TEXT: Veluna Living Greyhawk Gazetteer                                                                        Page 1 
   
   
   
  Archclericy of Veluna Gazetteer 
   
   
   
   
   
  Veluna Gazetteer 
  Written by David Christ 
  With Help From:  David Hirst, Victor Long, Mark Middleton, Ed Gibson, Doug & Jenn Bowie, and 
  a few others who know who they are 
   
  Document Version 1.0 
  Release Date September 15th, 2000 
   
  Http://www.veluna.com 
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 2 
   
   
   
  Table of Contents 
   
   
  Chapter One:  
  Introduction 
   
  Chapter Two:   
  What has gone before 
   
  Chapter Three: 
  Lay of the Land 
   
  Chapter Four: 
  Diocese’s and Towns 
   
  Chapter Five:  
  Government 
   
  Chapter Six:  
  Religion 
   
  Chapter Seven: 
  Organizations 
   
  Chapter Eight: 
  Races and Classes 
   
  Appendix A:  
  Fame 
  Appendix B:  
  Influence 
  Appendix C:  
  Character Creation 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 3 
   
  Chapter One: Introduction 
   
   
   
   
   
  Welcome traveler to the Archclericy of Veluna. The heart and soul of Oerth. 
  Inside these pages you will find a wealth of knowledge and information on this great 
  land. From the shining lances and helms of the Knights of Veluna to the hallowed halls of 
  the Great College of Veluna, from the beautiful tree-city of the elves of Asnath to the 
  sprawling markets of Devarnish, Veluna has something that will catch the eye of one and 
  all. The Archclericy is a shining example of what goodness and co-operation can achieve 
  even in these dark times we live in. The following pages will serve as your introduction 
  to the Archclericy as it stands today, 591 CY.   
   
  You will find all of the information contained within these pages and more on the 
  official Veluna website at www.veluna.com. The official home of the Living Greyhawk 
  campaign may be found at www.livinggreyhawk.com.  Each region is assigned a Triad 
  that will be in charge of running the Living Greyhawk. In Ohio this consists of David 
  Christ, Victor Long, and David Hirst. These will be your local contacts for any questions, 
  news, or things you would like to see or do in Living Greyhawk. You will find address’s 
  and contact information below.  
   
   
  David Christ – Point of Contact – Webmaster, Meta-Gaming, Gazetteer and 
  Modules 
  waveman@nls.net or dchrist@performix-tech.com  
   
  Victor Long – Plots, Modules and Editing 
  thenodrin@aol.com 
   
  David Hirst – Modules, Gazetteer and Editing 
  lrdgreystk@aol.com 
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 4 
   
   
  Chapter Two: What has gone before 
   
   
   
  Due to the scholarly and civilized nature of Veluna society, much is known of our 
  history and the culture from which it grew. The majority of this early history is passed 
  down from a holy book of Rao, while the rest comes from many books kept in the Great 
  Library of Rao in Mitrik. This holy book, known as ‘The Word of Incarum’, sets forth the 
  tenets in which we strive to adhere to in our daily lives. It teaches us that the Lord of 
  Peace granted the moons Celene and Luna to guide us out of the great darkness that 
  threatened to swallow the world whole long ago. Following these moons the tribes of 
  primitive Flan settled in the lowlands between Velverdyva and Fals rivers and found 
  safety at last. Years later when the Oeridian people started migrating east before the Twin 
  Cataclysms destroyed their country; they came in contact with these tribes in what they 
  now called the ‘Vale of Luna’. Being a peaceful people the Oeridians were welcomed to 
  the Vale in the name of Rao and offered shelter and land if they wished to remain in the 
  Vale and worship the Lord of Peace. As the years passed by, the lines between the two 
  different cultures blurred. The Oeridians started worshipping the Flan god as a god of 
  reason and serenity while the Flan culture became more organized and focused. Around 9 
  CY Oeridian divination and the legends of the Flan had merged enough to locate the 
  legendary Crook of Rao. The place of discovery was called Mitrik, or salvation, and a 
  new nation was formed on that spot.  
   
  So it remained for centuries. The people of Veluna grew and prospered and spread 
  across most of what is now modern Veluna. It was at this time of expansion that the 
  people of Veluna had their first encounter with Aerdi soldiers from the east. The legions 
  of soldiers from the Great Kingdom spread west across the plains of Greyhawk and into 
  what would become modern day Furyondy and Veluna swallowing whatever stood in 
  their way. The High Canon of Rao realizing that resisting would destroy them met with a 
  representative of the Great Kingdom and agreed to support them. Thus Veluna became 
  the Archclericy of Voll in vassalage to the Viceroyalty of Ferrond. In years that followed 
  many key positions of importance in the Viceroyalty where filled by priests and paladins 
  of Rao. They acted as a counter-balance to the fiery nature of the Oeridians. Things 
  remained the same for several generations until the man that would become Thrommel I 
  stepped forward. With the great Canon Hermiod of Laudine by his side he declared 
  independence from the Great Kingdom in 254 CY. For the first time in 50 years 
  Furyondy and Veluna stood free once again. The two countries remained close for a long 
  time until the Gentry of Dyvers began to stir up trouble with merchants heading west 
  from Dyvers. This trade war stopped almost all traffic flowing west and got the nobility 
  in Veluna in an uproar. At this point in history Dyvers was still a part of Furyondy so the 
  nobles of Veluna looked to them to take care of this matter. While Furyondy looked the 
  other way caravans who did not pay tribute to Dyvers began disappearing to ‘bandits’. 
  This was all the nobles of Veluna could take. Many skirmishes took place back and forth 
  over the Velverdyva river by ‘unsanctioned’ elements from both sides until the matter 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 5 
  was settled in Veluna’s favor. Though the church never thought much of any of this, the 
  nobles in Veluna City did and a rift opened between them and Chendl.  
   
  In 350 CY, King Tavish II of Keoland decided to test this rift between Veluna and 
  Furyondy. He marched an army across the Lorridges and Kron hill into the southern and 
  western holdings of Veluna. As he thought, the King of Furyondy protested loudly, but 
  not one troop moved across the Velverdyva to lend help. By 355 the Keoland forces had 
  Devarnish and the surrounding lands. All traffic from the east came to a halt and the 
  secular government in Veluna City fled to Mitrik for safety. Even worse was the loss of 
  the Crook of Rao, which had been on display in a temple in Devarnish. Facing the 
  possibility of the total loss of Veluna, Canon Turgen IV drafted and signed the Treaty of 
  Devarnish. This document ceded control of the great Western Road and everything south 
  of it to Keoland in exchange for a halt to the invasion. This document was extremely 
  unpopular but it guaranteed Veluna would survive. This uneasy truce seemed to pay off 
  until 415 CY when a new governor was named. His name was Berkilyn and he was the 
  former Commandant of the Gran March. He began a campaign of oppression and terror 
  in the occupied lands and by 436 had publicly threatened to annex the whole of Veluna in 
  the name of the Keoish crown.  Now some say it was messengers dispatched by the 
  Canon and some say it was due to the fact that Furyondy could not ignore the threat 
  Keoland poised to them. Whatever the cause,  Furyondy took the commandant’s public 
  act as reason to pour across the Velverdyva in a series of battles known as the Short War. 
  By 438, the Keoish forces had been driven from Veluna and the occupied lands once 
  again became part of greater Veluna.  
   
  This state of affairs did not last long though. In 446 CY, the College of Bishops 
  convened to discuss the future of their nation, which many believed to be controlled by 
  greedy Furyondians. A group of orthodox Cuthbertine Overseers rallied the more 
  conservative Raoans to their side and urged that Veluna formally cede from Furyondy. In 
  an agreement known as the Concordant of Eademer, the members of the college voted 
  overwhelmingly to break from the kingdom.  
   
  Since this time Veluna has gained the reputation as a gentle and helpful neighbor, 
  a peaceful and contemplative power that rarely engaged itself in battle or even subterfuge 
  with its neighbors. Veluna is a nation with might as it showed when it roused it troops in 
  569 CY, when the Horde of Elemental Evil threatened Verbobonc. After this mighty 
  victory, talk started to spread of a wedding between the Supreme Mistress of the Order, 
  Jolene and Prince Thrommel IV, hero of Emridy Meadows. This would have brought 
  Veluna and Furyondy closer to a re-unification that many wanted. Unfortunately in 573 
  CY, news arrived that Prince Thrommel had vanished while campaigning in the south. 
  Jolene disappeared from the public eye and all talks of re-unification vanished.  
   
  During the Greyhawk wars, Ket invaded Bissel and captured their capital 
  Thornwood. Though the Ketish forces eyed Falsridge to the west they did not cross the 
  Veluna border. With so much of our attention and forces directed towards Iuz in the north 
  it fell to the Knights of Cudgel to defend our western border and lend aid to our allies in 
  Bissel. A series of internal conflicts in 587 CY caused Ket to withdraw from Bissel and 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 6 
  enter into negotiations about the northern territories of Bissel. The result was the 
  Thornwood Division. Thornwood was declared a neutral city and was divided between 
  Ket, Veluna, Gran March, and Bissel. This division has resulted in constant bickering and 
  arguing over trade dues and tariffs for merchants heading through Thornwood. This has 
  also resulted in a strained relationship between Veluna and Gran March over Bissel’s 
  ultimate loyalties.  
   
  Veluna today is a beacon of hope and a center of stability in an unstable land. The 
  Crook of Rao, which was lost during the Keoland occupation, has been recovered. The 
  Canon, with help from the Archmage Bigby, used the recovered Crook to invoke the 
  Flight of Fiends, which purged most demons from the Flanaess. The Canon is growing 
  old though. His last public appearance was 6 months ago when he stood at his friend 
  Belvor’s side upon the calling of the Great Northern Crusade, Furyondy’s and Veluna’s 
  declaration of eternal war against Iuz. Some say he is sick and others claim he is not even 
  in the country right now. Veluna has troops stationed all over the western part of the 
  Flanaess. Especially in the northern kingdom of Furyondy and the city of Highfolk. 
  Veluna sends the majority of its support north across the Velverdyva river to Furyondy. 
  This is resented by many of the southern nobles who still remember the Keoish 
  occupation and how Furyondy stood by and watched it happen. Out of all the countries 
  involved in the Greyhawk wars, Veluna has come out stronger then it went in. Our forces 
  are strong and our coffers are full. Our troops are stationed in many of our neighbors’ 
  towns bolstering their forces. Whatever the future may bring you may be sure that the 
  light of Veluna will be there standing strong against whatever forces evil may bring forth. 
   
   
  Important Dates in Veluna History 
   
  9 CY  
  Crook of Rao is found on the future site of the city of Mitrik 
  254 CY  
  Viceroyalty of Ferrond breaks away from Great Kingdom 
  350 CY 
  Keoland march across Lorridges into Veluna 
  355 CY  
  Keoland controls southern half of Veluna. Canon Turgen IV cedes 
  southern half of Veluna to Keoland. 
  438 CY 
  Keoish forces are driven from Veluna with the help of Furyondy. 
  446 CY 
  Veluna declares independence and break from the old Viceroyalty 
  of Ferrond for good.  
  569 CY 
  Elemental Horde is defeated and the Temple of Elemental evil is 
  sealed. 
  573 CY 
  Prince Thrommel disappears and all talks of reunification 
  disappear. 
  582 CY 
  Greyhawk wars begin 
  584 CY 
  Pack of Greyhawk signed and war ends 
  586 CY 
  Canon Hazen and Bigby invoke the Flight of Fiends 
  591 CY 
  Living Greyhawk Begins 
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 7 
   
   
  Chapter Three: Lay of the Land 
   
   
   
   
  The country of Veluna occupies an important position in the world that we know 
  today. Nestled up against the northern edges of the Lortmil Mountains, almost all traffic 
  heading west must pass through Veluna. The Iron Woods mark the eastern border of 
  Veluna with the Viscounty of Verbobonc. Though cartographers show the majority of the 
  woods falling within Veluna’s borders, the common folk agree that the patrol you just 
  met in the woods determines whose land you are on. Our northern border is the mighty 
  Velverdyva River. It separates Veluna from Furyondy all the way to the Fals River fork. 
  From there on the Fals river marks the northern border of Veluna up to the edge of the 
  Yatil Mountains. From there it follows the edge of the mountain range till it reaches Fals 
  Gap. This marks the westernmost point of Veluna. The exact border in the Lorridges is 
  sketchy as Veluna, Bissel, and Gran March all claim various parts of the hills. 
   
   
  The geography of Veluna is rather unremarkable. Almost all woodlands of note 
  have been clear-cut leaving only the Ironwood on the eastern border, the Dapple wood, 
  and Asnath Copse as the remaining woodlands in Veluna. The rest of Veluna is made up 
  of rolling farmlands. Veluna’s major exports are foodstuff and livestock. Veluna claims 
  the northern edges of the Lortmils and a sliver of the Yatil Mountains where most of our 
  precious metals mines are located. The Velverdyva River is navigable to boats of all sizes 
  almost up to where the Fals River branches off. The Fals River is navigable to barges all 
  the way to the city of Thornwood in Bissel. Veluna does not sport any towns of major 
  size on the Velverdyva as they all lie on the Furyondy side of the river. Rhennee 
  bargefolk who find themselves unwelcome on the northern shores often tie up on the 
  Veluna side where they are welcome.  
   
  The Archclericy supports a well-kept road system. Cobblestone roads connect 
  most towns of decent size. The roads are patrolled regularly and are quite safe. On the 
  map of Veluna the large road that heads from Devarnish to Mitrik and beyond is the 
  Great Western Road. Roads that are a bit smaller in size are two lane cobblestone roads. 
  The thin roads that stretch between some of the smaller cities are gravel roads but are still 
  in very good shape.  
   
  Below you will find some of the physical locales in the Archclericy described in 
  more detail. A map is attached at the end of the Gazetteer: 
   
  Asnath Copse –  The Copse is a small forest southeast of Veluna City.  The 
  forest is a shadow of its former self, after hundreds of acres of trees were cut to build 
  Veluna City. Since this time the elves living there have protected what remains of the 
  Copse fiercely.  The copse was named after Sir Bertram Asnath, a local hero who was 
  tireless in protecting the workers from the creatures of the forest.  He was last seen riding 
  after a flying beast that had snatched several workers off the ground and flown deep into 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 8 
  the woods.  Neither Sir Asnath nor the flying beast was ever seen again.  The forest was 
  named the Asnath Copse to honor his memory and to provide a physical replacement for 
  his missing corpse. The town of Asnath rests on the NW corner of the copse and rumors 
  of a glade of poplars said to be the home of druids are common in the town. 
   
