OERTH - The World of Greyhawk |
Kingdom
of Keoland
Ruler: His
Peerless Majesty, the King of Keoland, Kimbertos Skotti; Lord of Gran
March, Plar of Sterich; Protector of the South; etc. (R14)
Capital:
Niole Dra (pop. 21,600).
Population:
300,000 (excluding dependencies) ; Demi-Humans: Sylvan
elves, Gnomes, Halflings; Humanoids: uncertain.
Resources:
Foodstuffs, Cloth, Gold, Gems (III).
Keoland was the
first major kingdom to be established in the Flanaess, the Oerdians
and Suloise tribes mingling and joining to build a tolerant and
prosperous realm which nominally included many and varied demi-human
groups as well. After several centuries of benign leadership, a line
of monarchs upon the Keoish Throne became ambitious and embarked upon
a policy of conquest. At the peak of the imperialism, Keoland held
sway from the Pomarj to the Crystalmist Mountains, while her armies
pushed into Ket and threatened Verbobonc and Veluna City (c. 350-360
CY). The Kettite expedition came to grief in successive battles
(Molvar, Lorpolla), while an alliance between Veluna-Furyondy ended
the Keoish threat in that quarter (Short War). Coincidentally, the
Olvenfolk within the boundaries of Keoland objected to the warlike
policies of the King and began expelling royal garrisons in the Ulek
Provinces and Celene. In the ensuing struggle, the freemen of the
western portion sided with the demi-humans. Raiders in the far south
took advantage of these conditions to harry the Keoish coast from
Gradsul to Gryrax.
King Tavish III was slain in battle against the
Sea Princes (Siege of Westkeep, 453 CY), and his son, Tavish IV,
immediately changed the policies of the kingdom upon ascending to the
throne. After protracted negotiations, the independent state of the
Yeomanry was recognized, the Ulek states were granted autonomy, and
Keoland returned to its former state of tolerance and prosperity
thereafter. The semi-independent Gran March and Earldom of Sterich
are loyal to the crown and furnish strong contingents to the royal
army. The Keolanders are well-known for their light cavalry employing
javelins, crossbows, and lances. The bulk of the army consists of
foot armed with pole arms and long spears, while the nobility
comprises the heavy cavalry portion of the forces. There are
typically small companies of elves, gnomes, halfling, and/or dwarves
included in muster. The fleet is battle-worthy but small, and
conflict with the Sea Princes continues to plague the realm.
Hold
of the Sea Princes NATION
MAP
Ruler:
His
Royal Highness, Prince Jeon II of Monmurg; Ruler of the Azure Sea;
Captain of all Fleets; etc. (??)
Capital:
Monmurg
(pop. 14,200).
Population:
100,000
; Demi-Humans: Few; Humanoids: Probable.
Resources:
Foodstuffs.
The
buccaneers of the Azure Sea and Jeklea Bay grew strong and wealthy
when Keoland was at the height of its power, for the eyes of its
leaders were turned northwards towards empire, and the sea raiders
were ignored. These privateers took to calling themselves Sea
Princes, after a particularly successful captain who was in fact of
noble birth. Sailing unchecked from their island and mainland
strongholds, these raiders were the scourge of the coasts from
Gradsul to Scant, on the Pomarj, and even beyond into the Sea of
Gearnat and the Tilva Strait. When Keoland turned back from imperial
expansion, her navy began to rebuild in order to check the threat of
the Sea Princes – as they were now commonly known. Their
numbers and strength had become so great, however, that the Keoish
fleet, even with the aid of a squadron of Ulek warships, could at
best deliver a sharp check to them (Battle of Jetsom Island). This
lesson caused their leaders to rethink their policies, however, and
several of the wiser captains retired to mainland estates, appointing
lieutenants to command their ships, not in piratical or raiding
activities in the Flannaess, but on expeditions to the Amedio Coasts
and thence to trade northwards with the rare woods, spices, ivory,
and gold which they wrested from the jungle savages. Eventually the
mainland possessions of the Sea Princes amounted to more territory
than their island homes, and they practiced little formal raiding.
