An
Overview of Political Divisions
hat
follows is a discussion of the major and minor countries, principalities,
fiefs, cities, and other political divisions of the Flanaess. The
information is contemporary, as much as is possible, although many
descriptions also include historical notes.
A great amount of information is presented in the following abbreviated
format:
Population: This accounts for humans only, the normal
citizens who make up the bulk of a nation.
Mercenaries, lawless groups, semi-independent and/or
independent communities, and groups based in border and/or major
geographical regions are excluded.
Demi-humans: This category
covers only those anthropomorphic creatures such as elves, dwarves,
halflings, and gnomes, who are normally not hostile to humans.
Humanoids: This category
covers anthropomorphic creatures like orcs, goblins, hobgoblins,
kobolds, and others at odds with humanity.
Resources: Listed here are
the major known items which are produced in sufficient abundance to
allow exportation. Gem classifications are as follows:
I = base value 10 gp
III = base value 100-500 gp
II = base
value 50 gp
IV = base value 1,000 gp
Where populations are given for demi-human and humanoid groups, the
figure reflects fighting males only, as more complete data is
unavailable. Where actual figures are not given, the term
"many" can indicate overall numbers (including females and
offspring) up to 20% of the human population; "some" indicates
numbers up to perhaps 10% of the human population; "few"
generally means 5% or less, in terms of overall numbers.
hlissa:
see
South
Province
lmor,
Prelacy of
His Venerable Mercy, Kevont, the Prelate of Almor
Capital: Chathold (pop.
4,789)
Population: 200,000 +
Demi-humans: Few
Humanoids: Few
Resources: foodstuffs, cloth, copper
Originally a clerical fief
of Aerdy, Almor grew in power and independence as the
Great
Kingdom
became weak and decadent. The various petty nobles and the Lord Mayor of
the town of
Innspa
swear allegiance to the reigning prelate — usually a high priest.
The state is only loosely organized, but it has a strong spirit
of freedom and justice based upon religious precepts. The peoples are
mainly farmers and herdsmen and fisherfolk. In the far north there
are some foresters. Militia contingents bear crossbow, spear or
polearm (fauchard or glaive most commonly), or longbow or battleaxe
(northern contingent). Standing forces number around 5,000 total horse
and foot, plus the nobility and gentry. The Prelacy is strongly
supported by Nyrond as a buffer between that realm and that of the
Overking, and pays a stipend to help support the standing army of Almor.
andit
Kingdoms
Various claims to royal titles exist
Capital: (Largest city in
strongest state): currently Rookroost (pop. 17,310)
Population: 95,000 +
Demi-humans: Few if any
Humanoids: Many
Resources: silver (mines in rift area)
The Bandit Kingdoms are a
collection of petty holdings which were founded sometime around 300 –
350 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, Despot, and
even King. The territorial
boundaries of the holdings of these kinglets are subject to rapid change
due to sudden warfare and defeat or victory. In all, there are 17 states
within the confines of the area, ruled by four to six powerful lords,
with the rest attempting either to become leading rulers or simply to
survive. The relationship persists because no single bandit lord is
strong enough to conquer the whole territory, and the combined strength
of all is often required to defend 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 destruction by
the summoned "ally." Thus
the combined kinglets continue to stand more or less together. The total
military strength of all territories is quite considerable due to the
fact that each ruler maintains a large force with which to raid and
pillage. (There probably are some 10,000 regular troops in total, if
recent reconnaissance is to be trusted.)
issel,
March Of
His Lofty Grace, Walgar, the Margrave of Bissel
Capital: Thornward (pop.
3,430)
Population: 50,000
Demi-humans: Some
Humanoids: Some
Resources: foodstuffs, cloth, gold, gems (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 ended Keoish influence in Veluna (438 CY). Bissel
became a tributary state of Furyondy for a few decades, but when
humanoid invasions swept over the latter realm, the Margrave Rollo
established the independence of the territory by bravery in service of
the King of Furyondy (the Bisselites slaughtered a horde of Jebli
(goblins) which lay in ambush for King Hugh III, who was guarded by but
a small train.) The King granted the brave Rollo palatinate status for
the deeds performed, and Bissel has enjoyed self-rule since. 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
position, 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 "Border 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 company has a special squad of scouts
(numbering 30 to 50) attached when on border duty.
lackmoor
His Luminous Preponderancy, archbaron Bestmo
of
Blackmoor
Capital: Dantredun (pop.
666)
Population: 20,000 to 30.000+/-
Demi-humans: Unlikely
Humanoids: Considerable numbers
Resources: ivory, copper, gems (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
wildernesses of brush and marsh. The original capital, Blackmoor, and
its castle were sacked and ruined some years ago, but extensive
labyrinths are supposed to exist under these ruins. There also is
purported to be a strange "City of the Gods" somewhere within
the Archbarony. Inhabitants of the area employ slings, bows (short), and
spears. Cavalry is uncommon, except in the force of the ruler.
one
March
His Nobility, the Marquis of Bonemarch
(title currently held by no one)
Capital: Spinecastle (pop.
6,300)
Population: 40,000+/-
Demi-humans: Few (beleaguered gnomes of the
Flinty Hills)
Humanoids: Many (gnolls, ogres, orcs in numbers)
Resources: silver, gems (I, II)
When the
Kingdom
of
Aerdy
became an empire, its leaders determined to crush the troublesome
barbarians pushing down from the
Thillonrian
Peninsula
and settling in the strip of land between the Rakers and
Grendep
Bay
. Being indifferent sailors, the Aerdians opted to attack overland, and
began sending strong parties northward to drive the invaders from the
north back to their homeland. After many sharp skirmishes, a large
contingent of imperial troops was routed, and full-scale warfare began.
The Fruztti 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 under 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 hordes of
humanoids (Euroz, Kell, Eiger, and others) began making forays into the
Bone March, and these raids turned into a full scale invasion the next
year. In 563 the land fell to these invaders, 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 humanoids
gained access to the area by moving through the mountains, and now use
these trails to raid the Pale, Ratik, and even Nyrond — although any
movement through the Flinty Hills is at great peril due to the gnomes
still holding out there. There
is continual border warfare along the Teesar Torrent and in the Blemu
Hills of Aerdy's North Province, although some say that the Overking
would gladly make peace with the humanoids to the north and enlist them
in his own armies.
elene,
Kingdom of
Her Fey Majesty, Yolande, Queen of Celene,
Lady
Rhalta of All Elvenkind
Capital: Enstad (pop.
6,950)
Population: 20,000
Demi-humans: Gray Elves (9,500),
Sylvan Elves (8,000), Gnomes (13,500),
Halflings
Humanoids: None
Resources; foodstuffs, cloth, silver
This small land west of the
Wild
Coast
beyond the Welkwood has long been under the rule of Olvenfolk. Although
these are good creatures, they do not welcome strangers (with cause),
and little certain knowledge of Celene or its Court exists. The realm is
friendly with the Ulek states, and an alliance between Celene and these
countries was responsible for the campaigns which drove all of the
humanoids from the
Lortmil
Mountains
— although the defeated forces of humanoids subsequently invaded and
took over the Pomarj. A small number of humans and half-elvenfolk dwell
in Celene, many serving in its military, for continual warfare is
carried on (in the
Suss
Forest
and beyond the
Jewel
River
) with the Pomarj humanoid tribes.
yvers,
Free and Independent City
His Excellency Margus, the Magister of Dyvers
Population: 42.000+ (city)
, 53,000 (total, including surrounding area)
Demi-humans: Some
Humanoidy: Few
Resources: shipbuilding supphes
Dyvers' position at the
mouth of the
Velverdyva
River
on the coast of the
Lake
of
Unknown Depths
(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 occasional missions from luz. 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 declared its independence
in 526 CY, King Thrommel II allowing this act to pass unchallenged.
Dyvers claims some 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 any 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 numerous. These troops are very well armed and
equipped.
kbir,
Caliphate of
His Sublime Magnificence, the Caliph of
Ekbir
— Xargun
Capital: Ekbir (pop. 29,400)
Population: 250,000
Demi-humans: Doubtful
Humanoids: Few
Resources: foodstuffs, cloth
Ekbir is the strongest city of the Bakluni in the Flanaess. Founded by
survivors of the Invoked Devastation, 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 sizable territory and has a large war fleet. Her
forces consist principally of light and medium cavalry, although there
are 1,000 heavy foot in her standing army, which is reported to number
some 5,000 soldiers.
rost
Barbarians (Kingdom of Fruztii)
His Most Warlike Majesty, King Ralff of the
Fruztii
Capital: Krakenheim (pop. 3,300)
Population: 50,000+/-
Demi-humans: Few
Humanoids: Some
Resources: foodstuffs, furs, silver, gold
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 under the suzerainty of the Schnai
for the past two decades — 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 independent in
all but oath. A recent pact concluded 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).
uryondy,
Kingdom of
His Pious Majesty, The King of Furyondy —
Belvor IV
Capital: Chendl (pop. 15,600)
Population: 350,000+
Demi-humans: Some
Humanoids: Doubtful
Resources: foodstuffs, cloth, gold
The Viceroyalty of Ferrond was founded 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 he 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 some years previously) was crowned in Dvvers as
Thrommel I, King of Furyondy, Prince of Veluna, Provost of the Northern
Readies, Warden 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 persisted.
