TEXT:  
   
  The Principality Of Innspa  
  and 
  The Adri−Marchland 
   
  In the north of the former Great Kingdom, a nomination 
  now claimed by Overking Xavener's United Kingdom 
  of Ahlissa, lies the Principality of Innspa, formerly, 
  prior to the devastating Greyhawk Wars, part of the 
  Prelacy of Almor and for long an independent part of 
  the Flanaess. Only recently has Princess Karasin of 
  House Garasteth elected to give in to Xavener's 
  advances and become a part of Ahlissa... not totally of 
  her free will, some say. 
  Facts about the Adri Forest 
   
  This vast, ancient broadleaf forest is filled with game 
  animals and fine woods. Resources from the Adri 
  include: fine wood for shipbuilding, homes, furniture, 
  and weapons; game animals hunted for furs, food, and 
  trophies; and gathered foods and fish from the Harp 
  River. The only settlement of note within the Forest is 
  Elversford (pop. 1,000), on the eastern bank of the 
  Harp, about 85 miles east-southeast of Innspa. The 
  woodsmen of the Adri, living in scattered communities 
  around the forest, hold antipathy for the Great Kingdom 
  and its successor states, and groups led by rangers have 
  begun to resist incursions into the woodlands, both by 
  Ahlissa and the North Kingdom. A legendary ancient 
  elven city is said to lie at the ancient, dark heart of the 
  Adri, in a dangerous region called the Coldwood. No 
  elf will ever go there, or allow anyone else to do so. 
  Other parts of interest within the forest include Ettin's 
  Mound (reputed to be home to an unusually large tribe 
  of Ettins, and shunned by most), the elven ruin of 
  Erianhrel, the haunted gnomish mines of Yellowretch, 
  and the dangerous region of Goldchasm which is 
  rumored to be full of valuable ores and minerals. 
  Recently, rumors have arisen of ancient dragon worship 
  in the area, and some - although derelict - temples have 
  been found. 
   
  Facts about Innspa 
   
  Innspa (pop. 12,200) is a unique city in Aerdy. It is 
  located just within the edge of the westernmost border 
  of the Adri, about five miles away from the fringes of 
  the Forest. It has a walled core ("Old Town"), but the 
  rest of the settlement, down the Harp River, is 
  unwalled, with the outer dwellings protected only by a 
  small, semicircular ditch. Most houses in Old Town are 
  built of stone, and many reveal the handiwork of 
  dwarven or gnomish stonemasons – though dwarves are 
  very rare here now. As befits the second part of its 
  name, the town is a place of bubbling springs. Besides 
  these baths and centers that promise various sorts of 
  invigoration and cures, the city place has more hostels, 
  taverns, and inns than most other communities across 
  the Flanaess – hence the first part of its name. Innspa 
  also boasts more than a half-hundred religious 
  buildings, ranging from small shrines to large temples 
  and great cathedrals, owing to the multitude of religions 
  found in the region. Travelers often marvel at the 
  intricacies of Innspa's gnomish aqueduct which, 
  running for some 40 miles, provides Innspa with fresh 
  water from the Flinty Hills. 
   
  This is the setting into which your character is thrust, 
  should she choose to adventure in the Adri Forest or its 
  surroundings, say, the southern Flinty Hills. This is 
  disputed land, and opportunities for adventures abound. 
  Most of the people living in the Adri Forest reject the 
  rule of the Great Kingdom, even nominally, as 
  staunchly as they once resisted advances by the 
  Kingdom of Nyrond. Many things are afoot both within 
  the walls of Innspa and the wide expanse of the Adri 
  Forest.  
   
  East of Innspa lies the Marchland of the Adri Forest, 
  which has become the name for the portion of the Adri 
  Forest east of the Harp River. While all parts of the 
  Forest west of that river are claimed by Innspa, the 
  Marchland has been given by the Overking to his 
  cousin, Prince Molil, who is determined to bring all of 
  the Adri under Ahlissa's banner. 
   
  Some of these are rumored to include: 
   
   
   
