Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Wednesday, August 27, 2025

Greyhawkery Comics: Saga of Valkaun Dain #15

Welcome in, readers! This is the continuation of the Saga of Valkaun Dain, the greatest hero of all my 2E Monty Haul campaign. To read about his previous exploits follow the navigation links below. Anyone who has ran or played D&D, (especially a published adventure module of any edition) knows that a dungeon map in a printed book must conform the dimensions of the page (or a poster). The mightiest mega-dungeons are definitely held to this law of fantasy physics. A side effect of these margined maps is that an experienced dungeoneer like Valkaun here, will start to deduce things even an astute elven mage like his friend Mortellan cannot accept. Valkaun will not be deterred, however. See what I mean. Enjoy!


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Wednesday, July 9, 2025

Greyhawkery Comics: Tasha's Cauldron #13

Welcome back Greyhawkers! It's been a while since I featured Tasha (Iggwilv) on the blog and that's because her show was running ahead of schedule from my other stuff. However, going forward Tasha will indeed be sidelined so I can focus more on the Cultists and my short story Under. Let's see how well she takes the sudden hiatus. Enjoy!


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Wednesday, May 28, 2025

Greyhawkery Comics: Saga of Valkaun Dain #11

Welcome back Grey-readers! If you are new follow the links below. Just to recap my friend Jayson's character, Valkaun Dain was the epitome of heroes in our 2E campaign. Valkaun's story continues to unfold in this mythical saga. Today's chapter is a formative one because he did get his scale armor through hard work. He would continue to wear this unique armor through much of his career until it was taken away one adventure. Naturally, he had a back-up set of armor but a different color in their museum/armory. Gotta love Monty Hall games!


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Wednesday, May 21, 2025

Greyhawkery Comics: Tasha's Cauldron #12

Greetings Greyfolk! It's time for a new episode of Tasha. She is always cooking something up as you know. If not, check out her previous topics with the links below. I don't have much else to say, I'll let the comic speak for itself. Enjoy!


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Wednesday, April 30, 2025

Greyhawkery Comics: Saga of Valkaun Dain #10

Welcome again readers! Follow the ongoing saga with the navigation links below. Valkaun Dain is among many things distrustful of spellcasters. And beyond that one of his (or his player's) biggest pet peeves is being incapacitated during combat. The wizards below have found this out. Check it out and enjoy!


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Wednesday, March 19, 2025

Greyhawkery Comic: Tasha's Cauldron #10

Welcome denizens of Greyhawk! By the time you read this I'll be at Garycon 2025 in Lake Geneva Wisconsin. Yes I know I did Tasha's last week. This extra edition of Tasha's is a special issue dedicated to the fan community, specifically an homage to Twitch streamers like LordGosumba and others. If you are new to Tasha's online content follow the links below. Until then, jump into Tasha's first "live stream" and enjoy!


Wednesday, February 12, 2025

Greyhawkery Comic: Tasha's Cauldron #8

Well met monster hunters!  This month is the debut of the new 5e Monster Manual. I have not seen this book yet, though I'm already using the 2024 ruleset. Tasha on the other hand is always on top of the newest releases. Follow the links below for more of her insightful videos. Let's check out her latest review. Enjoy!


Tuesday, January 14, 2025

Greyhawkery Comics: Tasha Cauldron #7

Welcome back readers! Well, his was bound to happen folks. Tasha the Witch has a very long if not confusing history in D&D. I for one celebrate the many years of her crazy character development from many different authors and editions. Needless to say, for longtime readers of my Greyhawk comics you should've seen this coming by now. If you are just joining the series, follow the navigation buttons to see what has come before. Enjoy!


Friday, January 10, 2025

Greyhawk Wizard Quiz

Hello Greyfolk! Telchur has an icy grip on the plains of Ull this month, so I am throwing out a fun post for old times' sake. You think your Greyhawk-fu is strong? Click on the link below to take a "sudden death" quiz on World of Greyhawk wizards. One wrong choice and you are exiled from Oerth. Good luck and enjoy!