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
luz, 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 few thousand, but
noble and militia contingents swell its numbers to 20,000 or more in time
of need. The Furyondian fleer 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.
eoff,
Grand Duchy of
His High Radiance, Owen I, Grand Duke of Geoff
Capital: Gorna (pop. 4,800)
Population: 65,000
Demi-humans: High Elves (6,000), some others
Humanoids: Some (see
Crystalmist
Mountains)
Resources: cloth, copper, silver, gold, gems (I)
The isolated position of
Geoff, surrounded on all sides
by mountains, hills, and forests, has made
it virtually immune to the normal warfare of the Flanaess — although
at one time a brief conflict with Keoland was fought (c. 450 CY).
Rushmoor forms the nominal eastern boundary of the realm. The
inhabitants of the Grand Duchy are of Flan-Suel-Oerid mixture, seemingly
combining the best features of each race. This is fortunate, as they
are continually threatened by incursions of formidable ogres and giants
coming down the Crystalmists. The Geoffites dwell in harmony with the
olvenfolk in the realm, and these two peoples often combine to combat
the invading monsters. The Grand Duke, Owen I, is a clever and valorous
leader, on friendly terms with the Earl of Sterich and the King of
Keoland alike. The forces of the Grand Duke include horse, bowmen, and
contingents of pikemen from the mountain holdings.
ran
March
His Most Resolute Magnitude, Petros, Commandant
of Gran March
Capital: Hookhill (pop. 4,500)
Population: 80,000
Demi-humans: Some
Humanoids: Few
Resources: foodstuffs, cloth, copper, gems (III)
Keoland established the
territory of the Gran March during its early stages, basing it upon a
military-religious order of knights. These zealous fighters quickly
subdued the warring inhabitants, established order within the area, and
conscripted all fit males into worker and infantry battles (regimental-like
formations). The land between the Lortmils and
Dim
Forest
north of the Sheldomar became productive and peaceful, but the rule of
these first Commandants was repressive and harsh. When Berlikyn, then
ruler of the fief, was slam in combat in the war with Veluna Furyondy in
the Small War, the populace rose in rejoicing. Keoland reconsidered its
policies thereafter, and allowed the people to elect their own Commandant
from amongst the noble houses of Gran March.
The state is now only a nominal vassal of Keoland and maintains
friendly relations with Bissel. The army of the Commandant relies
primarily upon its mailed cavalry — medium horse armed with lance,
crossbow, and sword.
reat
Kingdom (The kingdom of Aerdy)
His Celestial Transcendency, the Overking of Aerdy,
Grand Prince Ivid
V of the North; Archduke of
Ahlissa, Idee, and Sunndi; Suzerain of Medegia; Commander of the Bone
March; Lord of the Sea Barons; Protector of Almor and Onnwal; Hetman of
all the Aerdi; etc., etc.
Capital: Rauxes (pop.
41,000 )
Population: 5,000,000 (includes N. and S. Province and Medegia)
Demi-humans: Some (scattered on fringes of kingdom)
Humanoids: Some (mixture)
Resources: foodstuffs, cloth, copper, silver, gold, gems (IV)
The history of the
Great
Kingdom
is too well known to dwell upon here. Once the most powerful force for
order and good, the Aerdians have declined over the last century to an
unspeakable state of decadency. After
a millennium of leadership, 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 deviously capable
nonetheless. His writ extends to the Royal Demesne surrounding the
capital, the Grandwood, and further only by threat and persuasion of the
Peers whose fiefs comprise the balance of the realm. The Overking's
Companion Guard consists 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 under the suzerainty of Aerdi royal houses and are ruled almost as
independent 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 Medegia.) The Sea Barons pay a token tribute to the
Overking and conduct their piratical operations under letters of marque
bearing the Overking's Seal.
reyhawk,
Free City of
His Solemn Authority, the Lord Mayor of Greyhawk
— Nerof Gasgol
Population: 58,000 (city),
75,000+ (total, including surrounding area)
Demi-humans: Some
Humanoids: Some
Resources: silver, electrum, gold, platinum, gems (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 trade and occasionally raiding
caravans (particularly those coming with silver 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 (Despotrix) of
Hardby, a sorceress of no small repute. Their descendants ruled a
growing domain which rose to considerable heights c. 375 CY under 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 order to make it into the "Gem of the Flanaess." His reign
was bizarre in many 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 detected. 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 independent 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 decades, and
a decline in trade 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 considerable 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
Despotrix 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 Assassins, and various representatives of the Society of Magi, the
Merchants and Traders Union, Artisans League, and Clerical leaders. The
total number of the Directors ranges from 12 to 18.
ighfolk
(Independent Town)
The Worthy Sir, Loftin Graystand, Mayor of
Highfolk
Population: 2,500
(excluding demi-humans)
Demi-humans: High Elves (5,000 ) and some others
Humanoids: None
Resources: gold
Highfolk is independent and
of importance simply because it is the southern outpost of the Olvenfolk
of the
Quagflow Valley
(the Fairdells in OIven). The town itself is a trading center and home
to some 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 many thorps set in beautiful dales along the
banks of the river, and the Lord of the High Elves dwells in the region,
along with some 10,000 of his kin and numerous Sylvan Elves as well (the
latter in the fringes of the Vesve on the east bank). The folk of
Highfolk and the valley above are at peace with their neighbors to the
north and south. The more restless sometimes take service with mercenary
bands of Perrenlander soldiery.
ighfolk
(Valley of Velverdyva)
(No organized government or single ruler)
Population: 20,000
(woodsmen)
Demi-humans: High Elves (12,000),
Sylvan Elves (9,000), Gnomes (4,000),
Halflings (2,000 Tallfellows), Gray Elves (1,000)
Humanoids: Some (raiders only)
Resources: gold, rare woods
As related above for the
independent town of the same name, Highfolk is principally an elven
realm. The humans dwelling
along the 100 miles of the valley are woodsmen who live in harmony with
their demi-human fellows, or hillmen who are allies of the gnomes. The
Lord of the High Elves is deferred to as the nominal ruler, but this is
through general consent and respect. The word of the Gnome prince, a
village Elder, or the Earl of a community of Sylan Elves is listened to
with as much respect. All the peoples of
Highfolk
Valley
are independent and free-spirited. However,
in time of need, they are able to muster a considerable body of
fighters, including humans armed with longbows and many sorts of demi-human
troops. The Knights of the Hart of Highfolk are drawn from the best of
the elven and half-elven warriors of the valley region. The main enemies
of the people of Highfolk come from the
land
of
luz, penetrating the
Vesve
Forest.
orned
Society
The Dread and Awful Presences, the Hierarchs
(true
names unknown)
Capital: Molag (pop 16,200)
Population: 45,000 (?)
Demi-humans: Very doubtful
Humanoids: Hobgoblins (12,000), others
Resources; None known
Originally a stronghold of the more organized of the humanoid tribes,
the area came under the rule of a group of evil humans some decades ago.
It is speculated that these wicked people were disaffected bandits or
were at least aided by one or more of the bandit kinglets. In any case,
the land between the Veng and
Ritensa
Rivers
as far north as the territory of the Rovers of the Barrens is now firmly
in the grasp of the Horned Society. This association combines the masses
of humanoid troops with the organization and powers of humans. Deviltry
is the religion of the Society, and its leading Hierarch is purported to
be an evil high priest. Other leaders are reported as
a powerful magic-users, several other powerful
clerics, a master thief, and a trio of fighter Lords.
