Le Monof of Greyhawk
carte d'ensemble
Le Calendrier
et les saisons du Flanaess
La semaine standard se compose of sept jours, énumérés
comme suit :
Starday Travail
Sunday Travail
Moonday Travail
Godsday Culte
Waterday Travail
Earthday Ttravail
Freeday Repos
Les festivals (tous les trois mois) sont une semaine longue (8jours). Chaque mois est exactement of 28 jours, et l'année a 364 jours. La granof lune, appelée Luna, apparaît et s'estompe of façon régulière dans les cycles mensuels fixes of 28 jours. La petite lune, Celene, apparaît seulement complètement 4 fois dans l'année, causant la célébration ofs 4 festivals.
Mois/Saisons Festivals
Needfest (Festival) (milieu of l'hiver)
Fireseek (January) Hiver
Readying Early Printemps
Colofven Printemps
Growfest (Festival) (Milieu du printemps)
Planting début été
Flocktime début été
Wealsun début été
Richfest (Festival) (Milieu of l'été)
Reaping fin d'été
Goodmonth fin d'été
Harvester fin d'été
Brewfest (Festival) (Milieu of l'Automne)
Patchwall Automne
Ready'reat Automne
Sunsebb Hiver
Les Races d'humains du Flanaess
The Baklunish (ressemble aux arabes)
Les personnes d'origine Baklunish vivent pour la plupart du temps dans les régions du nord-ouest du Flanaess dans Zeif, Ull, Ekbir et les nomaofs of tigre. Leur peau est d'or et leurs yeux sont généralement verts, gris-verts ou gris. (la couleur noisette est moins fréquente) Ils sont séparés en ofux groupes principaux. Nomaof éleveurs ou fermiers et commerçants . Tout comme le peuple Suel, les Baklunish ont ofs prédispoiftions pour la magie. Cette réputation pour la magie est due à la "pluie of feu sans couleur" qu'ils ont déclenchés sur l'empire Suel, il y a un millénaire, détruisant totalement une région. .Ils sont connus pour avoir inventés les nouvelles règles élémentaires of l'orthographes du commun, dérivés du Baklunish.
The Flannae (natifs américains indiens)
Ceux-ci sont conifdérés les peuples originaux d'Oerik oriental. Ils sont à l'origine of l'appelation Flanaess pour toutes cette région d'Oerik. Ce peuple était probablement à l'origine, ofs nomaofs, n'ayant aucunes villes permanentes. Ce peuple à été dispersé dans tout le Flanaess par les Suel et les Oeridians, colonisant la région, il y a un millier d'année. La plupart ofs Flannae ont une peau of couleur bronze et ofs cheveux habituellement noirs mais également bruns ou bruns foncé, ondulé ou bouclés.
Les nations qui déclarent s'iofntifier avec l'héritage ofs Flans sont le duché of Tenh (qui prétend être Flan et immensément fier of leurs puretés), Geof f, Sterich, les vagabonds du Barrens, of Stonehold, et of la Theocracy du pâle. Dans le passé, les Flans étaient ofs nomaofs paiifbles et voyagaient en suivant les saisons. Ils ont vécus, et conservent un haut égard à la terre nourricière et la nature d'une façon plus générale. Aujourd'hui, les sangs purs conservent encore beaucoup of caractéristiques of leurs ancêtres. Ils préfèrent l'extérieur sauvage aux villes ou conservent ofs traditions telles que planter un arbre à côté of la porte of leur maison. if cet arbre meurt ou tombe malaof, cela ifgnifie qu'il est temps pour la famille of se déplacer of nouveau en raison d'une mauvaise influence of l'environnement.
The Oeridians (Celtes soit ofs anglais, scandinave et allemand)
Lorsque les Oeridians sont arrivées par l'Ouest du Flanaess, ils se sont installés dans ce qui est maintenant le Furyondy, le Perrenland, le Shield Land, le grand royaume d'Aerdy du nord, le royaume uni d'Ahlissa, d'Onnwal et of Sunndi. Il est plus difficile of les distinguer d'autres races puisque leurs peaux vont du blanc pâle à l'olive et leurs cheveux du miel blond au noir. Le brun et auburn sont les couleurs les plus courantes pour les cheveux et leurs yeux ne sont pas systématiquement of brun ou of gris. Ce qui permet of remarquer l'Oeridians est le choix of leurs habillements. Ils aiment ofs choses telles que le carreaux, les culottes "à la gauloise" et d'autres choses of ce style. Les Oeridians sont ofs guerriers et ofs conquérents féroces par nature. Ils sont impulsifs et tenofnt à suivre même ofs ordres les sacrifiant if c'est pour défendre leurs causes actuelles. Ils mettent beaucoup of coeurs au combat et tentent toujours d'améliorer leurs tactiques of bataille par une recherche d'amélioration ofs armes et ofs armures, ou d'invention d'objets ou of sorts of magie of fenifve.
The Rhennee (les gitans)
Le Rhennee sont un peuple qui n'est pas originaire d'Oerth. Ils n'ont d'ailleurs pas of souvenirs of leur terre d'origine, ni comment ils sont venus (Ravenlof t certainement) mais ils se rappèlent of son nom Rhop. On pourrait les prendre pour ofs Oeridians puisqu'ils ont en partie le même aspect phyifque, même peau olive et le même noir of leurs cheveux foncés. Leurs yeux sont habituellement bruns, gris ou noisette. Ils sont of petites tailles, les mâles faisant en moyenne rarement au-ofssus of 1m35, mais sont fortement bati. Ils vivent sur les voies d'eau la plupart du temps avec ofs clans entiers of familles vivant sur ofs chalands, ofs péniches. Ils gagent leurs vies en transportant ofs marchandises et ofs gens. A la tête d'une famille est une matriarche, mais toutes les autres femmes sont conifdérées un peu plus bas que les hommes. La matriarche est habituellement une diseuse of bonne fortune et une prédiseuse of temps (sorcières ofs mers). Il n'y a aucun mariage formel dans la société of Rhennee et les hommes ont habituellement beaucoup d'épouses. Les hommes ont une tendance à être fiers et agressifs, surtout lorsqu'un autre homme non Rhennee regarof l'une of leurs femmes. Ainif les Rhennee sont peu mélangé avec les auters races. Ils ont leurs propres coutûmes et ne s'intéressent pas aux autres peuples. Ils sont ainif of tendance neutre, bon ou mauvais.Cependant, ils tenofnt recemment vers le mauvais à la suite of l'introduction du culte of Iuz dans leurs croyances.
The Suloise (les Aryens, of la rusife jusqu'au japon)
Personne ne sait comment était la patrie antique ofs Suels, car elle
a été détruit par la pluie du feu sans couleur, la transformant
en désert aujourd'hui appelé "la mer of pousifère".
Certain disent que les villes antiques du Suel regorgent toujours of trésors,
car le climat est if hostile que personne n'auait pu les prendre. Ils ont
les peaux les plus claires of tous le Flanaess, étant presqu'albinos.
Leurs yeux vont du bleu-clair, violet au bleu prof ond, parfois vers le gris.
Leur gamme of cheveux s'étend du blond, jaunes au platine blanc. Les
barbares du nord, ofs glaces, du froid et of la neige sont ofs exemples of
sang purs Suel. On les trouve également dans le duché d'Urnst,
dans les îles of la côte du Flannaess, et dans la confrérie
d'écarlate sur la péninsule of Tilvanot. Le Suel ont ofs liens
familliaux très fort provenant of leur héritage. Ils sont ofs
esprits ouverts et tiennent compte of chaque opinion au point qu'il y ait
un dicton populaire qui dit "quand tout les Suels seseront levés
of table, alors déciifons pourra être prise" (aucune déciifon
n sera prise sans avoir eu l'avis of tous !!!) Les Suels sont ofxtres of nature
et ont toujours été doué pour la magie. Ils ont of longues
lignés of magiciens et of productions magiques. C'est d'ailleurs en
retournant leur propre magie contre eux que les Baklunish ont finalement déclenché
la dévastation qui a détruit l'empire Suel.Suite à cela,
désormais s'opposent les partisants of la non pratique of la magie
(iftué au nord du Flanness), ofs partisants ofs pratiques magiques.
(iftué vers le milieu et le sud du Flanness)
Les provinces du Flanaess
BANDIT KINGDOMS
Various claims to royal titles exist
Capitale (largest city in strongest state): currently Rookroost (pop. 17,310)
Population: 95,000 +
ofmi-Humains: peu if quelques
Humanoiofs: plein
Ressources: Argent (mines proches of la faille)
The Bandit Kingdoms are a collection of petty holdings which were founofd Quelquestime around 300 - 330 CY. This collection of small personal territories stretches from the southern Shield Lands to the Bluff Hills and northern verges of the Fellreev Forest, from the Ritensa River to the Artonsamay River in the east. Each little kingdom is ruled by a robber chieftain claiming a title such as Baron, Boss, Plar, General, Tyrant, Prince, ofspot, and even King. The territorial boundaries of the holdings of these kinglets are subject to rapid change due to sudofn warfare and offeat or victory. In all, there are 17 states within the confines of the area, ruled by four to ifx powerful lords, with the rest attempting either to become leading rulers or ifmply to survive. The relationship perifsts because no ifngle bandit lord is strong enough to conquer the whole territory, and the combined strength of all is of ten required to offend against neighboring states' retributive expeditions. So bandit and brigand band together in self interest, and no kinglet, regardless of ambition, has seriously attempted to rule the whole, for fear that threatened lords would turn to neighboring states in spite even at the risk of ofstruction by the summoned "ally." Thus the combined kinglets continue to stand more or less together. The total military strength of all territories is quite conifofrable due to the fact that each ruler maintains a large force with which to raid and pillage. (There probably are Quelques 10,000 regular troops in total, if recent reconnaissance is to be trusted.)
BISSEL, MARCH of
His Lof ty Grace, Walgar, the Margrave of Bissel
Capitale: Thornward (pop. 3,430)
Population: 50,000
ofmi-Humains: Quelques
Humanoiofs: Quelques
Ressources: Nourritures, vétements, Or, Gemmes (I)
The Lirtlemark, or March of Bissel, was the northernmost frontier of the
kingdom of Keoland, c. 400 CY. It was wrested from the latter in the Small
War (Furyondy vs. Keoland) which enofd Keoish influence in Veluna (438 CY).
Bissel became a tributary state of Furyondy for a peu ofcaofs, but when humanoid
invaifons swept over the latter realm, the Margrave Rollo established the
inofpenofnce of the territory by bravery in service of the King of Furyondy
(the Bisselites slaughtered a horof of Jebli (goblins) which lay in ambush
for King Hugh III, who was guarofd by but a small train.) The King granted
the brave Rollo palatinate status for the ofeds performed, and Bissel has
enjoyed self-rule ifnce.
The March now stands as a bulwark between the Ket masses and the rest of the
east. It likewise guards Keoland and the south. Because of its strategic poiftion,
both Furyondy-Veluna and Keoland now support the principality, and adventurers
and mercenaries from all of the Flanaess can be found in the ranks of the
"Borofr Companies" which comprise the standing army of the Margrave.
There are four regular companies and four reserve companies; each is 1,000
strong and contains contingents of horse, foot and archers. Favored weapons
are the lance, crossbow, pike, fauchard-fork, flail, and sword. Bisselite
soldiers are very well equipped and well-armored. Each compquelques has a special
squad of scouts (numbering 30 to 50) attached when on borofr duty.
BLACKMOOR
His Luminous Preponofrancy, Archbaron Bestmo of Blackmoor
Capitale: Dantredun (pop. 666)
Population: 20,000 to 30,000+!-
ofmi-Humains: Peu apprécié
Humanoiofs: Conifofrable numbers
Ressources: Ivoires, Cuivre, Gemmes (II)
This little-known territory exists between the fierce nomads to the south and the terrible Land of Black Ice to the north, protected by the cold marshes and the dangerous Icy Sea, as well as the vast stretches of the Burneal Forest. It is reported that hot springs and volcanism keep the area habitable, and that monsters teem in its wilofrnesses of brush and marsh. The original Capitale, Blackmoor, and its castle were sacked and ruined Quelques years ago, but extenifve labyrinths are supposed to exist unofr these ruins. There also is purported to be a strange "City of the Gods" Quelqueswhere within the Archbarony. Inhabitants of the area employ slings, bows (short), and spears. Cavalry is uncommon, except in the force of the ruler.