TAKE THE QUIZ

Tuesday, January 7, 2025

Greyhawkery Comics: Cultists #7

Greetings Greyhawk Maniacs! The holidays are over, and I'm back to the usual comic rotation. Check out the navigation links below. The Cultists of Tharizdun have finally settled in during this break, so let's see what "horror" will be perpetrated this time... Enjoy! 


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Tuesday, October 22, 2024

Greyhawkery Comics: Tasha's Cauldron #3

Welcome again Greyhawk mavens! By now you've probably noticed I'm on a comic posting format for the blog once again. If you're just starting out follow the navigation buttons below. So far given the new climate for Greyhawk in 2024 D&D I'm having the most fun going back to my roots and doing satire. Today's comic is special because it covers both 5E and 80's nostalgia on a venn diagram. Check it out and enjoy!



Saturday, October 5, 2024

Greyhawkery Comics: Tasha's Cauldron #2

Greyhawk endures! Alright folks, here is the last of my blitz of comics this week. If you haven't seen the previous installment of Tasha's follow the navigation links below the comic. Let's see what intriguing topic she has for us today. Enjoy! 


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Friday, October 4, 2024

Greyhawkery Comics: Cultists #2

Well met Greyhawk fans! Virtual Greyhawk Con is going on this week, so I'm throwing more comics out there in celebration. That means the Cultists are back again. Last time, we got to see the first cultist regain his bearings in this rebooted comic franchise, now we get to see his partner in villainy join in on the fun. If you are just now discovering Cultists, be sure to try the navigation buttons below to view the previous and eventually future comics. Enjoy!


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Wednesday, October 2, 2024

Greyhawkery Comics: Saga of Valkaun Dain #1

Hail Greyhawk adventurers! Since it is Virtual Greyhawk Con this week, I have decided to celebrate this annual event by releasing FOUR comics instead of one this week. Today is the third in four new comic series I'm debuting. Some background: I have sung his praises before in Greyhawkery articles, but for those just joining Valkaun Dain is my friend Jayson's epic level fighter from 2nd AD&D. This is a character that did so much stuff in Greyhawk that his fame is beyond measure. To find someone so revered by the bards you'd have to compare him to Hercules, Achilles or even yes, Chuck Norris. What this series entails is a black & white newspaper-style comic strip of Valkaun's exploits in Greyhawk. While many of the tales to come are the stuff of myth, I assure you many of them actually happened at the game table. Have fun following his saga. Enjoy!


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Wednesday, September 25, 2024

Greyhawkery Comics: Tasha's Cauldron #1

Hello again Greyhawk readers! Today premiers the second series in my weekly comic relaunch. Following Cultists, I have a "new" character to play with thanks to the fine writers and artists behind 5E D&D. Love her or hate her, Tasha has quite a selection of guises (Nataha, Iggwilv, etc) along with an equally twisted history that just keeps growing. I for one applaud her new career direction...as a D&D influencer. Enjoy!   


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Sunday, October 22, 2023

Greyhawk City: Champion's Games

Welcome back Greyhawk faithful. On a recent Legends & Lore stream we talked about mercenaries and adventuring parties. One of the things we discussed was the Dungeon #128 adventure from Age of Worms titled The Champion's Belt by Tito Leati. In this chapter, as the PCs search for answers involving a retired gladiator named Loris Raknian, they must enter a gladiatorial event hosted by the "Free City" Arena where groups of compete for the coveted Champion's Belt. The meta plot involving a cult of Kyuss aside, I love the idea of an annual Champions Games held in the City of Greyhawk. I highly recommend this issue for anyone running an urban campaign. In the Champion's Belt, there is a huge list of NPC "gladiator" groups (these are not traditional gladiators, they seem more like rival adventuring groups), some detailed as opponents for the PCs, but most are left for DMs to flesh out. The focus of this post is to show the brief descriptive backgrounds I gave these Champion's Belt teams for my own Age of Worms campaign. But first here is some background rules on the Champion's Games. Enjoy!