It is known that many troops of bandits from the east frequent the
walled town of
Molag, and the Horned Society is on favorable terms with luz.
ce
Barbarians (Kingdom of Cruski)
His Most
Ferocious Majesty, Lolgoff Bearhear, the
King of Cruski; Fasstal of all the Suelii
Capital: Glot (pop 5,100)
Population: 60,000
Demi-humans: Few
Humanoids: Likely in mountains
Resources: furs, copper, gems (I)
The Ice Barbarians inhabit
the bleak shores of the Thillonrian
Peninsula's north and east coasts. They will raid their cousins to the south, the
Snow and Frost barbarians, or raid with them into Ratik or the more
tempting
Great
Kingdom. In high summer they often find fighting by rounding the coasts of the
Hold of Stonefist, and the Cruskii have both hatred and respect for the
dour inhabitants of that land. Their most despised enemy, however, is
the Sea Barons, whose ships they attack on sight, and whose isles they
often attack and plunder — usually at a price. Of late these raiders
have joined with Frost and Snow barbarians in order to counter the
growing strength of the coastal defenders of the
Great
Kingdom
and the Sea Barons.
dee,
County of; Member of the Iron League
His Brilliant Lordship, Count Fedorik Eddri of Idee
Capital: Naerie (pop. 4,900)
Population: 60,000 +
Demi-humans: Some
Humanoids: Doubtful
Resources: foodstuffs, copper, gold
When the
South
Province
rose in revolt against the Overking and the Herzog, the nobles and men
of Idee were in the forefront. This territory is the most open to attack
by the vengeful Aerdians, and so the Count maintains a standing army to
man and support the chain of castles and fortresses which guard his
northern frontier. Militia contingents are ready to stand to arms on
instant notice. Meanwhile, Idee carries on a brisk trade via the sea
lanes with Onnwal
and Nyrond.
rongate
(Free City of), Member of the Iron League
His Resolute Honor, Cobb Darg, Lord High
Mayor
of Irongate
Population: 44,000 (city), 57,000 (total, including surrounding area)
Demi-humans: Many
Humanoids: None
Resources: gems (II, III)
This large and thriving
city is based on sea commerce and trade between Onnwal and the East,
Irongate developed an independent spirit early in its history due to its
mingling of peoples and ideas. As the rule of the Overking grew more
despotic, the people of the city began to murmur, and the Lord Mayor
headed a deputation hearing grievances to the Herzog. These emissaries
were thrown into prison, given a mock trial, and executed by ritual
torture for the Overking's entertainment (446 CY). The following year
the whole of the south was in arms against the realm, and after a brief
struggle the Iron League was founded, an alliance
of mutual support which aided the rebellious states to throw off the
yoke of the Aerdi tyrants. Irongate has a strong naval squadron and a
large company of armored crossbowmen in League service. She can also
raise 2,000 heavy militia infantry of high
morale and excellent training. These troops are spetum or glaive-guisarme
equipped and can march in a single day after muster.
uz,
Land of
Iuz, Lord of Evil (evil Demi-god)
Capital: Dorakaa (pop.
10,000 )
Population: 40,000
Demi-humans: None
Humanoids: Many (numbers unknown)
Resources: furs, electrum
luz, old luz 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 any man can live. The lands between the Dulsi 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
luz. For a time the land was leaderless, for luz himself was missing. For
many decades the evil of the place was in relative quietude for lack of
evil direction, and the neighbors of good ilk prospered. luz had been
trapped by the mirthful and mad Zagyg, locked away in a strange chamber
deep below the ruins of
Greyhawk
Castle, one of nine powerful demi-gods so confined. These prisoners were
loosed in 570 CY, and once again luz rules, and his forces gather
for fell purpose. luz has vowed to bring ruin upon Tenser the Archmage
and Lord Robilar and the others who tried to slay him when his prison
was sprung.
In addition to the many evil clerics, thieves, fighters, assassins, and
magic-users who have gathered under the grim banner of luz, numbers of
the foulest tribes of humanoids 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 luz's armies.
eoland,
Kingdom of
His Peerless Majesty, the King of Keoland,
Kimbertos Skotti; Lord of Gran March, Plar of Sterich; Protector of the
South; etc.
Capital: Niole Dra (pop.
21,600)
Population: 300,000 (excluding dependencies)
Demi-humans: Sylvan Elves, Gnomes, Halflings
Humanoids: Doubtful
Resources: foodstuffs, cloth, gold, gems (III)
Keoland was the first major
kingdom to be established in the Flanaess, the Oeridians and Suloise
tribes mingling and joinning to build a tolerant and prosperous realm
which nominally included many and varied demi-human groups as well.
After several centuries of benign leadership, a line of monarchs upon the
Keoish Throne became ambitious and embarked upon a policy of conquest. At
the peak of 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. 350-360 CY). The Ketite expedition came to
grief in successive battles (Molvar, Lopolla), while an alliance between
Veluna and Furyondy ended the Keoish threat in that quarter (Short
War).
Coincidentally, the Olvenfolk within the boundaries of Keoland objected
to the warlike policies of the King and began expelling royal garrisons
in the
Ulek
Provinces
and Celene. In the ensuing struggle, the freemen of the western portion
sided with the demi-humans. Raiders in the far south took advantage of
these conditions to harry the Keoish coast from Gradsul to Gryrax.
King Tavish III was slain in battle against the Sea Princes (Siege of
Westkeep, 453 CY), and his son, Tavish IV, immediately changed the
policies of the kingdom upon ascending to the throne. After protracted
negotiations, the independent state of the Yeomanry was recognized, the
Ulek states were granted autonomy, and Keoland returned to its former
state of tolerance and prosperity thereafter.
The semi-independent Gran March and Earldom of Sterich are loyal
to the crown and furnish strong contingents to the royal army. The
Keolanders are well known for their light cavalry employing javelins,
crossbows, and lances. The bulk of the army consists of 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
elves, gnomes, halflings, and/or dwarves included in muster. The fleet is
battleworthy but small, and conflict with the Sea Princes continues to
plague the realm.
et
His Illustrious Glory, Zoltan; The Beygraf of Ket
and Shield of the True Faith
Capital: Lopolla (pop. 23,400)
Population: 85,000
Demi-humans: Few
Humanoids: Few
Resources: silver, gems (I, IV)
Ket is the frontier state of the Baklunish and a trading center between
eastern Flanaess and the world beyond. For many decades it has
alternately menaced the Oeridian/Suloise states east and south and
threatened them by invasion. Despite this continual warfare, the land
flourished due to the rich trade with the Paynim tribes, Tusmit, Ekbir,
Perrenland, Bissel, and Veluna. Goods from Zeif and Wintershiven pass
through Lopolla. This mixture of cultures includes the people
themselves, 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
pervades 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 despite racial ties and trade, the
Paynim clans often raid the border country west of the
Tuflik
River
.
ordship
of the Isles (Principality), Member of the Iron League
His Exalted Highness, Prince Latmac Ranold
of
Duxchan; Lord of the Isles; Scourge of the
Waves
Capital: Sulward (pop. 5,500)
Population: 80,000
Demi-humans: Few
Humanoids: Doubtful
Resources: rare woods, spices
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 profit 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 Medegia (572 CY), wherein the Sea Barons sank four of their
warships and made prizes of three loaded cogs before they could gain
safety in Pontylver.
edegia,
See of
His Equitable Nemesis, Spidasa, the
Holy Censor of Medegia
Capital: Rel Astra
(pop.39,800)
Population: 250,000
Demi-humans: Sylvan Elves
(see
Grandwood
Forest
)
Humanoids: Some
Resources: foodstuffs,
cloth
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 independent when the
Malachite Throne went into decline. The Holy Censor still remains one of
the chief advisors of the Overking, however, and he reigns oppressively
over peasant masses with full approval from Rauxes. The clerics and
nobles of the See have grown exceedingly rich, and their mercenary
forces harry the Olvenfolk in the Grandwood and loot across the Flanmi
in the Glorioles and Hestmark
Highlands
where the Censor has extended his holdings to these very foothills,
contesting with dwarves and gnomes without quarter.
orth
Province
His Radiant Grace Grenell, the
Herzog of the North Province
Capital: Eastfair (pop.
29,100)
Population: 750,000
Demi-humans: Few
Hiimanoids: Some
Resources: foodstuffs, cloth, electrum
The Herzog of North
Province is a cousin of the Overking, as evil as his kin, but certainly
not as demented. The boundaries of this princely fief extend from the
Blemu Hills to the coast of the Solnor Ocean, extending as far south as
the Adri Forest, and well below the Trask River. The court at Eastfair
is infamous for its debaucheries. Movement of Nyrond-Almor forces into
the lower Bone March, and the capture of Knurl by these forces, coupled
with continuing incursions by humanoids from across the Teesar Torrent,
have troubled North
Province. A punitive force of mercenaries was defeated in the hills above
Belport recently, and it is now reported that the Herzog is seeking
Imperial funding of a huge army to recapture the southern portion of
Bone March. This force would undoubtedly contain both mercenary
men-at-arms and humanoids enlisted from the upper portion of the march.
yrond,
Kingdom of
His August Supremacy, King
Archbold III of Nyrond; Duke of Flinthill; Altmeister of All the Aerdi,
etc.