  Dapple Wood – This small woodland is actually claimed by two countries. The 
  majority of the woods lie on the north side of the Velverdyva River and is claimed by 
  Furyondy. The small section on the southern side of the river belongs to Veluna. While 
  the northern portion has been timbered heavily by Furyondy the southern part remains 
  mostly untouched due to the protection by Count Mori of Devarnish. The woods used to 
  be the abode of bugbears and other such creatures, but the knights and rangers of Veluna 
  have long since hunted them down. The most dangerous things in the woods now are the 
  occasional bear or wild dog. The Rhennee like to tie their barges up on the edges of the 
  woods at night and coming across a campsite of them in the woods is not uncommon. 
   
  Iron Wood – The eastern lands of Veluna are marked by the Iron Woods. A 
  dense collection of roanwood, and ipp trees said to be haunted by locals. A thin trade 
  road cuts through the woods and links Devarnish with Verbobonc. Most merchants 
  choose to use the Velverdyva River so this road sees little traffic. A small inn lies on this 
  road  almost exactly in the middle of the woods. It is used by travelers as a resting point 
  during their travel through the woods.  The woods are known for there sudden and 
  extremely thick fog, so travelers tend to hurry to reach the inn before the dark sets in.  
   
  Lortmil Mountains – This low chain of mountains separates Veluna from the 
  lands to the south. Though most of the mountains have been worn down to hills the chain 
  still contains several imposing mounts. The range is home to many demihuman folk 
  including a reported aviary of winged creatures. Veluna claims but the northern most 
  edge of these mountains as a majority of the clans of dwarves and gnomes rule 
  themselves and the areas around them. Some of the richest deposits of gems and metal 
  deposits known are contained in these mountains and the Archclericy has several mines 
  in the area SW of Valkurl. Though not overly friendly, the clans of demihumans in the 
  mountains are not hostile to Veluna and some minor trading goes on between the two.  
   
  Yatil Mountains – This massive chain of mountains butts up against the NW 
  corner of Veluna. The massive peaks can be seen from the city of Mitrik over 60 miles 
  away. Though Veluna does have some mining operations on the edges of these mountains 
  most of them are deemed uninhabitable and too hostile for development. The Knights of 
  Whitehale patrol the edge for any creatures which wander down from the mountains. 
   
  Lorridges – The northern edge of the Lortmil Mountains terminates in the 
  Lorridges, a collection of ridges and hills claimed by Veluna, Bissel, and Grand March. 
  Several clans of gnomes and dwarves live in the hills claimed by Veluna and this is 
  where the majority of the dwarves and gnomes in the Archclericy call their home. 
  Sometimes the hills to the north of the Fals River are called the Northern Lorridges but in 
  reality they are considered a part of the Yatils and are not claimed by Veluna. 
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 9 
  Velverdyva River – This is the busiest river in the Flanaess. The river starts in 
  the far north and winds its way down through the Yatil Mountains and eventually into the 
  Nyr Dyv. The river is navigable to sea-going vessels from its mouth almost to the fork of 
  the Fals. From there, barges make the journey to Mitrik and further west to Thornwood 
  along the Fals. Furyondy mostly patrols the river, as Veluna sports no major ports along 
  the river. 
   
  Fals River – This river marks the NW edge of Veluna’s territory. The river 
  carries considerable traffic, primarily barges that travel the river in both directions. These 
  barges bring goods to and from the markets in Ket to the Highfolk and other cities on the 
  Velverdyva River. 
   
  Great Western Road -  This road starts in Devarnish, passes through Veluna 
  City and skirts the edge of Mitrik before coming to an end in Falsridge. The road from 
  Falsridge to Thornwood is often confused as part of the Great Western road but in reality 
  its known as the Fals Road and is separate. It is a large cobblestone road kept in excellent 
  condition. It is patrolled over its entire length and is very safe. The Great Western Road 
  carries more traffic then the Velverdyva river and it is not uncommon to find travelers on 
  it 24 hours a day. Small taverns and stables have popped up all along the road at the 
  regular stopping points. Some of these have accompanying barracks for the troops that 
  patrol the road as well.  
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 10 
   
  Chapter Four: Diocese’s and Towns 
   
   
   
  The Archclericy of Veluna is divided into seven dioceses and one archdiocese. 
  The archdiocese consists of Veluna City and a small area around it. Each of the dioceses 
  is responsible for the defense and upkeep of its respective territory. A noble house and an 
  appointed Bishop from the College of Bishops govern each of them. Many minor nobles 
  exist in each area and differ from diocese to diocese. The names and information for each 
  diocese are listed below. The major cities, though located with in a diocese, will be 
  covered in more detail at the end of this section. The God listed after the ruler of each 
  diocese represents the overall religion of the ruling noble house and individuals may vary 
  from it. 
   
   
  Diocese of Whitehale 
  Capital City:  Whitehale 
  Population:   ??? 
  Ruler:            Duchess Clariece Landis 
  (Rao) 
  Bishop:         Roland Otjieg 
   
  The Diocese of Whitehale is the largest and most powerful region in 
  Veluna. Founded in 254 CY, when Veluna first declared total independence from 
  Furyondy, the diocese is also the oldest. Ruled by the Noble house of Landis, it 
  has a long tradition of support for the Canon and the Church of Rao. The current 
  ruler is Duchess Clariece Landis. Called back to take her father’s place when he 
  was lost in the great wars, she has done an admirable job though some old 
  families in Whitehale still cause her grief. The diocese’s representative on the 
  Celestial Order is Rachael Landis. She is the Duchess’s niece and shares many of 
  her aunt’s fiery traits. The diocese boosts the largest and most powerful city in 
  Veluna in Mitrik. Considered a pilgrimage point for many, Mitrik is the 
  headquarters for the Church of Rao. The majority of Whitehale is farmland that 
  stretches as far as the eye can see.  As the diocese nears the Yatil Mountains the 
  land turns into rolling hills and eventually the imposing peaks of the mountains. 
  Many old noble houses exist in Whitehale and the surrounding areas. Most 
  notable of these is the house of Randis. With a small claim on the ruling house 
  they believe they should have stepped forward and ruled when Clariece’s father 
  passed away.  
   
  Notable NPC’s:  
   
  Duchess Clariece Landis [hf, Pal12 – Rao] – The Duchess stepped into the role 
  of leader quite suddenly. Her father, against his advisors wishes, traveled with his 
  troops to support Furyondy in the war against Iuz and was lost in battle. She was 
  called back from her duties with the Knights of Veluna to take up her present 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 11 
  position. Clariece was the first woman accepted into the Knights of Veluna and 
  was decorated many times before having to give up her duties to return home. She 
  is a very fiery lady who knows what she wants and is not shy about getting it 
  done. She has shaken up the local nobility by replacing many leaders in the 
  diocese’s armed forces with new men. These positions used to be honorary and 
  gave the local nobles something to do. They took this as a personal affront and the 
  Duchess has had trouble dealing with them since. The Duchess is on very good 
  terms with Bishop Roland, whom she has known for her entire life. Sir Rojan 
  Ellard, the leader of the Knights of Whitehale, is a fellow Knight of Veluna and 
  her present love interest.  
   
  Bishop Roland Otjieg [hm, Clr9 – Rao] – Bishop Roland has served as the 
  representative from the College of Bishops to the diocese of Whitehale for over 
  30 years now. A white haired man in his early 60’s, the bishop still strikes a very 
  imposing figure. He adventured with Clariece’s father, Yurik, in his younger 
  years and has always been a close friend and supporter of the family. The bishop 
  is a very wise man and is known for his acts of kindness and charity.  He is 
  currently fighting a sentiment with the nobles that he should be replaced as he 
  cannot do his job correctly while being such a good friend with the Duchess. So 
  far these rumors have done nothing, but what tricks the other nobles have up their 
  sleeves remains to be seen.  
   
  Sir Ellard Rojan [hm, Pal10, KnV3 – Rao] – Also known as the Knight 
  Imperious or the Avenger, Sir Ellard Rojan is arguably the most powerful man in 
  the diocese outside of Mitrik. He is commander of the Knights of Whitehale as 
  well as a member of the Knights of Veluna. A man of common birth and simple 
  means, Ellard is a champion of the common man. He first met Duchess Clariece 
  in the Knights of Veluna 5 years ago and has since become a trusted friend and 
  her current love interest. Ellard is the type of man that sees the world in very 
  black and white terms. This has caused him some trouble in the past with some of 
  the local nobles, but with the peoples support for him they have lacked the power 
  to do anything about it.  
   
  Baron Marcus Randis [hm, Nob5] – Marcus is married to the cousin of Duchess 
  Clariece. He believes this entitles him to the rulership of Whitehale instead of 
  what he considers an inferior woman. The baron is not an evil man, but is not 
  above stooping to political pressure and mudslinging to get what he believes he 
  deserves.  
   
  Important Locations:  
   
  Mitrik [15,000 human, 1,000 elf, 500 halflings, 400 gnomes, 200 dwarves] – 
  This is the city where Veluna started. The Crook of Rao was found in the 
  catacombs underneath the present Cathedral of Rao almost 600 years ago. Since 
  that time the city has grown up around it and became the center of religion and 
  culture for Veluna. More on Mitrik can be found at the end of the section. 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 12 
   
  Whitehale [3,500 human, 350 elf] – Is the second largest town after Mitrik and is 
  home to the ruling family of Whitehale. The city started out as more of a farmers 
  market then a city. The farmers from the surrounding areas used it as a meeting 
  place to swap goods and to sell crops to visiting merchants. It has grown into a 
  decent sized town which supports many of the finer things in life. It is home to the 
  Knights of Whitehale. A group started by the late Duke Yurik as a quick response 
  force to threats from the Yatils or more recently Iuz himself. The Church of Rao 
  has a large temple here and is by far the most common god worshipped in 
  Whitehale. Temples to St. Cuthbert, Heironeous, and general temples to 
  agricultural gods are also found, but have small followings at the present.  
   
  Castle Sepher – The duke started the construction of a large fortification on the 
  Fals River in the northernmost point in the diocese before his death. He believed 
  it was paramount to have a strong position in that area with the advancement of 
  Iuz through the Vesse forest. The castle is nearing completion and when it is 
  finished, the Knights of Whitehale plan to move their headquarters there. 
   
  Falls of Mist – Is a large waterfall on the western edge of the diocese. A tributary 
  of the Fals River runs down out of the Yatil Mountains and falls over a 300 foot 
  cliff to the valley floor below. The cliffsides around the waterfall are littered with 
  small caves and passageways. What is most strange about the waterfall is the fact 
  that it never freezes. The caves around the waterfall are often used by bandits and 
  other things that have crawled down out of the mountains. The Knights of 
  Whitehale make regular trips to the Falls to clean them out every few months. 
   
   
  Diocese of Grayington 
  Capital City:  Grayington 
  Population:  ???? 
  Ruler:            Plar Eldried Sarneth (Rao) 
  Bishop:    Velt Harkin 
   
  The diocese of Grayington is located in the north central part of Veluna. 
  Its border stops just short of Veluna City though the city itself still falls under the 
  protection of Grayington. It is ruled by the Plar of Veluna, Eldried Sarneth. He 
  has ruled for the last 25 years and his father ruled for 42 years before him. The 
  Plar believes that the worship of Rao is the only true religion and that all who do 
  not worship him just need some enlightenment to see the way. This makes 
  Grayington the most religious and intolerant of the seven dioceses. Do not take 
  this intolerance to mean witch-hunts and burning crosses though. This intolerance 
  shows through in a lack of churches of other faiths, total unwillingness of the 
  population to listen to any priest not of Rao, and sometimes just downright 
  rudeness towards those of other religions. There are very few other noble houses 
  in Grayington as the Plar owns almost all the land in the diocese making him the 
  biggest owner of land in Veluna after the church of Rao. The diocese’s 
  representative to the Celestial Order is Mathew Sarneth. He is the younger brother 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 13 
  of Eldried and has a tendency to preach to the Order about Rao constantly, 
  making him a tolerated annoyance at most gatherings.  
   
  Notable NPC’s: 
   
  Plar Eldried Sarneth [hm, Pal4 – Rao] – The Plar of Veluna is a man of great 
  passions. He believes that Rao and Veluna must be the ones to lead the other 
  misguided countries to the light. The nobles of House Sarneth have shown in the 
  past a tendency to step down when their sons are of the age to rule properly. 
  Eldried’s oldest son Redin reaches that age in 3 years and so far the Plar has 
  shown no signs of wanting to step down. Only time will tell how this plays out.  
   
  Bishop Velt Harkin [hm, Clr7 – Rao] – Bishop Velt is new to the diocese of 
  Grayington. He was appointed a year ago by the Canon and is still working on 
  fitting in. He is easily intimidated by the Plar and sometimes takes his frustrations 
  out on others after a brow beating from him. The Plar listens to very little of what 
  the bishop has to say and this has upset the bishop’s superiors. 
   
  Brother Wood [1/2elf, Mnk8 – St. Cuthbert] – Brother Wood is known far and 
  wide in the diocese and is tolerated better than most non-believers. He preaches 
  the gospel of St. Cuthbert, but even as he feels it’s a lost cause, he continues on. 
  The Plar and his son do not like Brother Wood at all, but have not found a way to 
  get him to leave yet. 
   
  Important Places: 
   
  Grayington [2,500 human]  –  The noble house of Sarneth rules from this town. 
  Grayington is a rather plain town. All the buildings are in neat rows and it is very 
  clean. The town has very few taverns or bars and those it does have are very 
  upstanding establishments. It has what most consider a very overly protective 
  police force. Patrols are frequent and few people are seen on the streets at night. 
  Strangers moving about at night are quickly escorted to their rooms if they have 
  them or to the jail.  
   
  Circle of Hands – The Circle of hands lies a days ride south of Grayington. It 
  consists of 3 sets of large stone hands rising up from the earth. They have been 
  there since the first inhabitants moved into the area. They are immune to all 
  scrying and divination magic and so far nobody knows what their purpose is. 
   
     
  Diocese of Valkurl 
  Capital:    Valkurl 
  Population:   ??? 
  Ruler:       Baron Stephon Nital (Rao) 
  Bishop: Aniel Morlin 
   
  The Diocese of Valkurl is a pie shaped region that starts on the 
  Velverdyva river and widens as it heads south towards the Lortmils. Its present 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 14 
  ruler is Baron Stephon Nital and he has been in power for a mere 3 years. The 
  Baron was a prominent member of the High Roads Trading Company and never 
  thought the mantle of rulership would fall to him as he was the 3rd son in the 
  family. Misfortune struck in the wars though and he is adapting as best as he can 
  to his current situation. A large portion of the Lortmils fall within the boundaries 
  of this region giving it the second largest demi-human population after the 
  Diocese of Lorrish. The city of Valkurl sits in the south central part of the diocese 
  and is primarily a merchant driven city. Many roads lead south out of Valkurl to 
  dozens of small and large mining camps. This brings in large amounts of precious 
  metals and stones into the town and most major merchant houses maintain a 
  presence here. The town of Tempon sits on the Velverdyva river on the northern 
  boundary of the diocese. It acts as the stopping point and major port for Veluna 
  City and points west. This is the only sizable port on the Velverdyva that is 
  friendly towards the Rhennee and it’s common for several dozen of their barges to 
  be moored here at night and their festivals on the banks of the river can be heard 
  all the way across town. The Baron’s representative to the Celestial Order is 
  Joshua Borrington. He is the Baron’s cousin from his mother’s side and a long 
  time friend.  
   