"The Champion's Games is a five-day-long gladiatorial tournament that takes place annually in the Free City Arena. The games themselves consist of a massive four-round elimination event, interspersed with spectacle fights that pit gladiators against exotic monsters and other unique foes. A single team can consist of no more than eight members. Familiars do not count as members, but larger animal companions, mounts, and cohorts do. Finally, each team of gladiators must identify itself with a name and designate a leader."
  • The tournament is fought in four successive rounds of elimination. The first round consists of six battles of free-for-all combat between four teams (24 teams total). The six winners of the first round of battles are paired off into three team-versus-team battles. The next round, two of the three remaining teams fight each other, while the third team fights a special exotic monster. The final round is a face-to-face battle between the two remaining teams. The winners of each round is awarded a generous prize (trophy plus 2000-10,000 gp). The winner of the Champion's Games wins the right to wear the Champion's Belt (worth 2000 gp) for a year, along with a cash payout of 20,000 gp.
  • All battles are potentially lethal, but a gladiator always has the option of surrender. To surrender, a gladiator must drop his weapons, kneel, and hold both hands in the air. A gladiator who attacks a surrendering foe is disqualified (and likely arrested for assault or murder). A gladiator who surrenders and then attacks anothr foe is also disqualified.
  • Gladiators that can fly or levitate may do so up to a height of 40 feet. A gladiator that flues any higher is disqualified. Burrowing into the arena's floor is forbidden.
  • A match persists until one team is victorious, either through the death or the surrender of all opposing teams.
  • Winning gladiators have no right to the spoils of the fallen. A defeated foe keeps his gear, or in the case of death, ownership of gear reverts to his team.
  • Any tactic that endangers spectators is grounds for immediate disqualification and possible legal action.
  • A disqualified gladiator must cease fighting at once and must move to the edge of the field of battle. Failure to comply results in the disqualification of the entire team. Once a gladiator is disqualified, he may no longer take part in any remaining battles.
The Competition:
These teams are given a short description by me, and are open to further development by a DM. The module does give an "Encounter Level" for each NPC team which helps. Teams marked with an asterisk are fully detailed in Dungeon #128.

Arcane Auriga* EL 10 
4 elven female archers, exiles from Celene. Led by Rennida Auriga (arcane archer), her daughter Krinasa and two cousins, Eelyssa and Anetah.

Auric's Warband* (defending champion) EL 12
Auric (F10), Khellek (W10) and 3 controlled flesh golems.

Badlands Revenge* EL 9
3 gnoll warriors led by a human druid/barbarian named Joren and his dire badger companion.

Chuko's Ravens EL 7
3 kenku rogues led by a druid named Chuko.

Draconic Brood EL 11
4 half-dragon adventurers (or dragonborn if 5E) including a pseudo-dragon familiar.

Drunken Devilry EL 6
6 drunken students from the fraternal Gnarly House in Greyhawk City.

Final Phoenix EL 7
4 mounted lancers from the Bright Lands.

Guttuggers EL 8
4 half-orc mercenary veterans from Greyhawk City.

Iron (Cairn) Hill Monkeys EL 5
3 monks from Twilight Monastery

Night Owls EL 4
2 rogue knife-fighters from Dyvers.

One of Us EL 4
3 human adventurers (triplets) form the Duchy of Urnst. Might be dopplegangers?

Pitch Blade* EL 12
2 dwarven killers (barb 10) named Drusfan and Pharbol.

Rauth's Dragoons EL 6
4 veteran mercenary cavalry from Perrenland managed by Captain Rauth.

Sapphire Squad* 
EL 9
2 mercenary mounted archers led a jann swashbuckler named Korush.

Snow Leopards EL 9
A half-elf mage and a half-elf ranger with two leopard animal companions from the Lortmils .

Teeth of Kord EL 5
3 clerics led by specialty priest of Kord from Rhizia.

The Crazy Eight EL 6
8 minor gladiators from the Pit in the Foreign Quarter.

The Fisthammers EL 8
4 dwarven warriors from Karakast.

The Gravediggers EL 8
3 of the meanest members of the Gravedigger Union in GHC.

The Skull of Murq EL 9
A mysterious wizard and 4 human bodyguards.

