TEXT:  
   
   
   
   
   
  META-ORG BOOK 
   
   
  Design: Tony Antonich, Harold Austin, Duncan McNeil-Burton, Brian Eberhart, Ron Goodwin, Dave Guererri, 
  Jonathan Knapp, Justin Knapp Kevin Lawson, Rob Recckia, Judy Rudolph, Joe Russell, Steven Schaeffer, Mike 
  Schleigh, Sean Smith, Nancy Springer, Phineas Walsh, Caias Ward and Steven Zwanger 
  Version 2.5 Long Format 
  January 2005 
   
  Keoland Meta-Campaign Sourcebook pg.1  
  Date & Time last edited: 01/24/05  10:32 AM 
  
   
  Keoland Meta-Campaign Sourcebook pg.2  
  Date & Time last edited: 01/24/05  10:32 AM 
  The Keoland Meta-Campaign Sourcebook is designed to help create a regional feel for Keoland.  This book gives the 
  guidelines for playing in Keoland modules and special organizations that player characters may join.  Your character must 
  conform to the newest version of this document.  If you have any questions please feel free to contact the Triad with your 
  questions.  This book counts as documentation in the Living Greyhawk Campaign, you must bring a copy of the pages of 
  this book with you whenever you use any benefits from those pages.  Enjoy the fruits of our labor with the joy we had put 
  into them. 
   
  TBD 
  Metaorg Coordinator 
  TBD
   
  Christian Alipounarian 
   
   
   
   
   
   
  Sean Smith 
   
   
  Plot and Scenarios Coordinator 
   
   
  Interactive and Convention Coordinator 
  chrisinpm@aol.com  
   
   
   
   
  kingmoblives@hotmail.com
   
   
  Keoland Web Page 
   
   
   
   
  Living Greyhawk Web Page 
  http://keoland.living-greyhawk.com/ 
   
   
  http://www.living-greyhawk.com/index.html
   
  Keoland Discussion Group 
   
   
   
  Living Greyhawk Discussion Group 
  http://www.groups.yahoo.com/group/keoland 
  http://www.groups.yahoo.com/group/Living_Greyhawk
   
  Keoland Information Group 
   
   
   
  Keoland Special Missions 
  http://www.groups.yahoo.com/group/keoland-info 
   
   
  KeolandSMPOS@aol.com
   
  
   
  Keoland Meta-Campaign Sourcebook pg.3  
  Date & Time last edited: 01/24/05  10:32 AM 
  Table of Contents 
   
  Background Information 
   
   
   
   
  Page X-99 
  Metaorg Contact Information 
   
   
   
  Page Y 
  Metaorg Blurbs 
  Metaorg Basics 
  Metaorg Alliances 
  Metaorg Regional Quirks 
   
  Meta-Organizations in Keoland 
   
   
   
  Page X-99 
  Churches  
   
   
   
   
   
  Page Y 
  Clan Stonecrow 
   
   
   
   
   
  Page Y 
  City Guard  
   
   
   
   
   
  Page Y 
  Darkwatch  
   
   
   
   
   
  Page Y 
  Divinity Council 
   
   
   
   
   
  Page Y 
  Dreadwalkers (and Reserves)  
   
   
  Page Y 
  Duelists 
   
   
   
   
   
   
  Page Y 
  Guardians of the Highlands 
  Guilds (Noble andRoyal)  
   
   
   
  Page Y 
  Haven, Town of 
   
   
   
   
   
  Page Y 
  Heralds 
   
   
   
   
   
   
  Page Y 
  Hospitaliers  
   
   
   
   
   
  Page Y 
  Imperial Military Academy 
   
   
   
  Page Y 
  Justice Blades 
   
   
   
   
   
  Page Y 
  Keoish Royal Standards  
   
   
   
  Page Y 
  Knights of the Watch/Dispatch  
   
   
  Page Y 
  Lion Braich  
   
   
   
   
   
  Page Y 
  Militia  
   
   
   
   
   
   
  Page Y 
  Monasteries 
   
   
   
   
   
  Page Y 
  Mountain Lions 
   
   
   
   
   
  Page Y 
  National Academy of Wizardry  
   
   
  Page Y 
  Nature’s Balance  
   
   
   
   
  Page Y 
  Nobility 
   
   
   
   
   
   
  Page Y 
  Royal Explorers 
   
   
   
   
   
  Page Y 
  Sea Mages  
   
   
   
   
   
  Page Y 
  Silent Ones  
   
   
   
   
   
  Page Y 
  Stargazers  
   
   
   
   
   
  Page Y 
  Thieves’ Guild 
   
   
   