Capital: Rel Mord (pop.
46,500)
Population: 1,375,000
Demi-humans: Sylvan Elves, Gnomes, Halflings
Humanoids: Few
Resources: foodstuffs, cloth, copper, silver, gems (I, II)
The strength of Nyrond, and
the hostility of its rulers and nobles, have been the major protection
for the civilized nations of the Flanaess against the depredations of the
Great
Kingdom
and its mad emperors. Nyrond
also went through a phase of near-imperialism, making both the
County
of
Urnst
and the Theocracy of the Pale tributary states for a time.
This course was altered, however, when the wise King Dustan I,
called Crafty, saw his realm threatened by internal strife and exterior
enemies and called up the Great Council of Rel Mord. Here, the king met
with ambassadors from Almor, the Iron League, the Pale, and Urnst. All
troops were withdrawn from the Pale and Urnst thereafter, the Nyrondese
allowing both areas self-determination, and both, in turn, agreeing to a
concord entailing mutual trade and military support. Almor was treated
somewhat similarly, and aid was granted to the Iron League in the form
of loans and treaties which assured the League of survival against the
common enemy.
The current boundaries of
Nyrond are:
Nesser
River —
Franz
River
—
Artonsamay
River
— Nutherwood — Gamboge Forest
(northern terminus) — Rakers — Flint Hills — (lower) Harp River
— Relmor bay. Nyrondal
contingents assist Urnst and the Pale against the Bandit Kingdoms, and a
squadron of their warships sails Relmor Bay and the Sea of Gearnat in
support of the Iron League. Strong garrisons of the Nyrondese
Army are stationed in strategic positions to move to the aid of either
Almor or the Pale in time of need.
In addition to human
forces, Nyrond has special demi-human scouting troops. In time of need,
pacts call for support from Urnst (County and Duchy) et al.
Nyrondal heavy cavalry and armored footmen comprise the
majority of the realm's army, with lesser numbers of bowmen and light
hillman infantry as support.
nnwal,
Free State of — Member of the Iron League
His Noble Authority Ewerd
Destron, the Szek of Onnwal
Capital: Scant (pop. 4,700)
Population: 40,000
Demi-humans: Dwarves (2,000)
Humanoids: None
Resources: platinum, gems (III)
Onnwal was originally a
lesser fief of the Herzog of South Province, to be granted as he saw fit
to his faithful followers. The oppressive rule of the
Great
Kingdom
brought great discontent and instigated open rebellion, the whole of the
South
Province
being in arms. All of the lower portion was lost to the empire when the
Iron League was founded in 447 CY. This alliance joined Onnwal with the
Free City of Irongate (which barred the Onnwal peninsula), Idee, Sunndi,
and the demi-humans of the Glorioles and
Hestmark
Highlands
in economic and military alliance. Onnwal and Irongate supplied the sea
power, while the other members furnished troops for land actions —
although strong contingents from both of the former places were also
sent to battle. Irongate was
besieged by Aerdian forces for several months, but in the battle of a
Thousand Banners the siege was lifted when a ruse panicked the
northerners, and great numbers of them were subsequently slain by a
combined host of men and Gray Elves of the League. While never invaded,
Onnwal is subject to periodic sea raids from the Herzog's squadrons. The
major
port
of
Scant
is exceptionally well fortified because of this fact. Other than a small
force of regulars and her marines, Onnwal relies upon levies in time of
war.
ale,
Theocracy of the
His Worshipful Mercy, the
Theocrat, Supreme Prelate of the Pale — Ogon Tillit
Capital: Wintershiven (pop.
21,500)
Population: 250,000
Demi-humans: Some
Humanoids: Few
Resources: foodstuffs, copper, gems (IV)
When Nyrond became a
separate nation, the highly religious peoples inhabiting the area between
the Rakers and Yol
River
likewise proclaimed their autonomy. Their clerical leaders were in effect
the ruling nobles, and one of their number was chosen as supreme for his
lifetime. After warfare with their southern neighbor and a period of
subjugation, the Pale became independent once again, and since then has
enjoyed a history of reasonable rule and relative peace. Barbarian,
humanoid, and bandit raiders plague the Theocracy, but Prelatal troops
are tough and efficient and capable of handling most problems of this
nature. A balanced force of horse and foot numbering over 4,000 guards
the borders of the realm, while levies numbering more than 10,000 can be
raised in a week.
The Pale is not noted for
religious tolerance.
errenland,
Concatenated Cantons of
His Gravity, Franz,
Voormann of All Perrenland
Capital: Schwartzenbruin:
(pop. 25,000 +)
Population: 200,000
Demi-humans: Some
Humanoids: Some
Resources: copper
The original Flan tribes
dwelling in the Yatil
Mountains
were far more warlike and fierce than most of their fellows elsewhere in
the Flanaess. The would-be invaders were absorbed by these powerful
clans — Oerids, Suloise, and even a few of Baklunish stock.
Attempts at expansion into Perrenland by Furyondy and later Ket
were vigorously resisted by the inhabitants, strong mountaineers and
valley-dwelling folk alike. These attempts, as well as nomadic incursions
into the area, brought the various clans together in a loose association
under the banner of the strongest of their number, Perren, c. 400 CY.
Clan holds were marked into cantonments, and the leaders (hetmen,
voormanns, or whatever) elected an executive head, like unto a king with
limited powers to rule for an eight year period, with counsel from the
assembled clan leaders. This system has proven workable for the nation,
and Perrenland is relatively prosperous through trade with the northern
nomads, the Baklunish states, and Veluna-Furyondy. Her chief export is
her well-trained mercenary bands, however. Such a force is typically
made up of pikemen (30%) and pole armed mountaineers (20%), with lowland
crossbowmen (30%) and other infantry (10%) armed with battleaxe, flail,
etc. rounding out the infantry contingent; the remaining 10% is cavalry.
Half of the horse is heavy, coming mainly from the Schwartzenbruin area,
while the remainder is medium, bow armed cavalry from the Clatspur
region. Although Perrenland does not claim the valley of the
Quagflow
River
below the
Clatspur
Range, the High Elves from that region will often be seen in service with a
band of Perrenlanders. (Such forces serve as scouts and light infantry
and are bow armed; such an addition is typically equal to 10% of the
human force.) Bands of mercenaries of this sort will be found in armies
fielded by Veluna, Furyondy, and Bissel. Even Ket has used them in a
dispute with Tusmit.
Perrenland is always
careful to maintain strict watch on all frontiers. Bodies of superb
militia can be raised in but a single day to support the permanent
garrisons which are quite small. A small squadron of warships suffices
to assure the nation of maintaining
Lake
Quag
as its own private domain. These vessels are also used as escorts for
merchant barges and cogs traveling down-river.
lains
of the Paynims (Tribes of)
(Various Nomadic leaders)
Populations: Uncertain,
possibly 500,000 or more
Demi-humans: Doubtful
Humanoids: Doubtful but possible
Resources: Unknown
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 sometimes nearly empty of human life,
and at other times it is reported to swarrn with horsemen. These nomads
evidently 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 bordering the Dramidj
Ocean. Each tribe is ruled by a noble, variously called Amir or Khan.
Greater nobles are called Ilkhan, Orakhon, or Shah.
Leaders 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 remainder (20% to 30%) employ light lance and mace or
flail. Little else is known. The
western states such as Ket, Tusmit, and Ekbir will often 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 using the titles Amir
et al).
omarj
Population: 20,000 (?)
Demi-humans: None
Humanoids: Orcs (15,000), Goblins (10,000), others
Resources: silver, electrum, gold, gems (I, II)
This rich peninsula was
originally a collection of petty states under the protection of the
Prince of Ulek. Not content with this status, the nobles of this area
foreswore their oaths and drove out the garrisons of the sovereign's
castles, taking them for their own.
For several decades the Pomarj prospered under this new freedom,
the mines in the Drachensgrab and sea trade making noble and commoner
alike rich. However, in the Hateful Wars (499-510 CY), the combined
Ulek states, with cooperation from Veluna and the demi-humans of the Kron
H ills, broke the power of the Euroz and Jebli hordes which had nested
in the Lortmils and were attempting to spread into the lands around.
These humanoids were finally driven out and scattered — some fleeing
northward toward the Yatils, but most (having wiser leadership) taking
to the Suss forest and thence to the rugged mountains of the Pomarj.