The Unhumans EL 7
A half-orc, an ogre, a lizard man, and a bugbear.

The Woodchuckers EL 3
4 spunky gnomes from Grossetgrottel.

Varmint Patrol EL 5
8 halfling slingers from Elmshire.

Wednesday, August 9, 2023

Greyhawk A-Z: Magic Items 2

Welcome back Greyhawkers! It's time for another fun A-Z list! Some of my previous alphabetical lists of 
peopleplaces, deities and yes magic items can be found on the Best of Greyhawkery Page. This time around I will look at some magical items that are not swords or artifacts. Wish me luck! I hope you'll enjoy!

Apparatus of Kwalish: Debatably this is an artifact, but it's always been listed among wondrous items in DMG's. We all know this most famous of aquatic magic items, but for future readers I want to make clear, Kwalish is human, and he originally worked out of the Baklunish West in Zeif.

Bucknard's Everfull Purse: This is an item I rarely gave out in my old campaigns, though every group had a Bag of Holding or Heward Haversack. The purse just seemed game breaking to me at low level and useless at high level. Why did Bucknard, a former member of the Circle of Eight, need to make this item? I guess he always got stuck paying for drinks at the tavern.

Cloak of the Couatl: Here's a rare one from The Scarlet Brotherhood. This feather cloak is only found in Amedio or Hepmonaland. As you'd expect it allows the wearer to fly. It also lets you turn invisible. Wow, talk about game breaking!

Dream Cap of Veluna: Greyhawk Adventures really is the best source for GH specific items as you'll see throughout this column. The dream cap gives premonitions in your sleep, usually of bad stuff that will happen. Later on, you get a bonus to save when whatever happens. I never used this before, but it sounds like a good roleplay device for DMs!

Ebon Skull: Possibly a relic (since only three were made), but this major magic item is found in Iuz the Evil. The user can do typical necromancer stuff, animate dead, cloud kill, etc. I believe the book lists which NPCs has the three skulls. I can't recall if I ever used these, I think I'd remember if my players acquired one though...

Flaming Mirror of Tenh: Yes, another gem from GHA. The Flaming Mirror is a cool plane-travelling device (elemental plane of fire) that I did use in the past but for the Baklunish West instead. Tenh sounds cool, but I don't see the thematic connection except to give this item a place name. Personally, I'd trade this one with the Whip of Zeif to make the Flaming Mirror of Zeif.

Gargoyle Cloak: From the Temple of Elemental Evil, this garment obviously polymorphs the wearer into a gargoyle! (helpful if one plays the module Gargoyle?) Interestingly if the wearer takes 20 hp damage from edged or fire attacks the cloak is ruined and stops working. The worst drawback is each 10 minutes you remain a gargoyle there is a 10% chance (cumulative) that your mind is changed to a gargoyle permanently. One more note, the module says there is other cloaks that turn wearers into other types of creatures. See below!

Hasty Barge of Nyr Dyv: Another from Greyhawk Adventures, this is a Rhennee barge that has magical movement, and it automatically repels unintelligent sea creatures. This is one of the only items attached to Rhennee culture that I'm aware of, so this makes the hasty barge valuable indeed!

Iron Bands of Bilarro: Well, this item is pretty standard across D&D editions (and we know by now what the anagram name is about), but what I just realized on re-reading it is the bands start off as a "ball" of iron that you throw at an opponent. The bands unwind and wrap around the target to catch it. Holy crap guys, it's a Pokemon ball!

Jug of Geshtai: Throwing you all a curve ball here. This item was created by ME way back in 2005! Check it out over on Canonfire!

Keolish Plate Mail of the Seas: Interestingly demonym spelling from GHA. Keolish? Misprint or intentional? At any rate this item is great because it has historical relevance. The King of Keoland gave it to his admiral for defeating the Sea Princes. That's the Battle of Jetsom Isle folks! Naturally the armor allows the wearer to not sink in water. Makes you wonder if the Sea Mages of Gradsul made more of these?

