A Brief History of Eastern Oerik

Migrating bands began settling the eastern portion of the Oerik Continent, Flanaess, over a millennium ago. The Flan tribesmen were hardy and capable hunters but not particularly warlike, and their small and scattered groups made no appreciable civilizing efforts. The majority of those people settled far to the east, in the areas of the modern-day Rovers of the Barrens, the Duchy of Tenh, and the Duchy of Geoff. The Suel peoples, mainly fleeing from the Great Wars in the Suloise Empire, moved northward through the Kendeen (Harsh) Pass in the southern Crystalmist Mountains (now known as the Hellfurnaces) and spread out in all directions. They end up in the Tilvanot Peninsula (Scarlet Brotherhood) and in the Thillorian Peninsula (the Barbarian Nations). The fierce Oerdian tribes likewise moved east, thrusting aside Flan and Suloise in their path. The Oerid migrations were similar in cause to those of the Suel, in that the Baklunish-Suloise Wars, and the hordes of Euroz (Orcs) and associated humanoid groups used as mercenaries by both sides, tended to pillage northward and eastward, driving the Oerids before them. When the Invoked Devastation came upon the Baklunish, their own magi brought down the Rain of Colorless Fire in a last terrible curse, reducing the Suloise Empire to what is now the Sea of Dust. Meanwhile, sufficient numbers of Baklunish remained to hold the northern plains and maintain their small states against all comers-Euroz, High Jebline (Hobgoblins), Jebli (Goblins), Celbit (Kobolds), and such humanoids alike.   For two centuries, the Oerid and Suel battled each other and the fragmenting humanoid hordes for possession of the central area of the Flanaess, incidentally engaging the Flannish and demi-humans. In a few places, the two racial stocks intermixed-notably the Sheldomar Valley where, except the Hold of Sea Princes, the people of the Kingdom of Keoland, Gran March, the Ulek States, and the nearby petty lands are mixed Oerid-Suel stock. To the far north, four of the strongest and fiercest clans managed to retain large stretches of ground as Suloise. The majority of Suelites were pushed to the extreme south, into the Amedio Jungle, the Tilvanot Peninsula, the Duxchan Islands, and even as far as across the narrow Tilva Straight into Hepmonaland. The success of the Oerdian domination of so much of the Flanaess was in part to their friendliness toward the original demi-human peoples of the area-dwur (dwarves), nonez (gnomes), hobniz (halflings), olve (elves)-whose cooperation greatly strengthened the Oerdians. The willingness of the Flanae to join forces with the Oerdian armies also proved to be a considerable factor. Perhaps the biggest asset the Oerdians had, however, was the vileness of the Suloise-the majority lied, stole, slew, and enslaved whenever they had the opportunity. There were exceptions, of course, such as the Houses of Rhola and Neheli - late migrations who settled and held the Sheldomar as already mentioned.   The strongest tribe of Oerdians, the Aerdi, settled the rich fields east of the Nyr Dyv and there founded the Kingdom of Aerdy, eventually to be renamed the Great Kingdom. After several decades of increasing growth, power, and prestige, Aerdy embarked upon a series of conquests, the greatest of which was the defeat of the Nyrondal cavalry squadrons at the Battle of a Fortnight’s Length. Thereafter, Aerdy was known as the Great Kingdom, whose monarch held sway from the Sunndi swamplands in the south, westward along the shores of the Telfic Gulf and the Sea of Yar (ancient names for Densac Gulf & Sea of Gearnat or the Azure Sea), to the Nyr Dyv and from thence northward through the Shield Lands and beyond the Tenh. The writ of the Overking of Imperial Aerdi eventually extended to Furyon and Voll (now Veluna), across the northern prairies as far as Perrenland. For three centuries the Aerdy held a vast empire which fluctuated in extent but little, until the third Celestial House (dynasty) when the borders began to close in upon the original territory of the Aerdi.   Mixed Oerid-Baklunish nomad bands gradually moved into and laid claim to the steppe lands beyond the Yatil range, pushing eastward as far as the Griff Mountains. Border skirmishing with the southern nations was inevitable as these wild horsemen pushed into the Flanaess. Perhaps the civilized states could have stopped their eastward progress had they not been busy fighting with the Aerdi for their independence. Perrenlanders, Velunians, Furyondians, and Tenhas achieved success, establishing independent status one after the other in a series of minor but bloody wars.   The ruling Aerdi dynasty, the House of Rax, was at the time sundered by an internal feud, and the junior branch, then known as Nyrond, declared its lands free of the rule of the reigning Overking and sovereign. The senior branch of the House of Rax, weakened by warfare in the rebellious provinces, was powerless to prevent the move. Determined nonetheless to bring the juniors to their knees, a large force was gathered to suppress the newly independent kingdom, when a coalition of Fruzti, Schnaii, and mercenary barbarians mounted a major foray into the Aerdian North Province. The Overking swung his massed army northeast, and soon the invaders were crushed, but the cost in men and material was high, and the end of the campaigning season arrived before any further action could be taken. Nyrond marshaled its men and grew in strength so that the following year saw only skirmishes and feints. Nyrond was effectively a separate and distinct state, violently hostile to its eastern neighbor, and ready to aid any of its foes.   It was at this time that evil began to grow within the rulers of the Great Kingdom. The House of Rax became decadent, its policies ineffectual and aimed at appeasement. The powerful noble houses took this as their cue to set up palatinate-like states and rule their fiefs as if they were independent kingdoms.   