Finding the humans there weak and indolent, the invaders attacked
quickly, captured the strongholds, and then set themselves up as masters
of the whole peninsula. There are undoubtedly renegade humans helping
these invaders, and mercenaries as well — bought and paid for by the
gold from the Stoneheim mines and the moonstones and cairngorms from the
high peaks as well. A relief force of dwarves and men from the Prince
crossed the Jewel
River
but were turned back after a fierce battle below the Hilly Pastures. The
humanoids have not often dared to cross into Ulek, but their raiders
cause much trouble in the
Wild
Coast.
atik,
Archbarony of
His Valorous
Prominence, Lexnol, the Lord Baron of Ratik
Capital: Marner (pop.
3,240)
Population: 35,000
Demi-humans: Mountain Dwarves (8,000+),
Gnomes (3,000+)
Humanoids: Many
Resources: shipbuilding supplies, furs, gold, gems (IV)
When the Bone March was
created by the Overking, a further outpost was desired and the Aerdi
banners pushed northward as far as the Timberway. A military commander
was appointed to see to the establishment of a secure territory and
lumbering was gotten underway, as the great pines of the area were
highly desirable in shipbuilding. The active commander soon sent such a
stream of riches southward (he was a just man, friendly with the
Dwerfolk, and an able tactician, too) — accompanying them with
detailed 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 succession of his
descendants have ruled the fief, bravely combatting raiders so as to
gain their respect and even friendship from some, while humans and demi-humans
alike prospered. When the hordes of humanoids began attacking,
Ratik had ample warning from the dwarves dwelling in the mountains.
Companies of men and gnomes hurried west to aid their countrymen against
the invaders, while couriers were sent south (and north) to alert the
people there. Resistance was so fierce that the area was bypassed, and
the attackers fell instead upon the Bone March. The isolated barony has
since been ruled as a fief palatine.
The Baron's forces are able
to defend Ratik, but they are not strong enough to dislodge the
humanoids from the mountains of the plain to the south. The baronial
levies consist 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 woodsmen patrolling the north and sling-equipped hillrunners
watching the southern borders.
el
Astra, City of
His Most Lordly Nobility,
Drax, the Constable Mayor of Rel Astra
Capital: Rel Astra (pop
63,900)
Population: 90.000
Demi-humans; Very few
Humanoids: Some
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 desperately seek close ties with Medegia 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 delight, for they are seen as check and balance, as the
monarch fears his own at least as much as he distrusts others. In any
case, the lord of Rel Astra at the same time desires 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 some 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 Rel 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 similar groups on the Lone
Heath.
over
of the Barrens
His Mighty Lordship, the Ataman of
the Standards, Kishwa Dogteeth; Chief of
the Wardogs
Population: 65,000?
Demi-humans: Few
Humanoids: Numerous
Resources: furs, gold
The tribes of nomadic
peoples who dwell between the Wastes below the Icy Sea and the Fellreev
Forest called themselves 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 occasional raids
upon Furyondy, the bandit
Kingdoms, or Tenh. The growth of the bandits' power and the swelling numbers of
humanoids, 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
luz
and the newly formed Horned Society. The wardog soldiers and light
cavalry of the Rovers were decimated and scattered, and many of their
chieftains were slain. Perhaps three or four clans of but a few tribes
each are all that now remain of the force which once sent the tumans of
the Wolf Nomads flying back across the Dulsi without their gray-tailed
banners. The numerous people
that formerly went where they would between the Dulsi 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 many
also use bows. Picked men
use lariats to pull enemies down. Certain tribes furnish excellent
medium horsemen who provide shock power. The wardogs are footmen able to
run with cavalry and fight, hamstringing enemy mounts and disrupting
their formations.
carlet
Brotherhood
His Peerless Serenity, the Father of
Obedience
(true name unknown)
Capital: Unknown, but
reported as a hidden city of splendor and magnificence
Population: 35,000+/-
Demi-humans: Doubtful
Humanoids: Highly probable
Resources: rare woods, spices, gold, gems (I, III, IV)
It is said that an order of
monastic religious militarists was founded long ago on the remote
plateau south of the closed city of
Kro Terlep
. This order is purported to espouse the cause of the Suloise as the
rightful rulers of all the Flanaess, claiming superiority of that race
above all others, 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. Brothers of the Scarlet Sign are reportedly
hiding as trusted advisors or henchmen in many 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,
assassins next, and then the smallest and highest ring of monks as
superior. The leader of rbe thieves is called "Elder Cousin,"
that of the assassins is known as "Foster Uncle" — thus
other thieves are entitled "cousins" and assassins
"nephews." The temple and monastery of the Scarlet Brotherhood
is supposedly a fortress and walled town unto itself, guarded by
soldiers, humanoid legions which are being readied for future conquest,
and monsters trained to serve the Brotherhood.
ea
Barons
His Noble Prominence Sencho Foy,
the Lord High Admiral of Asperdi;
Commander of the Sea Barons
Capital: Asperdi (pop.
7,100)
Population: 55,000
Demi-humans: Few
Humanoids: Few
Resources: None outstanding
The Aerdi power spread to
the islands off the shores of the Gullchffs, 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 High Admiral of the Great
Kingdom is the hereditary baron of that place. The four barons are virtually
independent today, but still swear fealty to the Overking and serve
loyally if not with great enthusiasm. Their squadrons protect the coasts
from. Bellport to Pontylver,
driving off the northern barbarian seawolves, protecting the coastal
sealanes, and fighting with the ships of the Duxchan Lord whether
piratical or otherwise.
ea
Princes, Hold of the
His Royal Highness, Prince Jeon II
of Monmurg; Ruler of the
Azure
Sea; Captain of all Fleets; etc.
Capital: Monmurg (pop.
14,200)
Population: 100,000
Demi-humans: Few
Humanoids: Probable
Resources: foodstuffs
The buccaneers of the Azure
Sea
and Jeklea
Bay
grew strong and wealthy when Keoland was at the height of its power, for
the eyes of its leaders were turned northward toward empire, and the sea
raiders were ignored. These privateers took to calling themselves Sea
Princes, after a particularly successful captain who was in fact of
noble birth. Sailing unchecked from their island and mainland
strongholds, these raiders were the scourge of the coasts from Gradsul
to Scant, on the Pomarj, and even beyond into the
Sea
of
Gearnat
and the Tilva
Strait. When Keoland turned back from imperial expansion, her navy began to
rebuild in order to check the threat of the Sea Princes, as they were
now commonly known. Their numbers and strength had become so great,
however, that the Keoish fleet, even with the aid of a squadron of Ulek
warships, could at best deliver a sharp check to them (Battle of Jetsom
Island). This lesson caused their leaders to rethink their policies,
however, and several of the wiser captains retired to mainland estates, appointing
lieutenants
to command their ships, not in piratical or raiding activities in the
Flanaess, but on expeditions to the Amedio coast and thence to trade
northward with the rare woods, spices, ivory, and gold which they
wrested from the jungle savages. Eventually
the mainland possessions of the Sea Princes amounted to more territory
than their island homes, and they practiced little formal raiding. Today
they probably are still the strongest sea power, but they also have a
small and efficient army and are relatively peaceful traders. If those
people have a fault, it is that they allow the use of slaves in their
nation, despite strong protests from the Yeomanry. It is reported that
the Prince of Monmurg would abolish this practice, but his fellow nobles
(the Prince of Toli, the Plar of Hool, and the Grandee of Westkeep,
along with the Commodores of Jetsom, Fairwind, and Flotsom) prevent it.
hield
Lands
His Most Honorable Lordship,
Holmer the Earl of
Walworth; Knight Commander
of the Shield Lands
Capital: Admundfort
(21,300)
Population: 65,000
Demi-humaiis: Few
Humanoids: Few
Resources: foodstuffs
When the Bandit Kingdoms
began to grow powerful, the petty nobles of the north shores of the Nyr
Dyv banded together in a mutual protection society. The small Earldom of
Walworth had the advantage of possessing a sizable island upon which was
built the only city in the whole district, so its Lord was chosen as
Knight Commander of the combined forces of the nobles. A headquarters
was established at Admundfort, and a holy order of religious knights
begun. The Shield Lands are still ruled by many 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 many esquires and knights to serve in the core of
the army, the Knights of Holy Shielding. This area currently is in
desperate straits with the growing might of the Horned Society menacing
the delicate balance.