Today they are still probably the strongest sea power, but they also
have a small and efficient army and are relatively peaceful traders.
If these people have a fault, it is that they allow the use of slaves
in their nation, despite strong protests from the Yeomanry. It is
reported that the Prince of Monmurg would abolish this practice, but
his fellow nobles (the Prince of Toli, the Plar of Hool, and the
Grandee of Westkeep, along with the Commodores of Jetsom, Fairwind,
and Flotsom) prevent it.
Principality
of Ulek NATION
MAP
Ruler:
His
Serene Highness, Prince Olinstaad Corond of Ulek, Lord of the Peaks
of Haven. (??)
Capital:
Gryrax
(pop. 17,200).
Population:
30,000+
; Demi-Humans: Dwarves (18,000), Mountain Dwarves (9,000), Gnomes,
Halflings; Humanoids: Doubtful.
Resources:
Foodstuffs,
Silver, Gems (II, IV).
Dwarves and other demi-humans are more
numerous than are humans except in the city of Gryrax, where the
large folk are about twice as common. This is mainly because they are
better sailors and are in charge of the dwarven prince’s naval
squadrons based at the capital. The remainder of the human population
is scattered throughout the principality, which extends from the
Sheldomar to the Jewel River, south of the Old River, across the
lower Lortmils. The human inhabitants also make up the entire cavalry
force of the realm and provide a small proportion of regular
men-at-arms. Most of the infantry is dwarven, of course, with small
contingents of gnomes, and a body of halfling scouts. At one time,
the territory of the Prince reached to the tip of the Pomarj, but the
nobles there despised a dwarven overlord, and they ejected the mixed
garrisons which protected their holdings in the Prince’s name.
Ulek took no reprisal against them, and an effort was made to relieve
the distressed territory when swarms of vicious humanoids fell upon
it after being driven from the Lortmils. (See POMARJ
for additional details.) The Prince is on very good terms with the
Count of Ulek and trades with Keoland and the Sea Princes as well.
County
of Ulek
Ruler:
Lewenn,
His Noble Mercy, the Count Palatine of Ulek
Capital:
Jurnre
(pop. 10,900)
Population:
25,000
; Demi-Humans: Gnomes (5,000), Halflings (4,000), others; Humanoids:
None
Resources:
Foodstuffs,
Copper, Silver, Gems (I, II)
Humans and Demi-Humans have long
sought safety in the lands in and around the Lortmils. Flan tribes,
Dwarves, elves, and so forth settled permanently in the area which
has been known as the Ulek States for centuries. These territories
were under Keoish rule for a short period, but have been independent
for a considerable period since. Although each is separate and
distinct, they have a community of interest which allies them in the
face of outside aggression or time of need. The County Palatine is on
good terms with its neighbours north and south as well as its former
suzerain, the Kingdom of Keoland. since the humanoid tribes have been
driven out of the Lortmils, the land has enjoyed considerable
prosperity. Its troops are mixed human and demi-human companies.
Cavalry is solely human, as are the heavy infantry. Lighter infantry
and missile troops are typically gnome and halfling companies. The
county extends between the Kewl and Old Rivers through the Lortmils
to Courwood in the Suss Forest.
Duchy
of Ulek
Ruler:
Grenowin,
His Noble Radiance, the Duke of Ulek
Capital:
Tringlee
(pop. 13,800)
Population:
15,000
; Demi-Humans: high elves (12,000), Sylvan elves(4,000), Gnomes ;
Humanoids: uncertain
Resources:
Foodstuffs,
Cloth, Electrum, Gems (I, II)
The elven realm of Ulek is ruled by
a wise and intelligent Duke of High Elven race. Many of the human
inhabitants of the land are partially elven, and the remainder are
well-disposed to demi-humans. After gaining independent status, these
peoples were quick to make treaties of mutual aid with Celene and the
lower Ulek states. While they do not love the Keoish, they do not
bear them enmity, and normal relations and trade exist between the
Duchy and the Gran March and Keoland. Most traffic, however, passes
through the mountains to Celene and the gnomes of the Kron Hills.
