Wild Coast
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various petty rulers
Capital: None, but several major towns --
Safeton (4,600),
Narwell (2,900),
Fax (6,700),
Badwall (5,200),
Elredd (8,400)
Population: 150,000 +(?)
Demi-humans: Many
Humanoids: Many
Resources: None outstanding
The western shores of the Sea of Gearnat
have long
been called the Wild Coast, for the region has been a
haven for malcontents, dissidents, demi-humans,
humanoids, and the outcasts of other states. It is a fair
but not particularly fertile area -- rolling countryside
interspersed with woodlands, fens, and scattered clusters
of dwellings. Parts of the Gnarley Forest,
all of the
Welkwood east of the Jewel River, and Suss
Forest are considered as being part of this region. The
Wild Coast remains a free territory comprised of
petty nobles, robber barons, guildheld towns, fishing
and forest villages, freebooters, mercenaries, and displaced
persons of all sorts. This is due to the remote
and isolated position it holds, its lack of resources,
and the fact that it has never been a desirable position
strategically. Portions of the area have been under the
control of Celene, the Prince of Ulek, the Gynarch of
Hardby, and the Free City of Greyhawk at various
times. The inhabitants, being of a mind otherwise,
have always managed to regain their freedom.
There is no question that the Wild Coast is known
throughout the Flanaess as a place of sanctuary, albeit
a highly dangerous one, filled with adventure at the
very least. Its racially mixed peoples are well known
as mercenaries and adventurers themselves. The area
gives rise to many outstanding clerics, fighters,
magic-users, and thieves. Legendary natives of the
Wild Coast include such persons as Mordenkainen,
Robilar, and Tenser, to name but a few.
Tales relate that somewhere within the Suss there
exists a lost city of the Old Suloise -- from which the
Jewel River gained its name. It has never been found,
and the legend is highly doubtful. Since the Pomarj
has been in the control of rapacious humanoids, the
southern portions of the Wild Coast have been less
than wholesome in any event, and expeditions into
the Suss Forest have not been attempted of late for
obvious reasons.
Q: What is the symbol
of the pennon
carried by the lead knight
on the
box cover?
A: The symbol on the
pennon is the arms
of Fax, a city on The Wild
Coast, with a
bar, azure, in fess (the
blue horizontal
stripe) added for distinction.
This probably
designates one of the more
important
noble families in Fax.
(141.14)
ENCOUNTERS
01-05 | Demi-humans (01-05 = Dwarf, 06-70 = Elf, 71-80 = Gnome, 81-100 = Hobbit) |
06-12 | Humanoids (01-05 = Gnoll*, 06-10 = Goblin, 11-15 = Hobgoblin, 16-94 = Orc**, 95 = Qullan, 96-100 = Xvart) |
13-18 | Men, Bandits |
19-22 | Men, Brigands |
23-30 | Men, Merchants |
31-36 | Men, Patrol, Medium |
37-38 | Men, Patrol, Slavers |
39-40 | Men, Raiders |
41-00 | Use Standard Encounter Tables |
TEMPERATE CIVILIZED Plains and Scrub (d8+d12)
2 | Lammasu, Greater |
3 | Ghost |
4 | Lycanthrope, Wererat |
5 | Castle |
6 | Ankheg |
7 | Owl |
8 | Man, Pilgrim |
9 | Man, Bandit |
10 | Cattle, Wild |
11 | Man, Merchant |
12 | Falcon, Small |
13 | Man, Patrol |
14 | Character Party (RG) |
15 | Bugbear |
16 | Hobbit |
17 | Man, Dervish |
18 | Goblin |
19 | Oliphant |
20 | Quasi-elemental, Lightning |
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