The Wheels of Thoggin Oakley

Thoggin of Hardby

Some had seen the Greyhawk Wars coming from a long time off - for Thoggin Oakley this was an opportunity to earn both riches and power. With his spies and contacts he formed the Wheels - independent circles of informants, spies and spymasters throughout the Flanaess. A rich man from his days as an adventurer and Guildmaster of Fax's thieves, he invested much money in this venture, with the hope that it would repay him tenfold in the service of the victorious winner. Even he had not counted on the ferocity of the attacks, the extent of the desolation and the proximity with which failure would stare him in the face.
At what is generally accepted as the start of the Greyhawk Wars, Thoggin had been involved in the original forays to the lands of the Giants. With the realisation of a darker, more combined and co-ordinated foe, he contacted the Keoish King and laid before him vague details of his network. Kimbertos, a wise man indeed, realised the benefits of such information and, having nothing similar in force, Thoggin became his Spymaster.
In the end, all seemed well -
Lolth was killed, the Battle of Galden Field was won, and the Treaty of Greyhawk was signed. The peasants laid down their spears and returned to the fields. Yet Thoggin's work was not done - there were still many Horde leaders unaccounted for, and then there was the ever-increasing threat from the Scarlet Brotherhood. The rise of Enclave seemed to remove the Drow threat, but who could know for sure?
Many nobles died in the War, and from that Thoggin gained his profit, for the Kings and nobles of the Sheldomar were only too willing to pay him his dues for what hehad done. His appointment as
High Mareschal, over the Sheldomar's new enforcers, gave him lawful authority to go with his new titles and lands. Now, he had only to turn the Wheels to the matter of reversing the damage...


The Wheels

Thoggin, as ultimate controller of all intelligence generated, and source of all specific missions, is the 'Axle'. He directly controls his two trusted spymasters, Jadith and Korm, who are each a 'Hub', of the Left (West) and Right (East) Wheels respectively. Thoggin deals directly with Jadith and Korm by unknown magical means.
Each Hub controls, via secretive couriers and a system of dead-letterboxes, several 'Spokes', each being the collator for a given area of the Flanaess. Most Spokes do not know the identity of their Hub, but do deal directly, although often anonymously, with the informants and spies within their area, retrieving information and issuing orders, then returning results, encoded, to their Hub by established means. The front-line informants and agents are known as the 'Rim'. While the Rim agents are often moved around within their area, and infrequently moved to other areas, the informants' worth comes from their position and access to specific sources and they do not move.
It is said that from his intelligences, Thoggin has a List of all his operatives within both Wheels, and if this is true, this document would undoubtedly be of immense value.
Jadith and Korm know the identity of their master, and it is expected that they are aware of each others' identities, such is the extent of their knowledge, but it is unknown if most Spokes know of Thoggin. They are however likely know of the side they are working for unlike the majority of those on the Rim, so little is their requirement to know any details of the organisation. In fact, many of them will be unaware that they are being co-ordinated or operating as part of any type of organisation at all.
Every effort has been made to hide who is behind this network. Much of the recruiting was done with illusions set to protect the Hub members and the Axle himself. Spokes and Rim members know little or nothing about what is going on in other areas or of the identities of other Spoke or Rim members.
This network is quite expensive, but far, far less than a large standing army. The King pays for a large part of the network, being that which most benefits his interest. The rest is funded by Thoggin, from the profits of the King's payments and the information he sells to other sources. However, while he is employed mainly by the Keoish he will not sell information to their enemies or any information which could benefit the
Dark Hordes. Any selling of information is done only by Thoggin himself.

The Spokes
Scores in parentheses denote that Spoke's overall effectiveness, on a scale as follows:
5 - Very effective and efficient intelligence network
4 - Good intelligence network
3 - Adequate intelligence network
2 - Inadequate intelligence network
1 - Inconsequential intelligence network
0 - No effective intelligence network
? - Unknown

This is not to say that an ineffective network cannot produce occasional good results, but they are not likely to do so repeatedly. Effectiveness is an overall grading based on factors such as the Spoke's systems of communication and command, motivation, number, positioning and quality of agents and other factors affecting the Spoke's ability to control his network (e.g. mentality).

The Third Wheel
Unknown to the King, Thoggin maintains a small cadre of agents, which he dubs the 'Third Wheel'. This consist simply of himself as the Hub, and a number of Spokes and Rim agents, who report openly and directly back to him as necessary. They are of course funded using the King's money where possible, but as with most things so long as Thoggin does not spend excessively, and keeps coming up with the results, his master does not question his actions.
The remit of the Third Wheel is twofold:
1) The Scouts
These agents report on, the many areas of the Flanaess which are not civilised or controlled by any known government, such as the Amedio, Hepmonaland, the Bright Desert, the Olmans, the Land of Black Ice, the Bright Desert and the inevitable Dustdiggers of the Sea of Dust. Mostly they simple adventurers travelling in expeditions sponsored by Thoggin to these areas. Currently the domains of most interest to Thoggin are the Amedian, Olman, and Hepmon lands.
Recently his informants there warned the Keoish King of the slave-troops being taken from those jungles to the Hold, allowing enough time to secretly transfer soldiers into the Dreadwood and secure the border. He further received worrying reports that the
Keoish colony and trading port of Fimsular, a holding of his friend, the Count of Axewood, is secretly being used to stock Brotherhood slave ships on their way to the Hold of the Sea Princes, although this information was confirmed and superceded by the vsunbsequent revelation of the Count's treachery.
Thoggin is continually on the lookout for viable expeditions to unknown areas, and for reliable information from these areas from returning parties.
2) The Teams
Thoggin maintains groups of adventurers to help and support his agents throughout the Sheldomar and beyond. He makes available considerable quantities of powerful magic to them for use in their tasks, which can be assisting in the infiltration and exfiltration of agents, target kidnapping, surveillance, search and rescue and various other specialist support tasks.
The Teams were initially based at Thoggin's wartime headquarters,
Axewood Palace, but have since moved to his secret estate hidden within the vast grounds of the Matreyus estate near to Gradsul, known only as 'Elysata. The teams are based and trained here, and many reside at this place between mission. They are often transported to and from their destination by magical means, if possible.


