed some lumber to be sent to the front.  Only the inhabitants of the forest cut down trees here and they continue to forbid either neighboring nation to do any woodcutting here.

Dreadwood
	At one time there were some 8,000 wood elves within this dark forest.  What has become of them is unknown.  Presumably, the entire forest is under control of the Evil One.

Fellreev Forest
	Bandits have become a problem to the nation of Iuz as of late due to raids on supply caravans to the front.  In an attempt to control the situation, patrols along this forest have increased and more troops accompany caravans.  It is unknown if the wood elves are assisting the bandits, though it is believed they are not.

Gamboge Forest
	There are currently hostilities between the inhabitants of this forest and the Pale.  The Pale, seeking to increase the scope of their faith, is involved in a program to "purify" the inhabitants of the forest.  The forest is effectively under siege.
	The people of Gamboge forest, who are normally independent, sought aid from Nyrond.  Unfortunately, between sending troops to the front and keep others in reserve, Nyrond was unable to provide much aid.  Also, Nyrond did not want to provoke the Pale by aiding the Gambogers.  Some of the inhabitants of Gamboge are also aiding in the war effort and so their numbers are significantly smaller.  The Gambogers are currently attempting to hire outside help (much to the dismay of the wood elves), including mercenaries and adventurers, to help them in their fight against the Pale.
	The Pale doesn't see this as war and the resistance of the Gambogers disturbs them.  Theocrat Trell Tillet has little to do with this, and cares little for what happens in Gamboge Forest.  It is the priests of Pholtus who are largely involved in this, and the Prelate is often times ignorant to many of the activities in the Forest.

Gnarley Forest
	There have been many changes in this strange forest.  The most notable is that everything to the south of the Kron Hills and west of the Jewel river has been cut off from the rest of the forest.
	The Rangers work closely with the Treaty Kingdoms, providing them with as much information about the Evil One as they can get.  For the most part, they act simply as spies.  Some of the Gnarley Forest Rangers have ventured far into occupied territory and have found that there are patrols in these areas, consisting mainly of mindless undead commanded by a humanoid.  The organization of the patrols is extraordinary, though the frequency of these patrols is somewhat subdued when compared to the rest of the lost lands.  The Rangers have been known to venture as far south as Welkwood, and a few go on special missions deep into the lost lands in attempt to gain more information.  What is known about the organizations of the Evil One's armies is largely gained from the efforts of the Gnarley Forest Rangers.
	The Druids, Swanmays, and Werebears help the Rangers whenever possible, though they rarely venture south into occupied territory.  Faerie folk have not helped appreciably in the effort, except perhaps to give the Rangers and others more leeway.
	Some of the woodsmen who live here have either joined the war effort or assist the Rangers in their endeavors.  Most continue to cut down trees for wood that is used in the war effort.  The woodsmen have prospered greatly even though they have sold wood at a lower price in consideration of the war.  Elves in this wood have allowed logging to increase somewhat to help aid in the war, though if the threat of the Evil One were to come to an end then they would surely frown upon any continued excess logging.
	Gnomes in this region have begun allying themselves with Verbobonc and do what they can to help in the war effort.  They are especially worried about the long since ransacked Temple of Elemental Evil as there has been some unusual activity reported in this vicinity, most notably the appearance of strange groups of humans, consisting mainly of hooded figures, who shun all contact.  There are plans to send an expedition of some sort into this area.  Most of the dwarves in this forest have joined the war effort as well.
	When Celene declared it's isolation from the rest of the Flanaess, all of the wood elven clans joined Celene with the exception of Clan Meldarin.  This clan had always been the friendliest to gnomes and humans, and when the decision of Queen Yolande was made they thought it to be dishonorable.  Their decision to disobey the Queen's decision almost brought about civil war.  Instead, the clan was cast out and they now live in the northern portions of the Gnarley Forest.
	Since the take over of Celene by the Evil One, most of the wood elf clans have been lost, leaving Meldarin the last living wood elf clan in the Gnarley Forest.  A few survivors of the other clans have escaped, and they have been welcomed into Clan Meldarin and thus the size of the Clan has increased considerably.  The clan has provided for defense against any incursions into the forest by the Evil One’s armies and has been quite effective at keeping them at bay.  At one time the wood elves and the Gnarley Rangers kept a healthy distance from each other.  They now work together to help in the war effort.  Despite all of this, the wood elves are still leery of intruders into their homes.  This means that they will escort intruders out of their homes instead of killing them.
	Very few humanoids have been seen, and it is suspected they now swell the ranks of the Evil One.  In fact, many of the evil creatures within the forest have not been seen in sometime.  Evil faeries have not been encountered since the invasion of Celene, and it is suspected that they have joined the armies of the Evil One.  Also, Blackthorn, an enclave of humanoids, has been completely abandoned.
	Bad Deep has grown considerably, even more so than expected.  It now covers an area of about six square miles.  It now lies within occupied territory, and it is believed that evil priests, possibly in league with the Evil One, maybe attempting strange rituals here.
	Finally, Zendrelda is no longer in her tower, and the light that was once there is now gone.  No one knows what has happened to the old crone, or her assistant.

