Kingdom of Nyrond (NYE-rawnd)
His August Supremacy, King Archbold III of Nyrond; Duke of Flinthill; Altmeister of All the Aerdi, etc.
Fighter 16
Capital: Rel Mord (pop. 46,500)
Population: 1,375,000
Nobility, Gentry, Landed Knights Soldiery: 13,750
Ethnicities: Oeridian (Major), Suel (Minor)
Demihumans: Sylvan Elves, Gnomes, Halflings
Humanoids: Few (68,750, probably on the fringes like the Flinty Hills, Rakers Mountains, Gamboge Forest, Celadon Forest, and the Gnatmarsh)
Resources: cloth, copper, silver, gems (I, Il)
The strength of Nyrond, and the hostility of its rulers and nobles, have been the major protection for the civilized nations of the Flanaess against the depredations of The Great Kingdom and its mad emperors. Nyrond also went through a phase of near-imperialism, making both the County of Urnst and the Theocracy of the Pale tributary states for a time. This course was altered, however, when the wise King Dustan l, called Crafty, saw his realm threatened by internal strife and exterior enemies and called up the Great Council of Rel Mord. Here, the king met with ambassadors from Almor, the Iron League, the Pale, and Urnst. All troops were withdrawn from the Pale and Urnst thereafter, the Nyrondese allowing both areas self-determination, and both, in turn, agreeing to a concord entailing mutual trade and military support. Almor was treated somewhat similarly, and aid was granted to the Iron League in the form of loans and treaties which assured the League of survival against the common enemy.
The current boundaries of Nyrond are: Nesser River — Franz River — Artonsamay River — Nutherwood — Gamboge Forest (northern terminus) — Rakers — Flint Hills — (lower) Harp River — Relmor Bay.
Nyrondal contingents assist Urnst and the Pale against the Bandit Kingdoms, and a squadron of their warships sails Relmor Bay and the Sea of Gearnat in support of the Iron League. Strong garrisons of the Nyrondese Army are stationed in strategic positions to move to the aid of either Almor or the Pale in time of need.
In addition to human forces, Nyrond has special demihuman scouting troops. In time of need, pacts call for support from Urnst (County and Duchy) et al.
Nyrondal heavy cavalry and armored footmen comprise the majority of the realm's army, with lesser numbers of bowmen and light hillman infantry as support.
The Celadon Forest
Population: 10,500
Demihumans: Sylvan Elves (16,500), High Elves (2250)
Humanoids: Some (525)
The Celadon Forest, a sprawling wilderness of ancient oaks and elms, graces Nyrond’s western frontier. Nyrond claims roughly two-thirds of the forest, with the Duchy of Urnst holding the rest, yet the Celadon operates as a realm apart barely heeding either sovereign.
Sylvan Elves inhabit the forest in great numbers, possibly joined by reclusive Grugach in its deepest heart. A host of fey creatures—centaurs, treants, satyrs, dryads, pixies, nymphs, and more—call the Celadon home. Their exact numbers remain a mystery, and are given as estimates only, as the inhabitants rebuff Nyrond’s royal census takers.
For centuries, Nyrondal decree has forbidden cutting trees or disturbing the forest’s natural balance, though hunting is permitted. This edict preserves the Celadon’s pristine state, enforced by its denizens and the crown’s restraint.
An unknown number of humans—woodsmen, hunters, druids, and occasional outlaws—dwell within the forest. Living in harmony with nature, they are guided by Sylvan Elves and druids to sustain themselves without harming the ecosystem.
Though Nyrond claims the Celadon east of the Nesser River, the king’s authority holds little sway here. The inhabitants loyally serve by guarding forest paths against raiders and hostile creatures from the southern hills and marshlands, who might use the timber for cover. Fierce beasts, outlaws, and humanoids occasionally roam the Celadon, but it’s a perilous place for such threats. Waterborne raiders pose the greatest challenge, countered by patrols from the Duchy of Urnst along the Nesser. The Kingdom of Nyrond does its part by patrolling the lower Nesser River.