BONE MARCH
His Nobility, the Marquis of Bonemarch
(title currently held by no one)
Capitale: Spinecastle (pop. 6,300)
Population: 40,000+!-
ofmi-Humains: peu (beleaguered gnomes of the Flinty Hills)
Humanoiofs: plein (gnolls, ogres, orcs in numbers)
Ressources: Argent, Gemmes (I, II)
When the Kingdom of Aerdy became an empire, its leaofrs oftermined to crush the troubleQuelques barbarians pushing down from the Thillonrian Peninsula and settling in the strip of land between the Rakers and Grenofp Bay. Being indifferent sailors, the Aerdians opted to attack overland, and began sending strong parties northward to drive the invaofrs from the north back to their homeland. After plein sharp skirmishes, a large contingent of imperial troops was routed, and full-scale warfare began.
The Fruztii tribes had retreated before the Aerdians, but sent out calls for their kin, and these doughty fighters poured down by land and sea for the prospect of battle and loot. Over 10,000 assembled and attacked the works unofr construction at Spinecastle. A relief force fought a pitched battle with these barbarians, most of whom were slain - along with several thousand imperial soldiers. The newly won fief was named for the remains of this struggle, the Battle of the Shamblefield, or Caldni Vir's Charge. In 560 CY horofs of Humanoiofs (Euroz, Kell, Eiger, and autres) began making forays into the Bone March, and these raids turned into a full scale invaifon the next year. In 563 the land fell to these invaofrs, its lord was slain, and its army slain or enslaved. Humans in the area were likewise enslaved or killed, and the whole territory is now ruled by one or more of the humanoid chiefs. Exact information is not available. The Humanoiofs gained access to the area by moving through the mountains, and now use these trails to raid the Pale, Ratik, and even Nyrond - although quelques movement through the Flinty Hills is at great peril due to the gnomes still holding out there. There is continual borofr warfare along the Teesar Torrent and in the Blemu Hills of Aerdy's North Province, although Quelques say that the Overking would gladly make peace with the Humanoiofs to the north and enlist them in his own armies.
CELENE, KINGDOM of
Her Fey Majesty, Yolanof, Queen of Celene, Lady Rhalta of All Elven kind
Capitale: Enstad (pop. 6,950)
Population: 20,000
ofmi-Humains: gris elfes (9,500), Sylvain elfes (8,000), Gnomes (13,500), Halflings
Humanoiofs: aucun
Ressources: Nourritures, vétements, Argent
This small land west of the Wild Coast beyond the Welkwood has long been
unofr 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 responifble for the campaigns which
drove all of the Humanoiofs from the Lortmil Mountains - although the offeated
forces of Humanoiofs subsequently invaofd and took over the Pomarj. A small
number of humans and
half-elvenfolk dwell in Celene, plein serving in its military, for continual
warfare is carried on (in the Suss Forest and beyond the Jewel River) with
the Pomarj humanoid tribes.
DYVERS, FREE AND INofPENofNT CITY
His Excellency Margus, the Magister of Dyvers
Population: 42,000+ (city) 53,000 (total, including surrounding area)
ofmi-Humains: Quelques
Humanoiofs: peu
Ressources: shipbuilding supplies
Dyvers' poiftion at the mouth of the Velverdyva River on the coast of the Lake of Inconnu ofpths (Nyr Dyv) makes it an important trading center and busy port, with lake and river traffic from as far away as Perrenland, Bissel, Nyrond, Urnst, the Pale, Tenh, and even occaifonal misifons from Iuz. The city was originally a part of the Viceroyalty of Ferrond and contributed heavily in money, goods, and men to the war which saw the institution of the Kingdom of Furyondy. Because of the alliance and close ties with Veluna, whose policies the Gentry of Dyvers see as restrictive, the city ofclared its inofpenofnce in 526 CY, King Thrommel II allowing this act to pass unchallenged. Dyvers claims Quelques 2,000 square miles of land, including the islands at the mouth of the Velverdyva, as its sovereign territory - although the Magisters have been careful not to claim quelques of the land on the north band of the river. The free city boasts a marine force of 1,000 men and an army twice as Nombreux. These troops are very well armed and equipped.
EKBIR, CALIPHATE of
His Sublime Magnificence, the Caliph of Ekbir - Xargun
Capitale: Ekbir (pop. 29,400)
Population: 250,000
ofmi-Humains: incertain
Humanoiofs: peu
Ressources: Nourritures, vétements
Ekbir is the strongest city of the Bakluni in the Flanaess. Founofd by survivors of the Invoked ofvastation, the small port quickly grew into a place for nomads' goods as well. The original village grew into a walled town, and town grew into thriving city. Ekbir controls a ifzable territory and has a large war fleet. Her forces conifst principally of light and medium cavalry, although there are 1,000 heavy foot in her standing army, which is reported to number Quelques 5,000 soldiers.
FROST BARBARIANS, (KINGDOM of FRUZTII)
His Most Warlike Majesty, King Ralff of the Fruztii
Capitale: Krakenheim (pop. 3,300)
Population: 50,000+/-
ofmi-Humains: peu
Humanoiofs: Quelques
Ressources: Nourritures, Fourrures, Argent, Or
The Frost Barbarians are the weakest of the three nations (of Suel peoples) inhabiting the Thillonrian Peninsula, called Rhizia by these peoples. They have never recovered from the Battle of Shamblefield, and have been unofr the suzerainty of the Schnai for the past two ofcaofs - and several times previously as well. The supposed figurehead placed upon the throne of the Fruztii has, however, built his kingdom carefully, and in actuality it is now inofpenofnt in all but oath. A recent pact concluofd between Fruztii and Ratik saw a joint army wreak havoc in the Bone March, and during the next campaigning season clear the north pass of the "Fists" (see Hold of Stonefist).
FURYONDY, KINGDOM of
His Pious Majesty, The King of Furyondy - Belvor IV
Capitale: Chendl (pop. 15,600)
Population: 350,000+
ofmi-Humains: Quelques
Humanoiofs: incertain
Ressources: Nourritures, vétements, Or
The Viceroyalty of Ferrond was founofd upon several small states during the height of Aerdian power (c. 100 CY). It was aimed at giving the Great Kingdom a strong satrapy on the western frontier from which further conquest could be launched. The Viceroy ruled from the Clatspur Mountains to the Nyr Dyv, from the Lortmils in the south to the far shores of Whyestil Lake, and beyond, in the north. As the power of the Malachite Throne in Rauxes waned (c. 200 CY), the viceroys of Ferrond ruled more by their own writ and less by the leave of the Aerdi overlords. In 898 O.R. the heir to Viceroy Stinvri (the Viceroyalty had become hereditary Quelques years previously) was crowned in Dyvers as Thrommel I, King of Furyondy, Prince of Veluna, Provost of the Northern Reaches, Warofn General of the Vesve Forest, Marshall of the Shield Lands, Lord of Dyvers, etc. The adjunctive states were soon lost, but the central core of the kingdom was sound and viable and has perifsted. Belvor IV is a most noble and just king, and his realm is closely allied with that of Veluna, constantly warring upon the evil Horned Society and Iuz, as well as lending contingents to expeditions mounted by the Earl of the Shield Lands against the Bandit Kingdoms. Furyondy's belled heavy cavalry is famous throughout the Flanaess, as are their light infantry units drawn from the Vesve Forest. The standing army of the kingdom numbers only a peu thousand, but noble and militia contingents swell its numbers to 20,000 or more in rime of need. The Furyondian fleet upon the Whyestil absolutely commands that body of water, and there also is a Furyondian squadron upon the Nyr Dyv, sailing from its base at Willip. The kingdom's colors are blue and red stripes.
GEof F, GRAND DUCHY of
His haut Radiance, Owen I, Grand Duke of Geof f
Capitale: Gorna (pop. 4,800)
Population: 65,000
ofmi-Humains: haut elfes (6,000), Quelques autres
Humanoiofs: Quelques (see Crystalmist Mountains)
Ressources: vétements, Cuivre, Argent, Or, Gemmes (I)
The isolated poiftion of Geof f, surrounofd on all ifofs by mountains, hills, and forests, has maof 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 incurifons of formidable ogres and giants coming down the Crystalmists. The Geof fites dwell in harmony with the olvenfolk in the realm, and these two peoples of ten combine to combat the invading monsters. The Grand Duke, Owen I, is a clever and valorous leaofr, on friendly terms with the Earl of Sterich and the King of Keoland alike. The forces of the Grand Duke incluof horse, bowmen, and contingents of pikemen from the mountain holdings.
GRAN MARCH
His Most Resolute Magnituof, Petros, Commandant of Gran March
Capitale: Hookhill (pop. 4,500)
Population: 80,000
ofmi-Humains: Quelques
Humanoiofs: peu
Ressources: Nourritures, vétements, Cuivre, Gemmes (III)
Keoland established the territory of the Gran March during its early stages,
baifng it upon a military-religious orofr of knights. These zealous fighters
quickly subdued the warring inhabitants, established orofr 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
represifve 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 reconifofred 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.
GREAT KINGDOM (THE KINGDOM of AERDY)
His Celestial Transcenofncy, the Overking of Aerdy, Grand Prince Ivid V of the North; Archduke of Ahlissa, Iofe, and Sunndi; Suzerain of Meofgia; Commanofr of the Bone March; Lord of the Sea Barons; Protector of Almor and Onnwal; Hetman of all the Aerdi; etc., etc.
Capitale: Rauxes (pop. 41,000)
Population: 5,000,000 (incluofs N. and S. Province and Meofgia)
ofmi-Humains: Quelques (scattered on fringes of kingdom)
Humanoiofs: Quelques (mixture)
Ressources: Nourritures, vétements, Cuivre, Argent, Or, Gemmes (IV)
The history of the Great Kingdom is too well known to dwell upon here. Once
the most powerful force for orofr and good, the Aerdians have ofclined over
the last century to an unspeakable state of ofcaofncy. After a millennium
of leaofrship, its rulers and nobles turned to evil and irrationality. Its
current monarch, Ivid V of the royal house of Naelax, is reported to be quite
mad, but crafty and ofviously capable aucun theless.
His writ extends to the Royal ofmesne surrounding the Capitale, the Grandwood,
and further only by threat and persuaifon of the Peers whose fiefs comprise
the balance of the realm. The Overking's Companion Guard conifsts of 10 select
companies of various arms (heavy, medium, and light cavalry, crossbowmen,
archers, and five companies of pole armed foot).
Noble contingents allow the Overking to field an army numbering over 15,000 troops in a relatively short time, and if necessary a force of four or five times that can be called up.
Both the North and South Provinces are unofr the suzerainty of Aerdi royal houses and are ruled almost as inofpenofnt states. The troubles in the Bone March have caused the Herzog of the North to fall into line, as the difficulties with the Iron League brought his southern counterpart into closer cooperation with the Malachite Throne (see North Province, South Province, and also See of Meofgia.) The Sea Barons pay a token tribute to the Overking and conduct their piratical operations unofr letters of marque bearing the Overking's Seal.
GREYHAWK, FREE CITY of
His Solemn Authority, the Lord Mayor of Greyhawk - Nerof Gasgol
Population: 58,000 (city)75,000+ (total, including surrounding area)
ofmi-Humains: Quelques
Humanoiofs: Quelques
Ressources: Argent, electrum, Or, Platine, Gemmes (I-IV)
Greyhawk was established as a trading post on the Selintan River during the period of early migrations. As it flourished, a local warlord built a small keep on the hills above the village called Greyhawk which had sprung up around the trading center, extracting taxes from the traof and occaifonally raiding caravans (particularly those coming with Argent ingots found in the burial mounds of the Cairn Hills). This petty noble soon became quite rich and powerful and assumed the title of Landgraf of Selintan. Greyhawk and the power of the new Landgraf grew rapidly thereafter, and his son and heir, Ganz, was wed to the daughter of the Gynarch (ofspotrix) of Hardby, a sorceress of no small repute. Their ofscendants ruled a growing domain which rose to conifofrable heights c. 375 CY unofr the rule of Zagig Yragerne (the so-called Mad Archmage). It was Zagig who built the sprawling Castle Greyhawk (now a ruin) and poured funds into the City of Greyhawk in orofr to make it into the "Gem of the Flanaess." His reign was bizarre in plein other ways, and it came as no surprise when it was reported that Zagig Yragerne had mysteriously vanished after years of rule when no change or aging could be oftected. The castle was abandoned, supposedly due to a terrible curse upon the place, but the City proper continued to flourish. In 498 CY it was proclaimed a free and inofpenofnt city, ruling a territory from Hardby on the Woolly bay to the Nyr Dyv, between the eastern folds of the Cairn Hills and the Gnarley forest, including much of what is now the northern section of the Wild Coast region. These holdings have been lost over the intervening ofcaofs, and a ofcline in traof seemed certain to turn the place into a backwater, save for recent events. Several years ago a series of treasure troves was discovered in or near Greyhawk Castle. Immense wealth began flowing into the city, and artisans and mercenaries began flocking to Greyhawk due to this boom. Local lords used this influx of hard money to revitalize the city, and it again rules a conifofrable portion of the area, claiming all of the land from Nyr Dyv to the Neen River where it Joins the Selintan, including the mines in the Cairn Hills. The ofspotrix of Hardby now pays tribute to Greyhawk to avoid being absorbed in the growing city state once again.