Grandwood Forest
	This forest is deep within the territory of the Great Kingdom.  Like everything else in this area, all contact with the inhabitants of this wood have been lost.

Hornwood, The
	Contact was lost with this forest in 596 CY.  During the initial invasions of the giants from the Crystalmists most survivors fled into this wood.  The resources here were limited, and it is believed that the survivors have either fled to other parts, or have been killed by the other humanoids and giants long before the Evil One's invasion began.

Suss Forest
	An expedition from the Principality of Ulek was planned to investigate the rumors of a lost Suloise city within this forest, but it was cancelled when the invasion began.  This forest is currently within occupied territory.

Vesve Forest
	Highfolk claims the southern half of this wood, while the kingdom of Iuz claims much of the northern half.  Most of the humanoids and beastmen that once inhabited this wood are now in the northwestern part of the forest.
	The Vesve forest is no longer in danger of being overrun by evil, though there is some fear that the Evil One may attempt to approach the civilized lands from the north through this wood.  As a result, Furyondy, Highfolk, Iuz, and Veluna all have patrols within this area.  Logging is common here, though the elves that live here keep the loggers from getting out of hand.
	Numerous wizards (including Philidor the Blue Wizard) live in this forest.  They remain in close contact and are prepared to band together in the case of invasion.

Welkwood
	Welkwood was once under the rule of Celene, but it is now considered part of the lost lands.  A great number of the humans who once lived here managed to escape, most of who now serve in the armies that fight the Evil One.  A number of the Gnarley Forest Rangers often venture into this wood as it is not heavily patrolled.

Lesser Woodlands

Axewood:  This small wood is deep within occupied territory.  It is often used as a place of refuge for spies who venture far into the lost lands.

Bramblewood:  The fate of this wood is unknown, as it has been completely overrun by the forces of the Evil One.

Dim Forest:  Just before the beginning of the invasion, Bissel reported that the number of humanoids within this forest had dropped.  A wood elf had not been seen in this wood since 609 CY, and it is believed they are were killed or driven off by the humanoids that inhabited Sterich and Geoff.  The Evil One currently occupies the Dim Forest.

Forlorn Forest:  The Fists continue to give this forest a wide berth, though from time to time they risk logging here, since they lost the Hraak Forest to the Barbarians.

Hraak Forest:  Lost to the Winter Barbarians in 609 CY, the Barbarians treat this forest better than did the Fists.  It is rumored that the Barbarians have befriended some of the white dragons that lair here, though it is doubted as to whether the Barbarians could tame these dragons or whether the dragons are too evil (or too stupid) to be tamed.

Loftwood:  The fate of this wood is unknown, since all contact with this part of the Flanaess has been cut off since the fall of Aerdy.

Menowood:  This wood is also cut off from the rest of the Flanaess, though it is still believed to be under the control of the Scarlet Brotherhood.

Nutherwood:  Unknown to the Pale, who generally leave this wood alone because of monsters, a number of refugees from the Pale make their home here.  The main resistance group against the Pale is located here.  They do not welcome visitors, and they pretend to be simple woodsmen.

Oytwood:  This wood is under the influence of the Evil One.

Phostwood:  A few of the resistance fighters from Nutherwood live here just the other side of the Yol River.  They are currently in the process of driving bandits and Fist troops out of this wood by making this forest seem haunted.  They encourage this belief by covering themselves with rotted wood (the phosphorous makes them appear to be glowing), swinging from ropes in branches, and other means.