There is a standing force of some 1,000 men and elves serving the
Duke. This force consists of a small troop of heavy cavalry, another
of medium, and a body of elvish light. The balance (60%) consists of
crossbowmen, billmen, and elvish archers. In time of need levies of
men, elves, and gnomes can be raised speedily.
Grand
Duchy of Geoff
Ruler:
His
High Radiance, Owen I, Grand Duke of Geoff (F13/I15)
Capital:
Gorna
(pop. 4,800)
Population:
65,000
; Demi-Humans: high elves (6,000), some others ; Humanoids: some (see
Crystalmist Mountains)
Resources:
Cloth,
Copper, Silver, Gold, Gems (I)
The isolated position of Geoff,
surrounded on all sides by mountains, hills, and forests, has made it
virtually immune to the normal warfare of the Flanaess - although at
one time a brief conflict with Keoland was fought (c. 450 CY).
Rushmoor forms the nominal eastern boundary of the realm. The
inhabitants of the Grand Duchy are of Flan-Suel-Oerid mixture,
seemingly combining the best features of each race. This is
fortunate, as they are continually threatened by incursions of
formidable ogres and giants coming down the Crystalmists. The
Geoffites dwell in harmony with the olvenfolk in the realm, and these
two peoples often combine to combat the invading monsters. The Grand
Duke, Owen I, is a clever and valorous leader, on friendly terms with
the Earl of Sterich and the King of Keoland alike. The forces of the
Grand Duke include horse, bowmen, and contingents of pikemen from the
mountain holdings.
Gran
March
Ruler:
His
Most Resolute Magnitude, Petros, Commandant of Gran March
(F15)
Capital:
Hookhill
(pop. 4,500)
Population:
80,000
; Demi-humans: some ; Humanoids: few
Resources:
Foodstuffs,
Cloth, Copper, Gems (III)
Keoland established the territory of the
Gran March during its early stages, basing it upon a
military-religious order of knights. These zealous fighters quickly
subdued the warring inhabitants, established order within the area,
and conscripted all fit males into worker and infantry battles
(regimental-like formations). The land between the Lortmils and Dim
Forest north of the Sheldomar became productive and peaceful, but the
rule of these first Commandants was repressive and harsh. When
Berlikyn, then ruler of the fief, was slain in combat in the war with
Veluna-Furyondy in the Small War, the populace rose in rejoicing.
Keoland reconsidered its policies thereafter, and allowed the people
to elect their own Commandant from amongst the noble houses of Gran
March. The state is now only a nominal vassal of Keoland and
maintains friendly relations with Bissel. The army of the Commandant
relies primarily upon its mailed cavalry -medium horse armed with
lance, crossbow, and sword.
Earldom
of Sterich
Ruler:
His
Magnitude, Querchard, Earl of Sterich
Capital:
Istivin
(pop 3,000)
Population:
40,000
; Demi-Humans: Mountain Dwarves (4,000), Gnomes, Halflings ;
Humanoids: some (in mountains)
Resources:
Silver,
Electrum, Gold, Gems (II, III)
The Earl of Sterich is a nominal
vassal of the King of Keoland, although treated more as a favoured
relative than a vassal by the king. The Sterish are loyal to their
Earl and the King of Keoland alike, and in time of need a large
contingent of the renowned light cavalry and sword-armed light
infantry of the earldom are sent to Keoland, accompanied by companies
of stout heavy dwarvish infantry from the Crystalmists. A good
portion of the levies of Sterich must always remain on guard to the
west, however, for many humanoids, giants, and even worse monsters
tend to follow the headwaters of the Davish River down into the
fertile low country to loot and pillage. The halberdiers and medium
horse of Stench are thus seldom seen outside their native land. The
Earl maintains good relations with the Grand Duchy of Geoff (being of
the same bloodline as the Grand Duke, this is not too surprising),
and some trade is carried on with the Yeomanry via the Javan River.