In times of war, the Celadon may answer Nyrond’s call (or the Duke of Urnst's) with contingents of archers and light infantry, including Sylvan Elves. In dire need, even centaurs may rally to the king’s banner, bolstering the kingdom’s defense.
However, the inhabitants of the forest will never support a war of aggression or imperialism, and may even act in concert with their cousins in the Gamboge Forest to the northeast to actively defeat or sabotage such wars.
The Gamboge Forest
Population: 7,000
Demihumans: Sylvan Elves (11,000), Gnomes (3,000), High Elves (1,500), Halflings (1,000)
Humanoids: Some (700)
The Gamboge Forest, a vast and tangled woodland, stretches between Nyrond and the Theocracy of the Pale, its borders grazing the Flinty Hills and lower Rakers. Neither nation fully claims this near-independent realm, where ancient trees guard a delicate balance of power.
Sylvan Elves, High Elves, gnomes, halflings, and humans thrive within the Gamboge, their communities enriched by trade with dwarves from the eastern hills and mountains. Loyal to Nyrond over the Pale, the forest folk display the kingdom’s arms to deter theocratic ambitions, despite a mutual defense pact between the two nations.
Nyrond’s forces also periodically march into the Gamboge, their presence a bold demonstration and a stern warning to the Pale against any attempt to seize the forest. These maneuvers reinforce Nyrond’s influence while the forest’s residents remain vigilant, guarding against humanoid bands and monstrous raiders from the Rakers that threaten the surrounding lands.
The Flinty Hills
Population: 5,000
Demihumans: Gnomes (75,000), Halflings
Humanoids: Many (7,000, maybe more - raiding parties from the Bone March)
The Flinty Hills, a rugged expanse of rolling highlands, form the southern tip of the Rakers, spanning the borders of Nyrond, Almor, and the Bone March. Their eastern slopes mark the edge of Bone March, while their western reaches merge into the Gamboge Forest, and their southern edge blends into Almor’s Adri Forest.
Rich in minerals, the hills sustain thriving communities of gnomes in the northern reaches and halflings in the southern boroughs, particularly in northern Almor. These demihumans shape the region’s character, their settlements enduring amidst the rocky terrain.
There are halfings within Nyronds borders, some living in the southern arm of the Flinty Hills, near the Gamboge Forest, and teh Celadon. Halflings in the Flinty Hills are accounted in the Borough in the Prelacy of Almor.
Humanoid raiders often scour the Flinty Hills, looting mining outposts and probing for gnomish burrow entrances. Nyrond deploys steadfast patrols and sturdy border strongholds to counter these threats.
The Rakers
Demihumans: Mountain Dwarves (50,000), Gray Elves (8,000)
Humanoids: Innumerable, at least 100,000 strong.
The Rakers, a mountain range reaching north from the Flinty Hills, lie unclaimed by any nation and remain mostly unmapped. Few humans dwell here, driven off by relentless humanoid raids.
The Dwarven Kingdom of Kragvorn Thal - The Iron Bastion of the Rakers [KRAYG-vorne thall]
Kragvorn: Combines “krag” (rock, crag, a common Greyhawk dwarvish term) with “vorn” (fortress, symbolizing strength). The harsh “k” and “g” sounds reflect the guttural phonetics of the dwarvish language.
Thal: Means “hall” or “stronghold” in dwarvish, conjuring the image of a grand mountain citadel. The name Kragvorn Thal is spoken in short, resonant tones, embodying dwarven pride.
