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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...





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