   
   
  Page Y 
  Documentation for Keoland Meta-Orgs  
   
  Page A 
  Rules for Using Meta-Org Benefits 
   
   
  Page N 
  Illegal and Forbidden in Keoland 
   
   
  Page  
  Hunted and Wanted List  
   
   
   
  Page L 
  Healing and Spell Prices in Keoland 
   
   
  Page N 
  Keobred War-horses & War-Ponys 
   
   
  Page B 
  Keobred Warbreed Riding Dogs  
   
   
  Page B 
  Stonecrow War-Boars 
   
   
   
   
  Page B 
  Frequently Asked Questions 
   
   
   
  Page L 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.4  
  Date & Time last edited: 01/24/05  10:32 AM 
   
   
  META-ORGANIZATION CONTACT INFORMATION 
   
   
   
  NAME  
  EGROUP 
   
  POC 
   
   
   
  POC EMAIL 
  Brotherhood of Harbingers 
  (Heralds) 
  keoland-heralds 
  Judy Rudolph 
  dreadempress@yahoo.com 
  Churches 
   
  Dave Guererri 
   
  Clan Stonecrow 
  Clan_Stonecrow 
  Joe Russell 
   
  Darkwatch 
   
  Duncan McNeil-Burton 
   
  Divinity Council 
   
  Harold Austin 
  haustin @ princeton.edu 
  Dreadwalker/ Dreadwalker 
  Reserve 
  keoland-
  dreadwalkers 
  Judy Rudolph 
  dreadempress@yahoo.com 
  Duelists 
   
  Rob Recckia 
  robwreck @ aol.com 
  Guardians of the Highlands 
   
  Kevin Lawson 
   
  Guilds, Noble 
   
  Harold Austin 
  haustin @ princeton.edu 
  Guilds, Royal 
   
  Harold Austin 
  haustin @ princeton.edu 
  Haven 
  LG-Haven 
  Rob Recckia 
  robwreck @ aol.com 
  Hospitaliers 
   
  Dave Guererri 
   
  Mercenaries, Benevolent 
  [Justice Blade/Stargazers] 
   
  Caias Ward / 
  Steve Swanger 
   
  Mercenaries, Loyalists 
  [Mountain Lions/Lion 
  Braich] 
   
  Harold Austin 
  haustin @ princeton.edu 
  Military [3] 
   
  Phineas Walsh 
   
  Monasteries: 
    Ruby Crypt 
    Two-fold Path 
    Pagoda of Harmonic Qi 
    Cuthbertite Monastery 
   
   
  Nancy Springer 
  Mike Schleigh 
  Kevin Lawson 
  Duncan McNeil-Burton 
   
  Nature's Sentinels 
  Keoland_Natures_Se
  ntinels 
  Brian Eberhart 
   
  National Academy of 
  Wizardry 
  National_Academy_o
  f_Wizardry 
  Harold Austin 
  haustin @ princeton.edu 
  Nobility 
   
  Keoland MaRF PoC 
  keoland_metaorg_poc @ 
  yahoo.com 
  Philanthropic Societies of 
  Keoland 
   
  Dave Guerreri 
   
  Royal Explorers 
   
  Harold Austin 
  haustin @ princeton.edu 
  Sea Mages 
   
  Kevin Lawson 
   
  SILENT ONES 
  silentones 
  Judy Rudolph 
  dreadempress@yahoo.com 
  Thieves' Guild 
   
  Tony Antonich 
   
   
   
  
   
  Keoland Meta-Campaign Sourcebook pg.5  
  Date & Time last edited: 01/24/05  10:32 AM 
  META-ORGANIZATION BLURBS 
  Brotherhood of Harbingers (Heralds) – A fraternity that serves the nobles as messengers, tax collectors, ambassadors, 
  stewards, historians, and even spies.  Heralds are the tools used in the intrigues of Keoland’s true power.  Some say they 
  are given power directly by the nobles and Keoland’s charter; others note that the reverse is just as true. 
   
  Churches – This Paladin/Cleric Organization is oriented toward serving the citizens of Keoland.  The Church is supported 
  by the nobility and is required to fulfill certain obligations (i.e. healing the people, supplying merchandise, paying taxes, 
  etc).  There is no state religion in Keoland, and the Churches exist due to the services they provide to the nobility.  Every 
  deity is represented in Niole Dra except for Trithereon.  The daily activities are healing the sick, escorting militia patrols 
  and working for the local nobles. 
   