  Notable NPC’s: 
   
  Baron Stephon Nital [hm, Fig3/Rog5] – The Baron is a young man of 27 years 
  and has been well received by the locals so far. Many of the merchant houses in 
  Valkurl are raising a huge fuss over him though. They believe his past ties to the 
  High Roads Trading Company gives that merchant company an unfair advantage 
  over the others. They have about exhausted their supply of people willing to listen 
  to their complaints though and have been quiet as of late. The Baron is single, 
  although rumors of an affair with a noble’s daughter from another diocese have 
  been spreading through town lately.  
   
  Bishop Aniel Morlin [hf, Clr11 – Rao] – Bishop Aniel is a well loved figure in 
  Valkurl. She is in her late 60’s and has been the Bishop to Valkurl for over 30 
  years now. She has passed up several promotions to remain here and some say she 
  was even a candidate for the Archbishop of Veluna’s position and did not take it. 
  The Baron views her as a member of the family and she is one of his most trusted 
  advisors.  
   
  Guildmaster Norken Bonnel [gm, Exp4] -  Norken is the head of the local 
  guildhouse for the High Roads Trading Company. He is an old friend of Baron 
  Nital and can be found at his mansion outside of town most weekends. Norken 
  looks exactly like what you would expect a gnome guildleader to look like. Short 
  height, plump around the middle and likes his beer and the ladies. The Baron has 
  had to step-in on a few occasions and pull his butt out from the frying pan with 
  the local officials. 
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 15 
  Important Places: 
   
  Valkurl [1,500 human, 450 gnome, 300 halflings, 200 dwarves]  –  This town 
  is unlike most towns in Veluna. Half the town is warehouses and loading areas. 
  The other half is bars, taverns, and large boarding houses. It started as a stopping 
  point for caravans heading to Devarnish and the rest of the town grew up around 
  it. Valkurl is known for having a bar on every corner and a guardsman on every 
  other. The Baron runs a very tight ship in Valkurl and the crime rate here is very 
  low. Some say its due to an agreement with the local thieves organization, but 
  they are quickly told to stop blaming ghosts and give credit where credit is due.  
   
  Tempon [750 human] – The city of Tempon is known as the city of festivals. It 
  seems like anytime you stop there they are celebrating something. Half the 
  townsfolk here are Rhennee bargefolk. They are not permanent residents, but with 
  their comings and goings there is always a few hundred of them in town. They 
  have a small compound outside of town and wild tales of what goes on at night 
  out there circle around town. The town consists of 4 stone docks and several 
  warehouses. Most trade flows here from the Diocese of Grayington and consists 
  of foodstuffs bound for the lands to the east.  
   
  Clan Rockhammer [800 dwarf] – Though not technically a part of Veluna, this 
  clan of dwarves has very strong ties to the city of Valkurl. The settlement consists 
  of a large warren of tunnels in the side of a mountain about 2 days travel into the 
  Lortmils mountains south of Valkurl. They have an exclusive trade arrangement 
  with the High Roads Trading Company and the two have made each other very 
  rich over the last 10 years. Most dwarves in the Valkurl area hail from this clan 
  and they take their clan name very serious. It’s a common saying in Valkurl that 
  you only cross a Rockhammer dwarf once.  
   
   
  Diocese of Devarnish 
  Capital:  Devarnish 
  Population:   ??? 
  Ruler:     Count Westin Mori (St. 
  Cuthbert)  
  Bishop:  Marquin Dorasie 
   
  The Diocese of Devarnish is the eastern most point of Veluna. Its northern 
  border is the Velverdyva and its eastern border is buried somewhere deep in the 
  Iron Woods. Its southern border is very iffy and just sort of stops where the 
  patrols do in the Kron Hills. The capital, Devarnish, is the 3rd largest city in 
  Veluna and sits on the western border of the diocese. Most traffic heading east 
  from Devarnish heads to Jarl and travels the river route east. A road does cut 
  through the Iron Woods but most choose not to risk the woods and head to Jarl. 
  Its current ruler is Count Westin Mori. He has been in office for 6 years now and 
  they have not been happy ones. The Bishop has been used to running things as he 
  saw fit as Count Westin’s father did not care to rule much and left everything to 
  the Bishop. Count Westin on the other hand is the complete opposite and takes a 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 16 
  strong hand in almost everything. This has caused many public confrontations 
  between the two. The diocese’s economy revolves around trade and traffic 
  through its cities. With Iuz choking off almost all traffic east/west to the north 
  more and more caravans are using the Great Western Road and the Velverdyva to 
  travel east to west. The Counts representative to the Celestial Order is his 
  youngest brother Marcus Mori. They have not always seen eye to eye but he is the 
  closest thing the Count has to a trusted friend right now. 
   
  Notable NPC’s: 
   
  Count Westin Mori [hm, Rog6] – The Count is a very tall and wide shouldered 
  man in his late 20’s. He has been waiting for the last ten years for his father to 
  abdicate so he could fix what he believes his father messed up. He has been very 
  vocal over the last few years about his father giving to much power to the 
  guildmasters and letting Bishop Marquin get away with to much. As soon as he 
  took over he revoked many laws his father had put into effect and canceled the 
  money for several of the Bishop’s pet projects. This did not endear him what-so-
  ever with the local powers and his relationship with them has been strained at best 
  with them since.  
   
  Bishop Marquin Dorasie [hm, Clr6 – Rao] – The Bishop is a very imposing 
  man in his late 40’s. He has been Bishop to Devarnish for 20 years now and takes 
  his position very seriously. He believes that Devarnish is the most morally corrupt 
  city in Veluna and has been waging a personal crusade against this since arriving 
  20 years ago. He used to have free reign to do as he pleased when Westin’s father 
  ruled, but is finding his son to be less helpful. His current project involves setting 
  up a group of Raoan Knights in Devarnish which he believes will drive out some 
  of the undesirable elements in Devarnish. 
   
  Guildmaster Markei Poston [1/2m, Rog8] – Markei is considered the most 
  powerful man in Devarnish after the Count and the Bishop. He runs the High 
  Roads Trading Company, the largest trading company in Veluna, and his contacts 
  stretch across most of the Flanaess. The Count has been trying to find a way to 
  reel in Markei since he took office, but has not found a way. Markei lives in a 
  mansion compound on the east side of town that rivals that of the Count himself. 
  Some say he is setting himself up as a replacement for the Count, but nobody is 
  sure how this could happen. 
   
  Guildmaster Lorit Baskin [hm, Clr8] -  Lorit runs the Iron Rings Consortium 
  and is Markei’s primary competition. He is a good friend of the Count and hopes 
  to use this to his advantage against Markei. He is very seldom seen in public 
  leaving most minor things to his employees. Rumor has it that he had something 
  to do with the old count’s untimely death but nothing was proven. 
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 17 
  Important Places: 
   
  Devarnish [6,000 human, 500 elf, 350 gnome, 250 dwarf] – Devarnish is the 
  trade center for Veluna. Set in the eastern most point in Veluna, almost all trade 
  from the eastern realms passes through Devarnish. More information on 
  Devarnish can be found at the end of the section. 
   
  Jarl [1,500 human, 200 elf] – Is a medium sized port-town that rests on the 
  Velverdyva. River traffic heading from or to Devarnish passes through here. The 
  town consists of several stone docks and warehouses along with the usual 
  compliment of seedy dock taverns and bars. The town is ruled by Trisen Mori, the 
  younger brother of the Count. He resents his appointment very much and plots to 
  leave as soon as possible. 
   
  Iron Road -  This road leads from Devarnish and heads east through the Iron 
  Woods to Verbobonc. The road is well kept until it reaches the woods. From there 
  on its upkeep has been let go. Moving fallen trees from the road and avoiding 
  washed out parts of the road are common problems. The only sign of civilization 
  before reaching the other side is the Fallen Timber Tavern. Located at what is 
  agreed on by most as the center of the road, it is a safe haven from the woods at 
  night. Most who travel this route make haste to make the Tavern before the night 
  sets in.  
   
  Fallen Timber Tavern – Located in the middle of the Iron Woods this tavern is 
  actually a small compound. The tavern sits in the center of a large wooden 
  palisade surrounded by several other buildings. The tavern is owned by Syian 
  Theus, an elf of undetermined age. He has run the tavern since it first opened 
  almost 100 years ago. All are welcome at the tavern, but violence is strongly 
  discouraged. Any involved in any fisticuffs are escorted to the gate and tossed 
  outside no questions asked.  
   
   
  Diocese of Kempton 
  Capital: Kempton 
  Population:  ??? 
  Ruler:    Baroness Ladawn Basalle (Rao) 
  Bishop:        Ansile Orish 
   
  The Diocese of Kempton lies south of Veluna City and stretches south to 
  the Lortmil Mountains. Its capital, Kempton sits in the middle of the diocese. The 
  only other sizable town is Asnath which lies on the northern edge of Asnath 
  Copse next to the Great Western Road. This region is the most rural of any in 
  Veluna. With no major roads of traffic or major towns the area has stayed the 
  same the last few centuries. The people are a very simple and honest folk and do 
  not take kindly to people stirring up trouble in their area. Though part of the 
  Asnath Copse does fall into the Diocese of Valkurl’s region it is pretty much run 
  by the elves that make their home there. The region houses the majority of elves 
  in Veluna. The majority of the diocese is farmland though a few mines exist in the 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 18 
  part of the Lorridges that run into the area. A few clans of dwarves live in the 
  Lortmil Mountains on the edge of the diocese, but they pretty much keep to 
  themselves and are very wary of strangers. The diocese is ruled by Baroness 
  Ladawn Basalle, a fair blond haired woman in her late 30’s. Her family has ruled 
  from their mansion in Kempton for centuries and are the second oldest noble 
  family after the Landis family in Whitehale. The last five rulers of Kempton have 
  been female due to the Landis family tendency to have daughters.  Bishop Ansile 
  Orish is the churches representative to Kempton. He is the cousin of Ladawn and 
  one of her most trusted advisors. The Baroness’s representative to the Celestial 
  Order is her son Peter Basalle. He strives to uphold the family name in all things.  
   
  Notable NPC’s: 
   
  Baroness Ladawn Basalle [hf, Clr3 - Rao] – The Baroness started her reign 12 
  years ago upon the death of her mother from an unknown ailment. She gets along 
  well with the other noble houses in the diocese and has no major problems to 
  speak of. She surrounds herself with people from far off lands as she was forced 
  into the role of leadership before being able to see much of the world. Rumors 
  have it she is thinking of stepping down and letting her son take over so she can 
  travel.  
   
  Bishop Ansile Orish [hm, Clr11 - Rao] – The Bishop was recently posted to the 
  Kempton position by the College of Bishops. Some say its to repay a favor for the 
  state since they usually do not post somebody related to the ruling family. He is a 
  distinguishing looking gentlemen in his mid 40’s. Rumor has it that he was a great 
  adventurer in service to the state and had something to do with the return of the 
  Crook of Rao. He of courses denies this as hogwash, but he has several scars on 
  his arms that are not found on those who lead quiet lives.  
   
  Peter Basalle [hm, Pal2 – Rao] – Peter is the son of Baroness Ladawn and the 
  families representative to the Celestial Order. He has been the man of the family 
  since his father passed away 8 years ago. He has grown up fast in that time and 
  shows the wear and tear when you look into his eyes. He constantly strives to 
  bring honor to his family name and is easily goaded into fights but those who 
  know what buttons to push with him. He just celebrated his 22nd birthday this year 
  and rumors have it his mother wants to step out of the limelight and let him take 
  over though nothing official has been heard as of yet. 
   
  Important Places: 
   
  Kempton [1,500 human, 600 elf] – The capital of the diocese is located in the 
  center of the region. It primarily acts as a farmers market and meeting place for 
  the surrounds villages. The Baroness’s estate sits on a hill overlooking the town to 
  the south. The town is a very nice looking and pleasant sort of place. Plenty of 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 19 
  trees and parks and lots of open spaces. You can see some of the elvish influences 
  from nearby Asnath in the architecture and parks.  
   
  Asnath [1,800 human, 1000 elf] – Asnath is one of the more unusual towns in 
  Veluna. It lies partially on the Great Western Road and partially in the Asnath 
  Copse. The northern part of town is your normal town. Taverns and inns cater to 
  the travelers on the road and farmers from the local area. The southern part of 
  town consists of dozens of elvish buildings up in the trees connected by bridges. 
  This division may seem weird to outsiders, but seems perfectly fine to those who 
  live here. The town is ruled by a 3-person council that reports to the Baroness in 
  Kempton. One member is picked by the elven elder, one is picked by Bishop 
  Ansile, and the other is picked by the Baroness. The town protects the whole of 
  Asnath Copse and all know not to attempt to cut any trees in it.  
   
  Cathedral of Stone – Rumored to be located in a clearing in the middle of 
  Asnath Copse, this mysterious place has not been found by lookers for over 100 
  years now. It is said to consist of a circle of thin pillars of marble that rise into a 
  domed ceiling high above. Ancient runes of some sort adorn them, but nobody 
  has ever claimed to have deciphered their meaning.  
    
   
  Diocese of Lorrish 
  Capital:  Lorrish 
  Population:  ??? 
  Ruler:     Lord Corbin Jamorrie  (Rao 
  Supporter) 
  Bishop:    Tarnath Pendale 
   
  The Diocese of Lorrish contains the roughest terrain and people in Veluna. 
  The majority of the diocese is taken up by the Lorridges with a few peaks of the 
  Lortmils popping up here and there. The hills are full of box canyons and dead 
  ends and is very confusing to those not familiar with the area. The region is ruled 
  by Lord Corbin Jamorrie. Corbin is the only non-human ruler in Veluna. His 
  gnomish clan did a great service for Veluna during the short war with Keoland 
  and a noble title and land were their reward. Lord Corbin has ruled for the past 60 
  years and if his health keeps up like it has he could rule for another 60. Many 
  clans of gnomes and halflings call the hills home and they swear fealty to Lord 
  Corbin in exchange for his protection. Bishop Tarnath is the church appointed 
  priest to Lorrish and he makes the 3rd Bishop Corbin has had during his reign. The 
  two get on passably well though the Bishop thinks Corbin takes to long to make a 
  decision sometimes. The diocese’s representative to the Celestial Order is 
  Corbin’s granddaughter Sharis Jamorrie. She is the leader of the Celestial Order 
  and has been on the order for 19 years now. 
   