Rieuwood:  This forest is near Sunndi and has been cut off from the rest of the Flanaess since the fall of Aerdy.

Sable Wood:  Barbarians were at one time considering exporting the famous wood of these woods, but with the invasion of the Evil One they have decided against it.

Silverwood:  As with the Axewood, this forest is deep within occupied territory and is used as a refuge for spies and reconnaissance groups who venture here.  The Evil One has paid little heed to this wood, and thus there are still a number of wood elves here, as well as a few other demi-humans.  The wood elves will aid spies from the central kingdoms in whatever way they can (believe it or not).

Spikey Forest:  A group of adventurers came to this wood in 601 CY to investigate the rumors of ancient Suel ruins that supposedly lie here.  Only one of their group returned, a warrior, who was badly hurt.  He managed to make his way to Ratik before he died, mumbling something about giant shadows.  The Barbarians have seen the ruins in question (though they are not talking), and they protect the forest from intruders diligently.

Tangles:  There were some very serious attempts in 615 CY by the Shield Lands and the then peaceful Theocracy of the Pale to clear Rift Canyon of monsters.  The attempt was partially successful, but many of the monsters fled to the Tangles.  This, in turn, drove out many of the bandits who fled to Rift Canyon.  This wood is now left alone by the bordering kingdoms.

Timberway Forest:  The great road that was under construction was never completed and much of it has been overgrown.

Udgru Forest:  The fate of this forest is unknown as it now in the hands of the Evil One.

Mountains and Hills
	The Crystalmists, Hellfurnaces, Barrier Peaks, Sulhaut Mountains, Jotens, and much of the Lortmils are all within occupied territory.  The northern part of the Lortmils closest to Veluna and the Kron Hills, portions of the Yatils facing Perrenland, and the Claspur are still mined for their precious ores.
	The Winter Barbarians control the Corusk and Griff Mountains.  The Rakers divide the Theocracy of the Pale and Ratik.  The Pale has thought of trying to absorb Ratik into part of the kingdom, but the Rakers are all but impassible.  Also, there are numerous humanoids here that, for the most part, control the Rakers.  Any dwarves that were once here have retreated far into their subterranean homes.

Drachensgrab Hills
	It is presumed that these hills are under control of the Evil One, though no one is sure.  The Gnarley Forest Rangers have never attempted to penetrate this peninsula and so they know little about this area.  Presumably, the area is full of humanoids from the Pomarj as well as the usual host of monsters.

Flinty Hills
	The halflings, gnomes, and dwarves have been continually driven farther back into these hills, particularly after the fall of Aerdy.  In 594 CY they officially requested aid from the Theocracy of the Pale and Nyrond.  Then Theocrat and Prelate Ogden Tillet was still in the process of turning around his kingdom, and was unable to offer help.  Nyrond was unable to offer help at the time, but they offered sanctuary to these people.  The halflings and many of the gnomes agreed, and now reside in the hilly areas of Gamboge Forest.  The dwarves refused, and retreated into the Rakers.
	Today, the fate of the few people who remained in the Flinty Hills is unknown as the fall of Aerdy has made this land dangerous to travel.

Good Hills
	For years the refugees from the lost lands (Sterich and Geoff) trained to retake their homes.  But with the invasion of the Evil One, all of these plans ended.  Most of the survivors from the current lost lands come from the Good Hills, most of who now serve in the armies that fight the Evil One.  These people comprise special units, known amusingly as "Force Good Hill."  They take on the toughest missions, which include reconnaissance, and the occasional suicide mission.

Hestmark-Glorioles Range
	This range has been cut off since the fall of the Great Kingdom.  Many of the dwarves that lived here fled during the Quiet Years, sensing the fall of the kingdom.  Most of these dwarves have migrated toward the central kingdoms, living in the Kron Hills and the Lortmils.

Kron Hills
	The inhabitants of these hills live in a state of fear, as the forces of the Evil One are nearly in their backyard.  As a result, the gnomes have become more friendly toward Verbobonc and other nations.  Troops from Verbobonc have been allowed to patrol the hills, though if the Evil One is defeated this practice may stop.  The gnomes have kept a close eye on the remains of Celene, though they have not engaged in reconnaissance efforts.  A number of refugees have settled here in an attempt to make a living.  Conditions are a little crowded, but morale is good.