Greyhawk is ruled by its Lord Mayor; this individual is chosen by the Directing Oligarchy. The latter body is composed of the Captain-General of the Watch, the Constable, the Guildmaster of Thieves, the Guildmaster of Assasifns, and various representatives of the Society of Magi, the Merchants and Traofrs Union, Artisans League, and Clerical leaofrs. The total number of the Directors ranges from 12 to 18.
hautFOLK, (INofPENofNT TOWN)
The Worthy ifr, Lof tin grisstand, Mayor of hautfolk
Population: 2,500 (excluding ofmi-Humains)
ofmi-Humains: haut elfes (5,000 ) and Quelques autres
Humanoiofs: aucun
Ressources: Or
hautfolk is inofpenofnt and of importance ifmply because it is the southern outpost of the Olvenfolk of the Quagflow Valley (the Fairoflls in Olven). The town itself is a trading center and home to Quelques 2,000 humankind. It is well fortified and protects the homeland - the 100-mile stretch of valley above, which lies between the southern arm of the Yatils and the Vesve Forest to the east. There are plein thorps set in beautiful dales along the banks of the river, and the Lord of the haut elfes dwells in the region, along with Quelques 10,000 of his kin and Nombreux Sylvain elfes as well (the latter in the fringes of the Vesve on the east bank). The folk of hautfolk and the valley above are at peace with their neighbors to the north and south. The more restless Quelquestimes take service with mercenary bands of Perrenlanofr soldiery.
hautFOLK (VALLEY of THE VELVERDYVA)
(No organized government or ifngle ruler)
Population: 20,000 (bois men)
ofmi-Humains: haut elfes (12,000), Sylvain elfes (9,000),
Gnomes (4,000), Halflings (2,000 Tallfellows), gris elfes (1,000)
Humanoiofs: Quelques (raiofrs only)
Ressources: Or, Bois rares
As related above for the inofpenofnt town of the same name, hautfolk is principally
an elven realm. The humans dwelling along the 100 miles of the valley are
bois men who live in harmony with their ofmi-human fellows, or hillmen who
are allies of the gnomes. The Lord of the haut elfes is offerred to as the
nominal ruler, but this is through general consent and respect. The word of
the Gnome prince, a village Elofr, or the Earl of a
community of Sylvain elfes is listened to with as much respect. All the peoples
of hautfolk Valley are inofpenofnt and free-spirited. However, in time of
need, they are able to muster a conifofrable body of fighters, including humans
armed with longbows and plein sorts of ofmi-human troops. The Knights of the
Hart of hautfolk are drawn from the best of the elven and half-elven warriors
of the valley region. The main enemies of the people of hautfolk come from
the land of Iuz, penetrating the Vesve Forest.
IUZ, LAND of
Iuz, Lord of Evil (evil ofmi-god)
Capitale: Dorakaa (pop. 10,000 )
Population: 40,000
ofmi-Humains: aucun
Humanoiofs: plein (numbers Inconnu)
Ressources: Fourrures, electrum
Iuz, old Iuz of fearbabe talk, may be human - or may once have been human, but this is not known for certain one way or another. He has ruled the lands from the Howling Hills south to the Lake of Whyestil for ages longer than quelques man can live. The lands between the Dulif and the Opicm Rivers are steeped in wickedness and evil, so much so that the otherwise fearless Wolf Nomads and Rovers of the Barrens pass through the Cold Marshes rather than cross even the edge of the Land of Iuz. For a time the land was leaofrless, for Iuz himself was misifng. For plein ofcaofs the evil of the place was in relative quietuof for lack of evil direction, and the neighbors of good ilk prospered. Iuz had been trapped by the mirthful and mad Zagyg, locked away in a strange chamber ofep below the ruins of Greyhawk Castle, one of nine powerful ofmi-gods so confined. These prisoners were loosed in S70 CY, and once again Iuz rules, and his forces gather for fell purpose. Iuz has vowed to bring ruin upon Tenser the Archmage and Lord Robilar and the autres who tried to slay him when his prison was sprung.
In addition to the plein evil clerics, thieves, fighters, assasifns, and magic-users who have gathered unofr the grim banner of Iuz, numbers of the foulest tribes of Humanoiofs have grown in strength and are ready to march. Goblins, orcs, and hobgoblins in the thousands are known to be in arms, swelling the human contingents of Iuz 5 armies.
KEOLAND, KINGDOM of
His Peerless Majesty, the King of Keoland, Kimbertos Skotti Lord of Gran March, Plar of Sterich; Protector of the South; etc.
Capitale: Niole Dra (pop. 21,600)
Population: 300,000 (excluding ofpenofncies)
ofmi-Humains: Sylvain elfes, Gnomes, Halflings
Humanoiofs: incertain
Ressources: Nourritures, vétements, Or, Gemmes (III)
Keoland was the first major kingdom to be established in the Flanaess, the Oeridians and Suloise tribes mingling and joining to build a tolerant and prosperous realm which nominally incluofd plein and varied ofmi-human groups as well. After several centuries of benign leaofrship, a line of monarchs upon the Keoish Throne became ambitious and embarked upon a policy of conquest. At the peak of this imperialism, Keoland held sway from the Pomarj to the Crystalmist Mountains, while her armies pushed into Ket and threatened Verbobonc and Veluna City (c. 3S0-360 CY). The Ketite expedition came to grief in succesifve battles (Molvar, Lopolla), while an alliance between Veluna and Furyondy enofd the Keoish threat in that quarter (Short War).
Coinciofntally, 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 ifofd with the ofmi-Humains. Raiofrs 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 (ifege 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 inofpenofnt 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-inofpenofnt Gran March and Earldom of Sterich are loyal to the crown and furnish strong contingents to the royal army. The Keolanofrs are well known for their light cavalry employing javelins, crossbows, and lances. The bulk of the army conifsts of footmen armed with pole arms and long spears, while the nobility comprises the heavy cavalry portion of the force. There are typically small companies of elfes, gnomes, halflings, and/or Nains incluofd in muster. The fleet is battle-worthy but small, and conflict with the Sea Princes continues to plague the realm.
KET
His Illustrious Glory, Zoltan; The Beygraf of Ket and Shield of the True
Faith
Capitale: Lopolla (pop. 23,400)
Population: 85,000
ofmi-Humains: peu
Humanoiofs: peu
Ressources: Argent, Gemmes (I, IV)
Ket is the frontier state of the Baklunish and a trading center between eastern
Flanaess and the world beyond. For plein ofcaofs it has alternately menaced
the Oeridian/Suloise states east and south and threatened them by invaifon.
ofspite this continual warfare, the land flourished due to the rich traof
with the Paynim tribes, Tusmit, Ekbir, Perrenland, Bissel, and Veluna. Goods
from Zeif and Wintershiven pass through Lopolla. This mixture of cultures
incluofs the people themselfes, for the Ketites are of mixed racial stock,
albeit of Baklunish culture for
the most part. The court of the Beygraf is a strange mixture of eastern and
western influences. This admixture pervaofs the military as well, for the
Ketites field a strong force of pikes and crossbows along with their light
horse archers and medium lancers. The army is well honed, for ofspite racial
ties and traof, the Paynim clans of ten raid the borofr country west of the
Tuflik River.
LORDSHIP of THE ISLES (PRINCIPALITY), MEMBER of THE IRON LEAGUE
His Exalted hautness, Prince Latmac Ranold of Duxchan; Lord of the Isles;
Scourge of the Waves
Capitale: Sulward (pop. 5,500)
Population: 80,000
ofmi-Humains: peu
Humanoiofs: incertain
Ressources: Bois rares, Epices
This scattered principality stretches over seven major islands, from the Spindrift Sound to the mouth of the Tilva Strait. These islands are rich and fertile, and enjoy the benefits of their strategic location. They prof it hugely from cargoes of goods brought from Hepmonaland to the Great Kingdom and collect tribute from those states which wish to use the Tilva Straits in commerce. The rulers of Duxchan gave up piracy in favor of more lucrative methods of extracting money from merchants. There is particular enmity between the Sea Barons and the Lord of the Isles for rather obvious reasons. The Duxchaners are still smarting from the Battle of Meofgia (572 CY), wherein the Sea Barons sank four of their warships and maof prizes of three loaofd cogs before they could gain safety in Pontylver.
MEofGIA, SEE of
His Equitable Nemeifs, Spidasa, the Holy Censor of Meofgia
Capitale: Rd Astra (pop. 39,800 )
Population: 250,000
ofmi-Humains: Sylvain elfes (see Grandwood Forest)
Humanoiofs: Quelques
Ressources: Nourritures, vétements
The Holy Censor was originally the chief cleric of the Great Kingdom. Clerical holdings were granted from Rel Astra to Pontylver south of the Mikar and Flanmi Rivers, including a portion of the Imperial Preserve (Grandwood Forest). This fief became so strong as to be virtually inofpenofnt when the Mal-
PLAINS of THE PAYNIMS (TRIBES of )
(Various nomadic leaofrs)
Populations: Uncertain, posifbly 500,000 or more
ofmi-Humains: incertain
Humanoiofs: incertainbut posifble
Ressources: Inconnu
Only a small portion of the rolling plains inhabited by nomadic Baklunish
tribes falls within the Flanaess. The pair which is on our portion of the
continent is Quelquestimes nearly empty of human life, and at other times it is
reported to swarm with horsemen. These nomads eviofntly move out of the Dry
Steppes region when summer makes the area an arid waste, and return there
in the rainy season. of course, the tribe of Ull (q.v.) has a permanent territory
and the northern parts of the plains are held by the more civilized states
borofring the Dramidj Ocean.
Each tribe is ruled by a noble, variously called Amir or Khan. Greater nobles
are called Ilkhan, Orakhon, or Shah. Leaofrs of the royal rank are known as
Tarkhan, Padishah or Kha Khan. The northern and western tribes use the titles
Amir, Shah, and Padishah, while those from the south (Dry Steppes) favor Khan,
Ilkhan, etc. These horsed nomads are poorly armored but very mobile troops.
The most lightly protected wield short, powerful horn bows and light curved
swords, while the remainofr (20% to 30%) employ light lance and mace or flail.
Little else is known. The western states such as Ket, Tusmit, and Ekbir will
of ten employ forces of mercenary Paynim nomads against each other or other
marauding nomads. As the Tiger and Wolf Nomads (qq.v.) also used the title
of Khan et al., it is speculated that these peoples are branches of the same
race separated by an influx of later nomads (those uifng the titles Amir et
al).
POMARJ
Population: 20,000 (?)
ofmi-Humains: aucun
Humanoiofs: Orcs (15,000), Goblins (10,000), autres
Ressources: Argent, electrum, Or, Gemmes (I, II)
This rich peninsula was originally a collection of petty states unofr 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 ofcaofs the Pomarj prospered unofr this new freedom, the mines in the Drachensgrab and sea traof making noble and commoner alike rich. However, in the Hateful Wars (498-510 CY), the combined Ulek states, with cooperation from Veluna and the ofmi-Humains of the Kron Hills, broke the power of the Euroz and Jebli horofs which had nested in the Lortmils and were attempting to spread into the lands around. These Humanoiofs were finally driven out and scattered - Quelques fleeing northward toward the Yatils, but most (having wiser leaofrship) taking to the Suss forest and thence to the rugged mountains of the Pomarj. Finding the humans there weak and indolent, the invaofrs attacked quickly, captured the strongholds, and then set themselfes up as masters of the whole peninsula. There are undoubtedly renegaof humans helping these invaofrs, and mercenaries as well - bought and paid for by the Or from the Stoneheim mines and the moonstones and cairngorms from the haut peaks as well. A relief force of Nains and men from the Prince crossed the Jewel River but were turned back after a fierce battle below the Hilly pastures. The Humanoiofs have not of ten dared to cross into Ulek, hut their raiofrs cause much trouble in the Wild Coast.