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 20 
  Notable NPC’s: 
   
  Lord Corbin Jamorrie [gm, Art9] – Is an elderly gnome figured to be 
  somewhere in the mid 200’s for age. He has ruled the diocese for the last 60 years 
  and is also the leader of his clan. He is very good friends with the Canon and was 
  one of his strongest supporters when he gained his current position. Though his 
  clan and he himself worship Garl Glittergold he does show great respect for Rao 
  and gives the church his full support. He is a very strong believer in Veluna’s 
  taking the forefront in the fight versus Iuz and believes we are the key to his 
  downfall. He is known to support several adventuring groups and several groups 
  of troops stationed in Furyondy. 
   
  Bishop Tarnath Pendale [hm, Clr4 – Rao] – The Bishop is a rather young and 
  naive person. He was sent here to get him out of the Archbishop’s hair in Veluna 
  City. They knew he was no match for Lord Corbin and he would not be able to 
  cause any trouble. Bishop Tarnath’s head is filled with grand ideas and he tries to 
  get Corbin to go along with them, which of course he does not.  
   
  Mugly Tinderfoot [gm, Ran7] – Mugly is the leader of Lord Corbin’s Brigade. 
  An adventuring group sponsored obviously by Lord Corbin. For the last 10 years 
  they have traveled into the far north gathering information on Iuz and his foul 
  minions. He is considered Veluna’s foremost authority on the northern realms. He 
  is a very quick tempered man for a gnome and speaks his mind on any subject.  
  He is rarely found in the diocese of Lorrish, but if you do it would mostly likely 
  be at Lord Corbin’s manor and he would be drunk as a skunk with Lord Corbin. 
   
  Important Places: 
   
  Lorrish [800 human, 600 gnome, 200 halfling] – The town of Lorrish is half 
  dug into the side of a hill. Most houses face out from the hill but have the majority 
  of their rooms inside the hill itself. This offers great protection from threats and 
  the elements. The town’s primary source of income is other clans of gnomes and 
  halflings deeper in the Lorridges. They trade with the town and then caravans take 
  the materials into Veluna City to trade.  
   
  Mines of Ri’tin – Originally this mine site was an old gnomish clan site but was 
  abandoned when discovered. The men who discovered it quickly set up operations 
  and pulled out enough silver ore to make them rich beyond their wildest dreams. 
  Mysteriously only one load of ore ever showed up in Lorrish. After a week Lord 
  Corbin sent a patrol up to investigate and what they found was disturbing. The 
  entire area around the mine site was burnt to the ground. Not one tree or blade of 
  grass stood with 200 yards of the mine. The entrance to the mine itself had 
  collapsed in on itself. The patrol tried digging into it but it kept collapsing as they 
  went back so they gave up and returned home. Since then a few mining 
  companies have tried to start up operations there, but they cannot seem to get the 
  mine entrance cleared away and give up after a while. 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 21 
   
  Diocese of Falsridge 
  Capital:  Falsridge 
  Population:  ??? 
  Ruler:     Duke Darneath Grinish (Rao) 
  Bishop: Falton Barrett 
   
  The Diocese of Falsridge marks the western border of Veluna. The region 
  starts on the western edge of Veluna City and stretches to the Fals Gap. The 
  eastern half of the diocese is farmland with only the Great Western road breaking 
  up the endless fields. The western half of the region is dominated by the Great 
  Western Road as it stretches from Mitrik to Falsridge and then on to points west. 
  The road and Falsridge generate huge amounts of income from tariffs and 
  import/export fees. The capital , Falsridge grew up around the original trading 
  post on the border hundreds of years ago. Since then the border has shifted to the 
  west about 15 miles. The region is ruled by Duke Darneath Grinish, a man who 
  fits every stereotype for a knight you can think of. Broad shouldered with dark 
  black hair and green eyes, the Duke strikes a very imposing figure. He has ruled 
  the diocese for the past 15 years and they have been very good years indeed for 
  the region. He is assisted by Bishop Falton Barrett. The Bishop has long given up 
  on trying to convert the Duke to Rao and has since settled down into a very good 
  working relationship with him. The Duke’s representative to the Celestial Order is 
  his wife Keri Grinish. An adventurer of some renown herself, she is a strong voice 
  for war against Iuz in the Order.  
   
  Notable NPC’s: 
   
  Duke Darneath Grinish [hm, Pal9/Clr3 – St. Cuthbert] – The Duke is not your 
  typical noble. As a young man he left home with nothing but his sword and some 
  clothes and set out to see the world. He returned 10 years later with a wife on his 
  arm and a reputation across Veluna as a champion of Justice. His father stepped 
  down 5 years later and the Duke has ruled since. He is a man of very strong 
  convictions. He has seen some of the best and worst the world has to offer and it 
  has made him a better ruler for it. He also has the title of Master of the Cudgel as 
  the leader of the Knights of the Cudgel. He met his wife Keri while adventuring in 
  Geoff and they were married two years later. His oldest son, Theron, is currently 
  out on his own seeing the world and last rumor put him somewhere in the City of 
  Greyhawk area.  
   
  Bishop Falton Barrett [hm, Clr8 – Rao] – Bishop Falton is a very well 
  respected man in Falsridge. He has been Bishop for the past 10 years and appears 
  to be a man in his late 30’s. He originally had a hard time dealing with the Duke 
  and his lack of faith in the church of Rao. Since then he has come to understand 
  that the Duke has only the best interests of Veluna in mind and this has reassured 
  him immensely. As of late he has been working on a new church of Rao to 
  replace the old church that had been neglected during the time when Duke 
  Darneath’s father ruled.  
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 22 
   
  Duchess Keri Grinish [hf, Ran8] – The Duchess was originally viewed with 
  some distaste by the locals of Falsridge when she first arrived. Since then she has 
  proven to be their biggest supporter and has almost as much support as her 
  husband with the townsfolk. Born and raised in Geoff, she was the daughter of a 
  minor noble until the invasion by giants destroyed her family’s holdings. She 
  dedicated her life to destroying them and was doing just that when she met her 
  husband. She begrudgingly returned to Falsridge with him, but swore to one day 
  gather support and return south to reclaim her birthright. Since she can do nothing 
  about Geoff for now she has turned her anger towards Iuz and his minions. 
  Though Veluna is technically at war with Iuz she believes Veluna should be 
  taking a more active roll in the fight and argues this point constantly with the 
  Celestial Order. 
   
  Important Places: 
   
  Falsridge [3,500 human, 300 dwarf, 200 gnome] – Falsridge is Veluna’s 
  gateway to the west. Built on what was the original border of Veluna years ago, it 
  has grown into a thriving city and major mercantile center. The entire city is 
  surrounded by a 25’ foot stone wall which is patrolled regularly. All races and 
  nationalities can be found milling around this city. Almost any type of item may 
  be found here and for the right price almost any illegal one as well. The Knights 
  of the Cudgel are based out of Falsridge as well as the largest church to St. 
  Cuthbert. Falsridge has many churches not found elsewhere in Veluna due to the 
  amount of travelers coming through the city gates. The Duke runs a very tight 
  ship here and crime is very low, but not unheard of.  
   
  Great Western Road – 50% of the Great Western Road falls with the boundaries 
  of the Diocese of Falsridge. Due to its position near Ket the majority of the road is 
  patrolled by Falsridge at all times. Once the road passes through Falsridge on its 
  way west the road becomes lined with watch towers spaced out every mile or so 
  until reaching Fals Keep on the border.  
   
  Fals Keep – Construction on Fals keep was started by the Duke when he first 
  took office. It was finished 3 years ago and now stands as Veluna’s first line of 
  defense against forces from the west as well as a regulator of traffic into and out 
  of Veluna. The keep is manned by at least 250 men-at-arms and 100 Knights of 
  Falsridge at all times. About 1/3 of this force is out on patrol at any given time.  
   
  Krag Spire – Located in the far NW corner of the diocese, this unnatural rock 
  formation is an enigma at present. The Krag looks like a long finger of rock 
  sticking out of the side of a mountain at a 70 degree angle in the southern Yatil’s. 
  It’s about 200 feet across and about 400 yards long. The end of it rises out over 
  the valley below and is around a half mile above the valley floor. The end of it 
  appears to have several caves and holes it in but nobody has managed to get to 
  them to explore what is inside. Spells of movement do not work in the area (fly, 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 23 
  teleport, dimension door, etc.) and all who have tried to climb to the end have 
  perished or given up and turned back.   
   
   
  Archdiocese of Veluna City – 
  Capital:  Veluna City 
  Population:  14,000 including 
  surrounding area 
  Ruler:     Archbishop Rinen Fallswop 
   
   
  The Archdiocese of Veluna City consists of the city and the area within 15 
  miles in any direction. The Archdiocese was founded when Veluna City was 
  constructed long ago. The Archdiocese governs itself and falls under nobody’s 
  control though the Diocese of Grayington does provide the defense for the 
  Archdiocese. The current Archbishop is Rinen Fallswop. He is widely accepted as 
  the next logical Canon of Veluna when Canon Hazen chooses to step down.  
   
  Notable NPC’s: 
   
  Archbishop Rinen Fallswop [hm, Clr14 – Rao] – Archbishop Rinen is 
  considered the most holy priest of Rao after the Canon himself. He started out as 
  the Bishop of Falsridge before being assigned the position of Archbishop of 
  Veluna City 15 years ago. Rinen is a man in his late 50’s with long white hair 
  down to his shoulders. He is well loved by all and has the backing of the Celestial 
  Order which is all important for election to the position of Canon. Many in 
  Veluna City believe Canon Hazen is to old to do his job anymore and believe 
  Archbishop Rinen should replace him now. Rinen will hear nothing of this kind of 
  talk and denies any interest in the position as long as Hazen wants it. 
   
  Bishop Tarik Turis [hm, Clr4 – Rao] – Bishop Tarik is Archbishop Rinen’s 
  assistant. He sees to the daily running of Veluna City and only bothers Rinen if 
  something of great import comes up. Tarik is a very intelligent man and most 
  agree he will go very far in the church given more time.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 24 
  Major Cities in Veluna 
   
  Veluna City [11,100 Total - 9,500 human, 800 elf, 300 gnome, 200 dwarf] – 
  Veluna City is not your average city. Most cities grow up around important trade 
  routes or places of import. Veluna City was constructed for a purpose. In 206 CY, 
  Canon Hermiad ordered the construction of a central city in Veluna so thus 
  Veluna City was born. Most of the wood for construction was harvested from the 
  nearby Asnath Copse. This reduced the Copse’s size by almost 50% and marks 
  the last time an axe has been taken to a tree in the Copse. The Canon wished to 
  move the seat of government there, but he died before realizing that dream. His 
  successor had no desire to move the capital from its holy spot in Mitrik so 
  declared Veluna City an independent diocese and set an Archbishop there to 
  govern. Decades later the Celestial Order moved from Mitrik to Veluna City to 
  distance itself from the church. Since that time Veluna City has grown in leaps 
  and bounds and is now the second largest city in Veluna.  
   
  Veluna City is made almost entirely of wood due to the lack of easily 
  accessible stone for buildings. The city was walled in at great expense in 521 CY. 
  The town streets are all straight and very organized. Clean streets and buildings 
  are normal in Veluna City. What is not visible apparent in Veluna City is their 
  intolerance of other religions. Visitors will notice after a while that there are 
  several church’s to Rao, but not one church to another deity. While they will not 
  burn priests of other gods at the stake they may refuse to deal with them in any 
  way.  
   
  The Celestial Order makes their home in the Hall of Wisdom. There, the 
  representatives of the secular nobles in Veluna meet to discuss the direction 
  Veluna is moving in. The Celestial Order has met here for over 300 years and 
  only once have during the Keoish occupation did they meet somewhere else. 
   
   
   
  Mitrik [16,200 Total - 15,000 human, 1,000 elf, 500 halflings, 400 gnomes, 200 
  dwarves] – This is the city where Veluna started. The Crook of Rao was found in 
  the catacombs underneath the present Cathedral of Rao almost 600 years ago. 
  Since that time the city has grown up around it and became the center of religion 
  and culture for Veluna.  
   
  Mitrik is a very old city and shows it. The entire city is almost totally 
  constructed of stone. When walking through its streets you get the feeling of 
  ancient power and the worn roads show the path that thousands have walked over 
  the past 5 centuries. The city is divided into several wards. Large stone walls 
  separate each section with gates controlling the flow of traffic. All sections of the 
  city are open to anybody except the temple grounds themselves which are open to 
  authorized members and their guests only. The dock area is very clean and orderly 
  compared to most other cities. It is well patrolled and trouble is not common. Just 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 25 
  up the river from the dock area you can see the floating villa’s of some of the 
  merchant lords of the city rising and falling with the tide.  
   
   
  Devarnish [7,900 Total - 6,000 human, 500 elf, 350 gnome, 250 dwarf] – 
  Devarnish is the trade center for Veluna. Set in the eastern most point in Veluna, 
  almost all trade from the eastern realms passes through Devarnish. The Great 
  Western Road starts here and runs across Veluna to end in Falsridge on the 
  western border of Veluna. Though the city only contains 7,900 residents it often 
  swells to almost 10,000 during festivals and the busy trading season in the 
  summer.  
   
   
  The city consists of  a walled section contained the upper-class merchants 
  as well as the warehouses and stables of the more powerful merchant companies. 
  Several smaller walled areas are attached to it and contain the temple ward, 
  business areas and some small areas. Just to the north of the main gate of the city 
  is the common grounds. Here makeshift houses, businesses, and such setup shop. 
  In the summer months it is a large mass of people, animals, and wagons 
  constantly shifting over acres of land as people come and go. In the winter months 
  it is covered in snow without a soul in sight. 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 26 
   
   
  Chapter Five: Government 
   
   
  The Archclericy of Veluna is a Theocracy ruled by the Canon of Veluna. Before 
  we go into more depth lets get the definition of Theocracy out in the open here. 
   
  Theocracy – A government ruled by or subject to religious authority.  
   
  That definition defines how Veluna society works. With the Church of Rao 
  guiding the country from above it lets religion slips into almost all facets of life in 
  Veluna. Each Diocese has a Bishop attached to the noble house. Every town has a church 
  somewhere in it. Most merchant and businesses either employ a priest or pay tribute to a 
  church in some way. Below you will find each of the positions in Veluna’s government 
  described in more detail. 
   
   
   
  Canon of Veluna: 
  Head of College of Bishops. Ruler of the Country of Veluna. 
  Roughly equivalent to a King with the College of Bishops and the Celestial Order of the 
  Moons acting as his advisors. The Canon is selected by the College of Bishops and 
  approved by the Celestial Order when the old Canon steps down or passes on. The 
  College and Celestial Order may remove the Canon though this has never happened to 
  date. 
   
  Present Office Holder:   
  Veluna is ruled by his Venerable Reverence, the 
  Canon of Veluna, Hazen, Shepard of the Faithful. He has been in power for 42 
  years now. 
   