Lesser Hills and Highlands

Blemu Hills:  These hills were overrun by the humanoids of the Bone March decades ago.  Like most of the land here, this area has been completely cut off since the fall of the Great Kingdom.

Bluff Hills:  A few bandits still reside here, and there are rumors that they have made a pact with a tribe of ogres to mine the sparse veins of gold and copper.  These rumors have never been confirmed.

Gull Cliffs:  Contact with the town of Roland that is nestled within these cliffs was lost when the Great Kingdom fell.  Rumors from pirates claiming to have been in the area say that the fears of Roland's animus ruler have come true, and that a magical astral doppelganger has destroyed the ruler and most of the town.

(The) Headlands:  The dwarves here help contribute to the war effort, though there is little they can offer.  Once the Scarlet Brotherhood pulls out of Onwall they may be able to offer more aid.

Hollow Highlands:  Much of the highlands (particularly on the Sunndi side) have been cut off since the fall of the Great Kingdom.  Attempts to contact Sunndi through the network of mines and tunnels have failed.

Howling Hills:  King Cavius has given the burial sites on the western side of the Dulsi River back to the Wolf Nomads.  Cavius did this in the hope that the Wolf Nomads would leave his kingdom alone, and outside of a few small skirmishes here and there it has worked (though there have been no such skirmishes since the start of the war).  These hills are still mined for silver and copper, but the monsters that inhabit this area are making things difficult.

Iron Hills:  The Scarlet Brotherhood still persists in trying to acquire these hills for the iron ore and other precious metals they provide.  The dwarves have still held their own and have actually stepped up shipments, mainly to the Treaty Kingdoms in the central Flanaess via sea going vessels.

The Little Hills:  These hills are deep within occupied territory and their current status is unknown, though it is presumed that the Evil One controls it.

Lorridges:  Most of these hills belong to the Evil One, though Veluna still controls a portion of the hills.  Many skirmishes are fought in these hills and a number of major battles have been fought here as well.  Most of the mines in the Lorridges have been abandoned since the war, though along the Veluna edge there are still a few mines in operation.

Mounds of Dawn:  Perrenlanders have been venturing deeper and deeper into these unexplored hills in search of minerals.  A few expeditions have failed to return, but the ones that did reported that there are indeed valuable ores within these hills, as well as a number of abandoned tombs.  It is believed that some of these tombs may have belonged to the ancient Baklunish Empire.

Sepia Uplands:  Perrenlanders have also ventured into these largely unexplored hills in search of minerals.  They have encountered none of the Wolf Nomads, even in the northern sections of the hills.

Spine Ridge:  Few enter these hills due to the marauding monsters that dwell here.  The demi-humans of the Hollow Highlands have plans to spy on the Scarlet Brotherhood by approaching them through these hills, but these plans are still in the early stages.

Stark Mounds:  These hills have been lost to the Evil One.

Tors:  These hills have been lost to the Evil One.

Tusman Hills:  These hills have been lost to the Evil One.

Yecha Hills:  The current status of these hills is unknown, though it is believed that they are under the control of the Evil One.

Marshes and Swamps

Cold Marshes
	Both Iuz and Blackmoor are attempting to drain this swamp and create a path through the middle for trade purposes, using both technical and magical sciences.  So far, the results are less than promising.  Surprisingly, there are fewer monsters within the swamps than before the war.  Current conspiracy theories state that the Evil One supplies his armies with monsters from this area.

Vast Swamp
	The state of this giant V-shaped swamp has changed little since the Greyhawk wars.  It is still disease ridden and the home to many strange monsters.  There are rumors that Acererak has returned and is slowly planning to rule the swamp again, but all such reports are unconfirmed.

Lesser Marshes and Swamps

Gnatmarsh:  When Nyrond was in a state of poverty many desperate souls would fish in this marsh.  As a result, many lives were lost to both disease and monsters.  Today, Nyrond's citizens give this swamp a wide berth.  There are rumors that a group of lizard men have taken up residence here and are in the process of taking control of the entire marsh.

Hool Marshes:  This swamp was lost to the Evil One.  About ten years before the invasion a group of adventurers wandered into this swamp in search of the legendary magical temple inhabited by yuan-ti.  Only half of them made it out, but they confirmed the existence of the temple.  The whereabouts of the survivors are unknown, but there is no doubt that they no much about the temple.