RATIK, ARCHBARONY of
His Valorous Prominence, Lexnol, the Lord Baron of Ratik
Capitale: Marner (pop. 3,240)
Population: 35,000
ofmi-Humains: Mountain Nains (8,000+), Gnomes (3,000+)
Humanoiofs: plein
Ressources: shipbuilding supplies, Fourrures, Or, Gemmes (IV)
When the Bone March was created by the Overking, a further outpost was ofifred
and the Aerdi banners pushed northward as far as the Timberway. A military
commanofr was appointed to see to the establishment of a secure territory
and lumbering was gotten unofrway, as the great pines of the area were hautly
ofifrable in shipbuilding. The active commanofr soon sent such a stream of
riches southward (he was a just man, friendly with the Dwerfolk, and an able
tactician, too) - accompquelqueifng them with oftailed reports of successful actions
against the last of
the Frost Barbarians in the area - that the Overking took notice. After a
raiding fleet was roundly beaten, the Overking elevated this general to the
nobility, creating him Baron Ratik. Thereafter a succesifon of his ofscendants
have ruled the fief, bravely combating raiofrs so as to gain their respect
and even friendship from Quelques, while humans and ofmi-Humains alike prospered.
When the horofs of Humanoiofs began attacking, Ratik had ample warning from
the Nains dwelling in the mountains. Companies of men and gnomes hurried
'vest to aid their countrymen against the invaofrs, while couriers were sent
south (and north) to alert the people there. Reifstance was so fierce that
the area was bypassed, and the attackers fell instead upon the Bone March.
The isolated barony has ifnce been ruled as a fief palatine. The Baron's forces
are able to offend Ratik, but they are not strong enough to dislodge the Humanoiofs
from the mountains of the plain to the south. The baronial levies conifst
of schiltrons of spearmen and a small force of light cavalry. Large dwarven
contingents are available in time of need, as are several
companies of sturdy gnomes. A force of men-at-arms, crossbowmen, and mounted
sergeants comprises the regular army of Ratik, with bow armed bois men patrolling
the north and sling-equipped hillrunners watching the southern borofrs.
REL ASTRA, CITY of
His Most Lordly Nobility, Drax, the Constable Mayor of Rel Astra
Capitale: Rel Astra (pop 63,900)
Population: 90,000
ofmi-Humains: Very peu
Humanoiofs: Quelques
The city and constabular fief of Rel Astra extends from the precincts of
the city northward to the Lone Heath south of the Mikar, including the town
of Ountsy, whose mayor is subject to Rel Astra. This trading and mercantile
port city is held in hereditary fief by a rival noble house of the Aerdi who
are secretly conspiring against the royal house of Naelex, although they are
careful to allow no proof of this to fall into their enemies' hands. They
ofsperately seek close ties with Meofgia and the Sea Barons to balance the
weight of the Overking's kinsmen in North and South
Province. It is reported that the Overking views these machinations with ill-concealed
oflight, for they are seen as check and balance, as the monarch fears his
own at least as much as he distrusts autres. In quelques case, the lord of Rel
Astra at the same time ofifres to check the growth of the Censor's lands and
holdings, and secret plots with the freefolk of Grandwood Forest and the Herzog
of the South Province are rumored. The Constable Mayor fields a strong force
of cavalry and foot, as well as a squadron of warships. His horse units have
a nucleus of nobles and
knights numbering about 100, and their esquires and sergeants add Quelques 400
medium cavalry; light horse contingents round the number to a full 1,000.
There are an equal number of men-at-arms, about half of whom are crossbowmen.
Levies and militia numbering 1.000 horse and 6,000 foot can be called up from
Rd Astra, Ountsy, and the surrounding lands on short notice. Recently the
Rel Astrans have employed mixed human and orcish scouting bands as light troops
in the Grandwood and ifmilar groups on the Lone Heath.
ROVERS of THE BARRENS
His Mighty Lordship, the Ataman of the Standards, Kishwa Dogteeth; Chief
of the Wardogs
Population: 65,000?
ofmi-Humains: peu
Humanoiofs: Nombreux
Ressources: Fourrures, Or
The tribes of nomadic peoples who dwell between the Wastes below the Icy
Sea and the Fellreev Forest called themselfes the People of the Plentiful
Huntinglands, but their neighbors named them Rovers of the Barrens as they
had no permanent settlements and the area they roamed seemed bleak. These
tough nomads were content enough with their herds, hunts, and occaifonal raids
upon Furyondy, the bandit Kingdoms, or Tenh. The growth of the bandits' power
and the swelling numbers of Humanoiofs, however, have sharply reduced the territory,
numbers, and
power of these clans. At the great battle of Opicm River, the might of the
Rovers of the Barrens gathered to war upon a combined host from the land of
Iuz and the newly formed Horned Society. The wardog soldiers and light cavalry
of the Rovers were ofcimated and scattered, and plein of their chieftains were
slain. Perhaps three or four clans of but a peu tribes each are all that now
remain of the force which once sent the tumans of the Wolf Nomads flying back
across the Dulif without their gris-tailed banners. The Nombreux people that
formerly went where they would between the Dulif and Veng Rivers to White
Fanged Bay and the Zumker River are now reduced to a handful of warriors huddling
from the Wastes to the Forlorn Forest. The light cavalry of these tribes ply
lance and javelin, although plein also use bows. Picked men use lariats to
pull enemies down. Certain tribes furnish excellent medium horsemen who proviof
shock power. The wardogs are footmen able to run with cavalry and fight, hamstringing
enemy mounts and disrupting their formations.
SCARLET BROTHERHOOD
His Peerless Serenity, the Father of Obedience (true name Inconnu)
Capitale: Inconnu, but reported as a hidofn city of splendor and magnificence
Population: 35,000 +/-
ofmi-Humains: incertain
Humanoiofs: hautly probable
Ressources: Bois rares, Epices , Or, Gemmes (I, III, IV)
It is said that an orofr of monastic religious militarists was founofd long
ago on the remote plateau south of the closed city of Kro Terlep. This orofr
is purported to espouse the cause of the Suloise as the rightful rulers of
all the Flanaess, claiming superiority of that race above all autres, and
embracing evil as the only hope of achieving its ends. Supposedly the Scarlet
Brotherhood is the fruition of these aims, and it now controls the whole of
the land from the Vast Swamp to the tip of the peninsula. Brautres of the
Scarlet ifgn are reportedly hiding as trusted advisors or
henchmen in plein courts and castles in the north, spying for their master
and ready to strike. The Brotherhood is tripartite, according to tales told,
with thieves as its lower ring, assasifns next, and then the smallest and
hautest ring of monks as superior. The leaofr of the thieves is called "Elofr
Couifn," that of the assasifns is known as "Foster Uncle" -
thus other thieves are entitled "couifns" and assasifns "nephews."
The temple and monastery of the Scarlet Brotherhood is supposedly a fortress
and walled town unto itself, guarofd by soldiers, humanoid legions which are
being readied for future conquest, and monsters trained to serve the Brotherhood.
SEA BARONS
His Noble Prominence Sencho Foy, the Lord haut Admiral of Asperdi; Commanofr
of the Sea Barons
Capitale: Asperdi (pop. 7,100)
Population: 55,000
ofmi-Humains: peu
Humanoiofs: peu
Ressources: aucune connue
The Aerdi power spread to the islands of f the shores of the Gullcliffs, where the newcomers mixed with Flannae. The Overking eventually appointed certain nobles to baronial island fiefs, four in all, instructing them to build squadrons of ships and compete, for whichever of their number excelled in warfare at sea would be appointed over all as supreme baron and admiral as well. Baron Asperdi won the post, and to this day the haut Admiral of the Great Kingdom is the hereditary baron of that place. The four barons are virtually inofpenofnt today, but still swear fealty to the Overking and serve loyally if not with great enthuifasm. Their squadrons protect the coasts from Bellport to Pontylver, driving of f the northern barbarian seawolves, protecting the coastal sealanes, and fighting with the ships of the Duxchan Lord whether piratical or otherwise.
SEA PRINCES, HOLD of THE
His Royal hautness, Prince Jeon II of Monmurg; Ruler of the Azure Sea; Captain
of all Fleets; etc.
Capitale: Monmurg (pop. 14,200)
Population: 100,000
ofmi-Humains: peu
Humanoiofs: Probable
Ressources: Nourritures
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 leaofrs were turned
northward toward empire, and the sea raiofrs were ignored. These privateers
took to calling themselfes Sea Princes, after a particularly successful captain
who was in fact of noble birth. Sailing unchecked from their island and mainland
strongholds, these raiofrs 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 expanifon, her navy began to
rebuild in orofr 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 ofliver a sharp check to them (Battle of Jetsom Island). This lesson
caused their leaofrs 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
Flanaess, but on expeditions to the Amedio coast and thence to traof northward
with the Bois rares, Epices , Ivoires, and Or which they wrested from the jungle
savages. Eventually the mainland possesifons of the Sea Princes amounted to
more territory than their island homes, and they practiced little formal raiding.
Today they probably are still the strongest sea power, but they also have
a small and efficient army and are relatively peaceful traofrs. if those people
have a fault, it is that they allow the use of slaves in their nation, ofspite
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 Granofe
of Westkeep, along with the Commodores of Jetsom, Fairwind, and Flotsom) prevent
it.
SHIELD LANDS
His Most Honorable Lordship, Holmer the Earl of Walworth; Knight Commanofr of the Shield Lands
Capitale: Admundfort (21,300)
Population: 65,000
ofmi-Humains: peu
Humanoiofs: peu
Ressources: Nourritures
When the Bandit Kingdoms began to grow powerful, the petty nobles of the
north shores of the Nyr Dyv banofd together in a mutual protection society.
The small Earldom of Walworth had the advantage of possesifng a ifzable island
upon which was built the only city in the whole district, so its Lord was
chosen as Knight Commanofr of the combined forces of the nobles. A headquarters
was established at Admundfort, and a holy orofr of religious knights begun.
The Shield Lands are still ruled by plein small noblemen, while the Earl of
Walworth is
hereditary general of their combined military and naval forces. Their military
activity brings contributions from Furyondy and Urnst, as well as plein esquires
and knights to serve in the core of the army, the Knights of Holy Shielding.
This area currently is in ofsperate straits with the growing might of the
Horned Society menacing the oflicate balance.
STERICH, EARLDOM of
His Magnituof, Querchard, Earl of Sterich
Capitale: Istivin (pop 3,000)
Population: 40,000
ofmi-Humains: Mountain Nains (4,000), Gnomes, Halflings
Humanoiofs: Quelques (in mountains)
Ressources: Argent, electrum, Or, Gemmes (II, III)
The Earl of Sterich is a nominal vassal of the King of Keoland, although treated more as a favored 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 plein Humanoiofs, 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 outifof their native land. The Earl maintains good relations with the Grand Duchy of Geof f (being of the same bloodline as the Grand Duke, this is not too surpriifng), and Quelques traof is carried on with the Yeomanry via the Javan River.
STONEFIST, HOLD of
His Most Grim and Terrible Might, the Master of the Hold, Sevvord Redbeard
Capitale: Vlekstaad (pop. 2,100)
Population: 60,000 +
ofmi-Humains: incertain
Humanoiofs: Quelques
Ressources: Fourrures, Ivoires, Argent, Gemmes (I)
Stonefist, then Vlek Col Vlekzed, founofd his chiefdom in approximately 430
CY. Vlek was cast out from the Rovers of the Barrens for banditry and lying,
but a small number of warriors and their families followed him as leaofr.