Leomund's Labile Locker: I'm a sucker for alliteration. From TOEE once again, Leomund sure knows how to make extra-dimensional storage space. This small box does it all, it shrinks, grows and can be used as a Leomund's Secret Chest spell. More of this please!

Mantle of Celestian: A unique magic item from Unearthed Arcana. This black cloak allows the wearer to breathe and act normally in space! It also has numerous extra-dimensional pockets to store things like food & water while you um, float around in space?

Necklace of Missiles: Found in the DMG, this fireball inducing item isn't necessarily uniquely Greyhawk. But I will tell you a story from my campaign when the players got a bunch of missile beads from the module Greyhawk Ruins. No joke (spoiler) there is a room with 13 jars holding 300 beads each. A chart in the module says 94% are missile beads of various strength (the remaining 6% are beads of force, no big deal). That means this dungeon yields 3666 fireball missiles. Needless to say, my players invented carpet bombing in Greyhawk.

Oracles of Greyhawk: Oracles in this case are specialized crystal balls (likely created by Zagig Yragerne). There is seven of them and once per day the oracle will answer a sagely question about a specific area such as Greyhawk City, Horned Society or the Wild Coast. I like these items because it can allow a DM to insert meta-knowledge into a game. The added danger to this orb is that the rulers of these areas may not want an oracle that can reveal their secret troop strengths or hidden resources. I need to use this next time!

Purple Robes of Tharizdun: Hilariously, these robes first seen in Forgotten Temple of Tharizdun, are given magic item status in Return to the Temple of Elemental Evil. It just protects against the magical cold of their temples, pretty basic, like their cultists. There I said it.

Quaal's Feather Tokens: A classic from the DMG. These were always easy to dish out because they are one shot items. I think my players liked the Anchor best because they would use it offensively like a Looney Tunes cartoon. Tell me I'm not the only one.

Rary's Ring of Memories: This plain ring is from Slavers surprisingly (not Rary the Traitor). I thought it would be cooler, but all it actually does is cast Rary's Memory Alteration. I guess that could be evil if played right. *activates ring* "No Tenser, I didn't try to kill you and Otiluke! It wasn't me, I swear."

Shoes of Fharlanghn: Another very cool item from UA and also Land Beyond the Magic Mirror. The wearer never fatigues from walking and if they are neutral the boots give extra movement powers. But wait, that's not all! If the wearer is a Fharlanghn worshipper, they get even MORE powers. I don't think we ever had someone play a Fharlanghnite, so this item never got used in my campaign. A shame.

Tenser's Girdle of Giant Strength: From Return of the Eight. This module has a bunch of Tenser created items mainly for fighter-types to use, but this one is of particular interest because it's for only for wizards. This is significant because the original DMG says strength girdles do not work for magic-users. A custom magic rope belt that gives a mage hill giant strength is definitely on brand for Tenser.

Universal Solvent: A classic magic item but who has ever used this actually? It's funny to have an item whose main purpose is to negate its opposite, Sovereign Glue. That's the Gygax era though!

Vecnan Wafers: Okay this one is from way out there. Found in the 2E module, Die Vecna Die this unholy magical flat bread is consecrated to Vecna. If one who worships Vecna eats the wafers it will give a variety of buffs/heals, whereas non-Vecnans can expect reallllly bad stuff to occur. Fun!

Wand of a Wonder: You've heard of the Wand of Wonder, yes? Well, when that item runs out of charges, try the Wand of A Wonder from the TOEE mega-module. It's similar to the DMG version and has a whole new list of random wild effects. Good times!

Xaren Cloak: This is a nifty cheat for the list. Technically it's a variation of the Gargoyle Cloak above, but in the Encyclopedia Magica Vol 1, the listing for this cloak includes a d20 list of other monster cloaks. Xaren was unexpected, why not Xorn? At any rate, there ya go!

Yagrax's Spellbook: Here's another obscure one for the A-Z list compliments of Encyclopedia Magica. In Dragon #82 there is a tome subtitled Alterations of Tangibles and Intangibles. This has the spells melt, transmute water to dust, item, material, fabricate, and the always classy crystalbrittle.