Lone Heath:  The fate of this marsh has been unknown since the fall of the Great Kingdom.

The Mistmarsh:  Hunting has increased to help feed the armies that fight the Evil One and his minions.  As a result, foul and other game are not as readily available as they once were.  There has also been more competition with the lizard men who dwell here (they seemed to have resolved their differences between each other since the Greyhawk wars).  Otherwise, things are pretty much the same here.

Pelisso Swamps:  This swamp is still largely unexplored, mainly because of its proximity to the Scarlet Brotherhood.  Even so, a few expeditions have been launched toward this land.  The few that returned said that the Brotherhood was making a presence here and exploiting the swamp's resources.

Rushmoor Marshes:  Having been lost to the Evil One's armies, the state of these marshes is unknown.

Troll Fens:  It is rumored that the resistance group fighting the Pale has hidden bases here.  These rumors are largely ignored since no one with a shred of common sense would come near this swamp due to marauding trolls and like creatures.  Some years ago the humanoids of the swamp conducted organized raids on the watchtowers, keeps, and castles in this area.  The sudden organization of humanoids was unusual, but the raids ended almost as quickly as they began so the issue was forgotten.  Lately the number of reports of humanoids in the fens has dropped considerably.

Wastelands

Bright Desert
	Many believe that the infamous Rary the Traitor died long ago and no longer lives here.  Mages know that it is more than likely Rary is still alive.  Expeditions have been sent here, though none have returned.  If Rary is still alive, then he keeps to himself.  This is unusual since it is believed that Rary's plans were to "set things right" in the Flanaess.  It is entirely possible that the Evil One may have upset those plans (or the Evil One is a part of those plans...).

Dry Steppes
	The fate of these lands is unknown, since they are far behind enemy lines.  A few mages have made scrying attempts to see if anything is left in the ancient Baklunish cities.  This is little more than a blind hope that there maybe some ancient weapon here that can be used against the Evil One's armies.  So far, there has been no success.
	An ancient legend says that in the northern portion of the Dry Steppes, near the Crystal Mist Mountains, there is an ancient Baklunish city.  Within it's dungeons intelligent golems of all types reside.  No one has ever confirmed this legend.

Land of Black Ice
	Archbaron Cainen of Blackmoor has largely ignored this area (his own kingdom has enough problems).  However, a number of adventurers have ventured into this strange land, some of who have actually returned.  They have confirmed the existence of the strange blue-black ice that covers this land, but not the existence of a warmer land of jungles (though a few claimed to have seen this).  Likewise, the legendary "City of the Gods" has never been located either.  In the future, Archbaron Cainen would like to send an expedition to these places.  But for now he is more concerned about taming his own domain.

Rift Canyon
	After the fall of Iuz, most of the remaining humanoids and evil humans fled to this canyon.  As a result, there was a lot of fighting here and numerous major battles between humans and monsters.  Today most of the humans are assembled into one band.  They continue to raid surrounding lands when they can, though they are hard pressed since good kingdoms surround them.  It is rumored that at the bottom of Rift Canyon is an ancient keep built into the side of a cliff wall.  Monsters inhabit this keep, but it is said that it contains uncounted riches.

Sea of Dust
	It is believed this land is controlled by the Evil One, though what he would do with it is a genuine mystery.  A month before the invasion of the Evil One began a group of powerful adventurers entered these lands, launching their expedition from the Yeomanry.  They carried with them many strange magical items that baffled sages and wizards alike, and they claimed to have documentation from ancient Suel libraries that described the location of the mystical Forgotten City.  No one knows the names of these strange adventurers and as far as anyone knows they have yet to return.

Rivers of the Flanaess
	The state of rivers west of the front are unknown, as are any rivers and tributaries within the Great Kingdom.  Trade rivers within the Treaty Kingdoms are in heavy use, particularly those feeding into and out of the Nyr Dyv.  The number of trade ships on the Velverdyva has increased by three-fold since the beginning of the war.  The current joke is that there are so many boats on the Velverdyva that one could walk along the river from the Nyr Dyv to Highfolk without getting his feet wet.
	The Dulsi River has seen more activity than at anytime in its history due to increased trade with Blackmoor.  The Opicm has also seen increased use, and is navigable from the Cold Marshes all the way down to Whyestil Lake.