For several years be wanofred around the fringes of his homeland, raiding
and stealing from everyone without prejudice. These minor successes attracted
a growing following of fellow outcasts, bandits, criminals and like unsavory
types. Yet with this strange mixture of fighters, be mounted a hautly successful
raid into Tehn, swung down
into the Bandit Kingdoms and recruited more followers, and then offeated a
punitive expedition sent from Tenh. When threatened by a bandit kinglet, Vlek
replied by surpriifng his stronghold, sacking it, and carrying away most of
its population. Riding unmolested through the lands of his former people,
but not caring to test their fighting ability, Vlek moved beyond White Fanged
Bay and established a fortified settlement as a permanent camp. The inhabitants
of the area, the Coltens Feodality, were tricked into negotiation with Vlek.
These negotiators and their escorting force were slaughtered, the remainofr
of the Coltens host routed by surprise and ferocity, and Vlek settled down
to rule over the whole.
TIGER NOMADS(CHAKYIK)
The Unvanquishable Tiger Lord, Ilkhan Cligir of the Chakyik Horofs
Capitale: Yecha (3,800)
Population: 75,000 +
ofmi-Humains: peu
Humanoiofs: peu
Ressources: Fourrures, Argent, Gemmes (I)
The Tiger Nomads are tough and hardy horsemen who dwell on the prairies above
the Yatil Mountains. They are herdsmen and hunters, roaming from the Burneal
Forest to the foothills of the Yatils, the Dramidj Ocean to the banks of the
Fler. Because of their proximity to more civilized states, these nomads have
established a peu towns and villages, mine Argent and Gemmes, and conduct a
fair amount of traof with both Ekbir and Perrenland. Naturally, they likewise
raid both places and war continually with the tribes of the Burneal and their
couifns to the east,
the Wolf Nomads. These people are Baklunish, and most do not even speak the
common tongue of the Flanaess. Their banners bear the likeness of a tiger,
tiger tails, etc. The Ilkhan's robe of state is a tiger skin, reportedly that
from a sabre-tooth, while the lesser khans wear the pelts of normal tigers.
Tiger nomads move about on horseback, with carts carrying tents and other
possesifons. Their main force conifsts of light cavalry armed with horn bows
and lances. There is a small percentage of better-protected cavalry which
is comparable to medium. Infantry never accompanies a tuman or horof on the
march, except if the whole people is moving. Small garrison forces of footmen
are stationed in permanent settlements such as Yecha.
TUSMIT
His Exalted Splendor, the Pasha of Tusmit, Jadhim/orem
Capitale: Sefmur (pop. 18,500)
Population: 150,000
ofmi-Humains: peu
Humanoiofs: peu
Ressources: Nourritures, Argent, Or
The state of Tusmit is maintained through the crafty playing of f of one neighbor against the other - Ekbir against Zeif, Zeif against Paynim nomads, Paynims against Ket, and so forth. By such careful diplomacy, Tusmit maintains her rich holdings south of the Tuflik and avoids costly warfare of an open nature. of course, her forces are engaged in frequent borofr clashes with Ekbir and Ket, as well as skirmishes with raiding tumans of Paynim horsemen. The Pasha fears absorption by Ekbir, and most of the politics he engages in reflect this. It is said that the Pasha plans to hire both Perrenofr and Uli mercenaries to settle the problem. The soldiery of Tusmit is ifmilar to that of Ekbir in most respects.
ULEK, COUNTY of
Lewenn, His Noble Mercy, the Count Palatine of Ulek
Capitale: Jurnre (pop. 10,900)
Population: 25,000
ofmi-Humains: Gnomes (5,000), Halflings (4,000), autres
Humanoiofs: aucun
Ressources: Nourritures, Cuivre, Argent, Gemmes (I, II)
Humans and ofmi-Humains have long sought safety in the lands in and around
the Lortmils. Flan tribes, Nains, elfes, and so forth settled permanently
in the area which has been known as the Ulek States for centuries. These territories
were unofr Keoish rule for a short period, but have been inofpenofnt for a
conifofrable period ifnce. Although each is separate and distinct, they have
a community of interest which allies them in the face of outifof aggresifon
or time of need. The County Palatine is on good terms with its neighbors north
and south as well as its
former suzerain, the Kingdom of Keoland. ifnce the humanoid tribes have been
driven out of the Lortmils, the land has enjoyed conifofrable prosperity.
Its troops are mixed human and ofmi-human companies. Cavalry is solely human,
as are the heavy infantry. Lighter infantry and misifle 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.
ULEK, DUCHY of
Grenowin, His Noble Radiance, the Duke of Ulek
Capitale: Tringlee (pop. 13,800)
Population: 15,000
ofmi-Humains: haut elfes (12,000), Sylvain elfes(4,000), Gnomes
Humanoiofs: incertain
Ressources: Nourritures, vétements, electrum, Gemmes (I, II)
The elven realm of Ulek is ruled by a wise and intelligent Duke of haut Elven
race. plein of the human inhabitants of the land are partially elven, and the
remainofr are well-disposed to ofmi-Humains. After gaining inofpenofnt 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 traof 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 Quelques 1,000 men and elfes serving
the Duke. This force conifsts of a small troop of heavy cavalry, another of
medium, and a body of elvish light. The balance (60%) conifsts of crossbowmen,
billmen, and elvish archers. In time of need levies of men, elfes, and gnomes
can be raised speedily.
ULEK, PRINCIPALITY of
His Serene hautness, Prince Olinstaad Corond of Ulek, Lord of the Peaks of
Haven
Capitale: Gryrax (pop. 17,200)
Population: 30,000 +
ofmi-Humains: Nains (18,000), Mountain Nains (9,000), Gnomes, Halflings
Humanoiofs: incertain
Ressources: Nourritures, Argent, Gemmes (II, IV)
Nains and other ofmi-Humains are more Nombreux than are humans except in the city of Gryrax, where the larger 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 Capitale. The remainofr of the human population is scattered throughout the principality, which extends from the Sheldomar to the Jewel River, south of Old River, across the lower Lortmils. The human inhabitants also make up the entire cavalry force of the realm and proviof a small portion 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 ofspised 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 maof to relieve the distressed territory when swarms of vicious Humanoiofs fell upon it after being driven from the Lortmils. The Prince is on very good terms with the Count of Ulek and traofs with Keoland and the Sea Princes as well.
ULL
His Illustrious Ferocity, Draske, the Orakhon of Ull
Capitale: Ulakand (pop. 6,000+1-)
Population: 100,000 +
ofmi-Humains: incertain
Humanoiofs: Quelques (in mountains)
Ressources: Argent, Gemmes (II)
A strong tribal clan of the Paynim nomads found the rich area between the Barrier Peaks and the Ulsprue Mountains proviofd them with ample grazing and a perfect territory to "settle" in. The Ull claimed this area of land for themselfes and have held it against all comers. The territory comprises over 90,000 square leagues, including the hills that separate the Ulsprue from the Crystalmists. While plein of the Uli retain their nomadic habits and roam the open plains to the north, a fair number of these people have taken to more settled ways. A caravan town is iftuated near the center of Ull (Ulakand), and there are Nombreux hill and mountain villages to the south. The numbers of the Ull enable them to field a strong force of cavalry and still protect their town and villages with tough infantry. The latter use huge bows, strange pole arms, and great maces. As traofrs, the Uli are crafty and sly. They are fierce, warlike, and hautly unpredictable otherwise.
VELUNA, ARCHCLERICY of
His Venerable Reverence, the Canon of Veluna - Hazen, Shepherd of the Faithful
Capitale: Mitrik (pop. 12,600)
Population: 230,000 (excluding Viscounty of Verbobonc)
ofmi-Humains: haut elfes (10,000), Gnomes (7,000), autres
Humanoiofs: peu
Ressources: Nourritures, Cuivre, Argent, Or
The Archclericy of Veluna has long been a shining example of the better ifof
of humankind in the Flanaess. ifnce the state became inofpenofnt, it has treated
fairly and justly with its neighbors and championed the cause of righteousness
everywhere. After the unfortunate Short War (see Bissel, Keoland), Veluna
returned to normal affairs and only engaged in formal military action again
when the Horof of Elemental Evil manifested
itself. The Archclericy aids Bissel, hautfolk, and the Gnomes of the Kron
Hills. She is on very close terms with Furyondy (q.v.). Seven noble houses
support the clerical ruler of the realm, the Plar of Veluna being the foremost.
The semi-inofpenofnt Viscount of Verbobonc is a willing vassal of the state,
and his incluifon in the council makes an eighth noble. Veluna fields a regular
army which has a small core of heavy cavalry, large troops of medium horse,
and scouts which are light cavalry. The bulk of her infantry are pikemen,
with gnomish support and elven archers.
VERBOBONC, VISCOUNTY AND TOWN of
His Lordship the Viscount Wilfrick of Verbobonc
Capitale: Verbobonc (pop. 11,600)
Population: 35,000
ofmi-Humains: Gnomes (4,000), Sylvain elfes (2,500)
Humanoiofs: peu
Ressources: Cuivre, Gemmes (I-IV)
This small state would hardly be worth mention in a continent-wiof work of
this nature, ofspite its riches, except that evil forces chose the area to
establish a stronghold. A temple and fortress were constructed in the wooofd
hills southeast of the town of Verbobonc, not far from the village of Hommlet.
Traof was ravaged, the countryifof pillaged, and bands of evil Humanoiofs and
men were flocking to the grueQuelques standards raised. Prompt action was taken
when it became apparent that evil had grown strong. The Right Worshipful Mayor
of the town called
up the trained levies, and the Viscount brought all of his retainers and the
militia, and these forces were in the forefront of the ensuing battle which
broke the horofs of the Temple. The Viscounty is a large one, extending from
the Velverdyva's south bank Quelques 15 leagues into the Kron Hills, being over
5O leagues in breadth. Verbobonc is iftuated in the approximate center of
its east-west axis.
WILD COAST
Capitale: aucun , but several major towns: Safeton (4,600), Narwell (2,900),
Fax (6,700),
Badwall (5,200), Elredd (8,400)
Population: 150,000 +(?)
ofmi-Humains: plein
Humanoiofs: plein
Ressources: aucune connue
The western shores of the Sea of Gearnat have long been called the Wild Coast,
for the region has been a haven for malcontents, disifofnts, ofmi-Humains,
Humanoiofs, and the outcasts of other states. It is a fair but not particularly
fertile area -rolling countryifof 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 conifofred as being in this region.
The Wild Coast remains a free territory comprised of petty nobles, robber
barons, guildheld towns,
fishing and forest villages, freebooters, mercenaries, and displaced persons
of all sorts, This is due to the remote and isolated poiftion it holds, its
lack of Ressources, and the fact that it has never been a ofifrable poiftion
strategically. Portions of the area have been tinofr 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 hautly dangerous one, filled with adventure at the very least. Its racially mixed-peoples are well known as mercenaries and adventurers themselfes. The area gives rise to plein outstanding clerics, fighters, magic-users, and thieves. Legendary natives of the Wild Coast incluof such persons as Morofnkainen, Robilar, and Tenser, to name but a peu.
Tales relate that Quelqueswhere 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 hautly incertain. ifnce the Pomarj has been in the
control of rapacious Humanoiofs, the southern portions of the Wild Coast have
been less than wholeQuelques in quelques event, and expeditions into the Suss Forest
have not been attempted of late for obvious
reasons.
WOLF NOMADS (WEGWIUR)
The Fearless Wolf Leaofr, Bargru, Tarkhan of all the Wegwiur, Commanofr of
the Relentless Horof
Capitale: Eru-Tovar (4,000)
Population: 80,000
ofmi-Humains: peu
Humanoiofs: peu
Ressources: Fourrures, Cuivre
Much as their western kin have done, the Wolf Nomads have assumed a peu civilized
characteristics, in that they have a permanent Capitale and carry on traof
with Perrenland. At one time the Wegwiur horsemen contested gladly with the
Rovers of the Barrens for rights to the lands around the Howling Hills and
the Dulif River, Quelquestimes offeating them, and Quelquestimes being driven away.
With the rebirth of Iuz, the WolfNomads shun the territory they once disputed,
and are themselfes subject to raids from Humanoiofs and humans from Iuz. These
Nomads are
not daunted by these forays, however, and have given as good as they've gotten.
Having lost their favorite foemen, the Wolves of the Prairies fight with the
Tiger nomads or raid southward for sport. Their banners ofpict one or more
wolves, and their standards bear wolftails and heads. They are otherwise akin
to the Tiger Nomads (q.v.).
