The Abbor-Alz
The Abbor-Alz forms the rugged southern barrier of the Cairn Hills, a harsh and untamed expanse that descends gradually into the Bright Desert. This region is a land of craggy peaks, treacherous ravines, and windswept plateaus, offering both peril and opportunity to those who dare to traverse it.
Introduction
The Abbor-Alz Hills are rocky and granitic, with poor mineral resources in the areas under Greyhawk’s rule. However, farther east, within the Duchy of Urnst, the terrain transitions into wooded hills rich with gems and metal deposits. Due to the scarcity of resources in Greyhawk’s portion, the border with Urnst is lightly patrolled, allowing for relatively free movement between the two territories.
Unlike the Cairn Hills, which host organized settlements and trade routes, the Abbor-Alz is a land of dangers and untamed wilderness. The region is infested with deadly creatures, including manticores, wyverns, sphinxes, and even a few dragons—mostly of the brass and copper variety. Ogres, hill giants, and the occasional troll lurk in the deeper recesses of the hills, preying upon unwary travelers.
While the northern fringes are somewhat safer due to gnomish and dwarven enclaves, the southern reaches are another matter entirely—wild, lawless, and fraught with peril.
Flora and Fauna
The plant and animal life of the Abbor-Alz is similar to that of the Cairn Hills , but as one travels south, the terrain becomes increasingly barren. Hard-leaved alpines, thorny shrubs, and resilient cacti replace the lusher growth found farther north.
Wildlife is more adapted to the harsh conditions, with nimble mountain goats and a unique llama-like creature serving as the primary livestock for local inhabitants. These animals are too small to serve as pack beasts, but they provide meat, wool, and dairy. Pigs and deer are rare in these lands, but monsters are far more numerous.
Races and Settlements
The Abbor-Alz is home to few settled races, with gnomes and dwarves being the most prominent non-human inhabitants.
- Gnomish mining clans operate small silver and gem mines, working in tight-knit family groups. These mines are scattered across the foothills, and most of their trade flows to Urnst, as it offers closer and safer markets than Greyhawk.
- Dwarven communities are even more isolated, with nearly 500 hill dwarves in the Abbor-Alz and around 1,000 mountain dwarves farther north in Dumadan. The dwarves are notoriously insular and unfriendly, keeping to their deep tunnels and hidden strongholds.
Many of these dwarves and gnomes have never sworn fealty to any ruler—not to Urnst in the past, and certainly not to Greyhawk’s new overlords. For now, the Free City has made no attempt to tax or govern them, choosing instead to monitor the region through the Mountaineer Militia.
The Hillsmen
The human inhabitants of the Abbor-Alz, known simply as the Hillsmen, are a rugged and fiercely independent people. They reject outside rule, living in scattered nomadic clans of 15 to 30 individuals, with a larger semi-permanent encampment at Marstefel.
- Many hillsmen make their living as bandits, launching raids into western Urnst and Greyhawk’s lowlands.
- Others herd mountain goats and raise their llama-like beasts for dairy and meat.
- Some train hawks to hunt rabbits and small rock lizards, the tails of which are considered a local delicacy when baked with herbs.
The Hillsmen owe allegiance to no one—and the Mountaineer Militia knows better than to try and force one upon them.
The Mountaineer Militia and Storm Keep
To keep watch over this lawless frontier, Greyhawk maintains an elite force known as the Mountaineer Militia, stationed at the formidable Storm Keep.
Storm Keep derives its name from the small, mist-shrouded lake to its north, which generates sudden storms that roll through the narrow valley unpredictably. This natural phenomenon makes the keep a strategic and mysterious outpost.
Composition of the Mountaineer Militia
The Mountaineers are an elite force of 86 soldiers, consisting of:
- 40 Veteran Militiamen – Well-trained warriors with a minimum Constitution of 13, skilled in archery, endurance, and mountaineering.
- 20 Skyriders – Elite fighters (levels 3-7) who patrol the skies atop griffons, scouting the wilds for hidden threats. One among them, Rhuandyr Fallonis, a half-elven fighter/wizard (6/6), is notorious for his reckless use of a wand of fire.
- 10 Stablers – Rangers and specialists responsible for training and caring for the griffons. Many have unique skills such as Herbalism, Astronomy, and Weather Sense.
- 12 Officers – Experienced sergeants and lieutenants (levels 4-9) who lead patrols and coordinate operations.
The garrison is commanded by Carstane Geronten, a battle-hardened 12th-level fighter, supported by:
- A 9th-level priest of St. Cuthbert, ensuring the morale and discipline of the troops.
- Two wizards (one an 8th-level mage, the other a 7th-level Diviner), providing magical reconnaissance and strategic insight.
Morale is exceptionally high (16), and postings to Storm Keep are highly sought after, due to both excellent pay and the prestige of serving in such an elite unit.
Equipment and Mission
The Mountaineers are well-equipped, boasting:
- Single-use magical items, such as potions of invisibility and invulnerability.
- A ring of feather falling, issued to pilots on aerial missions.
Their primary objective is reconnaissance and mapping, rather than conquest. They:
- Spy out hidden settlements of demihumans, adventurers, and potential allies.
- Identify powerful monsters (such as giants) that pose a threat.
- Seek out factions willing to swear fealty to Greyhawk, offering protection in exchange for taxes.
So far, six gnomish communities and one dwarven clan have agreed to Greyhawk’s protection, all within 30 miles of Storm Keep. As their influence spreads, a second outpost may be constructed deeper within the Abbor-Alz.