   
   
  College of Bishops: A 21 person council that advises the Canon and maintains various 
  religious functions in Veluna. The College is made up of the following. The Bishops of 
  Rao from each of the seven diocese’s. The Archbishop of Veluna City. The Archbishop 
  of the Royal College. The Bishops of both schools in the Royal College. The ruling 
  council of the Church of St. Cuthbert (6 members). The High Priest of the Knights of 
  Veluna. The remaining three members are appointed by the Canon. The Council  
  currently has the following religious breakdown. 13 Rao, 7 St. Cuthbert, 1 Heironeous. 
   
  Present Office Holders: 
  Diocese of Whitehale (Rao) –  
    
  Bishop Roland Otjieg 
   
  Diocese of Grayington (Rao) – 
   
  Bishop Velt Harkin 
   
  Diocese of Valkurl (Rao) –   
   
  Bishop Aniel Morlin 
   
  Diocese of Devarnish (Rao) –  
   
  Bishop Marquin Dorasie 
   
  Diocese of Kempton (Rao) –  
   
  Bishop Ansile Orish 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 27 
   
  Diocese of Lorrish (Rao) – 
   
   
  Bishop Tarnath Pendale 
   
  Diocese of Falsridge (Rao) –  
   
  Bishop Falton Barrett 
   
  Archbishop of Veluna City (Rao) –  
  Archbishop Rinen Fallswop 
   
  High Clerist of St. Cuthbert (St. C) –  
  High Clerist Marcius Preven 
   
  Archbishop of Mitrik (St. C) - 
   
  Archbishop De’rin Siltwood 
   
  Bishop of Devarnish (St. C) -  
   
  Bishop Phillip Aresson 
   
  Archbishop of Fals Gap (St. C) – 
   
  Archbishop Beoarn Kitel 
   
   
  Grand Marshal of Forces (St. C) – 
   
  Marshal Antony Karpenk 
   
  High Inquisitor (St. C) - 
   
   
  Inquisitor Trab Melot 
   
  High Priest of the Knights of Veluna (Rao) –High Priestess Farrah Semaj  
  Archbishop of the Royal College (Rao) - 
  Archbishop Priffin Truft 
  Bishop of the Royal College Divine (Rao) - Bishop Geran Malkei  
  Bishop of the Royal College Arcane (Rao) - Bishop Yuris Malkei 
   
  *   Bishop of Asnath (Rao)   
   
  Bishop Darius Silvertree 
  *   Bishop of Thornwood (St. C) - 
   
  Brother S’ret Col’nive  
  *   Bishop of Heironeous (Heir) - 
   
  Inquisitor Naren Phellip 
  *  
  - denotes appointed by Canon 
   
   
   
  Celestial Order of the Moons: 
  This order consists of a representative from each of 
  the seven secular noble families and a representative from the Viscounty of Verbobonc. 
  Only the representatives from the seven noble house have any voting power. The 
  representative from Verbobonc is merely there in an advisory capacity. The Celestial 
  Order is presided over by the Archbishop of Veluna City though he serves no ‘official’ 
  capacity on the order.  
   
   
  Present Office Holders: 
  Diocese of Whitehale (Rao) –  
  Rachael Landis 
   
   
  Diocese of Grayington (Rao) – 
  Mathew Sarneth 
   
   
  Diocese of Valkurl (Rao) –   
  Joshua Borrington 
   
   
  Diocese of Devarnish (St. C) – 
  Marcus Mori  
   
  Diocese of Kempton (Rao) –  
  Peter Basalle  
   
  Diocese of Lorrish (Rao) – 
   
  Sharis Jamorrie 
   
   
  Diocese of Falsridge (St. C) –  
  Keri Grinish 
   
  Viscounty of Verbobonc - 
   
  <unknown as of yet> 
   
   
   
  Noble Houses: 
  The head of each of the seven secular nobles houses form half of 
  the governing body for each of the diocese’s. The other half is the Bishop of Rao for that 
  diocese. The eighth diocese is Veluna City which falls under the Canon’s control (he 
  appoints an archbishop to administer it.)  In most dioceses the noble houses run them 
  pretty much as they see in matters of state and economies. The bishop does not get 
  involved unless it’s a matter of church or national importance. Though in some regions 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 28 
  the bishops try to take more control or just do not get along with the nobles. Each of the 
  noble houses appoints a member to the Celestial Order of the Moon to represent them in 
  governmental matters. This is often a close family member for loyalty reasons.  
   
   
  Present Office Holders: 
   
  Diocese of Whitehale (Rao) –  
  Duchess Clariece Landis 
   
  Diocese of Grayington (Rao) – 
  Plar Eldried Sarneth  
   
  Diocese of Valkurl (Rao) –   
  Baron Stephon Nital  
   
  Diocese of Devarnish (St. C) – 
  Count Westin Mori 
   
   
  Diocese of Kempton (Rao) –  
  Baroness Ladawn Basalle 
   
   
  Diocese of Lorrish (other) –  
  Lord Corbin Jamorrie  
   
  Diocese of Falsridge (St. C) –  
  Duke Darneath Grinish 
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 29 
   
   
  Chapter Six: Religion 
   
  In order to understand the Archclericy of Veluna you must understand what drives 
  the people that live there and to put it simply religion is the heart and soul of Veluna.  
  From the head of the nation all the way down to the common farmer saying a prayer to 
  Berei before starting his day of work it effects all facets of life in Veluna. Four 
  Knighthoods make their home in Veluna and dozens of other religious orientated groups 
  call Veluna their home as well. The worship of Rao is the most widespread religion in 
  Veluna.  Unlike other countries though, Veluna is very tolerant of other religions and 
  some have very strong followings in Veluna. The one thing you will not find though is 
  any religion to a god of evil or a god who condones acts of evil or indifference. Below 
  you will find a list of how certain other gods of Greyhawk are viewed in Veluna. This is 
  the general attitude towards these religions and of course varies from person to person. 
  Non-tolerated religions will be run out of town or destroyed outright by the forces of 
  Veluna. Disliked religions are given a very cold shoulder and told they are not welcome, 
  but normally will not be rooted out and destroyed.  
  Non-tolerated Religions: 
  Beltar, Erythnul, Hextor, Incabulos, Iuz, Nerull, 
  Phyremius, Raxivort, Syrul, Tharizdun, Vecna, 
  Wastri 
  Disliked Religions: 
   
  Kurrell, Ralishaz, Vatun, Wee Jas 
  Of the many religions represented in Veluna three stand out and one in particular 
  rules above them all. The gods are listed in relative strength in Veluna.  These can vary a 
  great deal depending on current happenings and location though. More information on 
  the structures of these churches and meta-groups associated with them can be found in 
  the organization section or on the webpage at later date.  
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 30 
  RAO – Greater God of Peace, Reason & Serenity 
  Worship of Rao is the state religion.  It is by far the most powerful church in 
  Veluna and wields great spiritual and political power.  The Shepherd of the Faithful, 
  Canon Hazen, is the highest ranking Raoan cleric in Veluna and possibly the world. The 
  next layer of power in the church is the seven bishops that form half of the rulership for 
  each of the seven diocese's and the archbishop who runs Veluna City in the name of the 
  Canon.  Combine this with the fact that over half the College of Bishops is Raoan and 
  five of the seven noble house worship Rao and you get the picture.  Worshippers of Rao 
  get along well with the other commonly worshipped gods in Veluna though some tend to 
  look down at the other religions as for the common types.   
  Major Temples: 
  Mitrik, Veluna City, Devarnish, Whitehale, Grayington, Valkurl 
  Minor Temples:  
  Kempton, Lorrish, Falsridge, Asnath, Jarl, Tempon, most small 
  villages 
   
   
  Origin: 
  Flan - Common across the Flanaess 
  Areas of 
  Concern: 
  Peace, Reason, Serenity, Intellect 
  Domains: 
  Law, Good, Knowledge, Protection 
  Align: 
  Lawful Good 
  Worshippers: LG, NG, LN - Paladins, peacemakers, wizards, rulers, scholars, 
  sages 
   
  Rao's priests are mediators, and negotiators. They are 
  wise and thoughtful people. Most are male though a 
  few females are in the lower ranks of the church. A 
  common motto of the priesthood is "there is a time to 
  think, more rarely to act; but in that time, action is 
  wisdom."  Rao is a god of peace but does not tolerate 
  evil in any form. A paladin of Rao will one day settle 
  the peace between to feuding neighbors and the next 
  be crushing an evil cult to dust. Rao is on good terms 
  with the Sun God Pelor and their worshippers often 
  work together for a common cause. Rao holds great 
  enmity for Iuz and will seek to thwart him at any 
  opportunity.  
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 31 
  Saint Cuthbert – Int. God of Common Sense, 
  Truth & Discipline 
  Worship of St. Cuthbert has always been the common soldiers god in 
  Veluna.  From the city watch to the pikeman in the army.  The worship of St. 
  Cuthbert has been in Veluna for many centuries but has recently gained strength 
  over the past few years.  The main reason for this is the war with Iuz.  The beliefs 
  of St. Cuthbert mesh well with the peoples feelings towards this ancient evil.  
  The fact that Iuz is a sworn enemy of St. Cuthbert does not hurt either.  The 
  highest ranking priest of St. Cuthbert in Veluna is Bishop Marn Lightbringer.  He 
  governs over the Council of Righteousness which is made up of himself and the 
  four highest ranking priests in the church.  Worshippers of St. Cuthbert get along 
  well with all other common gods of Veluna especially Heironeous.  Their 
  common cause in the destruction of Iuz has had them working closely together 
  as of late.   
  Major Temples: 
  Mitrik, Falsridge,  
  Minor Temples: 
  Devarnish, Whitehale, Jarl, Kempton 
  Origin: 
  Common across the Flanaess 
  Areas of 
  Concern: 
  Common Sense, Wisdom, Zeal, Honesty, Truth and Discipline 
  Domains: 
  Destruction, Good, Law, Protection, Strength 
  Align: 
  LN 
  Worshippers: Fighters, Monks, and Soldiers 
   
  St. Cuthbert's priests are judges and watchman.  They 
  have no concern for what people think.  They know 
  their duty and their role.  They tend to see things in 
  very black and white terms. Most are male though a 
  few are female.  A common saying is "There are no 
  'good' crimes.  Laws are absolute and in the end 
  justice will be served."  Priests are known to pass 
  sentence and judgment in wilderness areas though 
  this is extremely frowned upon by local authorities.  
  St. Cuthbert holds Iuz as one of his greatest foes and 
  priests will do anything to thwart his plans. His 
  priests are also not on good terms with Pholtus but 
  why this is remains a mystery. 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 32 
  Heironeous – Int. God of Chivalry, Justice, 
  Honor & Valor 
  Worship of Heironeous is relatively new to Veluna though it has gained 
  strength quickly. Paladins and Crusaders are the primary worshippers of 
  Heironeous.  The church of Heironeous is a very militant order.  Their churches 
  are well fortified and even the lowest ranking clerics know how to defend 
  themselves well.  The fighting ranks of Heironeous are led by the Knight 
  Templars.  They are composed of Paladins and fighters who have proven 
  themselves to the church. Unlike most religions Heironeous welcomes most 
  classes. Wizards are known as Catechists and Rouges are known as Inquisitors. 
  They are not common but those who have shown greatly loyalty and service to 
  Heironeous may be asked to join.  Worshippers of Heironeous get along well 
  with the other established religions in Veluna particularly St. Cuthbert.  
  Minor Temples: 
  Whitehale, Mitrik, Devarnish 
  Origin: 
  Oeridian - Common across the Flanaess 
  Areas of 
  Concern: 
  Chivalry, Justice, Honor, War, Daring, Valor 
  Domains: 
  Good, Law, War 
  Align: 
  LG 
  Worshippers: Paladins, Fighters, and Monks 
   
  Heironeous's priests are leaders and protectors of the 
  weak.  They respect honesty and honor in others.  They 
  will never stand by and let a wrong go unpunished. A 
  favorite saying is "Honor is not merely a word it is a 
  way of life. "  Temples to Heironeous may be found 
  scattered across the countryside of Veluna.  They are 
  always well guarded and commoners often request 
  shelter in them during times of trouble. Priests of 
  Heironeous work well with most good religions in 
  Veluna.  Priests of St. Cuthbert and Heironeous have 
  collaborated on several projects recently in the face of 
  the greater enemy known as Iuz.  Priests of Heironeous 
  hold great enmity with Hextor and will go out of their 
  way to thwart his plans.   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 33 
  Fharlanghn – Int. God of Travel, Distance and 
  Roads 
    
  Worship of Fharlanghn in Veluna is primarily by merchants and traveling 
  caravans. It is uncommon not to see at least a token symbol of Fharlanghn on the 
  side of wagons and boats.  In Veluna priests of Fharlanghn are often seen 
  crisscrossing the countryside preaching the word of Fharlanghn and helping out 
  other travelers as needed. It is considered a good omen for a traveler to cross 
  paths with a priest of Fharlanghn. 
  Minor Temples: 
  Devarnish, Falsridge 
  Origin: 
  Oeridian - Common across the Flanaess 
  Areas of 
  Concern: 
  Horizons, Distance, Travel and Roads 
  Domains: 
  Luck, Protection, Travel  
  Align: 
  N(NG) 
  Worshippers: Merchants, Caravans, Travelers, Wanderers 
   
  Priests of Fharlanghn are wanderers and travelers. 
  They only settle down into a local church when they 
  get older and the wanderlust in their veins calms 
  down. A common saying amongst them is “Always 
  look to the horizon. Something new is over it and you 
  are better for knowing what it is.” Priests of 
  Fharlanghn are often used as scouts by armies and 
  explorers by businesses. Due to their travels, priests of 
  Fharlanghn are well versed in languages and social 
  customs of other countries and regions. 
    
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 34 
  Zilchus – Int. God of Power, Prestige, Money & 
  Business 
    
  Zilchus is obviously a very popular god with merchants and businessmen. 
  He is also closely allied with Rao and their priests are often seen working 
  together.  Priests of Zilchus often hold important positions in guilds and 
  merchant houses. They are known as very shrewd businessmen and dealmakers.  
  Minor Temples: 
  Devarnish, Falsridge, Mitrik 
  Origin: 
  Oeridian - Common across the Flanaess 
  Areas of 
  Concern: 
  Money, Business, Influence, Power, Prestige 
  Spheres: 
  Not Yet 
  Align: 
  LN 
  Worshippers: Merchants, Guilds and Unions, Accountants 
   
  Priest of Zilchus are known as ruthless businessmen 
  and shrew negotiators. It is not uncommon for a 
  priest of Rao to bring to sides to the table then a 
  priest of Zilchus to step in and negotiates. A 
  common saying amongst followers of Zilchus is 
  “There are many types of currency in the world. 
  Gold, power, and lives are all valuable commodities. 
  The trick is to get more out of yours then your 
  opponent.”  
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 35 
   
  Chapter Seven: Organizations 
   
   
   
  The following list comprises the meta-game organizations that exist in the 
  Archclericy of Veluna so far. This is my no means a complete list and things even on the 
  list will go through changes as the campaign progresses. For most of the groups below 
  you fill find a quick write-up on them as well as requirements for entry into the lowest 
  level of the organization. Most groups will contain multiple levels and more information 
  on those will be forthcoming. In order to join a group you must be a full guild level 
  member of the RPGA. You must meet all the requirements of the group and you must 
  submit a request for entry to me  < waveman@nls.net > stating your desire to join the 
  group. All meta-game groups in Veluna will be documented. The meta-game document 
  will contain everything a judge should know about the group as well as an expiration date 
  (usually the end of that year). At the start of a new year have your meta-groups costs 
  documented on your log sheet and signed off on. Send a copy of that to me and a new 
  certificate will be issued. This way we hope to keep a better record of current members 
  and to insure that people are following the requirements of certain groups.  
   