  
  • Almost two centuries ago, Firan Zal'honan, better known as 
  Azalin the Lich, former ruler of Knurl who had carved his 
  own empire straight out of the Great Kingdom centuries ago, 
  disappeared in the ancient, deep forest woodlands. Why did 
  this happen, and where did he go? And why did the Great 
  Kingdom never really challenge his ambitions? One being 
  wants to find out... 
  • For the last two years, dragon statuettes recovered from 
  temples in the Forest have been getting into Innspa - only to 
  disappear mysteriously. Some blame this on the reclusive 
  mage, Olafsdottir, while others claim knowledge of a 
  mysterious organization working in secret. And an ancient, 
  elusive tome tells of even more temples, closer to the heart of 
  the Adri... 
  • Archdruidess Immonara seems to be tiring of her duties. And 
  yet she has to stand watch, keeping the quarrels between 
  Obad-Hai's druids and Ehlonna's nature priests in check and 
  defending the Adri from ancient and quite recent threats. 
  Who, then, is the mysterious Tansy Treewee who seems to be 
  in search of Immonara, and what are her goals? 
  • What is the dark secret behind the City of Summer Stars, one 
  of the oldest elven cities known to man? What dreadful secret 
  does the Coldwood hide concerning Darnakurian's legacy? 
  And why does there seem to be increased interest in this part 
  of the Adri in recent times? 
  • Is it true that the Knight Protectors of the Great Kingdom 
  are not really disbanded? Rumors talk of occasional 
  appearances of armored figures within the Adri Forest. Could 
  the legacy be still alive? 
  • Before the Greyhawk Wars, Prelate Kevont of Almor had 
  been replaced by Prelate Anarkin, somewhere in 578 CY. 
  However, when the Wars reached Almor, Kevont was again 
  in charge. What happened to Anarkin, and why? Might he be 
  still alive? And what might the mysterious Eldan Arkion, 
  recently disappeared into Innspa, have to do with it all? 
  • Innspa's joining of the United Kingdom of Ahlissa was 
  proudly celebrated with a whole year of festivities. However, 
  not all is bliss behind the scenes, and there is talk of 
  insurrection in various places. The foresters in Innspa’s 
  portion of the Adri have never really yielded to Karasin's rule, 
  and there are rumors of an order of holy liberators having set 
  their sights on the regime in Innspa. And there is also the 
  Scarlet Brotherhood, obviously up to no good... 
  • Prince Molil's threat to take by force what he believes to be 
  his right in tithes from the people in the Adri still looms large. 
  He has already tried once, although he was beaten at the 
  Druid’s Well by an alliance of the Adri people and a 
  gathering of adventurers. But what will happen if he tries 
  again? 
   
  Character Creation 
   
  While the Living Greyhawk regulations allow you to 
  choose any character of any race and class combination 
  listed in the PHB, we have drawn up some guidelines 
  on creating characters appropriate to adventuring in the 
  Principality and the Marchland. 
  While your character will be adventuring in this region, 
  this does not mean she has to be born there! Thus, you 
  may ignore the suggestions below if your character 
  hails from another part of the Flanaess. However, she 
  should have a good reason for coming here and 
  spending the larger part of her adventuring career (and 
  thus, her life) in and around Innspa and the Adri! 
   
  Innspa is predominantly populated by humans of 
  Oeridian stock. Within the city, gnomes play a 
  prominent part, though, having an entire quarter to 
  themselves. Other demi-humans can be found in 
  smaller numbers; dwarves, however, are rare. In the 
  Adri, again the majority of woodsmen is human, but 
  there are also elven and gnomish communities in the 
  Forest (as well as gnomes in the southern Flinty Hills), 
  and half-elves are possible. It is important to note, 
  though, that there is not a single halfling settlement 
  within the entire forest! There is a small amount of 
  humanoids scattered throughout the Adri, but these 
  beings are usually regarded as 'tree-killers' and thus, 
  rather disliked. 
  As for character classes, basically everything is possible 
  within Innspa. Due to the Principality's official ties to 
  Ahlissa, paladins and priests of good-aligned gods will 
  have to operate in secrecy, though. Monks are possible, 
  but you should beware of the Scarlet Brotherhood! 
  In the Adri, the most likely classes are rangers, forest 
  barbarians and other types of wood-dwelling fighters, 
  nature priests, and druids. Forest-dwelling hermits 
  (mages, sorcerers, priests) are certainly possible. 
  Rogues will be having a hard time in the Adri, but bards 
  are well-liked. 
  As far as religion is concerned, Zilchus is favored by 
  the state of Ahlissa. Other important gods include 
  Hextor, 
  Xerbo, 
  Fharlanghn, 
  Olidammara, 
  Kord, 
  Norebo, Ralishaz, Kurell, Boccob, Wee Jas, Delleb, 
  Syrul, and Rudd - and let's not forget Heironeous, 
  former Almor's state deity, now disliked by officials but 
  far from being extinct. Within the Adri Forest, there are 
  small numbers of followers of half a dozen nature and 
  druidic priesthoods. A handful of priests of Beory, 
  Atroa, and Phyton have taken refuge here over the 
  years, but the most important priesthoods are those of 
  Obad-hai and Ehlonna. 
   
  The Innspa and Adri Forest Triad: 
   
  Rainer Nagel 
  GH_Adri@web.de 
  Bjørn Meyer 
  Bjoern.Meyer@amigo-spiele.de 
  Alexandra Velten 
  tansy@gmx.net 
   
  Homepage: 
  www.livinggreyhawk.de.vu 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ahlissa (Adri)/Background/Flyer_(english)_3.2.pdf