The
Yeomanry
Ruler:
His
Steadfastness Crispin Redwell, the Freeholder, Spokesman for the
Yeomanry League
Capital:
Loftwick
(6,000)
Population:
100,000
; Demi-Humans: high elves (2,000), Dwarves, Halflings ; Humanoids:
few (many in mountains)
Resources:
Foodstuffs,
Cloth, Silver, Gems (II)
The peoples who settled the territory
west of the Javan River, north of the Hool Marshes and below the
Jotens were mixed tribes of Flannae-Suel. some Oeridians also came
into the area, accepted by the original settlers as long as the
newcomers did not infringe the lands or rights of those already
there. These peoples developed the habit of holding annual meetings
of all the tribes in the region, where disputes were settled and
arrangements of all sorts made. All warriors were treated equally,
but each tribe appointed one spokesman for each dozen.
Eventually,
as numbers grew, this became one for every 12 dozen, with the 12
spokesmen electing a 13th to speak for all. This democratic tradition
persisted when the region came under Keoish rule. Despite its
isolated position, considerable commerce was carried on between the
kingdom proper and the Yeomanry, for the latter area was very rich.
Although they exploited them, the Keoish also brought many benefits
to the inhabitants of the land. The Keoish monarch, regarding the
yeomen as persons of gentle birth and their appointed spokesmen as
lesser nobility, gave the region a voice in council (and exposure to
the affairs of the world beyond the boundaries of the Yeomanry). Many
thousands of yeomen served in the Keoish military for decades, but
when the kingdom began its wars of conquest, the freemen of the
territory revolted and closed their frontier to Keoish rule forever.
The move was successful primarily because the kingdom was beset with
rebellion everywhere, but the result was the founding of a state
ruled by all of its warriors through election! All those bearing
arms, those who have borne them in the past, and artisans and
craftsmen are now entitled to elect spokesmen.
The Freeholder must
be elected from one of the several score of greater landowners, but
he is ruled by the council of Common Grosspokesmen. He conducts
government affairs and directs the Free Captains of the Battles.
The
soldiers of the Yeomanry are mostly spearmen and crossbowmen. The
mountaineers provide heavy, pole armed troops and light slingers. The
greater freeholders furnish the small cavalry contingents.
Demi-humans are enlisted in time of need, for they too are electors
of the land. Elvish spear and how units, dwarvish mailed foot, and
halfling light troops are brought to the field when the army of the
Yeomanry sallies forth.
Kingdom
of Celene
Ruler:
Her
Fey Majesty, Yolande, Queen of Celene, Lady Rhalta of All Elvenkind
(F7/M11)
Capital:
Enstad
(pop. 6,950)
Population:
20,000
; Demi-Humans: gris elves (9,500), Sylvan elves (8,000), Gnomes
(13,500), Halflings ; Humanoids: None
Resources:
Foodstuffs,
Cloth, Silver
This small land west of the Wild Coast beyond the
Welkwood has long been under the rule of Olvenfolk. Although these
are good creatures, they do not welcome strangers (with cause), and
little certain knowledge of Celene or its Court exists. The realm is
friendly with the Ulek states, and an alliance between Celene and
these countries was responsible for the campaigns which drove all of
the humanoids from the Lortmil Mountains - although the defeated
forces of humanoids subsequently invaded and took over the Pomarj. A
small number of humans and half-elvenfolk dwell in Celene, many
serving in its military, for continual warfare is carried on (in the
Suss Forest and beyond the Jewel River) with the Pomarj humanoid
tribes.
