"It's like playing in Nazi Germany"
- One of my Players


GREYHAWK: AFTER THE WARS

In the days before the war, when Faceless Jack, Brother Stelred and Keris and Wit of Charm roamed the lands of Greyhawk, they were often accompanied by a nameless wizard who often draw to where they needed to be rather than where they wanted to go.

Now, after the second round of the Greyhawk wars, Iuz has conquered most of the good lands, there are few beacons of light left in the darkness, and they are separated by vast tracts of orc-controlled devastation.

The Oearth cries out for heroes' of the Calibre of the Company of Wolves, and the Pelor's Guardian Avengers.

Desperately dealing with the devil, one man makes a pact with the Crimson cloaked priests of Lendor, and travels back to find such a group. Unfortunately History records the death of Jack and Keris at the hands of Rigby the archmage of Ket in the bright desert where they stopped him from summoning a great evil to Oearth, but at the cost of their own lives.

Another solution presents itself, the children of these great hero's, perhaps the spark of greatness lives in them as well! He draws the web tighter, and ensnares the children of his old friends, kidnaps them, shifts them elsewhere, and places them where the forces of evil cannot find them.

Kit's Gate, A small village in the southern mountains of the Yeomanry. He places such great enchatments around it that no-one, not even the greatest servants of the Old one can penetrate them, the strain of which renders him magically impotent.

Time passes. Evil rises, and the village is almost completely unknown to the outside world.

Finally he can wait no longer, and the four are ripped from the only home they have ever known, and forced back into the world.

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Copyright Phil Ward 2000. All right reserved. You Ain't seen me, roight?!