Zagyg's Flowing Flagon: One more from UA to finish off this column. Zagyg is a whimsical mage who has some eccentric magic item tastes. This one is a vessel that refills itself up to six times with ever more potent alcohol each time. Somehow, I have never used this item but I'm putting this one in my next game you can bet!

Thursday, June 22, 2023

Sea Princes Nobles 576 CY - Archbaron Gavin III

Greetings Greyhawk courtiers! Today I think I'm going to share another NPC noble from my Sea Princes 576 CY series. Gavin III is the ruler of Galeside, a small but rich town on Flotsam Isle that I hope to develop a bit more when I get around to fleshing out my Sea Princes campaign. Until then enjoy!

His Indomitable Nobility, Gavin III, Archbaron of Galeside, Captain of the Courser. (House Toli, Toli Armada, Rogue 10)

The archbaron of the small port Galeside is incredibly wealthy largely owing to his station in House Toli but also his ruthless ambition. Gavin is widely known as a capable sea captain and explorer. His personal ship, the Courser has notably voyaged beyond the Densac Gulf into the south seas several times, and on each return to port he has brought more wealth to his familys’ coffers. Archbaron Gavin III is married to Kerri of Jetsom Isle (Rogue 2) a noble lady who lives a comfortable life in a walled manor overlooking the sea. When her husband is away on a long voyage the archbaroness is rumored to go on her own adventures in the Hold. 

Politics and Intrigues: The cousin of Prince Varek IV the head of House Toli, Gavin III is constantly plotting with members of his family to further enrich themselves through the exploitation of the Amedio Jungle and its coastal islands. Kerri is the younger sister of Baron Deran Insley, a fellow explorer whose relationship and thirst for maritime knowledge is often exploited by the archbaron to aid Galeside in exploring the south seas for new resources and trade routes.

Archbaron Gavin III is an ideal mid-level NPC patron to use for campaigns that involve a lot of exploration by ship (see the Dungeon adventure path, Savage Tide for more on this). His home port of Galeside is a low key base for characters who want to avoid the dangers and intrigue of larger cities.

House of Peers in the Sea Princes

The Hold of the Sea Princes comprises thirty domains, divided amongst a dozen noble houses. A few of these houses can trace their lineage back hundreds of years to the first Suel migrations, while most are merely fabricated hereditary titles of pirate captains who settled down a century ago. While the Hold is currently ruled by the Prince of Monmurg, the Prince of Port Toli has led the House of Peers for much of the Holds’ history. In political situations, the twelve houses are evenly divided between naval factions called the Princes’ Fleet and the Toli Armada. Those Sea Princes captains who choose to avoid house politics, nominally defer to a fleet named the Hold Flotilla in times of war.


Thursday, May 25, 2023

Sea Princes Nobles 576 CY - Commodore Edrin Hollister

Greeting Greyhawkers! Today I present another installment of my Sea Princes Nobles 576 CY. This time I finish the set of three commodores of the isles with Edrin Hollister of Fairwind Isle. If you haven't seen my previous noble articles head to my Best of Greyhawkery section for that and much more! Enjoy!