now
Barbarians (Kingdom of Schnai)
His Bellicose Majesty, King
of the Schnai
Capital: Soull (5,400)
Population: 90,000 +
Demi-humans: Some
Humanoids: Many (in mountains)
Resources: copper, gems (I, II)
The Snow Barbarians are the
strongest and most numerous of the northern peoples. Several decades ago
they captured the west coast below Glot and have managed to hold it
since. For a time the Frost Barbarians were under the thumb of the King
of the Schnai, but the Fruztii are now free except in pledge. This has
not affected general concord with either neighbor, as all three consider
the Great
Kingdom
and the Sea Barons as their most natural source of easy loot and
profit. Although fighting invading humanoids has become a national
pastime, there are sufficient men left to man the longships when
campaigning season in the south is at hand. It is rumored that the Baron
of Ratik has sent messages to the King of the Schnai proposing four-way
cooperation to take the Hold of Stonefist and the Bone March. Supposedly
this proposal offers G!ot and Krakenheim as possible gains for the
Schnai, while the Fruztii and Cruski would divide the Hold, part of
Timberway would be returned to the Frost Barbarians, and Ratik would
rule Bone March. The reaction to these proposals can not be guessed, but
the Schnai are undoubtedly keeping an eye on the joint Fruztii-Ratik
ventures of late.
outh
Province
His High and Radiant Grace, the
Herzog of the South
Province
— Chelor, Fasstal of Ahlissa, Idee and Sunndi, Overlord of
Onnwal
Capital: Zeiradton (7,000)
Population: 400,000
Demi-humans: Doubtful
Humanoids: Few
Resources: foodstuffs, silver
The ruler of
South
Province, a cousin of the Overking in Rauxes, is in disfavor. All previous
attempts to regain the lost portions of the fief have been turned back
in defeat, and the revenues coming to the Malachite Throne have
diminished considerably, for the lost territories were rich indeed. Thus
the Herzog has stated the intent to stake his entire personal fortune on
a last attempt to break the Iron League. Success, of course, would make
most of his title something more than hot air, regain favor for him in
Rauxes, swell his coffers to bursting with wealth, and lastly give much
wicked satisfaction to him. At the present time the holding extends only
to the fief of Ahlissa and the central lands always retained by the
Herzog, the territory around Hexpools and the Thelly River (and portions
of this are even claimed by the Censor of Medegia who seeks to take
advantage of the Herzog's disgrace). While native troops, except for
those of the petty nobles and gentry serving the Herzog, are unreliable
at best, the heavy cavalry is considered to be highly effective, and
mercenary men-at-arms, exceptionally well armed and equipped, make the
Army of the South formidable. If the viceroy carries through with his
vow, a major war can be anticipated soon. If it does erupt, it is
certain that Nyrond and Almor will move to support the Iron League —
comprised of Idee, Irongate, Onnwal, and Sunndi (qq.v.)
pindrift
Isles
The Councils of Five and Seven
(true names unknown)
Capital: (
Lendore
Island
) Lo Reltarma
(population 10,000)
Population: 30,000
Demi-humans: Many in the northern isles, 1,500 +
on Lendore Isle
Humanoids: Many on Lendore Isle, mainly orcs and
kobolds
Resources: Unknown
The islands furthest east
in the Asperdi Duxchan chain are the Spindrifts, some 100 leagues east
of the Medegian coast. Exact information is not available, as neither
the Sea Barons nor the Duxchan captains have reported upon them — both
groups likely desiring to expand their holdings by acquiring these
islands. There are tales that numerous Olvenfolk dwell in the
Spindrifts, and the reason that neither seafaring nation reports
anything about them is because these elves capture and imprison any
sailor so bold as to enter their domain. The isle furthest to the south
was once ruled by a mighty wizard, one Lendore according to stories.
The Spindrifts are known to
he divided into two parts, the northern islands of the High Elves, and
the single southern Lendore Isle. The three northern islands are
supposedly overseen by five elven wizards supported by numerous elven
lords and half-elven clergy. Ships from the Lordship of the Isles as
well as from the Sea Barons who have ventured there have yet to return!
There are no reported towns or villages in the northern islands and
seclusion is all these demi-humans seem to require.
Lendore Isle, on the other
hand, has much trade with the continent and pays, through the Council of
Seven of Lo Reltarma, a liberal sum to both the Lordship of the Isles and
the Sea Barons to pass without incident.
This immunity has been ignored on occasion by an enterprising
pirate who is then later exterminated — whether by an agent of the
Council or by someone else is unknown. The humans of Lendore Isle pray
almost exclusively to the ancient gods of the Suloise, but how this
religion became dominant on this faraway isle is a mystery. Lendore Isle
is named for the Arch-Mage who founded its civilization, but tales of
him and the fellowship he brought to the Spindrifts are all but lost.
terich,
Earldom of
His Magnitude, Querchard,
Earl of Sterich
Capital: Istivin (pop
5,000)
Population: 40,000
Demi-humans: Mountain Dwarves (4,000), Gnomes, Halflings
Humanoids: Some (in mountains)
Resources: silver, electrum, gold, gems (II, III)
The Earl of Sterich is a nominal vassal of the King of Keoland,
although treated more as a 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 many humanoids, giants, and
even worse monsters tend to follow the headwaters of the Davish River
down into the fertile low country to loot and pillage.
The halberdiers and medium horse of Sterich are thus seldom seen
outside their native land. The Earl maintains good relations with the
Grand Duchy of Geoff (being of the same bloodline as the Grand Duke,
this is not too surprising), and some trade is carried on with the
Yeomanry via the Javan
River
.
tonefist,
Hold of
His Most Grim and Terrible
Might, the Master of
the Hold, Sevvord
Redbeard
Capital: Vlekstaad (pop.
2,100)
Population: 60,000 +
Demi-humans: Doubtful
Humanoids: Some
Resources: furs, ivory, silver, gems (I)
Stonefist, then Vlek Col
Vlekzed, founded 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 leader. For several
years he wandered 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, he mounted a
highly successful raid into Tenh, swung down into the Bandit Kingdoms
and recruited more followers, and then defeated a punitive expedition
sent from Tenh. When threatened by a bandit kinglet, Vlek replied by
surprising 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 remainder of the Coltens host routed by surprise
and ferocity, and Vlek settled down to rule over the whole territory. As
Vlek's infamy spread, malcontents from many nations came to his
standard, despite his new name of Stonefist (implying both a terrible
foeman and an inflexible ruler).
The Mastership of the Hold
is a semi-hereditary position and title. The descendants of Vlek (he had
219 wives and 351 male children who survived to maturity) compete in a
bi-annual "Rite of Battle Fitness."
The winner may challenge the Master, one of the Atamen of the
three towns, or lead a warband and become a chief. The surviving losers
join the standing warbands (the "Fists"), those who did best
becoming chieftains, sub-chiefs, and leaders of raiding bands.
These savage war and raiding bands commonly raid Fruztii, Tenh,
and even the Rovers of the Barrens.
About 30% or so of the population of the Hold dwell in permanent
settlements, and from these people are drawn the bulk of the footmen.
Most of the balance of the population are semi-nomadic, moving into the
northern tundra in the summer, and migrating south in the fall. From
these people come the horsemen and light infantry of the
"Fists."
unndi,
County of; Member of the Iron League
His Brilliant Lordship, Count
Hazendel of Sunndi; Olvensteward of the South
Capital: Pitchfield (3,600)
Population: 60,000
Demi-humans: Gray Elves (7,000),
Mountain Dwarves (3,000 +), Gnomes (2,000 +)
Humanoids: Some (see
Vast
Swamp
)
Resources: electrum, platinum, gems (II, IV)
The
County
of
Sunndi
was once a fief within a fief, being granted to a loyal peer of the
Overking's Herzog of the South
Province
of the
Great
Kingdom
. After a long period of
oppressive taxation, maltreatment by royal troops and those of the
Herzog as well, and harrying of its demi-human inhabitants, the nobles
of human and non-human folk in the area joined the general uprising
against Aerdian rule, and in 455 CY became a part of the Iron League.
The county is well protected by natural barriers which enable it to be
defended — the dense Rieuwood and hills to east and west. The neck of
the Tilvanot
Peninsula
below Sunndi is corked with a great, semi-salt swamp. (This is a mixed
blessing, as there are numbers of very unpleasant creatures dwelling
therein.) The county benefits both from its natural resources (including
agriculture) and from trade — overland with Idee, by sea with Duxchan.