  Note: Not all groups in Veluna are documented below. Some groups that are in the 
  works are the Knights of Salvation, Knights of the Cudgel, Knights of Veluna (prestige 
  class), The Wardens, Brothers of the Light, and some other small groups.  
   
   
  Knights of Whitehale 
   
   
  The Knights of Whitehale were created over 40 years ago by Duke Mar Landis. 
  Duke Mar recognized the threat that the northern kingdoms presented to Veluna if 
  Furyondy was ever to fall and went to the Celestial Order with a proposal for a northern 
  defense force.  When the other leaders of the northern Diocese’s laughed at him and 
  voted down his proposal he took matters into his own hands. He gathered together his 
  most experienced and honorable warriors in his diocese and formed the Knights of 
  Whitehale. Originally the Knights consisted of only 14 men but have grown greatly in the 
  past 40 years. They now number over 40 knights and 200 men-at-arms and squires. They 
  are currently led by the Knight Imperious Ellard Rojan. He has lead the Knighthood for 6 
  years now and their membership has gone up almost 50% in that time and they have 
  started moving into their new base of operations in Castle Sepher. The knighthood is a 
  very strict and martial order. They have a very strong code of honor and expect all in 
  their organization to adhere to it to the letter. Knights of Whitehale are known far and 
  wide as strong warriors and they are welcome in almost any group during battle.  
   
  Code of Honor 
   
   
   
  “I am a Knight of Whitehale. I stand righteous in the light and shall brook no evil 
  in my presence. I shall defend those who cannot defend themselves. I shall search out evil 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 36 
  in all its forms and banish it from this world. I shall answer pleas of help from the weak 
  and calls to arms from my lord. I will defend Veluna with my life and my very being. 
  With our Lord Rao’s blessing in all things, I shall strive to uphold all of this and more 
  with every action I do and word I speak.” 
   
   
  Base of Operations: Based in Whitehale but currently in the process of moving to 
  Castle Sepher. 
  Area of Influence: 
  Diocese of Whitehale and northern borders of Veluna. May be 
  found elsewhere in Veluna on rare occasions. 
  Sponsor: 
   
  Diocese of Whitehale and the Landis family. 
   
  Requirements to become a Squire: 
  +4 base attack bonus 
  +3 Skill Mod in Riding (note this is total modifier for this skill and includes ranks and 
  skill modifier) 
  1 Influence Point in the Diocese of Whitehale or the Knights of Whitehale 
  Proficient in Lance and one other martial melee weapon 
  Race: Human, Elf, ½ Elf 
  Class: Fighter, Paladin (Rao), Ranger, Cleric (Rao), Rouge, Bard 
  Alignment of LG or LN 
  Squire Application and Acceptance 
   
  Once accepted the character must spend 8 TU’s. This represents the characters 
  basic training and duties to the knighthood.  After this initial period the character is 
  considered a full squire to a Knight of Whitehale. He now gains all benefits associated 
  with a Squire as long as he remains in good standing with the Knighthood.  At the 
  beginning of each year the Squire character must spend 4 TU’s which represent time 
  spent on his squire duties. 
   
  Benefits: 
   
  Upon completion of basic training the squire gains the following bonuses 
  1 Fame point in Diocese of Whitehale 
  1 Rank of Diplomacy (or plus 1 to rank if the player already has it. Normal 
  maximums apply) 
  1 Rank of Knowledge (Whitehale) 
  A squire of the Knights of Whitehale gains a +2 bonus on any social interaction 
  skill with any member of the Knights of Whitehale when he presents himself as a 
  squire to them. A squire also may gain a bonus with the local population of the 
  Diocese of Whitehale if recognized (fame check, +10 to roll if wearing 
  knighthood livery). 
  A squire of Whitehale may also request sanctuary in Castle Sepher when in its 
  area. This is for the Squire only.  
   
  Requirements to become a Knight of the Heart (lowest level Knight of Whitehale) 
  Must be a squire of the Knights of Whitehale 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 37 
  +7 base attack bonus 
  +6 Skill Mod in Riding 
  +3 Skill Mod in Knowledge (Whitehale) or +6 Knowledge (Veluna) 
  +2 Skill Mod in Wilderness Lore 
  Mounted Combat Feat 
  Weapon Focus (any martial melee weapon) 
  7 Influence Points in Knights of Whitehale or Diocese of Whitehale (at least 4 must be 
  Knight IP’s) 
  Knightly application and acceptance 
   
  Once accepted the character must spend 16 TU’s. This represents the characters 
  training and duties to the knighthood.  After this initial period the character is considered 
  a full Knight of Whitehale. He now gains all benefits associated with a Knight of the 
  Heart as long as he remains in good standing with the Knighthood.  At the beginning of 
  each year the Knight character must spend 12 TU’s which represent time spent on his 
  knightly duties. 
   
   
   
   
  Benefits: 
   
  Upon completion of training the Knight gains the following bonuses 
  5 Fame point’s in Diocese of Whitehale 
  +2 Ranks Ride (normal maximum applies) 
  +2 Ranks Diplomacy (normal maximum applies) 
  Feat: Weapon Focus: Lance 
  A knight of the Knights of Whitehale gains a +4 bonus on any social interaction 
  skill with any member of the Knights of Whitehale when he presents himself as a 
  knight to them. A knight also may gain a bonus with the local population of the 
  Diocese of Whitehale if recognized (fame check, +10 to roll if wearing 
  knighthood livery). 
  A Knight of Whitehale can request sanctuary at any Church of Rao within the 
  Diocese of Whitehale and be admitted. He may also claim sanctuary at a Church 
  of Rao outside of the Diocese of Whitehale and will be admitted if recognized as 
  a Knight.  
  A Knight of Whitehale may also request sanctuary in Castle Sepher when in its 
  area. This is for the Knight and his party. (Note: PC’s with a bad reputation or 
  unsavory types may be denied entry)  
   
   
  Defenders of Veluna  
   
   
   
  The Defenders of Veluna are a powerful group of individuals seeking to protect 
  Veluna from forces unknown. Their first recorded appearance was in Mitrik in 318 CY. 
  A group of thieves from Ket attempted to make off with the Crook of Rao. They would 
  have been successful, if not for a group of adventurers that met them as they left the 
  church grounds. They were quickly defeated and turned over to the church guards. When 
  asked who there were they responded “We are the Defenders of the Heart of Veluna” and 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 38 
  then they vanished back into the city. Since that time, they have been spotted in almost 
  every part of Veluna. They always seem to show up whenever a threat makes itself 
  known. Their symbol is a large medallion with a wolf howling on it. The symbol is not 
  openly worn, usually being carried on their person somewhere. A few members of this 
  organization are known, but not much more then their names are recorded. 
   
  Known Members: 
   
  Dar’en Silverwood 
  Kirit Silverwood 
  Darven Ironroot  
   
   
  Base of Operations: Unknown base of operations.  
  Area of Influence: 
  May be found anywhere in Veluna and the surrounding kingdoms. 
  Sponsor: 
   
  Unknown 
   
  Requirements to Join: 
   
  Unknown. Though this organization is known to exist it is not known at this time 
  how entry is gained. Most assume that it is by invitation only. 
   
   
  Sages and Oracle Guild 
   
  The Sages and Oracles guild is a collection of the before mentioned businessmen 
  and knowledge seekers. Due to Veluna’s religious nature, Sages and Oracles are 
  respected members of Veluna society and are especially respected by the common folk. 
  The Guild strives to increase the role of their members in Veluna while at the same time 
  making a decent profit.  They have chapter houses in all the major cities as well as most 
  of the diocese capitals. Most sages and oracles in Veluna belong to the guild or at least 
  support it in some way. 
   
  Base of Operations: Veluna  
  Area of Influence: 
  Veluna 
  Sponsor: 
   
  Its Members 
   
  Requirements to Join at Apprentice Level: 
   
  Knowledge skill: (Any 1) 5 ranks  
  Or Knowledge Skill (Any 2) 3 Ranks  
  < note these are Ranks not total bonus > 
  50 GP a year fee. <due on entry and first of each new year> 
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 39 
   
   
  Benefits: 
   
  Reduced rates at any Sage or Oracle who is also a member of the guild. When 
  determining the cost for any services rendered a member of the guild will only 
  charge 75% of normal fees. 
  Access to guild libraries and research. When in any of the Guilds Chapterhouses 
  (Mitrik, Veluna City, Devarnish), the PC may make knowledge checks at up to a 
  +4 bonus after 4 hours of research time. The bonus may not exceed the Ranks in 
  the knowledge skill being used. 
   
   
  Brotherhood of the Vale 
   
   
  This monastery of Rao Monks is set high in the Yatil Mountains NW of Mitrik. 
  Its exact origins are shrouded in history but most agree it was sometime in the century 
  following the discovery of the Crook of Rao at Mitrik. The monastery is self-sufficient 
  and is very strict on allowing outside visitors in. At present the monastery is home to 52 
  monks with another 20 or so out on missionary work. The Brotherhood strives to teach 
  inner-peace and harmony and how with following the teachings of Rao this can be 
  accomplished. All members of the Brotherhood are masters of self-defense and are 
  known around Veluna for being more then capable of taking care of themselves. 
  Grandmaster Ven is the leader of the Brotherhood and is a long time friend of Canon 
  Hazen. Rumor has it that the Canon makes several retreats to the monastery each year. 
   
  Base of Operations: Yatil Mountains Monastery  
  Area of Influence: 
  Mitrik and Diocese of Whitehale 
  Sponsor: 
   
  None 
   
  Requirements to Join as a Brother: 
   
  Must swear oath to defend Veluna, champion the weak, and uphold Rao’s will in all 
  things. 
  Must worship Rao 
  Alignment of LG, LN 
  Feat Required: Improved Unarmed Strike 
  Base Attack: +2 
  Time Units Required per year:  8 
  May not be in any other meta-group other then Church of Rao. 
   
  Benefits: 
   
  A Brother of the Vale may request sanctuary in the monastery or any temple of 
  Rao for himself only. 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 40 
  A member of the Brotherhood of the Vale is considered to be Class 1 for 
  determining cost and eligibility for spells from a temple or priest of Rao. 
  A Brother is provided with a very nicely sewn robe with the symbol of the 
  Brotherhood on the front and Rao on the back.  
  +2 on all social skill checks with worshippers of Rao while wearing his robes.  
   
   
  College of the Arcane 
   
   
  Our gracious Lord Rao counts many wizards and sorcerers in his flock. The 
  Grand College of Rao is where they gather together to further their studies. Founded in 
  315 CY by Canon Heriz, the Grand College is the center of higher learning in Veluna. 
  The College consists of large walled compound in the High Ward in Mitrik. Within this 
  compound you will find the Great Library of Rao, the Grand College (both Arcane and 
  Divine), and several boarding houses and stables. The College Arcane is located in its 
  own building attached to the Great Library of Rao. The College of the Arcane is setup as 
  a collection of arcane materials, spells, and knowledge. Students of the College may take 
  classes on such things as divination magic, mating habits of fungus men, or the migratory 
  patterns of Xvarts. The College contains many levels of membership and it is rumored 
  that the Archmage Bigby has an honorific seat on the College’s board. 
   
  Base of Operations: Grand College of Rao in Mitrik  
  Area of Influence: 
  Mitrik 
  Sponsor: 
   
  Church of Rao 
   
  Requirements to Join at Iniate Level: 
   
  Ability to cast 1st Level Arcane spells 
  150 GP Entrance Fee or Sponsor 
  8 Time Units a year (classes) 
   
  Benefits: 
   
  Access to Great Library of Rao during normal hours (bonuses to Knowledge Skill 
  checks) 
  2 Ranks in previously unknown Knowledge skill 
  (every year on renewal you may gain an additional skill at 2 Ranks after payment 
  of yearly fee and Time Units are recorded) 
  Access to information on spell research and item construction (this is how magic-
  item creation will be handled in the future when it becomes available) 
   
  +2 Fame per year in Arcane Wizards of Veluna.  
   
   
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 41 
  College of the Divine 
   
   
  Being a nation founded around the tenets and wisdom of Rao, it only makes sense 
  that a College of the Divine holds a revered place in Veluna. Priests and holy men from 
  around the Archclericy gather here to discuss all things divine. The College Divine is 
  located in its own building attached to the Great Library of Rao. Worshippers of any 
  good god are welcome in the college as only through learning more about other religions 
  can you understand your place in the grand scheme of the world. The College of the 
  Divine maintains the religious records in the Great Library and they are considered some 
  of the most comprehensive religious records in the Flanaess. Many of the current 
  members of the College of Bishops and other high-ranking Rao priests started as deans 
  and professors in the College Divine.  
   
  Base of Operations: Grand College of Rao in Mitrik  
  Area of Influence: 
  Mitrik 
  Sponsor: 
   
  Church of Rao 
   
  Requirements to Join at Iniate Level: 
   
  Ability to cast 1st Level Divine spells. 
  Worship of a god not disliked or hated in Veluna (see Religion Section) 
  Knowledge: Religion 3 ranks 
  150 GP a year or Sponsor 
  8 Time Units a year. 
   
  Benefits: 
   
  Access to Great Library of Rao during normal hours (bonuses to Knowledge Skill 
  checks) 
  +2 Fame per year in Divine Priests of Veluna. 
  Access to information on potion and item construction (this is how magic-item 
  creation will be handled in the future when it becomes available) 
  A member of the College Divine is considered to be Class 2 for determining cost 
  and eligibility for spells from a temple or priest of Rao.(no effect if already better) 
   
   
  Church of Rao 
   
   
  This group represents the most powerful church in Veluna. It contains all the 
  members of the Church of Rao in Veluna. For the most part this consists of priests and 
  paladins of Rao though a few other classes are known to have gained entry on special 
  occasions. This organization contains many levels ranging from a 1st level priest at a local 
  temple all the way up to Canon Hazen.  
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 42 
  Base of Operations: Veluna  
  Area of Influence: 
  Veluna 
  Sponsor: 
   
  Church of Rao 
   
   
   
  Requirements to Join as an Acolyte: 
   
  At least one level of Paladin or Priest of Rao. 
  Alignment LG or LN 
  6 Time Units per year 
   
   
  Benefits: 
   
  May claim sanctuary in any temple of Rao. 
  A member of the Church of Rao is considered to be Class 1 for determining cost 
  and eligibility for spells from a temple or priest of Rao. 
  An Acolyte in the Church of Rao gains free favors in the church during each 
  module. These cannot be saved and must be used in the module or lost. More on 
  this will be in a forthcoming supplement. 
  An Acolyte gains a +2 bonus on social skills with worshippers of Rao while 
  wearing his holy vestments (symbol or Rao must be obvious) 
   
  +2 Fame per year in Priesthood of Rao 
   
   
  Church of St. Cuthbert 
   
   
  The church of St. Cuthbert is the second largest religion in Veluna. The largest 
  temple to St. Cuthbert is in Falsridge though many smaller temples exist in most towns of 
  any size. Members of this organization include priests and paladins of St. Cuthbert 
  though worshippers of other classes have gained entry on special occasions. There are 
  many levels of organization in the group from the Iniate priest at a small temple all the 
  way up to High Clerist of St. Cuthbert. 
   