Zephyr Team
At one time the King's protectors, with the appointment of the
Knights of Kord as Royal Bodyguard once more this Team have been relieved of this role. They still frequently protect other dignitaries, foreign and Keoish, when necessary. They are also Thoggin's rescue/extraction team in emergencies.
a) Zarryon (Leader)
11th level Male Human Fighter
Zarryon has little in the way of superhuman abilities, and at 43 years old is perhaps physically past his best. What endears him to Thoggin, however, is his ability to maintain a clear head in the most pressurised of situations. When all Hell breaks loose (sometimes literally) he remains calm and in total control of his Team. Zarryon has a Longsword +3 and a pair of Slippers of Kicking to help him as a fighter.
b) Mandragore
9th level Male Human Thief
Almost nothing is known of this solitary thief by the other members of Zephyr, and neither he nor Thoggin venture any information to remedy this. He is a recent addition to the Team, being the replacement for the previous specialist thief, who was killed in defence of the King at
the Battle of Galden Field. Mandragore possesses a shortsword +2 and a set of Iron Bands of Bilarro.
c) Gappratt
10th level Male Half-Olven Magic-User
Gappratt is the youngest son of the Duke of Hochoch and is one of the friendliest men ever to open a spellbook in earnest. An eager scholar, Gappratt still has plenty of time for humanity and is very knowledgeable in the social manners that evade most of his haughty profession. He is fascinated by magical, and in particular planar, travel, and will question endlessly anyone who claims to have left the confines of Oerth. His prized possession is a Brazier of Commanding Fire Elementals, which he has on occasion used to the Team's advantage. He is the Team's main source of fast transport, using Teleport where required. If needs require it, he has a Dagger +2.


Griffin Team
This recently formed team have currently been tasked with an operation to investigate a suspected Brotherhood agent in Gradsul. Thoggin further intends to have them remain in that area for deployment within the Dreadwood and on the Azure Sea for operations as required.
a)
Baron Eloi Brandt of Amarr (Leader)
8th/9th level Male Half-Orc Fighter/Thief
Eloi Brand, as he was born, was an outcast and he liked it that way. Growing up in Crockport, he learned from the streets, and soon became a favoured son of the Angel Boys' guildmaster, a gnome named Millhouse, for his prowess in the fighting and thieving arts. When the Hordes of Iuz captured Crockport, Millhouse disappeared, and Eloi decided to join in the Wars on their side!
Enlisting as a scout, he avoided pitched battle and indulged instead in the choicest looting on the field.
Unfortunately for him, as he retreated from the Battle of Galden Field he was almost killed by an enraged Ogre Mage, then rescued by a paladin who mistook him for a friendly scout. Next thing Eloi knew he was trapped behind enemy lines with little hope of escape.
Eloi's next mistake was to be present at Axewood Palace when an attempt was made to kill the Keoish King, whereupon he saved the King's life. He was promptly made a Baron as a reward, changing his name to the Keoish form, Brandt. It was then that Thoggin revealed he knew of Eloi's past affiliations, and that Eloi now worked for him

For the first time in his life, Eloi appears to be taking something very seriously - perhaps due to the prospect of failure meaning him losing his head.
b)
Akhan Bherruliann
10th level Male Half-Elven thief
Akhan Bherrulian was a wandering rogue, a catspaw who had never affiliated himself to one city's Guild. He enjoyed the free and easy life, and the fineries that his skills can bring him. His family are reasonably well-to-do corn merchants, originally from Celene, but now settled in the Free City of Dyvers. They are embarrassed by their wayward son and have disowned him. Akhan does not tend to use of reveal his family name.
During the Greyhawk Wars, he became enlisted in the cause of good, (uncharacteristically responsible for him) spying for Raven in Iuz, the lands of the Wegwiur (Wolf Nomads) and Perrenland. First discovering and breaking up a covert supply route between Iuz and the Chakyik (Tiger Nomads), he then uncovered a traitor within Raven's agents, delaying the downfall of Admundfort.
He then joined the party of Lord Aranon of Oakhart, going to the Demonweb Pits
and helping to destroy Lolth. He was also part of the party that saved King Kimbertos's life at the end of the Wars. Akhan is as yet unaware of the Wheel, or that he is part of it, and whether he will work for them when he finds out remains to be seen.
His situation has now changed, as he has taken up with Hanali Thenarin,
the wife of the traitor Fimuth, ex-Count of Axewood. They now live in Tringlee with her cousin, Duke Grenowin, and Hanali is expectin their firstborn. After being caught thieving, Akhan also had to join the Kansitt thieves guild in Tringlee, which he is not finding so unfortuitous as he would have believed. He is often found in the company of his trusted Sterish warhound, Ash.
c)
Smokelight 'the Scion'
Smokelight is the simulacrum of Mordenkainen the Archmage, who created him with Curley Greenleaf's assistance at the Obsidian Citadel in 582 CY.
Unbeknownst to either Mordenkainen or Curley, something unexpected had occurred in the process of creating the simulacrum: Somehow, the black feather of a dire raven, of the evil variety so often used as servants of the fell Horned Society to the east, found its way into the spell components prior to the initial casting. This made the simulacrum ("Smokelight" as Curley nicknamed him) particulary dark and brooding in character. Smokelight, or "Junior" as Mordenkainen called him, suffered from depression and a bizarre sort of identity crisis.
Mordenkainen had created the simulacrum to go out into the world to adventure in the way he no longer could. Equipping Smokelight with a plethora of magical items and spellbooks, Mordenkainen decided it would be best for Smokelight to set off on his own, and also to develop his own sense of identity. Smokelight set out from the Obsidian Citadel, to wander the wide world.
As Smokelight travelled, other differences between him and his creator manifested gradually. He became almost like a "darker" version of Mordenkainen, brooding, gruff and even contentious. He became a constant drinker, and an ornery visitor to rustic, out-of-the-way places. He has also developed a strange affinity to crows and ravens, and found he could occasionally even summon them and get them to do his bidding.
It was only when he found Thoggin and his Wheels that he truly started to find purpose to his life, and a 'family' in Griffin Team.

