The root cause of the animosity between the Suel Imperium and the Baklunish Empire is lost in time, but the end result of their final war haunts even the modern day, as it is from this conflict that the Flanaess in its current state came to be.
The root cause of the animosity between the Suel Imperium and the Baklunish Empire is lost in time, but the end result of their final war haunts even the modern day, as it is from this conflict that the Flanaess in its current state came to be.
Decades of conflict with no end in sight led to the Suel and Baklunish each resorting to the hiring of humanoid mercenaries, said races' first contact with humanity. Though the swords for hire provided manpower, their raids were indiscriminate, and the aftermath of their contact with humankind would echo for generations to come.
Thousands survived the early years of the Suel-Baklunish conflict by fleeing east over the Crystalmists. The Oeridians, a confederation of barbaric tribes in close proximity to the warring empires, took the wars as a sign to migrate eastward in search of their ultimate destiny. They were the first large group to enter the lands of the Flan, which they termed the Flanaess.
Suloise refugees soon followed the Oeridians, sometimes working with them to pacify the land, but more often warring with them over which race would dominate it. For over two centuries, Suel and Oeridian fought for control of the region from the Crystalmists to the Solnor Coast. Many Suloise were debased and wicked, and they lost most of these battles and were pushed to the periphery of the Flanaess.
The war between the Baklunish and the Suel came to a sudden and horrific end when each side, unable to gain the upper hand on their foe, launched one final and destructive attack. So terribly did these acts plague the world that they have come to be called the Twin Cataclysms, a term understood by nearly every resident of the Flanaess. The Dry Steppes and Sea of Dust are geographical reminders of this unbridled magical power, now lost to all people - perhaps for the better.
Though some Baklunish folk migrated eastward in the wake of the cataclysms, many more fled north toward the Yatil Mountains, or to the shores of the Dramidj Ocean, where their ancient cultures flourish to this day. The very nonhuman mercenaries the Oeridians had sought to avoid found themselves swept up by these migrations. These renegade mercenaries trailed after human migrants in search of plunder, food, and slaves.
The most successful union of Suel and Oeridian came in the Sheldomar Valley, where Keoland was founded eighty years after the Twin Cataclysms. The Suel Houses of Rhola and Neheli joined with Oeridian tribes on the banks of the Sheldomar and pledged themselves to mutual protection and dominion of the western Flanaess, an agreement that set the course of history for the region for the next nine centuries. Of all the new realms formed during those tumultuous days, only Keoland remains.
Farther east, the most powerful of all Oeridian tribes, the Aerdi, reached the Flanmi River. From there they spread outward again, conquering indigenous peoples and fellow migrants alike. In time, the kingdom of Aerdy ruled the whole of the eastern Flanaess and moved its borders westward.
Aerdy defeated Nyrond in this battle for dominance over the region, marking the end of the last meaningful threat to Aerdi sovereignty and the beginning of a new era for the newly-titled Great Kingdom.
Grand Prince Nasran I, the leader of Aerdy, was crowned as overking of the now-unchallenged Great Kingdom. His rise to power marked the birth of a new calendar, as with his Declaration of Universal Peace, the sun arose in the east on the first day of the first Common Year.
The writ of imperial Aerdy eventually encompassed holdings as far west as the Yatils, controlling the southern Nyr Dyv with a small garrison at an insignificant trading post known as Greyhawk.
Over time the Aerdi overkings grew lax, caring more for local prestige and wealth than for the affairs of their vassals in distant lands. This period was called the Age of Great Sorrow. As each sovereign passed, he was replaced with a more dimwitted and less competent successor, until the outer dependencies of Aerdy declared their independence. The viceroyalty of Ferrond led the way, becoming the kingdom of Furyondy. Other regions also broke away from the ineffectual government of the overking over time, creating their own governments after achieving success in their 3wars of rebellion. The most notable of these was the western province of Nyrond, which declared itself free of the Great Kingdom and elected one of its nobles as king of an independent domain. Armies gathered from all loyal provinces of Aerdy to suppress this brazen act. At this time, however, barbarians from the Thillonrian Peninsula raided the Great Kingdom’s North Province, forcing the overking to divert troops from the western front. Nyrond easily survived and thrived.
The Kingdom of Keoland awoke from a long slumber in the third century, expanding to dominate its neighbors. This would be the beginnings of a Keoish empire that lasted almost two centuries.
Treasures plundered from the ancient tombs in the nearby Cairn Hills brought the Free City of Greyhawk to its first period of greatness under the leadership of Zagig Yragerne. For hundreds of years adventurers have sought out entrances to unexplored cairns, with the hills surrounding Greyhawk crawling with swordsmen and wizards consulting ancient maps and bizarre historical riddles in search of long-forgotten treasure.
Over time far-flung wars and internal strife laid low the Kingdom of Keoland and its imperialist expansion. With the outer dependencies declaring their autonomy, Keoland resumed its peaceful isolation.
A minor despot in the Howling Hills left his domain to his “son,” a being known as Iuz. Within a handful of years, Iuz had conquered his neighbors, setting up a small realm for himself. Tales told by refugees entering Furyondy spoke of unmitigated evil: Iuz was building a road of human skulls from the Howling Hills to his capital, Dorakaa. Worse, divinations and rumors marked Iuz as the offspring of an unholy union between necromancer and demon; he was seen to be a half-fiend towering 7 feet in height, driven by a thirst for blood, destruction, and conquest.
In the wake of the so-called "Hateful Wars" that drove the humanoids out of the Lortmil Mountains, a half-orc named Turrosh Mak arose in the Pomarj and led orc and goblin armies to conquer the southern half of the Wild Coast and half of the Principality of Ulek.
Humankind is fragmented into isolationist realms, indifferent nation, evil lands, and state striving for good. The Baklunish countries in the northwest have grown in power. Nomads. bandits, and barbarians raid southward every spring and summer. Humanoid enclaves are strongly established and scattered throughout the continent and wicked insanity rules in the Great Kingdom. The eventual result of all this cannot be foretold.