Storm Keep and Karistyne Castle
Storm Keep itself was once an abandoned wizard’s tower, now rebuilt into a mighty stronghold. Its outer walls are fully restored, though work continues on its inner chambers—and whispers persist that its underground dungeons remain unexplored.
Additionally, the Mountaineers use Karistyne Castle as a waystation for flights north to Fort Gellner, strengthening their presence across the region.
Dumadan: The Fortress of Poets and Smiths
A bastion of 800 mountain dwarves, Dumadan is a fortress-mine famed for its iron, silver, and rare moonstones—a precious gem coveted by its people. The settlement is ruled by The Seer, a blind, grey-haired dwarf rumored to be nearly 400 years old, possessing mystical divinatory powers.
The dwarves of Dumadan are long-lived, claiming their deep mountain waters grant them an extended lifespan. Though they are as stalwart and industrious as any of their kin, visitors are often taken aback by their unexpected love of poetry and storytelling.
- They believe the stars are "lamps in the sky," forged in Moradin’s celestial fires.
- They speak of Moradin’s blood flowing through the earth in the form of rose-veined quartz.
- Every crafted item, even a simple urn, is honored with a verse extolling its nature and history.
Dumadan boasts a Bardic College that doubles as a historical archive, where history is preserved in free verse. The settlement is also home to crystal sculptors, martial artists, and sages, blending art with tradition.
Despite being under Greyhawk’s domain, Dumadan remains fiercely independent, still offering tribute to Urnst in secret. However, relations with Greyhawk’s Mountaineer Militia and the paladin Karistyne remain cordial, and full allegiance to the Free City may come—in time.
Felnarix: Peak of the Weretigresses
Towering 1,000 feet above the surrounding hills, Felnarix is home to an unusual phenomenon—a high concentration of weretigresses. These shapechangers rarely take human form, preferring their powerful mountain tiger guise.
- The weretigresses outnumber their male consorts ten to one.
- They dwell in shallow caves, adorned with animal skins and totems.
- A silent pact exists between them and the native hillsmen: the weretigresses take their share of livestock ("striper’s share"), but in return, they do not hunt humans.
Among them are two enigmatic female wizards, versed in illusion and conjuration magic, who ward off unwelcome intruders. Their society is matriarchal, reclusive, and steeped in mystery, with an inexplicable pull to this solitary peak.
Karistyne’s Castle: The Paladin’s Bastion
Built over four years with the aid of dwarves and stone giants, Karistyne’s Castle stands upon a plateau below the mountain peaks. It serves as the stronghold of Karistyne, a formidable 12th-level paladin of Heironeous, and her elite band of adventurers:
- Aaron Marander – 11th-level human fighter
- Caralin Arvendis – Male half-elven fighter/priest of Labelas Enoreth (7/8)
- Helena Stanmaer – 10th-level human priestess of Fharlanghn
- Shianne Stormhanded – 13th-level elven specialist Invoker, fiery-tempered and armed with an arsenal of magical wands
- Gasharin Hefloranis – 7th-level elven fighter, Shianne’s bodyguard and companion
The castle is home to 40 seasoned men-at-arms and 20 skilled specialists, including rangers, dwarven stonemasons, and gnomish armorers.
Most notably, the castle houses Ambara, a young adult gold dragon, who exclusively assumes human form while among mortals, learning their ways under Karistyne’s guidance.
Karistyne sees herself as an agent of Heironeous, tasked with cleansing the Abbor-Alz of monstrous evils. She has personally slain seven dragons, and her great hall displays the heads of her vanquished foes—two blues and one red. Though she scorns Greyhawk’s rule, she respects Schinus Balint and the Mountaineer Militia, maintaining a tenuous alliance through mutual interest in fighting darkness.
Her hospitality is a matter of honor, especially for adventurers and bards, though evil souls are swiftly turned away. A guest in her hall can expect a feast of roast goat and fine wine, alongside thrilling tales of heroism.
Marstefel: The Hidden Lake Encampment
Nestled around the only still lake of the Abbor-Alz, Marstefel is a semi-permanent encampment of 150-400 wary hillsmen. The inhabitants survive by grazing livestock and harvesting the bitter berries that grow along the shore, which they ferment into potent wines.
- The placid lake is eerily untouched—no boats, no fishing.
- The hillsmen trust no one outside their bloodlines.
- Outsiders are met with suspicion, not hospitality.
It is a quiet, secretive place, where trust is earned over generations, not in passing.
Ogremeet: The Gathering of the Brutes
Atop a forlorn, craggy peak, a collection of ancient stone monoliths stands silent, their origins unknown. Every seventeenth full moon of Celene, the ogres of the Abbor-Alz congregate here in staggering numbers—as many as five to six hundred—for a ritual as mysterious as the monoliths themselves.
- They feast, bellow, and dance in strange war rites.
- Their chieftains and shamans deliver booming proclamations.
- Then, after a time, they disperse peacefully… usually.
However, once every 30-50 years, something changes. A madness takes hold, and the ogres launch into a murderous warpath, laying waste to everything in their way for 1d4+4 days before inexplicably returning to their normal state. During these frenzies, they:
- Ignore magical fear
- Gain +1 to all attack, damage, and morale rolls
- Resist mind-affecting magic with an additional +1 bonus
Legends speak of strange individual occurrences among them during these rages—ogres speaking forgotten tongues, wielding unnatural magics, hurling boulders vast distances, or producing earth-shaking bellows that echo for miles.
Scholars debate whether Ogremeet is a place of ancestral memory, forgotten magic, or something even older, lurking beneath the stones.
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