d) Cinion Quicksilver
A spy working for the Iron League in Gradsul, Cinion was captured by the Scarlet Brotherhood in late C.Y. 584 and tortured mercilessly. He was then sent on a slave-ship to the Hold of the Sea Princes to live out his days as a slave, but that ship was captured by the Keoish Royal Fleet and he was rescued and taken to Gradsul, albeit in a near-death state. He recovered in the Temple of Pelor there, and was subsequently recruited by Koftus Grymsdale. After a few months he joined Griffin Team, but he is not fitting in well with this group - he has lost his previous jovial nature and thinks of nothing but exacting revenge on the Brotherhood and freeing Onnwal. This desire has only been intensified by his subsequent brief capture by the Brotherhood assasin 'Whisper'. Koftus is aware of his feelings, and has added Adar Pelgrin to the team as his replacement, for he intends to allow Cinion to return to Onnwal and work there.
e)
Helden Graveleaf
Previously known as Kyros 'Sablefist' Telliran, Helden was a warrior-assassin for the Overking Ivid for many years before a magical transformation rid him of his evil inclinations. Fleeing the Aerdi lands he lived in Rel Mord for many years until his past caught up with him and he was forced to flee west. Many years later, it caught up with him again when his arch-enemy, a Nyrondese Major named Vladimir Halstus, had him arrested in Gradsul
Kyros was executed for killing a man durign the struggle of his arrest, but this was faked as by then he was a member of Griffin team actively uncovering a Scarlet Brotherhood plot in that city. No longer able to assume his 'Sablefist' identity, he took on the identity of Helden Graveleaf, a fromer companion and ranger friend of Kyros' who was dead.
f) Meyrit O'Veyl
A Gradsul native, Meyrit was meant to be the team's local contact but was compromised and captured by the Brothrhood assassin 'Whisper' prior to their arrival. She was tortured then killed by Whisper. Koftus is currently seeking a replacement for her in the team.
g)
Adar 'Adder' Pelgrin
From Perrenland, Adder was previously a fighter who turned his hand to the thiefly arts, and has lately become a spy. He has studied at the Palace of Shadows in Molvar, but decided the guildmaster's life was not for him and headed south to Keoland for adventure, where he was recruited by Koftus Grymsdale. He has already completed one highly succesful operation in Thornward, recovering and destroying the files of Sir Elarrar d'Huite.


Lacedon Team
The 'Sea Ghouls' consist of three supposedly dead adventurers, their deaths being faked, or they being ressurrected in secret after their funeral, by the Wheel.They were initially tasked with training and infiltrating the newly formed Panther Team. They found that the Amedians and Hepmons had a few tricks to teach them too! Their current remit is to operate around the borders with the Hold, gathering intelligence, supporting the Panther Team and monitoring the Dreadwood situation.
a) Prince Hamman Guult of Port Toli (Leader)
10th level Male Human Fighter
A noble of the House Meeran, Hamman was violently opposed to the Sea princes' capitulation to the Brotherhood - he was the only noble to survive the 'Night of the long Knives' unhurt, succeeding in killing his would-be assassin after a warning from his magical sword. Hamman then fled his homeland taking with him his fortune and three warships, although only two succeeded in fleeing the blockade which attempted to stop him. He thereafter fled to Keoland and swore fealty to King Kimbertos in return for a chance ot help free his homeland. He was killed by the traitor Chamberlain Lominstrall during a plot to kill the King, being turned to stone. Lord Thoggin saw the chance to use him better, and feigned his death whilst having him brought back to life, and his former companions, Akhan and Eloi from Griffin Team, are unaware that he still lives.
Hamman is a duellist of the VanDer Stadt style, a sound naval tactician and his preferred weapon is a pistol he obtained many years ago from a captured pirate.
b) Kaurel'ay
9th level Female Human Magic-User
Formerly the magist of Baron Arganass of
Amarr, Kaurel'ay came under suspicion of involvement in a plot to kill King Kimbertos in C.Y. 584. Knowing she was innocent, Thoggin feigned her arrest and transport to Dekkanisch prison, and her subsequent 'death' there.
c) Thorgiss Oakley
6th/7th level Male Gnomish Fighter/Thief
The son of Lord Thoggin, his 'death' became an essential factor of his survival shortly after his father's appointment as Keoish spymaster, after the third attempt by Brotherhood assasins to kill him almost succeeded. Although they made out that it had, Thoggin knew that the Brotherhood was suspicious and investigating to find if he was truly dead, and consequently has sent his son into the Hool marshes with Lacedon team until their interest dies.