The
Pomarj
Population:
20,000
(?) ; Demi-Humans: None ; Humanoids: Orcs (15,000), Goblins (10,000),
others
Resources:
Silver,
Electrum, Gold, Gems (I, II)
This rich peninsula was originally a
collection of petty states under the protection of the Prince of
Ulek. Not content with this status, the nobles of this area forswore
their oaths and drove out the garrisons of the sovereign's castles,
taking them for their own. For several decades the Pomarj prospered
under this new freedom, the mines in the Drachensgrab and sea trade
making noble and commoner alike rich. However, in the Hateful Wars
(498-510 CY), the combined Ulek states, with cooperation from Veluna
and the demi-humans of the Kron Hills, broke the power of the Euroz
(orc) and Jebli (goblin) hordes which had nested in the Lortmils and
were attempting to spread into the lands around. These humanoids were
finally driven out and scattered - some fleeing northward toward the
Yatils, but most (having wiser leadership) taking to the Suss Forest
and thence to the rugged mountains of the Pomarj. Finding the humans
there weak and indolent, the invaders attacked quickly, captured the
strongholds, and then set themselves up as masters of the whole
peninsula. There are undoubtedly renegade humans helping these
invaders, and mercenaries as well - bought and paid for by the gold
from the Stoneheim mines and the moonstones and cairngorms from the
high peaks as well. A relief force of dwarves and men from the Prince
crossed the Jewel River but were turned back after a fierce battle
below the Hilly Pastures. The Humanoids have not often dared to cross
into Ulek, but their raiders cause much trouble in the Wild Coast.
Wild
Coast
Capital: None, but several major towns:
Safeton (4,600), Narwell (2,900), Fax (6,700), Badwall (5,200),
Elredd (8,400)
Population: 150,000 +(?) ; Demi-Humans:
many ; Humanoids: many
Resources: None known
The western
shores of the Sea of Gearnat have long been called the Wild Coast,
for the region has been a haven for malcontents, dissidents,
Demi-Humans, Humanoids, and the outcasts of other states. It is a
fair but not particularly fertile area - rolling countryside
interspersed with woodlands, fens, and scattered clusters of
dwellings. Parts of the Gnarley Forest, all of the Welkwood east of
the Jewel River, and Suss Forest are considered as being in this
region. The Wild Coast remains a free territory comprised of petty
nobles, robber barons, guild-held towns, fishing and forest villages,
freebooters, mercenaries, and displaced persons of all sorts, This is
due to the remote and isolated position it holds, its lack of
resources, and the fact that it has never been a desirable position
strategically. Portions of the area have been under the control of
Celene, the Prince of Ulek, the Gynarch of Hardby, and the Free City
of Greyhawk at various times. The inhabitants, being of a mind
otherwise, have always managed to regain their freedom.
There is
no question that the Wild Coast is known throughout the Flanaess as a
place of sanctuary albeit a highly dangerous one, filled with
adventure at the very least. Its racially mixed-peoples are well
known as mercenaries and adventurers themselves. The area gives rise
to many outstanding clerics, fighters, magic-users, and thieves.
Legendary natives of the Wild Coast include such persons as
Mordenkainen, Robilar, and Tenser, to name but a few.
Tales relate
that somewhere within the Suss there exists a lost city of the Old
Suloise from which the Jewel River gained its name. It has never been
found, and the legend is highly uncertain. since the Pomarj has been
in the control of rapacious humanoids, the southern portions of the
Wild Coast have been less than wholesome in some event, and
expeditions into the Suss Forest have not been attempted of late for
obvious reasons.
AXEWOOD
Axewood is a
relatively small woodland on the border between upper Keoland and the
Duchy of Ulek. It is said to be inhabited by Treants and some elves
as well.
DRY STEPPES
The vast
stretches of prairie north of the Sulhaut Mountains and west of the
Crystalmist and Ulsprue Ranges are known as the Dry Steppes. Rainfall
is scarce, and few rivers flow in the place. Once the area was well
watered and fertile, forming the homelands of the Baklunish Padishahs
and Sultans, hut it was destroyed by the Invoked Devastation in the
war with the Suloise. It is said that the central part of the steppes
is still pleasant and rich, and there is no doubt that various large
hordes of Baklunish nomads still roam the area under the rulership of
various khans. This borderland of the Flanaess is otherwise unknown
to the chronicler. Invading tribesmen from the Dry Steppes are
typically light cavalry employing composite bows, light lances, and
curved swords.