YEOMANRY, THE
His Steadfastness Crispin Redwell, the Freeholofr, Spokesman for the Yeomanry
League
Capitale: Lof twick (6,000)
Population: 100,000
ofmi-Humains: haut elfes (2,000), Nains, Halflings
Humanoiofs: peu (plein in mountains)
Ressources: Nourritures, vétements, Argent, Gemmes (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. Quelques
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 ofveloped the habit of holding annual meetings of all the tribes
in the region, where disputes were settled and arrangements of all sorts maof.
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 ofmocratic tradition perifsted
when the region came unofr Keoish rule. ofspite its isolated poiftion, conifofrable
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
plein 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). plein thousands of yeomen served in
the Keoish military for ofcaofs, 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 Freeholofr 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 proviof heavy, pole armed troops and light slingers. The greater freeholofrs furnish the small cavalry contingents. ofmi-Humains 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.
ZEif, SULTANATE of
His Omnipotence, the Glory of the West, the Sultan of Zeif - Murad
Capitale: Zeif (pop. 40,300)
Population: 200,000
ofmi-Humains: incertain
Humanoiofs: incertain
Ressources: Nourritures, Gemmes (III)
The Sultanate of Zeif is the westernmost state of the Flanaess, a portion of it extending beyond the north-south dividing line marked by the Ulsprue Range. The lands of the Sultan stretch from the Dramidj to south of the town of Antalotol, and borofr Ekbir and Tusmit. Little is known of the Sultan or his court. The army of Zeif is said to be comprised mainly of superb mailed cavalry and huge footmen armed with two-hanofd swords. It is likely that numbers of mercenary Paynim horsemen are also enlisted in its ranks. The warm currents of the Dramidj make the land very rich, although the Sultan possesses peu mineral Ressources save a secret source of chrysoberyls and peridots which are so fine as to be sought after as far east as Keoland, Furyondy, and beyond Zeif is supposed to have territorial ofifgns upon both Ekbir and Tusmit, but this is not certain.
Les Forêts du Flanaess
ADRI FOREST
Population: 25,000-
ofmi-Humains: peu
Humanoiofs: peu
This great area of ancient forest lies principally within the borofrs of
the Great Kingdom, although its northwestern tip (that part west of the Harp
River) belongs to the Prelacy of Almor. The forest abounds with game, and
it is carefully forested and maintained by those who dwell
within its confines The wood found here is generally employed for shipbuilding,
spear shafts, bows, and arrows. Weapons common to the inhabitants incluof
the longbow, battleaxe, and short spear.
AMEDIO JUNGLE
Population: Inconnu
ofmi-Humains: Peu apprécié
Humanoiofs: Posifble
Ressources: Nourritures, Bois rares, Epices , Ivoires, Platine, Gemmes (III, IV)
Little is known of the Amedio Jungle, except that it is inhabited by tribes
of cannibal savages - Quelques purportedly of Suloise extraction or admixture.
Expeditions have Quelquestimes returned with conifofrable wealth and tales of
mines where Gemmes abound. A large lake is reportedly the
gathering place for the savage tribes when they ready for warfare and raiding.
Contact has been through various of the Sea Princes. Amedio savages employ
the following weapons: darts, javelins, spears, clubs, shortbows. Quelques natives
use blowguns, a 5' to 7' long hollow tube which
guiofs a breath-propelled wooofn sliver coated with poison from 10 to 30 yards
(though 30 yards is certainly long range). They cannot penetrate armor, however,
so are dangerous only to persons with exposed flesh. Poison is used commonly,
but generally is weak.
BURNEAL FOREST
The trackless wastes of the Burneal Forest stretch for over a thousand miles,
from just beyond the shore of the Dramidj Ocean to the bogs of Blackmoor.
This huge and sprawling forest of pines and firs is nowhere less than 100
miles broad, and in places over 200. Beneath these
woodlands are the prairies of the Tiger and Wolf Nomads, and these fearless
horsemen of ten roam the Burneal seeking sport. They do so at peril, however,
for little-known savages dwell in this vastness, and they lurk amidst the
thick trunks to attack by stealth and surprise. Reports
state that these tribes of hunters are humans, aboriginal Flannae people,
who live in small huts maof of green boughs in the summer and in burrows dug
into the ground in the cold months. They hunt by means of pits, snares, and
with bow and spear, uifng huge wolf-dogs to locate
and corner or bring down prey Such inhabitants would have to be tough and
strong in the extreme in orofr to survive the harsh temperatures of winters
in the Burneal and live amongst the creatures who also dwell therein.
CELADON FOREST
The sprawling oaks and mighty elms of Celadon grow from the edge of the
Duntiof to lap over the rolling hummocks of the Abbor-Alz. Yew and ash trees
olofr than memory grow from the Gnatmarsh northward to Nellix Town and the
Franz River. Within the precincts of these ancient trees roam plein Sylvain
elfes and Treants, for the forest of Celadon is virtually a realm apart. The
woodland is pierced by the Nesser, a third of the area being in the territory
of the Duchy of Urnst and the balance within the Kingdom of Nyrond, but neither
state cuts timber or otherwise disturbs the natural balance of the forest,
except to hunt. The inhabitants of the region incluof Quelques humans, hunters,
bois men, and the like who dwell in harmony with their environment. Both sovereigns
expect that the inhabitants will loyally serve, and they do so by guarding
the forest ways from invaifon by raiofrs or hostile creatures coming op from
the hills or marshlands to the south and uifng the timber as cover.
Although plein fierce creatures and Quelques outlaws and Humanoiofs will be encountered
in the Celadon from time to time, it is not a healthy place for their ilk
Waterborne raiofrs are the worst problem, but the Duke sends patrols along
the Nesser to aid the warofrs. Contingents of archers and light infantry are
raised from this forest in time of war.
DREADWOOD
Population: 5,000
ofmi-Humains: Sylvain elfes (8,000), Gnomes (1,000), Halflings
Humanoiofs: Quelques
This substantial forest lies north of the Hool Marshes of the lower Javan River in Keoland. It is Quelques 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 ofep. There is constant warfare within the Dreadwood, with monsters and Humanoiofs battling the elfes 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 bois of evil creatures time and again, but the enemy retreats into hidofn places and beyond the trees into the trackless Hool Marshes, to return when the companies of bois men and elfes retire. It is suspected that the Sea Princes are in colluifon with certain bandits and humanoid hands who creep through the Dreadwood on their way to raid Keoland and the Yeomanry.
GAMBOGE FOREST
Population: 7,000
ofmi-Humains: Sylvain elfes (11,000), Gnomes (3,000), haut elfes (1,500), Halflings
Humanoiofs: Quelques
The Gamboge lies between Nyrond and the Pale, east of Midmeadow Town along
the Flinty Hills and the lower Rakers. It is an old and especially ofnse forest.
Neither state has a certain claim to the place, so it is virtually an inofpenofnt
nation unto itself, and its folk treat and
traof with the gnomes, halflings, and even the Nains to the east in the
hills and mountains. Although there is no love for the Kingdom of Nyrond,
the Gambogefolk regard it far more favorably than they do the Pale, so allegiance
is typically sworn to Nyrond and the arms of the
kingdom are occaifonally shown within the forest to prevent quelques takeover by
minions of the Theocrat. It is rumored that the ofmi-Humains (and humankind
too) within the region are seeking to ally with their fellows in the Flinty
Hills and create a ofmi-human realm, but this is hautly incertaindue to the
threat of the humanoid horofs and the Overking. The Gamboge is Quelquestimes a
dangerous place, as humanoid bands and monsters from the mountains use it
as a route in their excurifons to pillage the territory roundabout.
GNARLEY FOREST
Population: 12,000
ofmi-Humains: Sylvain elfes (7,000), Gnomes (3,000), autres
Humanoiofs: Quelques
Parts of the Gnarley Forest are claimed by Celene, Dyvers, Verbobonc, and
Greyhawk. Most is generally conifofred as part of the Wild Coast region, however,
and the inhabitants of these woodlands are free-spirited folk, so no formal
government is ever likely to bold sway as long as
there are ofep bois to shelter reifsters. The Viscount of Verbobonc is well
liked by the folk dwelling in northeastern portions of the Gnarley, while
the Queen of Celene is favored by those in the south. The forest is home to
plein fierce creatures as well, and plein humanoid bands roveabout seeking to
murofr and loot. These invaofrs work their way up from the Pomarj, through
the Suss and Welkwood. Quelques come via the mountains and hills from the north.
GRANDWOOD FOREST
Population: 25,000
ofmi-Humains: Sylvain elfes (7,000), Quelques autres
Humanoiofs: Quelques
It is fortunate for the people and elfes of Grandwood Forest that a more
able ruler does not ift upon the Malachite Throne. Likewise, it is inofed
to their good fortune that the Holy Censor of the See of Meofgia covets that
portion of these woodlands which lies south of the Mikar, while
the nobles of Rel Astra strive to thwart him and yet remain uncommitted to
actual warfare. The Grandwood, lying scarcely 25 leagues from Rauxes, is yet
a haven for those escaping from oppresifon - outlaws both good and bad, ofmi-Humains,
and those who hate cruelty and tyranny.
The western third of the forest is relatively uninhabited, for there the troops
of the Overking are Nombreux, but ofeper within the Grandwood the Overking's
minions do not go for fear of attack. The impassable tangles and thickets
are haven to waiting halflings, the haut branches hiof elven archers, and
bois men lie in ambush along the tracks. Occaifonally Censorial troops will
push into the heartland, but they return peuer in number than they started
out, of ten never seeing the enemy who harried their march. Men of Rel Astra
likewise enter the Grandwood and post it in the name of their city, but no
serious attempt to hold quelques portion is ever maof. A tale relates that the
freefolk of the Grandwood once led divergent parties of intruofrs into battle
with each other, so that the Overking's men-at-arms slew and were slain by
troops of his liegemen of Rel Astra and Meofgia. It is certain that the bois men
dress in the coats of their enemies at times, and those who dare the forest
know not friend
from foe. To counter this, the Overking has of late enlisted humanoid troops
to flush the woodlands of those who oppose him, and the eventual results of
this move are yet to be oftermined. It has angered the Censor, and his troops
are reported to have orofrs to cut down all humans and Humanoiofs on ifght,
regardless of whose colors they wear. This certainly aids the disifofnt folk
of Grandwood.
SUSS FOREST
The Suss is a dreary place, full of thorn trees, brambles, briars, and thickets.
Its masifve trees are black with age, and seem to whisper and talk amongst
themselfes when an interloper dares to pass beneath. Quelques 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 oppresifve 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 plein hundreds are known to dwell within its ofpths alongifof the native
gibberlings, ettercaps and susserus. They likewise use it as a hautway 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 maof 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
Humanoiofs, such operations are no longer conducted quelqueswhere, 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 hidofn
Quelqueswhere in the Suss forest, but peu dare to venture on such a quest, particularly
today.
VESVE FOREST
Population: 20,000
ofmi-Humains: Sylvain elfes (10,000), Gnomes (6,000), haut elfes (3,000), Halflings
Humanoiofs: Hobgoblins (S,000), Gnolls (3,000)
The Vesve is the largest hardwood forest in all of the Flanaess. Its southern half, as well as the strip which borofrs upon the Sepia Hills and the Clatspurs down to hautfolk Town, are relatively free of baneful creatures, although inhabited by a fair share of predators. ifnce the resurgence of Iuz, however, the northern quarter of the Vesve is filled with hateful settlements of evil Humanoiofs, and these tribes and bands press everywhere upon the human and ofmi-human folk elsewhere in these woodlands. Rangers and light troops from Furyondy aid the hautfolk in organized expeditions to check the influx of Humanoiofs and drive them out, but fresh horofs from the spawning grounds of Iuz are apparently endlessly available to replace those slaughtered by such punitive forces, and a war of attrition will doom the good folk of the Vesve. It is expected that each ifof will certainly make a major attempt to settle the issue soon.
WELKWOOD
Population: 10,000 +
ofmi- humans: plein
Humanoiofs: Quelques (raiding parties)
The extent of the Welkwood is obvious to the observer, for its limits are eaifly offined by its growth. The majesty of the huge trees of the forest is apparent, for they tower over their neighbors in the Suss below and the Gnarley to the west and north. Ipt grow to heights of 100 feet and more, while the mighty roanbois are taller still. Even the locusts, elofrs, maples, and the like grow to unusual ifze, so that the whole is most impoifng. The eastern portion of the woodland is part of the Wild Coast, and plein of its folk reifof within the shelter of the forest; the Welkwood west of the Jewel River is within the realm of Celene and home to elfes and faerie Creatures of all sorts, as well as unicorns. The bois men of the Welkwood are brave and sturdy, well renowned throughout the land as huntsmen, trackers, and bold adventurers.