Panther Team
A large team of freed and escaped Amedian and Olman slaves, this group operates within the Hold of the Sea Princes in an effort to glean intelligence and instigate a Slave Revolt. Initially bearing mild antipathy towards each other, the Amedians and the Hepmons within the team eventually realised the commonality of their races' suffering as they saw they were all in the same situation, and have gelled into a fine unit.
The following are the main personalities within the group, the others being 1-6 additional 1st-3rd level barbarians (rescued or escaped slaves)
of mixed Amedian, Hepmon or Suel race:
a) Shimbana (Leader)
10th level Male Human Barbarian
A charismatic Amedian, Shimbana first led a slave revolt near to Monmurg in CY 581. Predictably, this ended in the slaughter of his followers, and for the following two years he stayed in the country, a hunted man, attempting to start further revolts with little success. As the danger of capture became impossible, he fled to Longspear, where he was given sanctuary by the Yeomanry.
With the outbreak of War, Thoggin sent Koftus Grymsdale to recruit him and sent him back into the Hold to rescue slaves for a Team. Shimbana is fanatical about his cause.
b)Dogro Three-Feathers
7th level Male Human Shaman
Dogro is a Hepmon, of the
Ashante (spider) people. His god is Ashante, who is revered by the Spider people, and in particular Ashante warriors, and is the god of spiders, messengers, raftsmen, and ugly people.
He wears his holy symbol, a large black spider carved from a polished piece of Ebony, with pride, enjoying scaring children with it. Most children are more scared by his hideous features, his body being covered in tribal scars, and his magical Skull-Staff of Hepmonaland, a magical 7' long pole that is topped with a skull with a wild mane of white hair and sharp, demonic features.
His weapon of choice is a club, although he prefers calling on his deity's aid in battle.
c) Joggoss
4th level Male Human Witch-Doctor
Joggoss is an Amedian slave rescued frm the plantations by Shimban. He has become Shimbana's spiritual mentor, guiding him on the teachings of his god, Llerg. Favouring the blowgun and club as weapons, Joggoss is a berserk fighter in battle, and cannot easily be restrained until the enemy is dead. He has a particular hatred for Olmans.
Joggoss has a particular talent in sound imitation, especially the animals of the jungle - however he need only hear something once or twice before reproducing a good copy of it.
d) Yavvad
6th level Male Human Fighter
An Amedian Suel who worked freely as the sergeant of an Amedian Suel platoon, Yavvad was found guilty of striking an 'Elder Cousin' whom he found beating one of his men, and was crucified as punishment. Delirious, unconscious and near death, he was rescued by Lacedon Team from the cross and, with clerical help, made a full recovery.
He was trained again as a thief by the Wheel at Elysata, so that he can undertake short-term undercover and spying missions within the Hold, using his Suel heritage to impersonate Scarlet Ones. An expert with the short bow, he is a veteran of the Dreadwood Campaign. He is a tireless runner, and used his trap-building techniques to devastating effect in the Dreadwood. His tactical skills are unsurpassed within the group and he is particularly good at winning against the odds.
If he has a weakness however, it is the drink. Preferring pulque, but with a taste for anything alcoholic, he has been known to go on week-long binges before being forcibly stopped.


THE LEFT WHEEL

Controlled by Jadith, includes the areas, or former areas, of:
Blackmoor, Wolf and Tiger Nomads, Iuz, Zeif, Ekbir, Tusmit, Paynims, Ull, Ket, Perrenland, Furyondy, Veluna, Valley of the Mage, Bissel, Geoff, Gran March, Sterich, Keoland, Duchy, County and Principality of Ulek, the Yeomanry, Sea Princes, the Wild Coast and the Pomarj.

A) THE HUB
Jadith A'Khorem
Director of the Left Wheel
10th level human male Illusionist
Jadith is a Baklunish Illusionist living in Molvar, from whence he controls the Left Wheel. He appears frivolous, dressed in the finest silks of bright colours, although he rarely leaves his tower in the merchants quarter of the town, or at least is rarely seen leaving. In actuality he is a very serious individual, prone to bouts of depression, and although he thrives on his task he often feels as though the weight of the Oerth is on his shoulders. His magical communication device for contacting the Axle is found in the top floor of his tower, which is heavily guarded by magic.
Living within Ket he must take care not to be discovered as an 'enemy' agent, and takes great care not to be discovered, using his illusions to his advantage in preventing discovery. He longs for a sense of order and peace to return to the Flanaess, for he is in actual fact a kind and gentle man, but will do whatever is necessary to halt the spread of evil throughout the land.