DREADWOOD
Population:
5,000;
Demi-Humans: Sylvan elves (8,000), Gnomes (1,000), Halflings;
Humanoids: Some
This substantial forest lies north of the Hool
Marshes of the lower Javan River in Keoland. It is some 200 miles
from the Good Hills in the West to the coast of the Azure Sea in the
East and about 70 to 100 miles deep. There is constant warfare within
the Dreadwood, with monsters and humanoids battling the elves who
ward the place in behalf of the King (in return for Keoish protection
of the forest). Large-scale efforts have been mounted to clear the
wood of evil creatures time and again, but the enemy retreats into
hidden places and beyond the trees into the trackless Hool Marshes,
to return when the companies of wood men and elves retire. It is
suspected that the Sea Princes are in collusion with certain bandits
and humanoid bands who creep through the Dreadwood on their way to
raid Keoland and the Yeomanry.
HORNWOOD
The
Hornwood is a fair sized woodland within the Grand Duchy of Geoff. It
is the Grand Duke's favourite hunting place despite (or possibly
because of ) the ferocious creatures often found there (many making
their way down from the Crystalmists). Several groups of Sylvan elves
dwell within the Hornwood. The area is named for the hornwood tree
whose straightest limbs are specially treated and seasoned to make
the finest of elven bows. Hornwood is exceptionally tough and
resilient, but first grade wood is not common and is hard to prepare
for use in bows.
OYTWOOD
Also
within the borders of Geoff, the Oytwood is a smallish woodland which
is inhabited mainly by elves.
SUSS
FOREST
The
Suss is a dreary place, full of thorn trees, brambles, briars, and
thickets. Its massive trees are black with age, and seem to whisper
and talk amongst themselves when an interloper dares to pass beneath.
some claim that ripples of waving leaves and moving branches can be
seen in the path of those entering the place, but this is unproven.
The western end of the forest is of a different nature than the rest.
Where it grows upon the Lortmil Mts. the woodlands are open and
clean, but east of the Jewel River their character becomes foreboding
and hateful. The farther south one goes, the worse the forest
becomes, until it is filled with an oppressive and evil atmosphere
where it climbs the Drachensgrab hills. The humanoid bands of the
Pomarj, particularly kobolds, orcs, and gnolls, seem to love this
forest, and many hundreds are known to dwell within its depths
alongside the native gibberlings, ettercaps and susserus. They
likewise use it as a highway to move northward to raid in the Wild
Coast, Celene, or even the Ulek states and into Verbobonc. The folk
of the Wild Coast at one time made concerted efforts to clear the
Suss, and managed to drive its verge back several leagues. Due to the
disappearance of timbering parties and the threat of marauding
Humanoids, such operations are no longer conducted somewhere,
however. The edges of the Suss are watched closely by the petty
nobles and lordlings of the Wild Coast. A lost, ruined city of the
Old Suloise is said to be hidden somewhere in the Suss forest, but
few dare to venture on such a quest, particularly today.
DRACHENSGRAB
HILLS
The
low mountains of the same name found in the Pomarj are surrounded by
these hills. Rich in valuable minerals and Gems, these hills have
always been the home of many terrible beasts and monsters which had
to be contended with by the humans dwelling along the lowland
coasts.
Now that the area is in the hands of humanoid hordes, many
of the monsters there will undoubtedly be enlisted into their ranks.
Legends say that these hills hide the resting place of one or more
powerful creatures who may someday return to life.
GOOD
HILLS
This
is a range of rolling highlands in Keoland east of Stench and running
all the way to the middle of the border with the Yeomanry, with the
Javan River marking its western edge. These lands are home to many
halflings and gnomes. They are also the source of considerable
mineral wealth.
LITTLE
HILLS
The
Jotens turn to very high hills as they come to the Javan River
valley, and these hills turn southward as if following the river
course. These looming hills can be called little only in comparison
to the Jotens and Crystalmists beyond, and this is evidently what was
done by the yeomen who named them. Considerable numbers of
demi-humans dwell in the Little Hills, along with communities of men.
The town of Longspear, in the foothills of the Littles, is an active
trade centre. The soldiers from this area are renowned for their
ferocity in battle, human and demi-human alike.