His Valiant Lordship, Edrin Hollister, Commodore of Fairwind Isle; Vanguard of the Armada, Captain of the Sea Hammer. (House Toli, Toli Armada, Fighter 13)
The youngest of three commodores in the Hold, Edrin Hollister rose to prominence after winning several notable sea-battles. Edrin is an intense fighter and a tempestuous leader which serves him well in the company of Sea Princes nobility. The commodore is on his second marriage, presently with Gertrude of Port Toli (Fighter 1), the sister of Prince Varek IV. Hollister’s walled estate on Fairwind Isle is a busy, well-managed place as the commodore has fourteen children of varying age, many adopted or born out of wedlock. 
When not at Fairwind or in council at Monmurg, the commodore is often found aboard the indomitable Sea Hammer, the pride of the Toli Armada for being the oldest and strongest vessel since the sinking of the famed Sea Prince at the Battle of Jetsom Isle. In times of war, Commodore Hollister will command a medium-sized fleet, aided by the fleet of elder Commodore Grayfin of Flotsam Isle. 
Politics and Intrigues: Edrin Hollister is on good terms with the other commodores, who both have increasingly begun to defer to him in naval matters. Edrin is aware that his senior colleagues are more suited to politics than him, so he does not cause any waves. All is not well for the celebrated commodore, however. A growing number of mutinies among the Toli Armada to their enemy the Crimson Fleet has forced Hollister’s fleet to deal with the matter most severely. Meanwhile at home, Edrin’s oldest son Orlando ran off with the governor of Sybar’s daughter causing a minor scandal in the Hold (see the AD&D module Beyond the Crystal Cave).
Commodore Hollister makes a good contact for mid-level adventurers who need a base of operations in the Hold of the Sea Princes to launch their own nautical voyages or take on swashbuckling missions. Characters who pledge their own sailing vessel to the Toli Armada will certainly earn the respect of this ranking noble.
House of Peers in the Sea Princes
The Hold of the Sea Princes comprises thirty domains, divided amongst a dozen noble houses. A few of these houses can trace their lineage back hundreds of years to the first Suel migrations, while most are merely fabricated hereditary titles of pirate captains who settled down a century ago. While the Hold is currently ruled by the Prince of Monmurg, the Prince of Port Toli has led the House of Peers for much of the Holds’ history. In political situations, the twelve houses are evenly divided between naval factions called the Princes’ Fleet and the Toli Armada. Those Sea Princes captains who choose to avoid house politics, nominally defer to a fleet named the Hold Flotilla in times of war
.


Sunday, May 7, 2023

Sea Princes Nobles 576 CY - Commodore Adolphus Grayfin

Welcome back Greyhawkers to another installment of my Hold of the Sea Princes 576 CY nobles. To see my previous NPC profiles please visit Best of Greyhawkery page, or for a preview of my entire slate of buccaneer nobles download Oerth Journal #32 for my article, the Unconquered Hold of the Sea Princes. Until then, enjoy!

His Peerless Nobility, Adolphus Grayfin, Commodore of Flotsam Isle; Terror of the Densac Gulf, Captain of the Paragon. (House Moretto, Toli Armada, Fighter 15)
Adolphus Grayfin has waged many sea-battles over his career. The old commodore is still considered the terror of the high seas, but at home he is a hopeless romantic, currently on his third marriage; this time to Trina of Sasserine (Cleric of Lydia 5), a noblewoman half his age. Commodore Grayfin has always resided in comfort on an estate a few hours inland from the port of Poniard. This sprawling old ranch has belonged to his family for over a century; its quiet orchards, marble walls, and private cemetery hold many secrets. 
Politics and Intrigues: Adolphus is one of a trio of commodores that by threat of force and will power, keep order in the squabbling House of Peers. Commodore Grayfin’s vaunted warship The Paragon has been docked at Poniard more than its been at sea for the last couple years, however. Adolphus was once the leader of the entire Toli Armada, but age has forced him to now defer to Commodore Edrin Hollister of Fairwind Isle. Adolphus’ newest wife is suspected of manipulating the commodore to some end by his adult children, all of whom are older than their stepmother Trina.
Commodore Grayfin makes a good benefactor for characters seeking swashbuckling adventure on the high seas or those wishing to captain a crew for his large fleet of ships. Grayfin may be old but politically he can open a lot of doors for PCs in the Hold. He also has years’ worth of knowledge concerning the islands and inhabitants of the south seas.
House of Peers in the Sea Princes
The Hold of the Sea Princes comprises thirty domains, divided amongst a dozen noble houses. A few of these houses can trace their lineage back hundreds of years to the first Suel migrations, while most are merely fabricated hereditary titles of pirate captains who settled down a century ago. While the Hold is currently ruled by the Prince of Monmurg, the Prince of Port Toli has led the House of Peers for much of the Holds’ history. In political situations, the twelve houses are evenly divided between naval factions called the Princes’ Fleet and the Toli Armada. Those Sea Princes captains who choose to avoid house politics, nominally defer to a fleet named the Hold Flotilla in times of war.