B) THE SPOKES
1) Raven (5)
Co-ordinator of Veluna, Furyondy and Iuz.
6th level male human Thief
Known only as Raven, perhaps from his jet-black hair, this thin man of average height has the immense responsibility for co-ordinating this large and important area in the centre of the Flanaess. He is very knowledgeable of the area he controls, and those surrounding it, and has often covered for the Hub in neighbouring areas.
All his agents are known by code-names which are birds' names, and he has a complex system developed to allow them to identify each other, as his plans often rely on his network of spies co-operating with each other. He has recently flushed out an Iuz spy from their midst who brought about the downfall of two of his important agents in Iuz itself. With the current situation in Iuz he has stopped contact with his undercover agents in Iuz for fear of revealing them, but will soon attempt to regain contact.
2) Shabhrugh 'Longbeard' bin Khal-adin (3)
Co-ordinator of Tiger Nomads, Wolf Nomads and Perrenland
4th level male human Fighter
Shabrugh's cover is as a merchant plying Lake Quag from his base in Traft. He is known as Longbeard to those he trades with in Perrenland, and by his fist name in the lands of the Wolf and Tiger nomads. He was originally a Wolf of the Prairies of some renown, his father being an Ilkhan of some note. At 21 (he is now 53) he fought a duel with his blood-brother and best friend, Maradin, over a woman he was courting. During that fight he killed Maradin, and sustained a badly broken jaw, the scars of which he bears yet. On recovering, his shame led him to outcast himself, and he no longer acknowledges his tribe or family in shame, even though his actions were thoroughly honourable in their eyes.
He is quite freely able to move around all areas under his control, and collects new information personally, usually committing it to memory and destroying any written material before moving on. Despite his age he is quite capable of taking care of himself, and is a formidable opponent.
3) Lerrio Chantomay (0)
Co-ordinator and Sole Agent of Blackmoor
6th level human male Thief-Acrobat
Lerrio is in an unenviable position, as he is in a place far from any assistance or support. Luckily for him, there is little overt danger and little to report in Blackmoor. He has few informants, and no agents here, a fact which causes dismay to the Axle and the Hub. His loyalty is doubtful at best, communications are infrequent and self-preservation is his first priority, taken to a ridiculous extent. Due to this, the Hub and Axle are currently discussing the choice of Agent to send to Dantredun to evaluate, and if necessary 'replace', him.
4) Gheratahz al-Wah'rn (4)
Co-ordinator of Ket, Tusmit, Ekbir, Zeif and Ull
Average-sized, very old Bronze Dragon
Gheratahz, whose real name is unpronounceable to humans, was quite content as a typically self-centred, egotistical dragon until he found the fascinating and illogical subject of humanity to study. Enthralled by human nature he has spent more than half of his 362 years mingling with the humans in an attempt to understand and mimic their behaviour. He lives in Ekbir, so that he can indulge his desires to swim in the ocean, and fly untroubled over the sea for hours. Gheratahz's tower has a complex tunnel system beneath, with a large cavern where he may sleep in his natural form, and many tunnels leading to parts of the city and out to the ocean.
His human form is known as an eccentric but reclusive wizard. He recovers information from his Rim agents personally in one of his many guises, and takes great pride in his acting ability. He has from time to time undertaken missions personally, but his arrogance and overconfidence in his knowledge of humans have led to a few close calls. Luckily, he always has the added option of returning to dragon form to escape.
He insists on reporting to the Hub personally, and Jadith dreads his visits, for the dragon (in human form of course) is able to talk endlessly for hours, recalling (and analysing) every minute detail of the information he is conveying. Nobody is aware of his true identity, although Jadith is suspicious of his ability to travel from Ekbir to Molvar in such short time periods, but puts it down to magical means. Truth be told, he fears asking for the answer would undoubtedly take hours of boring explanation.
5) Sir Elarrar d'Huite (1 - previously 4)
Co-ordinator of Bissel, the Gran March and Geoff
7th level human male Paladin
A Knight Commander in the Order of the Watch, Sir Elarrar is a resolute and unwavering bastion of virtue in a den of thieves, rogues and murderers. The Axle's influence has gained him freedoms to carry out his duties for the Wheel that he otherwise would not have had, but he still feels a deep commitment to the principles of the Knights of the Watch. Elarrar had to leave certain important, but fortunately encoded, files behind when he abandoned his base in Thornward during the Ketish invasion. He hopes to return and recover, or destroy, these documents as soon as possible, for some of his Rim agents' lives are at risk.
Elarrar distinguished himself at the
Battle of Galden Field in the service of the Keoish King, and has since worked with the Axle, whose identity he has become aware of, at Axewood, plotting his return to active service after his leg injury is healed.
6) Koftus Grymsdale (3 - deteriorating from 5)
Co-ordinator of Keoland, Sterich and the Yeomanry
4th level Dwarven male fighter
Originally from the Yeomanry, Koftus orchestrates the conduct of his Rim agents from Cryllor. Due to the many threats facing the Sheldomar he is overworked and has entreated the Hub for an assistant. The Hub has currently sent him a Rim agent to ease the pressure and is discussing with the Axle the need for splitting the control of the Keoish operation from that of Sterich and the Yeomanry.
As well as keeping watches on the Sterish situation, ensuring the Yeomanry are prepared for the Sea Princes/Scarlet Brotherhood threat, and guarding Keoland against attack from the sea or through the Dreadwood,
Koftus is now receiving troubling information on the existence of a Drow stronghold in the Jotens, teeming with hostile forces, and threatening to tip the balance back in favour of the Dark Hordes. Although this mirthful individual does not show it to those who know him, he is close to breaking under the nervous strain of his workload, which could prove disastrous to the Wheel.
7) Alonriel Lafalla (3)
Co-ordinator of the Ulek States and Celene
12th level male Wood Elven Magic-User
A fine and gentle person, Alonriel is a native of Courwood who strongly disagrees with Queen Yolande's isolationist stance, and as such arranged, indirectly, a group of sympathisers and their men-at-arms who joined the Wars in time to help
at the Battle of Galden Field. In disguise, and against the Hub's orders, Alonriel was amongst these rebels. He is however worried about their fate at Yolande's hands on their return, and is attempting to determine Yolande's likely response before encouraging his kinsfolk to return home from Axewood.
Before his own return to Celene, Alonriel plans to attend the Silverwood and there petition help in obtaining information within Pomarj-occupied areas of the County and Principality of Ulek. He has been left without informants and agents in this area due to the retreat in the face of Turrosh Mak's hordes.
8) Sarrakesh bin Kadan (2 - apparently 4)
Co-ordinator of the Wild Coast and the Pomarj
9th level human male Assassin
Originally a member of the legendary
Hashishim (the assassin's guild in the Baklunish nations) in his native Ket, Sarrakesh was 'excluded' for carrying out an unsanctioned kill, which was a matter of vengeance. This 'exclusion' is tantamount to a death sentence should he ever meet up with another Hashishim, and has lead to his exile here. He poses in Fax as a mercenary, and is notable for fighting with two scimitars, which he carries on his back, at once. He blends easily into Fax's small but close Baklunish community in the 'Maze' slum area of that town.
Recruited anonymously on Thogggin's recommendation, as they are old associates, Sarrakesh was probably the worst choice as an agent made so far, as he is in fact an agent for Ivid's Web. Cut off from his control, as with many Web operatives, his identity was discovered by the Scarlet Brotherhood who captured his control. One of their spies is now pretending to be his new control.
Thankfully, Sarrakesh is (despite his prior acquaintance with Thoggin as an adventuring companion) unaware of the identity of the Hub or the Axle, but is currently making moves to discover these, while feeding relatively insignificant information to them. The consequences of his success would be unthinkable.
9) Rudd van Meykheis (0 - previously 4)
Co-ordinator of the Hold of the Sea Princes
4th/6th level human male Fighter/Thief
Short, fat and jovial, Rudd also has the unique status amongst the Wheel's current agents of being dead! After control of the Hold was assumed by the Scarlet Brotherhood, he was reported by one of his informants, and fled as another had warned him of this. Extracted by Lacedon Team, they were ambushed by Hold soldiery whereby Rudd was killed, along with the Team's cleric, and their mage incapacitated.
Fighting for their lives and unable to take the bodies with them, Hamman had sense enough to work out a solution - he took pieces of Rudd's butchered body, hoping that at least one was removed while the spymaster was still alive, and they fled into the Hool Marshes. Pursued endlessly by Olman cannibals, Brotherhood patrols with Tyrgs, Hepmon and Amedian soldiers, their only hope was to meet with help sent by Thoggin to one of their emergency rendezvous points.
[This scenario, a rescue scenario for my Players (Griffin Team), has still to be played out - assuming that they succeed in rescuing Lacedon Team, the end-result will be: Thoggin has now had five clones made from these pieces, and hopes at least one of them will turn out to be a fully functional 'Rudd' from whom he can extract the extensive information about the Hold's Rim agents before sending in another Spoke. He cannot risk sending another Spoke in using his knowledge of the List as he does not know the traitor's identity, and he hopes that Rudd does. In fact, two of these clones are of a living Rudd, but it will be 4 months before the first of these is fully grown and functional.]