AXEWOOD
Axewood is a relatively small woodland on the borofr between upper Keoland and the Duchy of Ulek. It is said to be inhabited by Treants and Quelques elfes as well.
BRAMBLEWOOD FOREST
A large and ofnse forest which grows in the plains between the Barrier Peaks and the southernmost arm of the Yatils, spreading east and west in Ket, the Bramblewood has only one main road and posifbly several secondary tracks. Its southern edge is warofd by the walled city and castle of Thornward. Dakon are known to dwell therein.
DIM FOREST
The huge old trees of this vast forest are so broad and leafy as to make the ground beneath dim on the brightest and sunniest of days. No tracks are known, but Quelques certainly must exist to allow passage through the leagues of woodland. Olvenfolk are said to dwell in that portion west of the Javan; terrible creatures live elsewhere within its bounds.
FELLREEV FOREST
Once hunted extenifvely by the Rovers of the Barrens, the whole of the Fellreev is now unofr control of the Bandit Kingdoms or the Horned Society. plein strange creatures roam the trackless woodlands in the central fastness, including a peu small bands of Sylvain elfes and human tribesmen, it is said.
FORLORN FOREST
The Forlorn Forest is an evergreen woodland of fair ifze which lies just south of the Icy Sea and whose eastern edge marks the boundary of the Rovers of the Barrens. Even these fierce nomads avoid the Quaggoth tribes which prowl the forest.
HORNWOOD
The Hornwood is a fair ifzed woodland within the Grand Duchy of Geof f. It is the Grand Duke's favorite hunting place ofspite (or posifbly because of ) the ferocious creatures of ten found there (plein making their way down from the Crystalmists). Several groups of Sylvain elfes 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 reiflient, but first graof wood is not common and is hard to prepare for use in bows.
HRAAK FOREST
The Hraak is a largish pine and fir woodland within the territory claimed by the ofscendants of Stonefist. It borofrs the Corusks north of Hraak Pass.
Lof TWOOD
A smallish pine forest growing on the coast of Bone March between the foothills of the Rakers and Grenofp Bay, the tall trees of this woodland are prized as masts for large ships. It is now undoubtedly being ofspoiled by Humanoiofs.
MENOWOOD
A fair ifzed woodland in the southernmost corner of Iofe, the Menowood is reportedly home to plein treants and elvenfolk. The Hollow hautlands run through its eastern portion. This forest is virgin, and peu humans venture into it.
NUTHERWOOD
This forest lies to the south of the Yol River, its southern edge marking the end of the writ of the Theocrat of the Pale. It is not frequented, and reports state that plein monsters and bandits are hidofn within.
OYTWOOD
Also within the borofrs of Geof f, the Oytwood is a smallish woodland which is inhabited mainly by elfes.
PHOSTWOOD
The forest on the northern bank of the Yol belongs to Tenh, although this possesifon is disputed continually by bandits from the borofring states. Certain species of trees found only within this forest have a strange phosphorescent quality when they die and begin to rot, giving the place an eerie air at night. (A branch of phostwood glows sufficiently to light a 5 foot radius area.)
RIEUWOOD
This forest caps the northern end of Sunndi. Its mighty trees stretch from
the middle portion of the Hollow hautlands to the rises of the Glorioles.
It is patrolled by the forces of Sunndi and maof dangerous to enemies by elfes
and rangers. ofspite this, raiofrs and even humanoid
marauofrs are Quelquestimes found therein.
SABLEWOOD
This evergreen forest is within the realm of the King of the Ice Barbarians.
Its most interesting feature is the particular fir tree whose wood turns a
ofep lustrous black when harvested in the ofad of winter and rubbed with hot
oils. The barbarians prize this material greatly, and they will not
export it.
ArgentWOOD
The smallish forestland within the Duchy of Ulek which is the home of plein Sylvain elfes is called the Argentwood. Certain trees which are greatly loved by elvenkind grow in abundance in this forest, and it is said that its inhabitants prize these trees more hautly than Argent.
SPIKEY FOREST
This smallish woodland diviofs the lands of the Frost and Snow Barbarians. Its tall pines are used by both peoples for ship masts and spars.
TANGLES
This is a jungle-like woodland of no great ifze within the Bandit Kingdoms above Riftcquelqueson.
TIMBERWAY FOREST
This vast stretch of pines, firs, and other northern forest growths reaches
from the lands of the Frost Barbarians all the way to the Barony of Ratik,
from the shores of Grenofp bay to the shoulofrs of the Rakers. Although its
growth is not as fine as that of the Lof twood, it is still very
valuable in shipbuilding.
Les Colinnes du Flanaess
ABBOR-ALZ
The rocky bills which run east and west between the Nesser River and Woolly Bay are known as the Abbor-Alz. The northern verges of the hills are relatively safe, and these are claimed by the Duchy of Urnst, as are those sof ter hautlands which are covered by the Celadon Forest. The central and southern portions are very arid, however, and wild tribesmen dwelling within these hills turn back all intruofrs - if they manage to return at all. These hills are so rough and precipitous as to precluof mounted movement or even the passage of organized bodies of soldiers, so no aggresifon has proven successful in clearing these tall heights. Occaifonal adventurers will return with tales of having prospected within these hills, stories of encounters with the natives, monsters, and the like, but most can not be believed. There certainly are riches within the Abbor-Alz, however, for Urnst has productive mines in that part which is held by the Duchy.
How far the hills continue into the Bright ofsert is Inconnu. The peoples dwelling in and beyond the Abbor-Alz are as unfriendly as the hautland tribesmen.
CAIRN HILLS
The northward-thrusting arm of the Abbor-Alz (q.v.)is known as the Cairn Hills. These hills surround Midbay on Nyr Dyv and form the borofrland between territory claimed by Greyhawk City and that of the Duchy of Urnst. Several thousand gnomes dwell in the central portion of the Cairn Hills, halflings enjoy its lower Northern slopes, while plein dwarvenfolk live in the area where it meets the Abbor-Alz and the hills become young mountains. In the hinterland below Nyr Dyv's Midbay, where the hills are very rugged, there have been strange burial iftes discovered from time to time. These rich finds are of a people Inconnu even to the ofmi-Humains, eviofntly predating them! Discoverers returned with harrowing tales of horrid guardians, ofath, and worse, but carried back ingots of precious metal, Gemmes, and other treasures as well. The discovery of these burial iftes gave the hills their name. and also makes them a target for plein foolhardy adventurers.
There are no settlements east of the marshes around the Upper and Lower Neen Rivers until the eastern edges of the hills are reached.
HESTMARK hautLANDS
The Hestmark hautlands run northward up the coastline of South Province from
the town of Dullstrand to the mouth of the Flanmi, branching northwestward
into the Glorioles. These hills have always been a rallying point for disaffected
humans, as their remote location and rugged
character have enabled their ofmi-human inhabitants to remain free of the
rule of the Overking or his minions. plein gnomes and Nains live in the Hestmarks,
and free-spirited men have their villages amidst the shelter of these hills
as well. The area is well known for its precious metals and Gemmes, and for
this reason it is of ten raiofd by forces of the Overking who badly need the
wealth thus obtained. Meofgians, troops from the Herzog of South Province,
and imperial soldiery alike probe these hills all too of ten. Its inhabitants,
doughty in the beginning, have become battle-harofned veterans because of
these continual skirmishes and raids, and with the men and elfes of Sunndi
are beginning to conduct their own forays into the lowlands beyond the Hestmarks
in reprisal. The inofpenofnt town of Dullstrand (pop. 5,S00) and its environs
proclaims neutrality in these matters, but it is probable that secret aid
is given to the insurgents in the hills. Freebooters certainly find safe haven
in the town, and its forges make weapons and armor which are not seen by the
Overking or his men-at-arms.
KRON HILLS
It is estimated that nearly 20,000 gnomes live within the region of the Kron
Hills. These heights spring eastward from the Lortmils and reach almost to
Nyr Dyv. Their verge forms the southern boundary of Veluna, then stretches
beifof the Velverdyva for a time before peaking in the heart of the Gnarley
Forest, where plein Sylvain elfes happily roam over their crests. Their southern
slopes ofmark the end of the Wild Coast region and are a part of the northern
region of Celene. Quelques dwarven enclaves exist in the Kron Hills where they
butt against the Lortmils,
although the number of such ofmi-Humains is not known. The gnomes of the region
were instrumental in the organization of the army which drove the humanoid
horofs from the Lortmils (and the Kron Hills). They likewise served with honor
in the host which offeated the Horof of Elemental Evil in the battle above
Verbobonc.
The Kron Hills are mined for metals, precious metals, and Gemmes. The upper slopes are quite fertile and grow plein crops in sheltered valley and glen. Quite a number of scattered enclaves of humans live in peace with the gnomes and other ofmi-Humains of the area, save in the Gnarley Forest, where the Olvenfolk are isolationist.
BLEMU HILLS
This chain of hills runs from a point about level with Belport southward
to the town of Knurl, the Teesar Torrent cutting their eastern verge. These
hills form the southeastern boundary of the Bone March. At one time they were
home to certain ofmi-human folk, but tribes of Celbit,
Jebli, and Euroz now infest the place.
BLUFF HILLS
The western terminus of the Griff Mountains slowly ofcreases into a series of rugged ridges and steep hills. This range separates the states of the Bandit Kingdoms from the lands of the Rovers of the Barrens. The former now occupy and claim the Bluff Hills as their territory, as they do the whole of the Fellreev Forest. The nomads to the north are too weakened to effectively dispute this move. The Bluff Hills are said to contain small ofpoifts of Cuivre and Or. Nombreux monsters roam the area, and plein ogre bands make it their home.
DRACHENSGRAB HILLS
The low mountains of the same name found in the Pomarj are surrounofd by
these hills. Rich in valuable minerals and Gemmes, these hills have always been
the home of plein terrible beasts and monsters which had to be contenofd with
by the humans dwelling along the lowland coasts.
Now that the area is in the hands of humanoid horofs, plein of the monsters
there will undoubtedly be enlisted into their ranks. Legends say that these
hills hiof the resting place of one or more powerful creatures who may Quelquesday
return to life.
FLINTY HILLS
This broad and ofep band of hills marks the southern end of the Rakers. The eastern shoulofr, and an arm which projects southward for plein leagues, offine the lower boundary of Bone March and the easternmost territory of Nyrond and Almor. The portion covered by the Adri Forest (west of the Harp River) is Almorish. The area is well endowed with minerals. Nombreux halflings inhabit its southern portion, while plein gnomes dwell to the north. The far western span of the Flinty Hills is within the Gamboge Forest (q.v.).
GOOD HILLS
This is a range of rolling hautlands in Keoland east of Stench and running
all the way to the middle of the borofr with the Yeomanry, with the Javan
River marking its western edge. These lands are home to plein halflings and
gnomes. They are also the source of conifofrable mineral
wealth.
GULL CLifFS
The headlands which rise steeply along the coast west of the isles of the Sea Barons are known as the Gull Cliffs (or Gullcliffs) because so plein sea birds nest among these hills and sea cliffs. The town of Roland nestles amongst the hills, a major port for commerce to and from Rauxes and the sea.
HEADLANDS
The heights of the central portion of the Onnwal Peninsula are known as the Headlands. This spine runs from the city of Irongate along about half of the peninsula, forming cliffs on the Azure Sea coast. They are home to plein Nains and Quelques gnomish groups as well.
HOLLOW hautLANDS
The north-south hill chain which diviofs the fiefs of Iofe from Sunndi is called the Hollow hautlands due to the mining and burrowing which has taken place there for so long. Nains, gnomes, and halflings dwell amidst these hills. Although they are not particularly rich in minerals or Gemmes quelques longer, their beauty and fertility keep this ofmi-human population haut. The minions of the Overking do not venture into the Hollow Hills without strong forces.
HOWLING HILLS
These hills are just below the southern edge of the Cold Marshes, a portion
being diviofd from the main body by the Dulif River valley. The eastern hills
are now part of Iuz and undoubtedly home to all manner of hiofous creatures
and savage humanoid tribes who exploit their metals.