  Base of Operations: Mitrik (largest temple)  
  Area of Influence: 
  Veluna 
  Sponsor: 
   
  Church of St. Cuthbert 
   
  Requirements to Join as an Acolyte: 
   
  At least one level of Paladin or Priest of St. Cuthbert 
  Alignment LG or LN 
  6 Time Units per year 
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 43 
  Benefits: 
   
  May claim sanctuary in any temple of St. Cuthbert. 
  A member of the Church of St. Cuthbert is considered to be Class 1 for 
  determining cost and eligibility for spells from a temple or priest of St. Cuthbert 
  An Acolyte in the Church of St. Cuthbert gains free favors in the church during 
  each module. These cannot be saved and must be used in the module or lost. More 
  on this will be in a forthcoming supplement. 
  An Acolyte gains a +2 bonus on social skills with worshippers of St. Cuthbert 
  while wearing his holy vestments (symbol or St. C must be obvious) 
  +2 Fame per year in Priesthood of St. Cuthbert 
   
   
  Church of Heironeous 
   
   
  The worship of Heironeous is rather new in Veluna but has been gaining strength 
  fast since the start of the Greyhawk wars. Worship of Heironeous is centered in the 
  Diocese of Whitehale and the northern Veluna border area, though a temple has opened 
  recently in Devarnish as well. The Church of Heironeous contains all priests and paladins 
  of Heironeous in Veluna. Unlike other churches though, Heironeous welcomes other 
  classes into his flock and rogues and wizards hold special status in the church. 
   
  Base of Operations: Whitehale (largest temple)  
  Area of Influence: 
  Northern Veluna 
  Sponsor: 
   
  Church of Heironeous 
   
  Requirements to Join as an Acolyte: 
   
  At least one level of Paladin or Priest of Heironeous OR Invitation 
  Alignment LG or LN 
  6 Time Units per year 
   
  Benefits: 
   
  May claim sanctuary in any temple of Heironeous. 
  A member of the Church of Heironeous is considered to be Class 1 for 
  determining cost and eligibility for spells from a temple or priest of Heironeous 
  An Acolyte in the Church of Heironeous gains free favors in the church during 
  each module. These cannot be saved and must be used in the module or lost. More 
  on this will be in a forthcoming supplement. 
  An Acolyte gains a +2 bonus on social skills with worshippers of Heironeous 
  while wearing his holy vestments (symbol or Heironeous must be obvious) 
  +1 Fame per year in Priests of Veluna 
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 44 
  Inquisitors of Heironeous 
   
   
  The Inquisitors are a special branch of the Church of Heironeous. They are skilled 
  in subterfuge and information gathering. Their purpose is to root out evil so it may be 
  dragged out into the light and destroyed. While they will not take the law into their own 
  hands, they will do what is necessary to insure that innocents are not brought to harm. 
  Membership in the organization is kept secret from the general church population and 
  only higher ranking church officials know who is in it and even then they only know a 
  few of them.  
   
   
  Base of Operations: Whitehale  
  Area of Influence: 
  Veluna and surrounding kingdoms 
  Sponsor: 
   
  Church of Heironeous 
   
  Requirements to Join as a Novice Inquisitor: 
   
  Must be in Church of Heironeous for one year 
  One level of Priest/Paladin of Heironeous or Knowledge: Religion 3 Ranks 
  Gather Information: +6 bonus (note bonus include ranks and modifiers) 
  Diplomacy: +4 bonus 
  Move Silently: +6 bonus 
  Hide in Shadows:  +6 bonus 
  8 Time Units a year 
   
  Benefits: 
   
  A member of the Inquisitors of Heironeous is considered to be Class 1 for 
  determining cost and eligibility for spells from a temple or priest of Heironeous 
   
  May claim sanctuary in any church of Heironeous 
  After Time Units are spent for the year the Inquisitor may add 2 skill points to any 
  Rogue class skill (normal maximums apply) 
  An Inquisitor of Heironeous gains free favors in the church during each module. 
  These cannot be saved and must be used in the module or lost. More on this will 
  be in a forthcoming supplement. 
   
   
  Mitrik Temple Guard 
   
   
  The Mitrik Temple Guard is a very prestigious organization that concerns itself 
  with the defense of the Great Temple of Rao in Mitrik as well as protection of its priests 
  and worshippers. The Temple Guard is considered a stepping stone into more prestigious 
  organizations and many Knights of Salvation started in the Temple Guard.   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 45 
  Base of Operations: Great Temple grounds  
  Area of Influence: 
  Mitrik 
  Sponsor: 
   
  Church of Rao 
   
  Requirements to Join the Watch: 
   
  12 Time Units a year 
  Race: Human, Elf, ½ Elf, Dwarf 
  Alignment: 
  LG, LN 
  Must worship Rao 
  +2 base attack 
   
  Benefits: 
   
  A member of the Mitrik Temple Guard is considered to be Class 1 for 
  determining cost and eligibility for spells from a temple or priest of Rao 
   
  May claim sanctuary in any church of Rao 
  After TU’s are paid for the year the player may add 1 Rank to one of the 
  following skills:   Knowledge: Religion, Spot, Listen or Sense Motive. 
   
  +2 bonus on any social skill with residents of Mitrik while in uniform. 
   
  +1 Fame per year in Residents of Mitrik 
   
  +1 Fame per year in Priesthood of Rao 
   
   
   
   
   
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 46 
   
  Chapter Eight: Races and Classes 
   
   
  Its important in the grand scheme of things to know how your character fits in 
  Veluna society. Some races are viewed with disdain while others are given great respect. 
  Some classes are seen as the most a person could strive to be while others are equated 
  with dung on the bottom of a horse’s hoof. Below is a guide to help you envision how the 
  character you wish to play may fit in. 
   
   
  Races: 
   
  High Elf: 
  Before the tribes of Luna spread across what would become 
  Veluna, the elvish nation of Celene claimed most of what today is eastern Veluna. 
  As the tribes came in contact with the elves they were welcomed with open arms 
  and the two races prospered together. As the years passed though Celene became 
  more and more isolated from the world around it. Many elves left and disappeared 
  into Celene. The elves that remained are the ones that live in Veluna today. High 
  Elves are highly respected in Veluna. They are treated by most as fellow 
  countrymen and are given the same respect any other civilized visitor to Veluna 
  would expect. Though it is not uncommon to find elves in almost any city in 
  Veluna, you will especially find them in Asnath. Asnath is the home of the elvish 
  council and the greatest concentration of elves in Veluna. As of late many elves 
  have begun to enter Veluna from Celene once again to help in the fight with Iuz. 
  They are unhappy with Celene’s stance of non-intervention and are a welcome 
  addition to our forces.  
   
  Dwarves: 
  Many clans of dwarves call the Lortmils their home but most do 
  not fall under rule of Veluna. Most dwarves in Veluna are adventurers or 
  craftsman from these clans that have come to make their homes in Veluna. The 
  people of Veluna view dwarves as hardy and respectable people. The largest 
  concentration of dwarves in Veluna is the city of Devarnish. With its proximity to 
  the Lortmils and its merchant and craftsman economy make it a perfect place for 
  dwarven craftsmanship.   
   
  Gnomes: 
  The gnomish people occupy an envied place in Veluna society. 
  They have the honor of having the only demi-human noble ruler in Veluna. Lord 
  Corbin of Lorrish is considered the leader of the gnome population in Veluna and 
  a champion by many. Most gnomes in Veluna can be found in the Diocese of 
  Lorrish or in other southern regions. They are viewed with mild amusement and 
  treated with respect in most areas. The Diocese of Grayington is known for being 
  unfriendly towards gnomes and halflings, but why is unclear.  
   
  Halflings: 
  Not many halflings make Veluna their home. The stuffy nature of a 
  highly religious society just does not seem to interest them much. Several clans of 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 47 
  halflings do make their home in the Lorridges and most halflings encountered will 
  be from that area. They are viewed with mild amusement and treated with respect 
  in most areas. The Diocese of Grayington is known for being unfriendly towards 
  gnomes and halflings, but why is unclear.  
   
  Half-Elves: 
  Due to the good relations between elves and humans, Veluna 
  boasts a large half-elven population. They are treated well by humans in Veluna 
  though isolated pockets of intolerance still exist. Elves that have lived in Veluna 
  for a long time are more relaxed towards half-elves and treat them with basic 
  respect. Elves newly in from Celene often carry old prejudices and look down on 
  them. Half-elves can be found anywhere in Veluna, but are especially common 
  near Devarnish and Whitehale.  
   
  Half-Orcs: 
  Out of all the non-human races this is the one you will see the least 
  in Veluna. Considered uncivilized and evil, they are treated with disdain and are 
  often run out of town when news of their arrival reaches authorities. A half-orc in 
  Veluna is going to face an uphill battle to prove himself to those around him 
  though it has been accomplished in the past.  
   
   
  Classes: 
   
  Barbarian: 
  Seen as totally uncivilized by locals, Barbarians will have a hard 
  time dealing with people in Veluna. The general population sees them as 
  uneducated heathens from the north. No barbarian is ‘native’ to Veluna as the 
  region has no areas where they could come from. All barbarians are from some 
  place else and have decided to make Veluna their home. Barbarian characters can 
  expect to be pointed at behind their backs and sometimes even refused services by 
  people in Veluna. Though this may change over time it is a slow process. 
   
  Bards:  
  Bards are well liked in Veluna. People often gather in town squares 
  or taverns to listen to their tales of heroism and bravery. Due to their wanderlust, 
  most bards have wandered into Veluna from other parts of Greyhawk.  A few 
  settle down and make a town their home. 
   
  Cleric:  
  This class either has an easy time in Veluna or the totally worst. If 
  you worship Rao or one of the other gods of Veluna you can expect to be treated 
  with utmost respect in Veluna.  If you worship a god not of Veluna you may get 
  the cold shoulder now and then but it is not to bad. If you worship one on the non-
  tolerated or disliked list you had better pack your bags quickly and make a run for 
  the border. Those who worship Rao are treated with great respect and are offered 
  lodging and such by people all the time.  
   
  Druid:  
  Druids are often looked upon with calculating eyes. Most in 
  Veluna have heard of them but they are not common and seldom seen. They may 
  expect to be treated with respect though trust will take time to earn. 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 48 
   
  Fighter: 
  Fighters in Veluna make up so many different types of professions 
  that it is hard to classify them. As long as they are employed and working to 
  better Veluna they are respected.  
   
  Monk:  
  Most monks in Veluna worship St. Cuthbert and come from their 
  monastery high in the Yatil Mountains. They are viewed as peaceful missionaries 
  by most in Veluna and treated with the respect due to them. With the news of the 
  Scarlet Brotherhood spreading across the land though people have begun to view 
  Monks with a bit more suspicion though it is not to bad yet.  
   
  Paladin: 
  As clerics above this is either a blessing or curse depending on 
  who you worship. Paladins of Rao are seen as the highest honor you can strive to 
  achieve. Many knighthoods exist in Veluna and they are well respected by 
  citizens everywhere. A paladin of a Veluna god can expect to be treated very well 
  and pay less for basic services offered by those of the same religion. 
   
  Ranger: 
  Rangers are seen as loners by most in Veluna. They are viewed 
  with caution as some are known to have short tempers with civilized life, but all 
  agree they are a welcome addition to Veluna’s defenses. Many groups of Rangers 
  can be found patrolling the western borders of Veluna keeping an eye on the ever 
  present threat of Ket. 
   
  Rogue: 
  Thieves are hunted with extreme prejudice in Veluna. Most rogues 
  are aware of this and pursue other less obvious means of employment. Many are 
  respected leaders of merchant guilds and trading houses. The church of 
  Heironeous uses them as covert operatives in their mission to find evil. A rogue 
  who lends his art to Veluna is treated well. Those who beg or steal often find 
  themselves sitting on a wooden cot in a cell. 
   
  Sorcerer & Wizard: Even though these are two different classes they are viewed 
  as one and the same by the general population in Veluna. Veluna has many sages 
  and oracles guilds and they are well liked and respected by the citizens of Veluna. 
  Flashy mages with tricks up their sleeves or cockiness in their voices are not. 
  With Rao being a god of reason most who worship him respect those who quest 
  for knowledge. Many Sorcerers and Wizards worship Rao and are members of the 
  College of the Arcane in Mitrik.  
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 49 
  Appendix A: 
   
  Fame 
   
   
  Fame Categories for Veluna 
   
   
   
  The following groups may have fame awarded in Veluna regional modules. When 
  a character with the appropriate fame interacts with somebody who would fall into that 
  fame category the DM will make a fame check. A fame check works just like a skill 
  check with fame points equating to ranks and charisma being the ability modifier to the 
  roll. The DC for the fame check is listed after the game group below. So a player with 3 
  fame points in the Diocese of Lorrish and a CHA modifier of +2 would roll d20 and add 
  five to the roll. If he succeeds the NPC recognizes or remembers the player. A player 
  cannot take 10 or take 20 on this roll.  
   
   
  Note: You must have at least one fame point in the appropriate category to attempt a 
  fame roll. 
  Note to DM’s:   You only roll for the player with the highest fame that is involved in the 
  discussion with the NPC. So even if everybody in the party has fame in the Merchants of 
  Veluna you only roll for whomever has the highest fame total. Some NPC’s may fall into 
  several categories and it is up to you to determine which ones. If more then one applies 
  then use the player with the highest fame in any of the appropriate categories. 
   
   
  Organizations in which fame may be earned in Veluna 
   
   
  Residents of Mitrik – This includes all residents, merchants, priests, and others who 
  make Mitrik their permanent home. This also includes a small area around the city itself, 
  such as the docks, and other buildings setup outside the city walls. DC for this Fame 
  check is 22.  
   
  Residents of Veluna City/Arch Diocese of Veluna City  - This includes all residents, 
  merchants, priests, and others who make the Archdiocese of Veluna City their permanent 
  home. Note this does include Veluna City and the entire diocese as well. DC for this 
  Fame check is 20. 
   