C) RIM AGENTS OF NOTE
1) Selzen Murtano
Agent
8th level thief
Selzen Murtano has been a spy for most his days, and is a very good one. His main expertise is looking inconspicuous, and he can blend into almost any situation instantaneously. This skill aided him no end when he worked for over two years as an agent for a group of Lords on the Wild Coast, infiltrating the Slaver Lords' operations from the Pomarj.
It was in this capacity he first met Thoggin, who was amongst the party sent to defeat the Slave Lords. Thoggin remembered him long after, and when he found out Selzen no longer worked for those Lords (the few who survived now being dead at the hands of Turrosh Mak) he had Sarrakesh seek him out and recruit him to the cause. Selzen is aware that he is working for the cause of good, but cares little who his mysterious patron is.
Within the Pomarj he has been forced of late to remain within Highport, among the community of slave-traders there, where he can be safe in the current outbreak of humanoid war-fever and anti-human 'pogroms' that often occur elsewhere.
He is disturbed to hear rumours that there are Brotherhood agents abroad in Highport, and is puzzled at accounts that one of their monks there was assassinated by another of their kind in the 'execution-style' they usually reserve for an ominous message to target states.
2) Gallureb Khitanian
Agent
4th/4th level male Dwarven Fighter/Thief
Gallureb was unfortunately captured by the Drow behind enemy lines in Sterich after the Battle of Istivin and currently languishes in the prison-mines deep in the heart of
Ess'karn (Enclave). He has been smart enough so far to avoid drawing attention to himself, lest his identity is revealed and he is 'interrogated'. As the days pass on, however, his hopes of ever seeing the daylight again are fading!
4) Baroness Dharama Koten of
Teynvald
Zero-level female Human Noble
Informant/Agent (now double agent allied to Redemption)
The Koten family were once a merchant family of great wealth, through their trade north with the Baklunes, who married into Keoish nobility at the turn of the sixth century. Although this was some time ago, the Baroness is often reminded of her less than noble roots by some of the more haughty nobles of the Lendskurt, an offence she takes, as with all matters irregular, gracefully.
The Barony of Teynvald is situated along the north-central edge of the Dreadwood. The Baroness, however, is rarely found in this backwater, which faces, from time to time, attacks from the monsters and soldiery that now infiltrate every quarter of the Dreadwood. She prefers to spend her time in Niole Dra, when the Lendskurt is in session, or otherwise in the cosmopolitan city of Gradsul either entertaining, or being entertained, by fellow nobles from Keoland and beyond.
Dharama Koten was renowned amongst the courtiers of the King for her numerous lovers, and it is this aspect of her character which makes her most useful to the Wheel, for the Baroness is a major source of internal information on the nobles of Keoland from the 'pillow talk' she hears.
Dharama has a recurring nightmare of being attacked and killed by a werewolf, and a corresponding fear of all creatures canine and lupine. She always carries a silver dagger, and utilises a family heirloom, a Medallion of ESP 30', to her ends.
She has recently taken the
Redemptionist rebel, Shebbedd O'Harle as her lover, and although she hides it is completely smitten by him Little does she realise that Shebbedd has used a magical potion to earn her affections. He initially did so to recruit her assistance for the Redemptionists, but has now become aware of her affiliations and is using her to defeat Lord Thoggin's attempts to end the Redemtionist movement. Shebbedd and his Chosen Men often stay within her estates, but are careful not to draw attention to their true identities.
5)
Ol' Walt Kingfisher (a.k.a. Lt. Commander Valda Feltz of the Keoish Royal Fleet a.k.a. Captain Kingfisher the Privateer/Buccaneer).
7th/10th level Male Human Fighter/Thief
Walt has spent his life at and around the sea and ships, and consequently has a wide and deep knowledge about naval and aquatic matters.
Before he became a privateer, Walt was a sailor, starting out his naval career the Royal Fleet at the port city of Gradsul. He eventually became a lieutenant commander, and second mate, upon a royal ship of the line.
Walt was a duellist of some fame (and great skill) in his time, fighting in the Hoylik style. He gained the name Kingfisher when he took a magical ring with a kingfisher seal from a pirate captain he slew in a duel on shore leave in some foreign port. He discovered, through consultations with a sage, that the ring had powers that allowed him to fly, dive, swim, and breath water for a limited time.
He utilised these abilities several times often at the behest of his superiors, especially in situations requiring his diving ability. Sailors called him 'The King's Fisher' as he was often called upon to fish things out from the watery depths, and also because of his vocal loyalty to the crown.
After a few years of this he resigned his commision and took advantage of the generous offer of the King and became a privateer. After proving himself as a privateer he was approached personally by the King's Spymaster, Thoggin Oakley, and he became one of his agents, remaining so to this day.
He later retired from his life as a sailor and settled down with his new, young, and beautiful wife (from a noble family in Seaton who had fallen on hard times) in the quiet little town of Saltmarsh, buying out a local innkeeper. He was too old to have any children by this time, but has adopted several orphans who assist him and his wife in running the Pub and Inn.
He runs his own small thieves guild out of his business; not to rob the hard working citizens of Saltmarsh but rather to skim the pockets of the occassional visitors who can cause problems in the town, and also to assist him to gather information. As the proprietor of an inn he is in an excellent position to gather information which he passes on to Gradsul, and from there to Niole Dra.