Nestled within the southern arm of the Rakers, approximately 120 miles north of the Flinty Hills, the dwarven stronghold of Kragvorn Thal stands as a testament to Mountain Dwarf resilience. Home to 50,000 Mountain Dwarves, this fortress city is carved deep into the mountains, blending surface and subterranean architecture. Its entrance, a massive iron gate set into a sheer cliff face, is reinforced with ancient protective runes. The upper halls, exposed to the elements, boast sturdy stone watchtowers and battlements that survey the rugged valleys below. Deeper within, the lower levels stretch miles into the mountain—a sprawling network of forges, armories, and clan halls lit by the fiery glow of molten lava, channeled from the mountain’s core. The dwarves have shaped the stone into geometric patterns, with angular pillars and walls inlaid with iron and mithril veins, showcasing their pragmatic yet masterful craftsmanship.
Designed as an impregnable fortress, Kragvorn Thal’s defenses are formidable. The main entrance is flanked by two colossal statues of dwarven warlords, each wielding a hammer and shield, their stone gazes fixed on approaching visitors. The enchanted iron gate can only be opened by a complex mechanism known to the dwarven thanes, rumored to withstand even the most powerful siege engines. Secondary entrances consist of narrow, winding tunnels rigged with traps like collapsing ceilings and hidden ballistae to thwart invaders. A network of scouting outposts across nearby peaks ensures that threats—whether orcs from the Bone March or elven scouts—cannot approach undetected.
At the heart of Kragvorn Thal lies the Great Forge, a vast chamber where master smiths craft weapons and armor of exceptional quality, their hammers striking in a rhythmic chant that reverberates through the halls. The dwarves honor their heritage in the Hall of Remembrance, its walls etched with the deeds of past thanes. Annual festivals celebrate historic victories over ancient enemies, featuring contests of strength and the forging of ceremonial axes. Organized into clans, each led by a thane, the dwarves place immense value on loyalty to both clan and king, fostering a culture of martial pride and tradition.
Natural features enhance Kragvorn Thal’s functionality and mystique. A subterranean river flows through the lower levels, its waters harnessed to power waterwheels for the forges and provide fresh drinking water. Above the city, the jagged peak of Ironspike looms, often wreathed in storm clouds, where a signal tower burns with a magical flame to summon allies during times of war. The surrounding slopes, rich in iron and mithril deposits, are mined relentlessly by the dwarves, a practice that has sparked conflict with their neighbors, the Gray Elves of Aelthrynnar.
A deep-seated rivalry festers between the dwarves of Kragvorn Thal and the Gray Elves of Aelthrynnar. Centuries ago, dwarven mining operations encroached on elven sacred sites, including a grove revered as a place of ancient magic. The elves, fiercely protective of their isolation and viewing the dwarves as desecrators, retaliated with magic, collapsing several tunnels with targeted earthquakes. In response, the dwarves accused the elves of hoarding the mountains’ resources, particularly mithril veins they believe are hidden by elven illusions. This has led to a tense standoff, with both sides maintaining armed outposts along their borders—dwarven patrols in heavy plate armor facing off against elven rangers cloaked in illusions. Though open conflict is rare, mutual distrust runs deep, and both groups remain on high alert, anticipating betrayal.
Despite threats from humanoid tribes in the Rakers and dangers from the depths, the clans of Kragvorn Thal maintain trade with the peoples of Gamboge Forest, the Flinty Hills, and northeastern Nyrond. However, they refuse commerce with the Theocracy of the Pale, condemning that nation’s treatment of dwarves.
The dwarves also support their allies, occasionally sending forces south to aid the gnomes of the Flinty Hills against the depredations of the Bone March.
In the event of war between Nyrond and the Bone March, Kragvorn Thal’s dwarves are prepared to dispatch a force to reinforce the Flinty Hills, ensuring their strategic foothold in the region.
The Legendary Elven City of Winter Snows (Aelthrynnar [AYL-thrin-NAL])
Elvish name meaning: "Ael" suggests something airy or lofty, fitting for a mountain city and the Gray Elves’ refined nature.
"Thryn" hints at strength or stone, tying to the Rakers’ rugged environment.
