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.