THE
TORS
The
mesa-like hills which mark the terminus of the last spur of the
Crystalmists are called the Tors. Bordering on the Hool Marshes, they
mark the southern edge of the Yeomanry. These wild hills are a source
of continual troubles for the yeomen, as they are home to many sorts
of monsters and humanoid tribes.
CRYSTALMIST
MOUNTAINS
The
Crystalmist range is the highest on the Flanaess. It begins where the
Ulsprue and the Barrier Peaks join and runs south-east to the
Hellfurnaces. Beyond these mountains to the west is the Dry Steppes
area, while several small states nestle against its eastern slopes
where arms are thrust northward and eastward. Amidst the high peaks
and weird valleys of the Crystalmists dwell many and varied monsters,
tribes of humanoids, and many giants, ogres, and the like. Despite
this fact, men often enter the range in search of precious metals and
gems, for exceptionally bold and sturdy mountain Dwarves also reside
amidst these mountains. A great glacier in the middle of the range
gives rise to the Davish River (which flows through Sterich to join
the Javan).
DRACHENSGRAB
MOUNTAINS
The
small Drachensgrab mounts are highlighted by several towering peaks
which thrust up from their centre. The whole area is known to be
filled with prized metals and fine quality gemstones, but many
strange creatures of hostile nature live amidst the hills and
mountains of the Drachensgrab. Additionally, it is speculated that
some terrible curse is upon the area, and legends relate that some
powerful being or beings will arise in anger if their resting place
is ever disturbed. The mountains are now the major stronghold of
humanoid invaders holding the whole Pomarj area. These include orcs,
hobgoblins, bugbears, and numbers of ogres and ogre magi.
HELLFURNACES
The
Hellfurnaces range is part of the Crystalmist Mountain range, but it
is active volcanically in many places, and thus its different name.
As with the northern part of the chain, the Hellfurnaces are a hive
of evil, being populated with all sorts of monsters, particularly
those which enjoy warmer temperatures, such as Fire Giants. There are
reported to be whole labyrinths of passages under this range of
mountains, these underworld highways actually going for scores,
possibly hundreds, of miles in all directions.
JOTENS
The
largest arm, or spur, of the Crystalmists is known as the Jotens,
both because these mountains are very high and imposing, and also
because they are the dwelling place of numerous hill giants and not a
few stone and cloud giants as well. In all other respects this range
is similar to the Crystalmists (q.v.).
LORTMIL
MOUNTAINS
This
low chain of mountains, often fading into hills with age, contains
several very imposing mounts nonetheless. It is the homeland of many
sorts of demi-humans - dwarves, gnomes, mountain dwarves, and a few
venturesome halflings, as well as scattered aarokocra tribes. These
folk have acted in concert in the past to expel most of the humanoids
and many of the vicious monsters from the Lortmils, and they are
subjects of the small states which have formed in the shelter of the
range such as the Ulek realms and Celene (qq.v.). The Lortmil
Mountain range contains some of the richest gem and precious metal
deposits known, and the dwarves, gnomes, and halflings living in the
region are reputedly as wealthy as princes.
SULHAUT
MOUNTAINS
This
range runs westward from the place where the Crystalmists and
Hellfurnaces meet. It separates the Dry Steppes from the ghastly Sea
of Dust (q.v.). It can only be supposed what can be found in these
mountains, for no certain information is available to us. Reports of
Drow are not uncommon. A tortuous pass supposedly exists, enabling
passage from the Dry Steppes into the Sea of Dust or eastward into
the kindlier lands of the Flanaess.
DAVISH
RIVER
A
very cold and rapidly running tributary of the Javan.
HOOL
MARSHES
After
the initial rush of the Hool River from the high lake and freshets in
the Hellfurnaces, it begins to meander across the plains, and most of
its length is surrounded by quaking mires and bottomless pools. This
forms a natural boundary between the lands of the Yeomanry and the
holdings of the Sea Princes to the south. These marshes are also home
to renegade humans, humanoids, and many types of monsters.
HOOL
RIVER
A
tributary of the Javan, broad and with swampy banks.