"Nar" adds a mystical, ancient tone, often used in elvish naming conventions to denote a place of significance.
Aelthrynnar is a breathtaking Gray Elf city nestled high in the Rakers mountains, its spires and halls carved directly from the pale, silver-flecked granite of the peaks. The city is a blend of exposed and hidden architecture: its outer districts, with elegant arches and open courtyards, catch the sunlight and are adorned with intricate bas-reliefs of elven history, while its inner sanctums—housing sacred tombs, powerful magical artifacts, and a few revered relics—are concealed deep within the mountain, accessible only through warded passages. A massive waterfall, fed by glacial melt, cascades from a cliff above the city, its mist creating rainbows on clear days, while smaller falls trickle down the surrounding slopes, feeding crystalline pools that the elves use for both beauty and utility.
Aelthrynnar is a hidden city, its primary entrance shrouded by a powerful illusion that makes the valley appear as an impassable wall of ice and rock to outsiders. The city has been hidden since the days when Vecna tried to destroy the elves. The true path—a narrow, winding trail along a sheer cliff—is known only to the Gray Elves and can be traversed on foot, though it’s perilous without elven agility or magical aid. For those who can fly, such as the city’s eagle allies or spellcasters, a secondary route through the upper peaks offers access, though it’s guarded by enchanted sentinels. The city’s colloquial name, “The City of Winter Snows,” comes from its high altitude, where snow dusts the peaks year-round, and the illusion that cloaks it often manifests as a swirling blizzard to deter intruders.
City Gates: At the main entrance, where the hidden path emerges into the city, stand two towering statues of Gray Elf guardians, each 50 feet tall, molded and shaped from the mountain itself. They depict ancient elven heroes, clad in flowing robes, each blowing a great horn that echoes through the valley during ceremonies or as a warning of approaching threats. The statues’ eyes are inlaid with moonstones that glow faintly at night, a symbol of the Gray Elves’ vigilance.
Population and Culture: Aelthrynnar is home to 8,000 Gray Elves, a community of scholars, mages, and artisans dedicated to preserving their ancient traditions. The city is a center of magical study, with libraries filled with arcane tomes and observatories tracking the stars. The elves here are fiercely protective of their isolation, valuing their independence and the sanctity of their relics, such as a rumored crystal orb said to hold the memories of their first archmage.Conflict with Kragvorn Thal: The Gray Elves of Aelthrynnar have a longstanding enmity with the Mountain Dwarves of Kragvorn Thal, a dwarven stronghold elsewhere in the Rakers (as noted in your Nyrond setup, with 10,000 heavy infantry). The tension stems from territorial disputes and cultural clashes: the dwarves have mined closer to elven lands over the centuries, seeking rare minerals, while the elves accuse them of desecrating sacred sites. The dwarves, in turn, view the elves as arrogant and uncooperative, refusing to share knowledge of the mountains’ resources. Skirmishes are rare but tense, often sparked by misunderstandings over boundaries, and both sides maintain heavily guarded outposts near their borders.
Relationship with Nyrond: Aelthrynnar stays concealed from Nyrond’s King, yet they maintain a diplomatic connection with the kingdom. This embassy enables the Gray Elves to stay informed about global affairs. Generally, the Gray Elves avoid entanglement in external conflicts unless they perceive a direct danger to their city, though the city’s leaders believe Aelthrynnar is undiscoverable by outsiders and thus steer clear of Flanaess politics. Still, they remain vigilant and ready for conflict. They excel as archers and dedicate themselves to rigorous training in the art of @Bladesinging/
Additionally, the Gray Elves maintain minor diplomatic outposts in the Theocracy of the Pale and the Duchy of Tenh.
