Sheldomar Valley


Sheldomar Valley


1. Keoland
The Kingdom of Keoland is the oldest, largest nation of the western Flanaess, founded by a combining of Suel and Oerid migrants with indigenous Flan and demi-human realms. Keoland prospered and grew along the bountiful Sheldomar Valley for centuries, until the lion throne entered an imperialistic era where it briefly pushed the kingdoms boundaries north and eastward, eventually turned back at Veluna during the Short War. This warlike stance led the eastern demi-human states to withdraw full support, soon followed by the secession of Keoland’s western fiefs. This strife was further complicated by the rise of the Sea Princes who took the farthest southern lands as their own. A failed campaign to retake these parts resulted in the softening of Keoland’s monarchy, as they recognized the autonomy of their neighbors and friendly relations returned to the valley. Only the piratical Sea Princes continue to needle the Keoish coast, while to the north, the Knights of the Watch stand ready for reprisals against Keoland.

2. Tri-states of Ulek
This peaceful, bountiful region is home to many demihumans. It consists of the noble Duchy of Ulek (predominantly high elves), the rustic County of Ulek (small-folk) and the industrious Principality of Ulek (dwarves).  All three states have lived amicably with humans (Flan) for centuries until a short reign by Keoland. Now independent again, they have remained safe since the Hateful Wars drove out all humanoids from the Lortmil Mountains.

3. Gran March
The martial nation of Gran March is a fief of the Kingdom of Keoland instituted by an ultra-religious order of knights whose code still influences the present day Knights of the Watch. Despite being relatively peaceful and productive, the original order was very repressive and forced conscription on its populace. No wonder, as the people of the March rejoiced when the order was defeated during the Small War against Furyondy. Today the March is less restrictive; now electing its commandants, but it continues to defend the Sheldomar Valley from foreign threats with its vaunted mailed cavalry.

4. Bissel
The March of Bissel or Littlemark was once part of Keoland until it was lost in the Small War to Furyondy over a century ago. Positioned at the crossroads of trade, the small but resourceful Bissel was eventually granted its independence for bravery in service by the margrave when he rescued the king from a humanoid ambush. Since then Bissel serves as border security against further incursions from the west, thus protecting Furyondy and Keoland alike, the latter providing assistance from the Knights of the Watch. Mercenaries and adventurers comprise much of the “border companies” under the flag of Bissel. Continuing support from neighboring states ensures that these companies are well-equipped and armored to serve their duty.

5. Geoff
The Grand Duchy of Geoff is an old isolated realm on the western fringe of the valley, surrounded by mountains, forests and the Rushmoors. Originally a Flannae domain, this bountiful, fog-shrouded land is now of mixed heritage; a peaceful region of herders, farmers and miners including many demi-humans. Geoff has seen little conflict in its long history besides internal intrigues and continual raids by giants from the Crystalmists of which are handled with elven support and sometimes Sterich to the south. Despite Geoff’s stance, the grand duke is still friendly to the kingdom and enjoys a mutual alliance in times of trouble.

6. Sterich
The Earldom of Sterich is a favored western vassal of Keoland set next to the Jotens and Crystalmist Mountains. Sterich is best known for its abundant mineral wealth, worked by loyal clans of gnomes and dwarves then traded down the Davish River to other Sheldomar states for goods it lacks. The prosperity of this land has created an unusually high number of petty nobles and uplifted even commoners to aristocratic status. Like Geoff to the north, Sterich is always on guard from annual incursions of giant-kin and other monsters from the west. This situation though dire, has not prevented the earldom from sending military support to Keoland if called upon.

7. Yeomanry
The Yeomanry League is a warm, sheltered land bound by mountains, hills and rivers, consisting of mixed tribes peacefully coexisting beside local demi-humans and sharing a unique tradition of democratic government. Famed for its spearmen, the Yeomanry was once under the rule of Keoland yet they persisted in their ways while serving the crown in most part because of the kingdom benefitted greatly from the natural resources of the region. The Yeomanry however joined in a general revolt during the kingdom’s imperialist phase and though relations are good today, the league has been an independent state ever since. Spokesmen for the Yeomanry council are elected by vote of any citizen with a trade or who has ever borne arms in defense of the league.

8. Sea Princes
The Hold of the Sea Princes was once the southernmost fief of Keoland until it came under the rule of self-styled noble buccaneers who took advantage of mainland wars in the north to become the bane of the entire Azure Sea. Safe by land due to the Hool Marshes, the Hold was eventually defeated by the combined fleets of the Azure coast. Though the Hold still has the strongest navy in the west, it was forced to tone down their piratical ways, instead focusing attention on the exploration and exploitation of the southern jungle coasts for new, lucrative resources. This new found mercantile wealth was followed by the practice of slavery for the Holds’ numerous fertile farms. The Yeomanry opposes this as does a faction behind the current Prince of Monmurg.


Want to know more?

Excerpt on Keoland from Living Greyhawk Journal #1 at Wizards.
5 Reasons to Visiti the Sea Princes at Greyhawkery.
5 Reasons to Visit Keoland at Greyhawkery.

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