THE RIGHT WHEEL

Controlled by Korm, includes the areas, or former areas, of:
Stonefist, the Barrens, Ice, Frost and Snow Barbarians, Bandit Kingdoms, Horned Society, Shield Lands, Tenh, the Pale, Ratik, the Bone March, Dyvers, Greyhawk, Hardby, County and Duchy of Urnst, Nyrond, Almor, North Province, Great Kingdom, South Province, Medegia, Onnwal, Irongate, Idee, Sunndi, Sea Barons, Spindrift Isles, Lordship of the Isles, Scarlet Brotherhood.

A) THE HUB
Korm One-Arm
Director of the Right Wheel
8th level Dwarven male thief.
A mountain dwarf from the Crystalmists, Korm is well muscled, but appears skinny. His one arm results from his capture and torture by Drow and fire giants. He was rescued by Thoggin from the Fire Giant King and aided back to health and freedom. He has fostered a deep sense of loyalty to the Axle, but also feels that working for him can only advance his personal needs too.
He operates out of the City of Oldred in southern Nyrond, where best he can control his Spokes. He acts as an arms merchant, trading weapons and armour of mainly Dwarven manufacture from a dockside office. His abode is a small townhouse near to the office, next door to a tavern where he frequently spends time. His communication with the Axle is through a magical device in the basement of this house. Korm does not undertake any operations personally due to his disability.