It is threatened continually, however, from the north by the Herzog's
legions, from the east by the forces of the Holy Censor of Medegia, and
by the Sea Barons along its coasts. Sunnd troops are always in arms —
human and dwarven contingents in the Glorioles, human and gnome
companies guarding the eastern hills, human and elven foresters ranging
the northern woodlands. The Sunnd hillmen employ slings and morningstars,
while the men of the interior prefer crossbows and bardiches. Except for
the nobles and their equerries, Sunnd horse is medium or light, and not
numerous in any event for they rely upon their confederates to the west
(Idee) to provide cavalry.
enh,
Duchy of
His Radiance, Duke Ehyeh of Tenh
Capital: Nevond Nevnend
(pop. 23,800)
Population: 200,000
Demi-humans: Some
Humanoids: Numerous (in mountains)
Resources: foodstuffs, platinum
Tenh has always been under
the rule of the Flannae, and most of its peoples are of that racial
stock. The fertile uplands between the Artonsamay and the
Griff
Mountains
proved sanctuary and home to Flan tribesmen as the influx of Oerids and
Suel peoples elsewhere drove them off or absorbed them. About the time
the Aerdi began to expand, the Tenh created their own state from the
diverse- groups within the boundaries of their land, and their greatest
leader was proclaimed Duke. This realm has retained its freedom and
independence down to this day, although it is continually troubled by
bandits from the west, raiders from the north, marauding humanoids, and
border clashes with the Theocracy of the Pale. Tenh medium cavalry is of
excellent repute, as are its sturdy footmen, armed with shortbow and
pole arms.
iger
Nomads (Chakyik)
The Unvanquishable Tiger Lord, Ilkhan Cligir of
the Chakyik Hordes
Capital: Yecha (3,800)
Population: 75,000 +
Demi-humans: Few
Humanoids: Few
Resources: furs, silver, gems (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 few towns and villages, mine
silver and gems, and conduct a fair amount of trade with both Ekbir and
Perrenland. Naturally, they likewise raid both places and war continually
with the tribes of the Burneal and their cousins 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 possessions. Their main
force consists 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 horde on the march, except
if the whole people is moving. Small garrison forces of footmen are
stationed in permanent settlements such as Yecha.
usmit
His Exalted Splendor, the Pasha of Tusmit, Jadhim/orem
Capital: Sefmur (pop.
18,500)
Population: 150,000
Demi-humans: Few
Humanoids: Few
Resources: foodstuffs, silver, gold
The state of Tusmit is
maintained through the crafty playing off 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 border 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 Perrender and Uli
mercenaries to settle the problem. The soldiery of Tusmit is similar to
that of Ekbir in most respects.
lek,
County of
Lewenn, His Noble Mercy,
the Count Palatine of
Ulek
Capital: Jurnre (pop,
10,900)
Population: 25,000
Demi-humans: Gnomes (5,000), Halfhngs (4,000),
others
Humanoids: None
Resources: foodstuffs, copper, silver, gems (I, II)
Humans and demi-humans have
long sought safety in the lands in and around the Lortmils. Flan tribes,
dwarves, elves, and so forth settled permanently in the area which has
been known as the Ulek States for centuries. These territories were
under Keoish rule for a short period, but have been independent for a
considerable period since. Although each is separate and distinct, they
have a community of interest which allies them in the face of outside
aggression or time of need. The County Palatine is on good terms with
its neighbors north and south as well as its former suzerain, the Kingdom
of
Keolancl
. Since the humanoid tribes have been driven out of the Lortmils, the
land has enjoyed considerable prosperity. Its troops are mixed human and
demi-human companies. Cavalry is solely human, as are the heavy
infantry. Lighter infantry and missile troops are typically gnome and
halfling companies. The county extends between the Kewl and
Old
Rivers
through the Lortmils to Courwood in the Suss Forest.
lek,
Duchy of
Grenowin, His Noble Radiance, the Duke of Ulek
Capital: Tringlee (pop. 13,800)
Population: 15,000
Demi-humans: High Elves (12,000), Sylvan Elves
(4,000), Gnomes
Humanoids: Doubtful
Resources: foodstuffs, cloth, electrum, gems (I, II)
The elven realm of Ulek is
ruled by a wise and intelligent Duke of High Elven race. Many of the
human inhabitants of the land are partially elven, and the remainder are
well-disposed to demi-humans. After gaining independent status, these
peoples were quick to make treaties of mutual aid with Celene and the
lower Ulek states. While they do not love the Keoish, they do not bear
them enmity, and normal relations and trade exist between the Duchy and
the Gran March and Keoland. Most traffic, however, passes through the
mountains to Celene and the gnomes of the Kron Hills. There is a
standing force of some 1,000 men and elves serving the Duke. This force
consists of a small troop of heavy cavalry, another of medium, and a
body of elvish light. The balance (60%) consists of crossbowmen, billmen,
and elvish archers. In time of need levies of men, elves, and gnomes can
be raised speedily.
lek,
Principality of
His Serene Highness, Prince Olinstaad Corond of Ulek, Lord of the Peaks
of Haven
Capital: Gryrax (pop. 17,200)
Population: 30,000 +
Demi-humans: Dwarves (18,000), Mountain Dwarves
(9,000), Gnomes, Halflings
Humanoids: Doubtful
Resources: foodstuffs, silver, gems (II, IV)
Dwarves and other demi-humans are more numerous than are humans except
in the city of
Gryrax
, where the 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 capital. The remainder 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 provide 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 despised a dwarven overlord, and they ejected the mixed garrisons
which protected their holdings in the Prince's name. Ulek took no
reprisal against them, and an effort was made to relieve the distressed
territory when swarms of vicious humanoids fell upon it after being
driven from the Lortmils. The Prince is on very good terms with the
Count of Ulek and trades with Keoland and the Sea Princes as well.
ll
His Illustrious Ferocity, Draske, the
Orakhon of Ull
Capital: Ulakand (pop. 6,000+A)
Population: 100,000 +
Demi-humans: Doubtful
Humanoids: Some (in mountains)
Resources: silver, gems (II)
A strong tribal clan of the
Paynim nomads found the rich area between the
Barrier
Peaks
and the
Ulsprue
Mountains
provided them with ample grazing and a perfect territory to
"settle" in. The Uli claimed this area of land for themselves
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 many 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 situated near the center of Ull
(Ulakand), and there are numerous hill and mountain villages to the
south. The numbers of the Uli 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
traders, the Uli are crafty and sly. They are fierce, warlike, and
highly unpredictable otherwise.
rnst,
County of
Her Noble Brilliancy, the Countess Belissica of Urnst
Capital:
Radigast
City
(pop. 39,100)
Population: 200,000
Demi-humans: Halfhngs (3,000), others few
Humanoids: Few
Resources: foodstuffs, cloth, gold
The
County
of
Urnst
is populated by a mixture of peoples, most being of Oerid stock, but
hostile toward the Aerdi, unwilling to serve a Nyrondal monarch.
The Palatine Duke of Urnst long encouraged separatists in the
county above, and eventually the King of Nyrond was forced to agree to a
separation of this state from the kingdom. The land to the great bend of
the Artonsamay, south to the Franz, to the shores of Nyr Dyv is ruled by
the House of Gellor, whose current representative is the Countess
Belissica. The county is allied to and under the protection of the Duchy
of Urnst, but its ruler is by no means subservient to the duke (who is
seeking to marry his eldest son to the Countess and thus permanently
unite the lands into one realm). The county maintains a small but
efficient squadron of warships on the Nyr Dyv.
An army of some 2,000 horse and foot garrisons the key
strongholds, and noble levies can raise 10 times that number of troops
in a week or two.
rnst,
Duchy of
His Most Lordly Grace Karll, the Duke of Urnst;
Warden of the Abbor-Alz
Capital: Leuktsh (20,900)
Population: 200,000
Demi-humans: Halflings (5,000), Gnomes (3,000),
Dwarves (3,000)
Humanoids: Few
Resources: foodstuffs, silver, electrum, gold,
platinum, gems (I-IV)
The riches of this area are great indeed, consisting of most sorts of
precious metals, precious stones, and even the prized corundum gems.
Because of this the duchy has been desired by the kingdoms of Aerdy and
Nyrond in that order. When the Nyrondel won their independence, they
took the
County
Urnst
, and were massing troops to cross the Nesser, but the first crossings
were turned back by galleys, and the campaign sputtered later in the
year, never to be restarted. Urnst
has plenty of other problems of a continuing nature — its Cairn Hills
border with Greyhawk, the Abbor-Alz frontier which has desert nomad
raiders, and difficulties with the lakemen of the Nyr Dyv (q.v.). The
Duke is not idle during all this: he has developed an excellent army of
borderers while maintaining a centrally located force of cavalry, as he
still distrusts Nyrond.
alley
of the Mage
His Most Logical Authority, the Exalted Mage of the Valley and Laird of
the Domain
Population: 10,000 (?)