The last heir of the House of Rax fell to assassination during the Turmoil Between Crowns. When the demon-seeing House of Naelax ascended the Malachite Throne, the whole of the South Province refused to swear loyalty and joined the Iron League. This pact with the Free City of Irongate, the Szek of Onnwal, and the Lord of the Isles certainly gave the League a stronger bargaining position. It also assured the League’s status by enabling member states to negotiate a treaty of mutual protection with the Kingdom of Nyrond. This treaty remains in force to this day. The consensus opinion holds that all of the Overkings who have ruled from the Malachite Throne since 450 CY (the line of the House of Naelax) are insane or demon-ridden or both. Evil is in the ascendancy everywhere in the Flanaess, while the Great Kingdom revels in debauchery. Tribes of vicious humanoids have banded together and rule whole areas: Bone March, Iuz (certainly under the leadership of humans), and the Pomarj. The Bandit Kingdoms wax stronger, while thieves, assassins and orders of evil clerics assume the rulership of city and state alike. There is hope, of course, for Nyrond is not lost to evil. Furyondy and Veluna in the central Flanaess are strong in the cause of justice and good. Although the demi-humans have avoided general involvement in human wars, the formation of the demi-human principalities of Celene and Ulek highlights the fact that they will resist invasion from the humans inhabiting a state. They react in one of two manners when the realm becomes oppressive and/or evil: either they make their own territory separate from the surrounding land and unhealthy for intruders, or they remove to an area more suitable to their ethos. The many petty states of the Flanaess provide ample choices for the latter option, as do the cooperative humans of many such areas. Human and demi-human alliances on a large scale are no longer unfeasible or unimaginable.   The Battle of Emridy Meadows highlights this growing realization of mutual interests. Contingents of men-at-arms and cavalry from Furyondy and Veluna together with a force of dwarves from the Lortmils, gnomes from the Kron Hills, and an army of elven archers and spearmen fought together against a vast horde of evil men and humanoids (orcs, gnolls, and ogres predominantly). The opposing forces met on the grassy fields south of the Velverdyva River several leagues below the city of Verbobonc. The allied forces were closing upon the stronghold of the evil creatures, a huge, walled fortress known as the Temple of Elemental Evil, not far from the unfortunate village of Hommlet, when elven scouts reported that a huge army was approaching from the south. The Marshall of Furyondy, leader of the combined forces, ordered a withdrawal northward to a position scouted earlier. Light cavalry skirmishers were sent out to screen the withdrawal, and no real fighting took place that day.   When the horde of evil creatures marched forth next dawn they were confronted by the serried ranks of the allied army. The pikes of Furyondy and Veluna were arrayed so that their flank was secured by the Velverdyva; in the center were the banners of horse, and on the allied left were deployed bands of dwarves and gnomes, with a few units of elven archers placed in the intervals between. The humanoids fell immediately upon the left, while the men in the evil ranks rode to engage the center and right. The hordes of orcs, gnolls, and ogres thrust aside their hated foes and rushed to encircle the balance of the allied army. Thus, the fatal trap was sprung, for the whole of the allied army pivoted, as squadrons of knights drove into the rear of the onrushing horde of evil and squares of elves emerged from the Gnarley Forest on the left. Trapped in this pocket with the bend of Velverdyva at their backs and the human and demi-human army forming the chord of the arc, the packed mass of evil humans and humanoids fought hopelessly.   When the great slaughter was finished, the allied army went on to besiege the Temple of Elemental Evil, and it fell in a fortnight. The demoness Tsuggtmoy (or Zuggtmoy) was imprisoned in the ruins of the place, with special wards to prevent her escape. Only a few of the wicked leaders of the Temple managed to escape, and it is suspected that these individuals were responsible for the subsequent kidnapping and total disappearance of the Prince of Furyondy.   The prince, betrothed to the daughter of the Plar of Veluna, and serving as Provost of that state, as well as Marshall of Furyondy, was of key importance to the forces of good. Upon his marriage to Jolene of Veluna, the two states would have become a joint entity, the Archcleric ruling in matters spiritual, and the Prince (ascending the throne to become King) ruling in matters temporal. This state, with demi-human alliances, certainly would have waged continual war with the evil nations, and its previous success boded ill for its opponents.   The prince’s disappearance destroyed these plans, however, and brought about the current state of affairs in the Flanaess, which is confused indeed. Humankind is fragmented into isolationist realms, indifferent nations, evil lands, and states striving for good. The Baklunish countries in the northwest have grown in power. Nomads, bandits, and barbarians raid southward every spring and summer. Humanoid enclaves are strongly established and scattered throughout the continent, and wicked insanity rules the Great Kingdom. The eventual result of all this cannot be foretold. The current state of affairs in the Flanaess is confused indeed. Humankind is fragmented into isolationist realms and indifferent nations. Evil lands and states striving for good. The Baklunish countries in the northwest are more powerful. Nomads, bandits, and barbarians raid southwards every spring and summer. Humanoid enclaves are strongly established and scattered throughout the continent and wicked insanity rules in the Great Kingdom. The eventual result of all this cannot be foretold.

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