JAVAN
RIVER
This
river is the longest on the continent, beginning high in the Barriers
and coursing southward for hundreds of miles before turning east and
emptying into the Azure Sea above Monmurg in the Hold of the Sea
Princes. It is usable by large vessels only to the town of Cryllor in
the Good Hills of Keoland.
JEWEL
RIVER
A
river which rises just south of the Kron Hills and flows through the
Gnarley Forest, Welkwood and Suss Forest to empty into the Azure Sea.
It divides the Principality of Ulek from the Pomarj. About 150 miles
of the waterway are navigable by large craft.
KEWL
RIVER
A
tributary of the Sheldomar which divides the Duchy from the County of
Ulek.
LORT
RIVER
A
tributary of the Sheldomar which divides Gran March from Ulek Duchy.
SHELDOMAR
RIVER
A
river which divides Keoland from the Ulek States and is navigable
from its mouth to the city of Niole Dra.
OLD
RIVER
A
tributary of the Sheldomar which bounds County Ulek from the
Principality.
RUSHMOORS
(MARSHES)
A
long stretch of land east of the mid-Javan to the headwaters of the
Sheldomar is known as the Rushmoors. This area forms part of the
northern boundary of Keoland and is a part of the unclaimed region
consisting of the central Dim Forest, eastern Oytwood, and the
Rushmoors. Many
dangerous
creatures inhabit the marshes, and there are reports of humanoid
bands there as well.
SEA OF DUST
A territory
of unknown extent exists behind the Hellfurnaces, south of the
Sulhaut Mountains. This bleak desert is the Sea of Dust, the former
Empire of Suel or Suloise. History tells us that this was once a fair
and fertile realm extending a thousand miles west and southward, too.
The merciless and haughty rulers engaged in a struggle for dominance
and supremacy over, all of Oerik with the Baklunish, and in return
for a terrible magical attack, the Suloise lands were inundated by a
nearly invisible fiery rain which killed all creatures it struck,
burned all living things, ignited the landscape with colourless
flame, and burned the very hills themselves into ash. Whatever the
truth of this, the place is certainly a desert today, an endless
vista of dust and fine ash in gentle rises and shallow valleys which
resemble waves in the ocean.
This aspect is far less picturesque
when the winds howl and tear the surface into choking clouds which
strip flesh from bone and rise to the clouds, making vision
impossible and life hazardous in the extreme. Added to this
unwholesome environment are rains of volcanic ash and cinders which
are blown from Hellfurnaces to drop upon the forsaken lands that were
once an empire of terrible might. Legends tell of strange ruins near
the feet of the Sulhauts, and say that somewhere in the central
fastness there still stands the remains, nearly intact, of what is
called the Forgotten City, lost capital of the Suel Imperium.
There
are a few mountain tribesmen in the Sulhauts who reportedly venture
into the Sea of Dust now and again to obtain treasure from the
remains of the cities and towns buried under the dust. The truth of
these tales can not be established, but there is no doubt that there
are peoples who dwell within the fastness of the mountain range.
Reports of firenewt marauders and other abominations are not
uncommon, but may be unreliable. Somewhat similar fables tell of a
secret expedition sponsored by the Sea Princes to find bring back the
loot left in the Forgotten City. If an expedition ever was organized
and left upon the journey, no news of its return has ever been had.
This latter tale, though, caused the officials of the Yeomanry to
attempt exploration of the far side of the Hellfurnaces, and reliable
reports tell of at least one party returning from such a trek,
decimated by half, but bearing strange art objects and jewellery back
from their explorations in the fringes of the Sea of Dust. More
details are not forthcoming from the Freeholder, of course, and the
event happened too recently to give rise to sub rosa information.
(Preceding from the World of Greyhawk Folio; Following from other sources.)
KENDRA (also known as
'Greytown')
A small town in the strip of land between the
Dreadwood and the Hool Marsh, an area nominally claimed by Keoland
but really controlled by no-one. It has holy places dedicated to
Ehlonna of the Forests, and Ukko (a foreign sky-god, or perhaps an
aspect of Velnius). Also rumoured that nearby is a magical portal
leading to other worlds...