  Residents of Devarnish - This includes all residents, merchants, priests, and others who 
  make Devarnish their permanent home. This also includes a small area around the city 
  itself, such as the warehouses and guard posts in the area immediately around the city. 
  DC for this Fame check is 20.  
   
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 50 
   
   
  Diocese of Whitehale – All residents of Diocese of Whitehale. DC check 25  
   
  Diocese of Grayington – All residents of the Diocese of Grayington. DC check 20 
   
  Diocese of Valkurl – All residents of the Diocese of Valkurl. DC check of 20 
   
  Diocese of Devarnish – All residents of Diocese of Devarnish. DC check 25 
   
  Diocese of Kempton – All residents of Diocese of Kempton. DC check 18 
   
  Diocese of Lorrish – All residents of Diocese of Lorrish. DC check 18 
   
  Diocese of Falsridge – All residents of Falsridge. DC check 20 
   
  Merchants of Veluna – All merchant houses, craftsman, and shopkeepers. DC check 25 
   
  Priesthood of Rao  - All temples, priests, and paladins of Rao. DC check 20 
   
  Priesthood of St. Cuthbert -  All temples, priests, and paladins of St. Cuthbert. DC 
  check 20 
   
  Divine (Priests) of Veluna – All other temples, priests, and paladins in Veluna. DC 
  check 20 
   
  Knights of Veluna (All orders) – All knightly orders in Veluna. DC check 20 
   
  Arcane (Mages) of Veluna – All NPC mages, sages, and wizardry organizations in 
  Veluna. DC check 18 
   
  Government – Religious – College of Bishops, Canon Hazon, and other religious 
  orientated government officials. DC check 15 
   
  Government – Secular – Celestial Order of Moons, Noble Houses, other non-religion 
  orientated government officials. DC check 20 
   
   
   
   
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 51 
  Appendix B: 
   
  Influence 
   
  Influence Points 
   
  Influence Points represent favors owed to a PC by prominent individuals or 
  organizations. As such, Influence Points indicate that the PC in question has the ability to 
  call on those indicated for aid or assistance at some point in the future. Influence Points 
  may be "pooled" and redeemed for otherwise unavailable favors (such as spells that bring 
  a dead PC back to life, political influence to set a jailed PC free, etc.)  
   
  Write-Ups 
  As Influence Points will have significant value, and will be redeemable for future 
  considerations, the Circle of Six needs to know what those considerations are going to be. 
  Include a write-up of the organization or individual with your scenario submission. The 
  write-up need not be exhaustive, but it should give a good idea of what types of benefits a 
  PC or PCs may gain by "spending" their Influence Points. 
  Note that not all organizations that grant Influence Points need to be as powerful 
  as this example. It is perfectly acceptable to give out Influence Points in "Citizens of 
  Hommlet," and have said favors be much less powerful than the favors that come from 
  the "King of Furyondy." 
   
  Earning Influence Points  
  Usually, Influence Points are earned for performing significant tasks that directly 
  benefit the NPC(s) in question. Often, they are awarded instead of other significant 
  treasure in the scenario. A given scenario may not grant more than one Influence Point 
  per PC.  
   
  Use 
   
  Influence Points are non-transferable between PCs. The PC that earned them must 
  be the one who cashes them in. They can be spent on behalf of other PCs, however. 
  Influence Points have three general ways they can be used or "redeemed."  
   
  General – Many organizations for which Influence Points can be earned will have 
  standard benefits that can be earned through their favor.  
   
  Scenario-Specific – Some scenarios may include special opportunities for those that have 
  an appropriate favor. For example, a scenario might allow those who already have a favor 
  from the Baron of Ruand to join the baron's guard.  
   
  Triad Use – Triads may use Influence Points for some meta-gaming activities. For 
  example, acquiring property in some regions may require having influence with the ruler 
  of the land; or learning special spells might be possible if the PC has favor with the 
  wizards guild.... The difference between this and general use is that general use can be 
  done at a table during an event, and triad use must be done by interacting with the 
  appropriate Triad. 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 52 
  Appendix C: 
   
  Character Creation 
   
  Character Creation Guidelines 
  These guidelines (version 1.1) give you the basic information you need to create a 
  starting LIVING GREYHAWK character. All LIVING GREYHAWK characters must comply 
  with the most current version of the D&D Player’s Handbook and these guidelines. 
   
  Some aspects of character creation might require information from your Regional 
  Triad. To find your Triad’s contact information, consult the LIVING GREYHAWK 
  homepage in the Campaigns section at: http://www.rpga.com/. 
   
  To create your LIVING GREYHAWK character, follow these steps: 
   
  Step 1: Ability Scores 
  To put all players on an even footing, the LIVING GREYHAWK campaign uses the 
  Nonstandard Point Buy method of ability score generation, found in Chapter 2 of the 
  D&D Dungeon Master’s Guide. The LIVING GREYHAWK setting is considered a “Tougher 
  Campaign”; hence, each character uses 28 points distributed among all six statistics. 
   
  Table 6: Ability Costs 
  Cost 
  Score Modifier 
  — 
  6 
  –2 
  — 
  7 
  –2 
  0 
  8 
  –1 
  1 
  9 
  –1 
  2 
  10 
  +0 
  3 
  11 
  +0 
  4 
  12 
  +1 
  5 
  13 
  +1 
  6 
  14 
  +2 
  8 
  15 
  +2 
  10 
  16 
  +3 
  13 
  17 
  +3 
  16 
  18 
  +4 
  — 
  19 
  +4 
  — 
  20 
  +5 
   
  For example, using the full 28 points, a character's attributes might be purchased as 
  follows: 
   
  Str 15: 8 points 
  Int 10: 2 points 
  Dex 13: 5 points 
  Wis 11: 3 points 
  Con 14: 6 points 
  Cha 12: 4 points 
   
  Apply racial modifiers to ability points after the base scores are determined. Thus, ability 
  points range from 8–18 for humans, and 6–20 for nonhumans. Ability points gained as 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 53 
  your character advances in level do not use this chart; they are full points and may be 
  added as explained in the Player's Handbook. 
   
  Step 2: Race and Class 
  You may choose any race and class option described in the Player's Handbook. The 
  LIVING GREYHAWK campaign also uses the following special rules for character creation. 
  These override or limit the character options in the Player's Handbook. 
   
  You must choose a non-evil alignment that also meets all requirements for your 
  character’s class. 
   
  A cleric must serve a specific non-evil deity from the Player's Handbook or the 
  LIVING GREYHAWK Gazetteer. A paladin need not (but may) serve a patron deity. 
   
  A character may begin play at any age from Adulthood to Old Age, as defined in 
  the Age section of Chapter 6: Description, in the Player's Handbook. Age modifiers to 
  ability scores are not used in the LIVING GREYHAWK campaign. The character may be of 
  any height and weight allowed by the height and weight tables for the character’s race. 
   
  A starting character receives the maximum amount of gold pieces for its class. 
   
  Step 3: Hit Points 
  Assign your starting character the maximum hit points possible for its class. For each 
  additional character level, assign hit points according to the new class by taking half the 
  maximum value for the class, then adding 1 point. For example, a character adds 3 hit 
  points upon gaining a new level in the Sorcerer class. 
   
  Step 4: Skills and Feats 
  A few skills need brief additional rulings: 
  Alchemy Skill and Craft Skill: These skills do not allow you to craft items other than 
  the ones that PCs can purchase normally (see Step 5). In other words, no acid or 
  masterwork equipment. 
  Knowledge skill: Knowledge skills cannot be anachronistic.  Remember that the more 
  specific a field of knowledge, the lower the difficulty class for information related to that 
  knowledge – it is better to be specific in what you know. 
  Profession Skill: At this time, profession skills can only be those listed in Player's 
  Handbook. 
   
  Step 5: Equipment 
  Equipment may be purchased from the Player's Handbook, with the exception of the 
  following equipment: No special, superior, masterwork, or magical items – with the 
  exception of holy water – are available to characters except through campaign play. 
   
  Carrying Capacity is used in the LIVING GREYHAWK campaign, so keep track of 
  what your character is carrying and how much it weighs. 
   
  Step 6: Home Region 
  All LIVING GREYHAWK characters are based in one of the nations of the Flanaess, as 
  detailed in the LIVING GREYHAWK Gazetteer. (There is no such thing as a “regionless” 
  character.) The default home region where your starting character operates is determined 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 54 
  by where you actually live. You may choose a different home region for your starting 
  character, but your character then suffers out-of-region penalties when you use it in the 
  game region assigned to where you live. If you change your address in real life, your 
  character's default home region moves with you. If you move but choose not to change 
  your character’s home region, your character again suffers penalties for out-of-region 
  play. 
   
  A player may not chose as a character’s home region the Free City of Greyhawk 
  or any campaign nation not moderated by a Regional Triad. 
   
  Consult the table below to determine your LIVING GREYHAWK character's default 
  home region. American states and Canadian provinces are given in abbreviated form. 
  Additional regions will be assigned as the campaign grows. Visit 
  http://www.livinggreyhawk.com/ for the latest regions list, and for information on how to 
  contact your Regional Triad. 
   
   
   
  There are a few additional rules that you might wish to keep in mind, while making your 
  character: 
   
  Lifestyle 
  At the beginning of every module, each PC is required to pay upkeep costs matching the 
  level of lifestyle they wish to maintain. The cost of each lifestyle will be indicated at the 
  beginning of the module. The lifestyles, and the effects that each has on play, are: 
   
  Destitute 
  You have no living space, and must carry all your gear everywhere. You stink and are 
  undernourished. You suffer a –3 on CHA-related skill checks. 
  Poor 
   
  You sleep in the common room of an inn, or perhaps the loft of a stable. Your clothing is 
  generally worn and patched. You suffer –2 on CHA-related skill checks. 
  Low 
   
  You rent a small room at a tavern, perhaps shared with one or two other individuals. If 
  you own a home it is a one-room shack. It wouldn’t be wise to leave anything of value laying around. You 
  suffer –1 on CHA-related skill checks. 
  Medium 
  You are moderately successful, and your equipment is plain but sturdy. You have your 
  own room in an inn or boarding house, where you can leave items of moderate value without worrying 
  about them disappearing. 
  High  
  You rent a roomy house or apartment, or own a nice home. You own clothes for many 
  occasions, and can entertain anyone without feeling overly ashamed. You receive a +1 bonus on CHA-
  related skill checks.  
  Luxury  
  You have the best of everything – spacious living quarters, exotic food, expensive 
  clothes. Your success is the envy of many. You have a +2 bonus on CHA-related skill checks. Equipment 
  left at home is generally quite secure. 
  Penalties or bonuses to CHA-related skills should be applied at the DM’s discretion, and 
  can sometimes backfire – for example, a PC with a poor lifestyle would not have a 
  penalty when talking to a beggar, but would when talking to a city official.  A PC with a 
  high lifestyle should have a penalty when dealing with a group of street thugs, where a 
  PC with a destitute lifestyle might not. 
  DMs are encouraged to role-play these reactions whenever possible. 
   
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 55 
  Influence Points 
  Influence points are a way of keeping track of who in the World of Greyhawk owes your 
  PC a favor. Influence points can be earned with individuals or organizations, and there is 
  no limit to how many a PC can eventually acquire.  Influence points are used (spent) to 
  convince NPCs to do favors for you – enough influence with the right people, and you 
  can convince them to work miracles on your behalf. 
   
  Fame Points 
  Fame points are used to track how well-known your PC is, and if your PC is recognized 
  by those he meets. Fame points are always with an organization, never with individuals. 
  Fame normally cannot be used up the way influence is – once someone knows who you 
  are, they tend not to forget. 
   
  Time Units 
  Time units are used to record how PCs spend their time. Every year, a PC receives 52 
  time units (of 1 week each) to spend on their activities – adventuring, spell research, 
  creating magic items, belonging to a knighthood, or managing a business can all 
  potentially take part of a characters time. Adventures take either one or two time units, 
  and the cost will be indicated in the module. Other activities take varying amounts of 
  time, as indicated in the rules for the activity in question. 
   
  Learning New Arcane Spells 
  Learning a new spell normally takes a wizard one Time Unit. However, the two spells a 
  wizard receives for advancing a level do not cost Time Units. 
  Sorcerers and bards must choose their spells from the appropriate spell lists, unless they 
  have a cert that allows them to do otherwise. Sorcerers and bards do not normally pay 
  Time Units to learn their spells. 
   
  Banned Spells 
  There are several spells that are not suitable for use in a Living Campaign environment. 
  These spells are not available to PCs: polymorph other, polymorph self, permanency. 
   
  Making Things 
  Non-magical crafted items, as well as crafted potions and scrolls, do not require certs and 
  can simply be entered on the PCs logbook. 
  Crafting Items: Crafted items cannot be sold to NPCs, they can only be saved for use by 
  the maker, or sold to other PCs. Crafting an item takes time, as calculated using the 
  formula in the Players Handbook, with a minimum of 1 Time Unit. 
  Make Potion: Creating a potion takes material resources (gold) and XP as indicated in 
  the Players Handbook. Creating a potion takes 1 Time Unit. 
  Scribe Scroll: Creating a scroll takes material resources (gold) and XP as indicated in the 
  Players Handbook. Creating a potion takes 1 Time Unit per level of the spell being 
  scribed. 
  
  Veluna Living Greyhawk Gazetteer                                                                        Page 56 
  Other magic creation feats: Costs (in gold, XP, and Time Units) for creating other 
  magic items are covered on a case by case basis. Contact your Triad for more details. 
   
  LIVING GREYHAWK Regions 
   
  Ahlissa (Innspa/Adri): Austria, Germany 
  Ahlissa (Naerie): Denmark, Finland, Norway, Sweden 
  Bandit Kingdoms: OK, TX 
  Bissel: CT, MA, ME, NH, RI, VT 
  Bone March (Knurl): Greece 
  Dyvers: IA, KS, MO, NE 
  Ekbir: France 
  Furyondy: MI 
  Geoff: DC, DE, MD, VA, WV 
  Gran March: NC, SC 
  Highfolk: WI 
  Keoland: NJ, NY, PA 
  Ket: MB, NB, NS, ON, PEI 
  Nyrond: AZ, Southern CA, UT 
  Onnwal: United Kingdom 
  Pale: Northern CA, NV 
  Perrenland: Australia, New Zealand 
  Ratik: HI 
  Sea Barons: Italy 
  Shield Lands: MN, ND, SD 
  Sunndi: Belgium, Netherlands, Luxembourg 
  Tusmit: PQ 
  Ulek, Duchy of: GA 
  Ulek, Principality of: FL 
  Urnst, County of: CO, MT, NM, WY 
  Urnst, Duchy of: AK, AB, BC, SK, ID, OR, WA 
  Veluna: OH 
  Verbobonc: IL, IN 
  Yeomanry: AL, AR, KY, LA, MS, TN 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Veluna/VEL1-00a Gazetteer of the Archclericy of Veluna - Living Greyhawk RPGA.pdf