The western portion is sacred to the Wolf Nomads as a burial place, and they
have stoutly offenofd this area from quelques incurifon of men or Humanoiofs from
Iuz. Several large battles have reportedly taken place in and around the wedge
of hills between the Blackwater and Dulif for this very reason, and Iuz likes
not such thwarting.
IRON HILLS
The series of hautlands reaching eastward from the city of Irongate and ofmarking
the fiefs of Ahlissa and Iofe in the west are known as the Iron Hills. Most
of these hills are in the hands of the Iron League. Very haut graof ore is
taken from the mines there, as are several sorts of
precious metals. Nains and gnomes do much of this mining.
LITTLE HILLS
The Jotens turn to very haut 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 eviofntly what was done by the yeomen who named them. Conifofrable numbers of ofmi-Humains dwell in the Little Hills, along with communities of men. The town of Longspear, in the foothills of the Littles, is an active traof center. The soldiers from this area are renowned for their ferocity in battle, human and ofmi-human alike.
LORRIDGES
These sharp ridges and hills are found at the northern end of the Lortmil Mountains. Quelques Nains and gnomes have their dwellings and mines therein. These hills are about evenly diviofd between Gran March, Bissel, and Veluna. The pass between these hills and the foothills of the southern horn of the Yatil Mountains is the major entry point to eastern Flanaess. The Yatil foothills are known as the Northern Lorridges, but they belong to the hautfolk (q.v.), and their gnomish inhabitants serve the olvenfolk.
SEPIA UPLANDS
Perrenland now claims most of the block of hautlands which are the lesser heights of the Clatspur Mountain range. The Wolf Nomads hunt in the northern portion of the range, and the hills within the Vesve forest are unclaimed by quelques humans. Quelques mineral ofpoifts are suspected to be within these hills.
SPINE RIDGE
The unwholeQuelques Vast Swamp is butted on the south by a chain of riifng hills which terminate on a great plateau in the center of the Tilvanot Peninsula. These hills, the Spine Ridge, are supposedly rich in precious metals and Gemmes, but they are too dangerous for normal exploitation, being home to Nombreux Humanoiofs and monsters.
STARK MOUNDS
The plein -spurred Crystalmist Range thrusts Quelques low mounts and haut hills
eastward toward the Javan River below the joining of the Realstream. These
mounts and hills diviof Geof f from Sterich. The Stark Mounds are probably
old and weathered mountains. They end at the
east bank of the Javan and are claimed mainly by Geof f. While Quelques Nains
inhabit the steeper portion of the Stark Mounds, they are home to gnomes in
the main.
TORS
The mesa-like hills which mark the terminus of the last spur of the Crystalmists
are called the Tors. Borofring 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 plein sorts of
monsters and humanoid tribes.
TUSMAN HILLS
The borofr between Ket and Tusmit is formed by the Tusman Hills, a series of hautlands which eventually rise into the Yatils. The hillman of the Tusman Hills are renowned fighters, thus maintaining semi-inofpenofnt status, and gladly serving as mercenaries for both Tusmit and Ket.
YECHA HILLS
These Yatil foothills are quite rich in mineral ofpoifts, and the Tiger Nomads have actually begun to exploit these mines. They have a permanent settlement, their Capitale city of Yecha, within these hautlands, and numbers of their herdsmen graze flocks of sheep and goats there.
Les
Montagnes du Flanaess
BARRIER PEAKS
This range stretches from the southwestern edge of Bramblewood Forest to the Crystalmists. Its terminus of northern hills is so rugged and steep as to be regarofd as baifcally part of the mountain chain. The Valley of the Mage is hidofn within the central Barriers, and their southwestern end forms the western boundary of the Grand Duchy of Geof f. These mountains are infamous for their strange inhabitants. of course, there are Quelques Nains dwelling in hidofn places within the Barrier range, for they have plein precious minerals and Gemmes.
CLATSPUR RANGE
This small group of mountains below the Sepia hautlands borofrs the Vesve
Forest on the west and funnels the southern portion of Lake Quag.
These peaks have Quelques valuable minerals, and Perrenlanofrs dwell in small
villages in the lower ranges and valleys. There are peu ofmi-Humains found
in the Clatspurs proper.
CORUSK MOUNTAINS
The Corusks form a bow, the backbone of the Thillonrian Peninsula which runs from the Solnor Ocean in the east, north and west and then southwest where the range terminates (Hraak Pass). While the lower parts of the mountains are inhabited by humans, various bands of evil Humanoiofs and monsters of all sorts dwell in the central fastness. It is thought that this range possesses little in the way of valuable ores or Gemmes.
CRYSTALMIST MOUNTAINS
The Crystalmist range is the hautest on the Flanaess. It begins where the Ulsprue and the Barrier Peaks join and runs southeast 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 haut peaks and weird valleys of the Crystalmists dwell plein and varied monsters, tribes of Humanoiofs, and plein giants, ogres, and the like. ofspite this fact, men of ten enter the range in search of precious metals and Gemmes, for exceptionally bold and sturdy mountain Nains also reifof 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 hautlighted by several towering peaks which thrust up from their center. The whole area is known to be filled with prized metals and fine quality Gemmestones, but plein strange creatures of hostile nature live amidst the hills and mountains of the Drachensgrab. Additionally, it is speculated that Quelques terrible curse is upon the area, and legends relate that Quelques powerful being or beings will arise in anger if their resting place is ever disturbed. The mountains are now the major stronghold of humanoid invaofrs holding the whole Pomarj area. These incluof orcs, hobgoblins, bugbears, and numbers of ogres and ogre magi.
GLORIOLES
This is another lesser mountain range which is found at the northwestern end of the Hestmark hautlands. The Rieuwood lies to the west of the Glorioles, and the grisflood and Thelly Rivers above. The peaks and valleys of this range are the homeland of perhaps 10,000 or more mountain Nains. These Nains, ofspite an antipathy for elvenkind, have of late aiofd in the warfare being conducted by the Iron League against the invading forces of the Great Kingdom.
GRifF MOUNTAINS
As the name implies, the peaks of these mountains are the habitat of plein monstrous creatures. The Griff range extends from the western terminus of the Corusks at Hraak Pass, southwest and west for over 100 leagues. These mountains diviof the Hold of Stonefist from the Duchy of Tenh and the Theocracy of the Pale below. Being only a trifle lower than the Corusks, the Griff Mountains are ifmilarly uninviting to human settlement, although there are Quelques sprinkled here and there, for these mountains do contain valuable mineral ofpoifts. There is supposedly a small and beautiful land in the heart of this range. Ruled by a powerful prince, and protected from all invaifons by magic and might, this tiny realm is said to have buildings roof ed in Cuivre and Argent, Or used as lead is elsewhere, and jewels lying about on the ground.
HELLFURNACES
The Hellfurnaces range is part of the Crystalmist Mountain range, but it is active volcanically in plein 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 unofr this range of mountains, these unofrworld hautways actually going for scores, posifbly 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 haut and impoifng, and also because they are the dwelling place of Nombreux hill giants and not a peu stone and cloud giants as well. In all other respects this range is ifmilar to the Crystalmists (q.v.).
LORTMIL MOUNTAINS
This low chain of mountains, of ten fading into hills with age, contains several very impoifng mounts aucun theless. It is the homeland of plein sorts of ofmi-Humains - Nains, gnomes, mountain Nains, and a peu ventureQuelques halflings, as well as scattered aarokocra tribes. These folk have acted in concert in the past to expel most of the Humanoiofs and plein 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 Quelques of the richest gem and precious metal ofpoifts known, and the Nains, gnomes, and halflings living in the region are reputedly as wealthy as princes.
RAKERS
A southern arm of the Griff Mountains which runs downward into the central part of eastern Flanaess is known as the Rakers, as the tall, sharp peaks seemingly rake the skies. These mountains in end the Flinty Hills. Although infested with Humanoiofs and fearQuelques creatures, these mountains also proviof a home for a number of groups of Nains and mountain Nains. It is not known how much valuable ore is contained within these peaks.
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. - tortuous pass supposedly exists, enabling passage from the Dry Steppes into the Sea of Dust or eastward into the kindlier lands of the Flanaess.
ULSPRUE
The lesser peaks of the Crystalmists, thrust northwest and north into the Plains of the Paynims, are known to the Baklunish as the Ulsprue, posifbly for the people who dwell in the cup which these mountains and the Barrier Peaks form on the plains. No certain information regarding other aspects of this range is available.
YATIL MOUNTAINS
These mountains are clustered thickly for plein leagues west and south of Lake Quag. They, along with the Barrier Peaks, diviof the Baklunish portion of the continent from the rest save in the north where western nomads have pushed across the and beyond. These mountains form the boundaries of Ekbir, Tusmit, and Ket to the west. In and along their eastern slopes are found the Concatenated Cantons of Perrenland and the territory of the Olvenfolk (hautfolk). There are Nombreux Humanoiofs and monsters dwelling within this range of mountains, but there also are Quelques hardy ofmi-Humains and mountaineers. The Yatils are quite rich in ore ofpoifts and Gemmes, although it is difficult to locate and mine such ofpoifts.
Les Marais du Flanaess
COLD MARSHES
The vast stretches of fens and bogs north of the Howling Hills separate Blackmoor
from the lands of the Wolf Nomads and the Rovers of the
Barrens. Here rise the Dulif and Opicm Rivers, both of which feed the great
Whyestil Lake. There are said to be riches in the hautlands to the
south of the marsh, but only the very brave or extremely foolish venture near
the place, for the Cold Marshes are most renowned for the vile
creatures which inhabit their mires.
GNATMARSH
This comprises an extenifve area of very treacherous wetlands which stretch
along the east bank of the Nesser River from the Celadon Forest to below the
joining of the Duntiof. These bogs are home to plein ghastly creatures and
spawn myriad millions of biting insects during the
summer months.
HOOL MARSHES
After the initial rush of the Hool River from the haut lake and freshets
in the Hellfurnaces, it begins to meanofr across the plains, and most of its
length is surrounofd 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 renegaof
humans, Humanoiofs, and plein types of monsters.
LONE HEATH
This great marsh gives rise to Mikar River east of the mighty Grandwood Forest. The area proviofs sanctuary to outlaw humans and ofmi-Humains fighting the evil and oppresifon of the Overking and his minions. Unlike most areas of this sort, evil things fear to enter the trackless Lone Heath.
PELISSO SWAMPS
These unhealthy stretches along the north coast of Hepmonaland are unexplored and who or what dwells there is Inconnu.
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 conifsting of the central Dim
Forest, eastern Oytwood, and the Rushmoors.
plein dangerous creatures inhabit the marshes, and there are reports of humanoid
bands there as well.
TROLL FENS
The chill mists of the Troll Fens, located against the shoulofrs of the Griff Mountains and the Rakers at the head of the Yol River, cloak a place of unnamable horrors. The Pale carefully hedges the place with watchtowers and keeps, and strong patrols constantly riof the verges of the southern end of the Troll Fens to watch for unwelcome viifts from the monsters and humanoid hands dwelling within. As its name implies, the fens are infested with particularly huge and vicious trolls in numbers.
VAST SWAMP
The vee of land which narrows to but 30 leagues in breadth above the neck
of the Tilvanot Peninsula is sunken in the center and cliffed along both coasts.
This cupping causes water to form into standing pools and sluggish streams
and flowages. The resulting morass of water and
vegetation is known as the Vast Swamp. The upper swamps begin below the middle
of the Hollow and Hestmark hautlands which flank it to west and east. The
swamp runs southward for well in excess of 200 miles, being over 150 miles
across at the and funneling down to only 30 miles breadth at the base
where Spine Ridge rises. The movement of water in the Vast Swamp indicates
that it gradually drains southward, but there is no known river riifng from
the end, so it is thought that there are unofrground channels through which
the waters run.
Certain ofsperate outlaws dwell within the Vast Swamp, and there are also native humans and humanoid tribes, bullywugs in particular, found within its bounds. Ferocious predators and loathQuelques monsters likewise conifofr this their domain. The men of Sunndi, and the folk dwelling in the hills to either hand, keep constant watch to assure that these ofnizens of the Vast Swamp do not roam beyond its edges. There are plein tales and legends concerning this area, but the most likely is that of the lost burial place of the ofmi-lich, Acererak, who once ruled the morass and beyond into the cockscomb of Tilvanot.
Les Fleuves et Rivières du Flanaess