Military Forces
Nyrondal Naval Forces
Relmor Bay/Sea of Gearnat Fleet (Oldred/Mithat)
All marines and sailors armed with the following:
- light crossbow
- short sword
- leather armor
- small wooden shield
- 4 x Cogs
- Crew: 20
- Peacetime Marines: 30 per ship
- Max Marines: 50 per ship
- light crossbow
- short sword
- spear
- leather armor
- small shield
- Light defense (possibly small ballista or crew-operated bows)
- 3 x Caravels
- Crew: 35
- Peacetime Marines: 25 per ship
- Max Marines: 40 per ship
- Light artillery (ballista or swivel-mounted weapons)
- 3 x Galleons
- Crew: 175
- Peacetime Marines: 100 per ship
- Max Marines: 150 per ship
- Heavier weapons (ballista + catapults for bombardment)
- 1,480 Support Personnel
- Total Peacetime Naval Personnel: 1,205
Riverine Fleet
All marines and sailors armed with the following:
- light crossbow
- short sword
- leather armor
- small wooden shield
- 5 x Patrol Boats
- Crew: 50
- Peacetime Marines: 30
- Wartime Marines: 50
- 3 x River Galleys
- Crew: 45
- Peacetime Marines: 90
- Wartime Marines: 120
- 4 x Transport Barges
- Crew: 40
- Peacetime Marines: 40
- Wartime Marines: 60
- 6 x Raider Boats
- Crew: 36
- Peacetime Marines: 50
- Wartime Marines: 70
- 2,031 Support Personnel
- Total Peacetime Riverine Personnel: 1,641
Standing Army
Total Horse & Foot: 31,544
Aristocracy Horse & Foot: 11,000
- 6,000 Heavy Cavalry (Knights)
- heavy warhorse
- plate mail
- plate barding
- medium shield
- heavy lance
- horseman's mace
- longsword
- 3,000 Medium Cavalry
- medium warhorse
- chain mail
- chain barding
- medium shield
- medium lance
- horseman's mace
- longsword
- 1,000 Light Cavalry / Hobilars
- light warhorse
- leather
- light crossbow
- horseman's mace
- broad sword
- small wooden shield
- 10,000 Heavy Infantry.
- Includes 5,000 personal soldiers from the aristocracy.
- plate mail
- longsword
- medium shield
- 10,000 Medium Infantry
- chain mail
- light crossbow
- longsword
- medium shield
- 2,000 Light Infantry (Hillmen & Scouts)
- leather
- light crossbow
- short sword
- 5,000 Archers
- leather
- longbow
- short sword
- 3,000 Light Crossbowmen
- chain mail
- light crossbow
- short sword
Standing Army (cont.)
- 500 Heavy Crossbowmen (Armor-piercing specialists)
- chain mail
- heavy crossbow
- short sword
- 1,044 Engineers
- leather
- short sword
- 500 Artillerists
- leather
- short sword
- 500 Sappers
- dagger
- pick axe
- 18,772 support personnel for rank & file & heavy infantry
- 30,000 support personnel for gentry & knights.