B) THE SPOKES
1) Gerryael Kunn (2)
Collator of Onnwal, Irongate, Idee and Sunndi
3rd level Dwarven female thief
Gerryael comes from a working-class family of Dwarven miners from the Iron Hills. She has moved to Irongate, and works as a supplier of metals, buying from miners and selling to a variety of businesses throughout the lands she governs for the Hub.
She has wisdom beyond her 39 years, and is obsessive in maintaining her cover. Her motivation was basically to escape the life of a miner's wife, waiting for the rot of old age to set in. Gerryael is experiencing severe difficulties in contacting her agents outwith Irongate, due to the invasion of Onnwal and Idee by the Scarlet Brotherhood, and is currently planning a solution to this problem. She has not heard from these agents in two months now, although she has no proof that anything malevolent has happened to them.
2) Lord Baryan Darman (2)
Collator of The Great Kingdom, Ahlissa, Medegia, Spindrift Isles and the Sea Barons.
6th level human male magic-user
Baryan, a lord of the House of Darman in Aerdi is apprentice to his cousin, Prince Dilweg of Torrich. Although he is based in Torrich, he uses his post and Dilweg's desire to ally with another House, to travel the lands under his control, and thus will frequently be found away from Torrich. This will most often be on an errand which he convinces Dilweg only he can be trusted with, and he uses these journeys to gather in his intelligence, or send it on to the Hub. Most of Baryan's agents in Medegia were killed in the recent purges, and he is currently concentrating on rebuilding this area, under the guise of fostering good relations for his Prince. He also had a contact in Lo Reltarma until recently, but has not heard from him in six months, and is unsure of the reason.
He has been in receipt of information lately that suggests that Osson is in fact alive, and is eager to follow up these leads once he has stabilised his other areas.
3) Shadowman (?)
Collator of The Scarlet Brotherhood and Lordship of the Isles
Unknown
Nothing is know of this deeply secretive operative, for he contacted the Axle to offer information, not, as with all others, vice verse. All that the Hub knows is that mysterious encrypted messages are received from this stranger, who would appear to be deep within the Brotherhood, from time to time. These relate both to the above areas of Brotherhood lands, and to their activities and planned activities abroad. He asks no money, and it is not even known if he works alone or uses agents to his end, or even if he is a she!
Considering the inability to test his source, the Axle is reluctant to trust this information wholeheartedly, always aware he may be a double agent. All information received to date has proven good, particularly the advanced warning of the blockade of Gradsul, but the Axle is still wary of being set up.
4) Shaariyel Two-fist (3)
Collator of Almor and Nyrond
8th level human female Ranger
Originally a Wardog from the Barrens, wild and unkempt Shaariyel is perhaps the furthest thing from an intelligence operative you would imagine. Her main talents are keen powers of observation and a near-photographic memory. She has not set up a permanent base anywhere, and prefers to roam her area, posing as a mercenary, often taking up short-term jobs to help her cover. She is wont to carry out many of the missions she receives from the Hub herself, at least those which do not require specific thieving skills.
Shaariyel's communications with her Rim agents are complicated due to her lack of a permanent base, but also are most likely the most secure of all Spokes' arrangements, as most of her Rim agents do not even know her identity. 'Dead-letterboxes' and other arrangements frequently involve high-profile, crowded areas where Shaariyel can move through unnoticed and check out thoroughly before committing to any course of action.
5) Gremmick the Ire (1)
Collator of North Province, Bone March and Ratik
6th level half-orc male Assassin
Gremmick is one of the few Spokes who has no idea of the allegiance of his masters - to be truthful he cares little either. His soul motivation for providing information is money, pure and simple. He is somewhat lackadaisical in his approach, often backing off from situations where there is any substantial risk to himself. Conversely, he has no qualms about sending his agents to a certain death, provided they cannot be traced to him, if it suits his purposes.
His father is a Chieftain of the Vile Eye Euroz, part of the Euroz Angry Army in North Province, and Gremmick uses his post as Scout in that army to further his position. Mostly he meets his Rim agents, mainly humanoids and outcasts, in person for he is not the brightest of souls. However his work in the Ratik lands requires a lot more thought and more complicated communications, as his kind are not trusted and are given 'special' attention. His temper, as his name suggests, is legendary to those who know him.
6) Sheyr Bn'Griz (3)
Collator of Frutzii, Cruskii, Schnai and Stonefist.
10th level human male Barbarian
Originally from Schnai, Sheyr Bn'Griz is a long-time friend of Thoggin, and lived for years in the central Flanaess, in Mitrik and Fax. He returned to his parents in Soull when his wife died, leaving him with three young children. His name, Baklunish in form, was adopted from his wife, Djehla's culture as was their tradition.
Sheyr is a quiet giant, imposing and ironclad in appearance, but charming and courteous in manner. He is employed by King Orvung as Chief Armourer, as was his trade, which allows him good access to information within Schnai. His system of communication with Rim agents relies on Merchants as couriers, but is complex enough to protect his identity.
7) Amiel Shavuroq (2 - previously 3)
Collator of Tenh, the Pale, and the County and Duchy of Urnst.
8th level half-elven male priest (Pelor)
Amiel was present when Sevvord Redbeard's men forced through the Tenha troops at the Zumker River, as the long silvery scar on his brow attests. He was left for dead as the rest of his unit were massacred, and was lucky to escape with his life. His motivation in helping the Wheel is an obsessive desire to see the Fists driven out of his beloved Tenh.
He resides in Midmeadow, where he is currently working as a clerk, co-ordinating his region's intelligence efforts with obsessive zeal. He has been working continuously, and as a result his health is starting to suffer. Many areas of his work also suffer as he always writes his communications so as to prioritise anything concerning Tenh. The Hub is aware of this bias, but ignores it as otherwise Amiel is a perfectionist when it comes to accuracy. How long he can continue at this rate, however, is unknown, and the Hub is not aware of his physical condition.
8) Bandariel (4 - unstable and unpredictable)
Collator of the Bandit Kingdom, Shield Lands and Horned Society
6th level human male fighter (ex-paladin)
It is known to the Hub that Bandariel was once a Knight of the Holy Shielding of some promise, but is now a shadow of his former self, who will be known by no other name. The defeat of those Knights and loss of their lands destroyed this man, however, and he has since turned to the comfort of the bottle for his confidence. Despite this, his desire for vengeance (which has caused an alignment shift to LN (E)) keeps his mind sharp, even if his body is somewhat careworn.
Working from Radigast City, where he poses, perhaps too realistically, as a drunken mercenary. Bandariel has taken to travelling the lands he controls personally to further his cause, and the Hub is worried as his self-destructive behaviour is becoming more apparent in the self-imposed missions he undertakes. He has recently engineered severe losses to Iuz and Society forces by mutual misinformation which caused them to battle each other. His main effort, however, is arranging insurgent groups within the former Shield Lands area.
The only thing stopping the Hub from replacing him is the awesome results of Bandariel's actions in these immensely difficult lands, where little can be hoped for, and nothing expected. To counter his excesses the Hub has sent Phelaar J'Karnatt (see Rim Agents of Note below) to watch over him under the guise of an assistant. Bandariel despises Philaar's interference in his death wish, but secretly admires her inner strength.
9) Corben DeBlare (3)
Collator of Greyhawk, Hardby and Dyvers
9th level human male Bard
An itinerant entertainer (see FFF p.81), Corben finds his knowledge of local lands and past as an entertainer most helpful in his new vocation. He takes care of much of the work required in Greyhawk and Hardby himself, where he feels capable, but rarely operates in Dyvers, relying on his Rim agents there.
He communicates with those agents through an aspiring young Rhennee, named Dahkyan Kalivotro, who is unaware of the content of the communications he ferries, but guards them with his life. Corben often uses Dahkyan's help to obtain other services required from the Rhennee.

C) RIM AGENTS OF NOTE
1) Phelaar J'Karnatt
2nd level half-elven female thief
Agent
Sent to Radigast City to keep a watchful eye over Bandariel, this young (for her kind) idealistic half-elf is falling in love with Bandariel and the tragic situation he has found himself in. Consequently she has not fully reported the extent of Bandariel's instability and the greatest excesses of his obsession. She feels the only way for her to help is to get him to trust her, and to this end she is helping him fight his private war. Whether she will be able to return from her journey into the dark side is beyond judgement at this time.
2) Mos
7th level human male thief
Agent
A secretive character, Mos, who has no known family name, is a wandering tailor who travels mostly throughout the lands of the Bandit Kingdoms . He is, however, well liked by those who know him, both for his excellent tailoring skills and his tales of news from afar which he brings to the taverns and inns of the region.
Unknown to those in each town or village he visits, however, he usually takes away more information than he brings. He is a master of disguise and mimicry, and is prone to disguising himself in the more covert of his activities.
He is aided in his tasks by two special objects of note. The first is a magical wristlet that miniaturises hand-held items, turning them into small pendants which can be attached to the gold chain, and later enlarged back to their normal size.
The other is a flintlock hand gun with a long-lasting version of a silence spell, which allows him to fire it in complete silence three times each week.
His deepest secret, however, is his origin, for Mos is well-travelled in a much broader sense, being not of Oerth. In fact, were he pressed, Mos could recount tales of a dozen different worlds, although he most frequently speaks of a place called 'Lankhmar'.
Mos prizes his freedom above all, and emphatically demands from Bandariel to be allowed to act in his designated tasks without any interference.


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