Demi-humans; Possibly Elves, Gnomes
Humanoids: Unknown
Resources: Unknown
Long ago a mighty wizard
secluded himself in the lush valley at the headwaters of the
Javan
River
amidst the
Barrier
Peaks
. His servants posted the approaches to the area, warning all alike that
entrance to the domain thus established was forbidden except by express
invitation from its laird. What has transpired since the valley was
claimed many decades ago is simply a matter of conjecture, for no one
goes there. (The Grand Duke does not care, and an expedition from Gran
March never returned.) There are, of course, tales of bold adventurers
returning loaded with platinum and gems which are said to litter stream
beds as pebbles do elsewhere, but even these stories are insufficient to
cause much interest, as the area is positively known to be inhabited by
horrible monsters. What is known for certain is that bodies of troops
are sometimes seen near the verges of Dim Poorest, and that mysterious
groups sometimes journey in the direction of this place.
eluna,
Archclericy of
His Venerable Reverence, the Canon of Veluna
— Hazen, Shepherd of the Faithful
Capital: Mitrik (pop. 12,600)
Population: 250,000 (excluding Viscounty of
Verbobonc)
Demi-humans: High Elves (10,000), Gnomes (7,000),
others
Humanoids: Few
Resources: foodstuffs, copper, silver, gold
The Archclericy of Veluna
has long been a shining example of the better side of humankind in the
Flanaess. Since the state became independent, it has treated fairly and
justly with its neighbors and championed the cause of righteousness
everyhere. After the unfortunate Short War (see Bissel, Keoland), Veluna
returned to normal affairs and only engaged in formal mihtary action
again when the Horde of Elemental Evil manifested itself. The
Archclericy aids Bissel, Highfolk, 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-independent Viscount of Verbobonc is a wilhng vassal of the
state, and his inclusion 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 hght cavalry. The bulk of
her infantry are ptkemen, with gnomish support and elven archers.
erbobonc,
Viscounty and Town of
His Lordship, the Viscount Wilfrick of
Verbobonc
Capital: Verbobonc (pop. 11,600)
Population: 35,000
Demi-humans: Gnomes (4,000), Sylvan Elves (2,500)
Humanoids: Few
Resources: copper, gems (I-IV)
This small state would
hardly be worth mention in a continent-wide work of this nature, despite
its riches, except that evil forces chose the area to estabhsh a
stronghold. A, temple and fortress were constructed in the wooded hills
southeast of the town of Verbobonc, not far from the village of 1
lommlet. Trade was ravaged, the countryside pillaged, and bands of evil
humanoids and men were flocking to the gruesome 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 mihtia, and these forces
were in the forefront of the ensuing battle which broke the hordes of
the
Temple
. The viscounty is a large one, extending from the Velverdyva's south
bank some 15 leagues into the Kron tiills, being over 50 leagues in
breadth. Verbobonc is situated in the approximate center of its
east-west axis.
ild
Coast
Capital: None, but several mapr towns —
Safeton (4,600), Narwell (2,900), Fax
(6,700),
Badwall (5,200), Elredd (8,400)
Population: 150,000+(?)
Demi-humans: Many
Humanoids: Many
Resources: None outstanding
The western shores of the
Sea
of
Gearnat
have long been called the
Wild
Coast
, for the region has been a haven for malcontents, dissidents, demi-humans,
humanoids, and the outcasts of other states. It is a fair but not
particularly fertile area — rolling countryside interspersed with
woodlands, fens, and scattered clusters of dwellings. Parts of the
Gnarley
Forest
, all of the Welkwood east of the
Jewel
River
, and
Suss
Forest
are considered as being in this region. The
Wild
Coast
remains a free territory comprised of petty nobles, robber barons,
guildheld towns, fishing and forest villages, freebooters, mercenaries,
and displaced persons of all sorts. This is due to the remote and
isolated position it holds, its lack of resources, and the fact that it
has never been a desirable position strategically. Portions of the area
have been under the control of Celene, the Prince of Ulek, the Gynarch
of Hardby, and the Free City of Greyhawk at various times. The
inhabitants, being of a mind otherwise, have always managed to regain
their freedom.
There is no question that the
Wild
Coast
is known throughout the Flanaess as a place of sanctuary, albeit a
highly dangerous one, filled with adventure at the very least. Its
racially mixed peoples are well known as mercenaries and adventurers
themselves. The area gives rise to many outstanding clerics,
fighters, magic-users, and thieves. Legendary natives of the Wild
Coast include such persons as Mordenkainen, Robilar, and Tenser, to name
but a few.
Tales relate that somewhere within the Suss there exists a lost city of
the Old Suloise — from which the
Jewel
River
gained its name. It has never been found, and the legend is highly
doubtful. Since the Pomarj has been in the control of rapacious
humanoids, the southern portions of the
Wild
Coast
have been less than wholesome in any event, and expeditions into the
Suss
Forest
have not been attempted of late for obvious reasons.
olf
Nomads (Wegwiur)
The Fearless Wolf Leader, Bargru, Tarkhan of
all
the Wegwiur; Commander of the Relentless
Horde
Capital: Eru-Tovar (4,000)
Population: 80,000
Demi-humans: Few
Humanoids: Few
Resources: furs, copper
Much as their western kin
have done, the Wolf Nomads have assumed a few civilized characteristics,
in that they have a permanent capital and carry on trade 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 Dulsi
River, sometimes defeating them, and sometimes being driven away. With
the rebirth of luz, the Wolf Nomads shun the territory they once
disputed, and are themselves subject to raids from humanoids and humans
from luz. 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 depict one or more wolves, and their standards
bear wolftails and heads. They are otherwise akin to the Tiger Nomads
(q.v.).
eomanry,
The
His Steadfastness Crispin Redwell, the Freeholder,
Spokesman for the Yeomanry League
Capital: Loftwick (6,000)
Population: 100,000
Demi-humans: High Elves (2,000),
Dwarves, Halflings
Humanoids: Few (many in mountains)
Resources: foodstuffs, cloth, silver, gems
(II)
The peoples who settled the territory west of the
Javan
River
, north of the Hool Marshes and below the Jotens were mixed tribes of
Flannae-Suel. Some Oeridians also came into the area, accepted by the
original settlers as long as the newcomers did not infringe the lands or
rights of those already there. These
peoples developed the habit of holding annual meetings of all the tribes
in the region, where disputes were settled and arrangements of all sorts
made. All warriors were treated equally, but each tribe appointed one
spokesman for each dozen. Eventually, as numbers grew, this became one
for every 12 dozen, with the 12 spokesmen electing a 13th to speak for
all. This democratic tradition persisted when the region came under
Keoish rule. Despite its isolated position, considerable commerce was
carried on between the kingdom proper and the Yeomanry, for the latter
area was very rich. Although they exploited them, the Keoish also
brought many benefits to the inhabitants of the land. The Keoish
monarch, regarding the yeomen as persons of gentle birth and their
appointed spokesmen as lesser nobility, gave the region a voice in
council (and exposure to the affairs of the world beyond the boundaries
of the Yeomanry). Many thousands of yeomen served in the Keoish military
for decades, but when the kingdom began its wars of conquest, the
freemen of the territory revolted and closed their frontier to Keoish
rule forever. The move was successful primarily because the kingdom was
beset with rebellion everywhere, but the result was the founding of a
state ruled by all of its warriors through election! All those hearing
arms, those who have borne them in the past, and artisans and craftsmen
are now entitled to elect spokesmen.
The Freeholder must be
elected from one of the several score of greater landowners, but he is
ruled by the council of Common Grosspokesmen. He conducts government
affairs and directs the Free Captains of the Battles.
The soldiers of the
Yeomanry are mostly spearmen and crossbow men. The mountaineers provide
heavy, pole armed troops and light slingers. The greater freeholders
furnish the small cavalry contingents.
Demi-humans are enlisted in time of need, for they too are
electors of the land. Elvish spear and bow units, dwarvish mailed foot,
and halfling light troops are brought to the field when the army of the
Yeomanry sallies forth.
eif,
Sultantate of
His Omnipotence, the Glory of the West, the
Sultan
of Zeif — Murad
Capital: Zeif (pop. 40,300)
Population: 200,000
Demi-humans: Doubtful
Humanoids: Doubtful
Resources: foodstuffs, gems (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 border
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-handed 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 few mineral resources 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 designs upon both Ekbir and Tusmit, but this is not certain.
egional
Alignments
As important as the
political system in a country is the amount of respect for life and
order held by its people and rulers, and reflected in its laws. While
highly subjective, such attitudes can be measured.
The accompanying map shows,
very roughly, the distribution of Good and Evil, and Law and Chaos, in
the Flanaess. Light areas are closely allied with Good. Those tinged
with gray are devoted to evil, or tend toward it.
Travelers move through these areas at some risk to their lives.
Medium areas should be entered with some caution, but are safer and more
tolerant than dark areas,
Symbols indicate the degree
of respect for law and property within each region. Again, those areas
cast in chaos present special dangers to travelers and merchants, and
are not often traversed.
egional
Products
The accompanying map
illustrates the major export items produced in countries throughout the
Flanaess. Such export is not
always through formal trade agreements, and not all items are exported
year-round.