Militia/Men-at-Arms
Total Militia: 137,500
- 350 Reserve Marines
- 4,000 Medium Cavalry
- medium lance
- horseman’s mace
- broad sword
- chainmail
- medium shield
- chain barding
- 6,000 Light Cavalry / Hobilars
- light crossbow
- short sword
- spear
- leather armor
- small shield
- 22,000 Heavy Infantry
- 11,000 glaive
- 11,000 battleaxe
- short sword
- plate mail
- medium shield (battleaxe only)
- 32,000 Medium Infantry
- 16,000 battleaxe
- 16,000 spear
- short sword
- chainmail
- medium wooden shield
- 36,000 Light Infantry
- light crossbow
- spear
- short sword
- leather
- 16,000 Archers
- longbow
- battleaxe
- short sword
- leather
- 11,000 Crossbowmen
- light crossbow
- short sword
- leather
- 3,000 Heavy Crossbowmen
- heavy crossbow
- broad sword
- plate mail
- 1,300 Artillerists
- short sword
- padded
- 1,400 Sappers
- pickaxe
- dagger
- none to padded
- 1,600 Engineers
- short sword
- leather
- 2,850 Scouts
- short bow
- spear
- short sword
- leather
- 68,750 support personnel
Conscripts
Total Conscripts: 137,000
- 8,000 Light Cavalry / Hobilar
- spear
- short sword
- padded armor
- small shield
- 50,000 Light Infantry
- spear
- short sword
- padded armor
- small shield
- 40,000 Medium Infantry
- 15,000 spear
- 25,000 glaive
- short sword
- leather
- some have medium wooden shield
- 30,000 Archers
- 15,000 long bow
- 15,000 short bow
- spear
- padded armor
- 6,000 Crossbowmen
- light crossbow
- short sword
- padded armor
- 3,000 Skirmishers
- sling
- short sword
- padded armor
- 68,750 support personnel
Celadon Forest
Humans
- 2,100 light infantry
- short bow
- battleaxe
- leather
- 1,050 support personnel
Sylvan Elves
- 11,500 light infantry
- longsword
- Elven chain
- medium shield
- 5,000 archers
- short bow
- long sword
- Elven chain
- 8,000 support personnel
High Elves
- 675 light infantry
- short bow
- longsword
- Elven chain
- 338 support personnel
Centaurs
- 350 Centaurs
- short bow
- spear
- or club
- chainmail shirt
Gamboge Forest
Humans
- 1,400 light infantry
- short bow
- spear
- dagger
- leather
- 700 support personnel
Sylvan Elves
- 11,500 light infantry
- longsword
- Elven chain
- medium shield
- 5,000 archers
- short bow
- long sword
- Elven chain
High Elves
- 450 light infantry
- short bow
- longsword
- Elven chain
- 225 support personnel
Centaurs
- 200 Centaurs
- short bow
- spear
- or club
- chainmail shirt
- 100 support personnel
Northern Flinty Hills
Rock Gnomes
- 10,000 light infantry
- spear
- short sword
- leather
- 5,000 slingers
- sling
- spear
- leather
- 250 illusionists
- dagger
- sling
- 7,625 support personnel
The Rakers
Kragvorn Thal
Mountain Dwarves
- 10,000 heavy infantry
- battleaxe
- plate mail
- 5,000 support personnel
Aelthrynnar
Gray Elves
- 1,000 bladesingers
- longsword
- short bow
- Elven chain
- 350 mages
- dagger
- Elven chain
- 250 griffon riders
- light lance
- short bow
- Elven chain
- 800 support personnel
Military Numbers Explanation
The military numbers are sourced from the World of Greyhawk 1983 box set. When a nation or area's population in the guide includes a "+" or "−", the population is increased or decreased by 5%. The glossography notes that figures represent the total human population, excluding garrisons, with 20% of the population being males fit to bear arms and 10% being males in prime condition suitable for man-at-arms status. To clarify, the 20% represents conscripts, who are less trained fighters, while the 10%, a subset of the 20%, represents better-trained militia suitable for man-at-arms roles. Only 20% of the population is considered fit for military service in any capacity, and militia are not part of the standing army.
However, some numbers are made up based on extrapolations and numbers that were made up.
The standing army has been calculated as no more than 2.5% of the population, however, the standing army numbers do not count against the population numbers, as I have considered them to be "garrisons" per the Guide to the World of Greyhawk. The numbers for nobility, gentry, and landed knights for the Kingdom of Nyrond were calculated as 2% of the population, however, almost half of these numbers are not fighting stock, but involved in administrative and day to day duties for the kingdom. I have not counted these numbers against the population either.
The Celadon Forest entry does not give hard numbers, and the kingdoms of Kragvorn Thal and Aelthrynnar do not exist in the Guide to the World of Greyhawk by Gary Gygax. These two kingdoms are original creations.
These numbers do not take into account mercenary companies, legions, or corps that may be employed.
[World of Greyhawk box set, 1983]
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