  Clan Stonecrow - A clan of dwarves living in the small town fortress of Curget in the southern reaches of the Good Hills. 
  The Stonecrows have a long and proud history of being warriors, though spellcasters and craftsmen also draw great 
  respect within the clan.  Their lightly-armored, boar-riding fighting style is one of the most unusual within Keoland. 
   
  Divinity Council - In the longstanding Keoish tradition of "keep your friends close, but your enemies closer", the ten most 
  influential churches in Keoland share a single vote on the Council of the Land.  What local priests try to accomplish by 
  tending to their parishes, the Divinity Council attempts to solve with politics.  Their goal is to have organized religion 
  accepted and for it to flourish throughout the country.  The demands of Keoish politics take their toll, however, and draw 
  the faithful ever farther from the gods they serve, until they more closely resemble the nobles the are so desperately trying 
  to change. 
   
  Dreadwalkers and Dreadwalker Reserves - Elven kindness to their new Suel neighbors was repaid with hundreds of 
  years of fighting a desperate battle to save their homeland.  The strange planar rifts that appear in the Dreadwood open to 
  unleash strange aberrations, and the bleed through has affected even native Keoish wildlife.  Despite assistance from 
  nearby human settlements, the only hope they have in their losing struggle is a promise made by a local Dreadverge 
  baron who became the King of Keoland, the late King Kimbertos Skotti. 
   
  Keoland Dueling Society (KDS) - Immersed in political intrigue since their inception over three hundred years ago, the 
  Keoland Duelist Societies serve a dual purpose: as both a medium for the upper strata of Keoish society to interact 
  socially, and as a place for the resolution of conflict and elimination of rivals among the nobles.  This was later extended 
  to include citizens as members.  The four schools that comprise the Keoland Duelist Societies are as different (and 
  similar) as the four political factions that place their weight and influence behind them. Bound by centuries of common 
  dueling traditions and techniques, the Argost, Hennen, Illadra, and Ulmstard schools each focus on their own unique 
  signature fighting technique that readily identifies its practitioners as members of each particular school. 
   
  Guardians of the Highlands - Centered in the Protectorate of the Good Hills, this group is comprised of gnomes and 
  halflings, with some of their mountain dwarven and human flan neighbors mixed in.  Their goal is to maintain and preserve 
  the ways and traditions of the demihumans who lived on this land long before the Keoland was founded. 
   
  Guilds (Noble) - These guilds are overseen by the local nobles, and generally vary in power according to location and 
  available resources.  They tend to be mostly craftsman, providing everything from common necessities (such as wagons 
  and clothing) to exquisite fineries (such as stained glass). 
   
  Guilds (Royal) - These guilds were given basis in the Founding Charter of Keoland, providing services far too important 
  to the country to allow squabbling nobles to interfere, thus necessitating their ‘Royal’ status.  Royal guilds house 
  professionals such as historians, financiers, and even alchemists. 
   
  Haven - Founded by a group of Half-Orcs and Half-Elves by the generosity of the Viscount Richart Jorgos, this village 
  serves a dual purpose: a safe 'haven' to escape the persecution and prejudice against half-breeds, as well as a first-line 
  defense against the encroaching lizardfolk threat from the Hool Marsh.  Although only in existence for four years, their 
  animosity towards and rivalry with the Clan Stonecrow dwarves to the north is already legendary. 
   
  Hospitaliers - The Hospitaliers are a noble-sponsored, predominantly secular source of charity, healing, and aid to the 
  less fortunate members of the populace.  Their prominence in Keoish society is a direct result of the lack of power of 
  Keoish churches. 
   
  Knights of the Malgari (Darkwatch)  - This Neheli-based organization is dedicated to the destruction of undead, 
  especially in the areas around the Rushmoors.  Their heavy-handedness is well known, though their grip on Keoland’s 
  
   
  Keoland Meta-Campaign Sourcebook pg.6  
  Date & Time last edited: 01/24/05  10:32 AM 
  northern lands is strong enough to eliminate any murmurs of dissention.  Their patron Cedrian has raised an Elite unit 
  known as the Doomguard to further his plans, and the Silent Ones have kidnapped their leader Holphin after his mind was 
  dominated by the artifact Blackrazor, which he used to slay King Kimbertos Skotti. 
   
  *Knights of the Watch/Dispatch – The Knights of the Watch and Dispatch were created to protect the Sheldomar Valley 
  from humanoid and baklunish invasions.  They are on constant vigils throughout the Sheldomar Valley, and always 
  prepared to defend it. 
   
  Mercenaries, Benevolent (Justice Blade/Stargazers) - Of the many mercenary groups that made themselves known 
  during the Greyhawk wars, two became noteworthy.  The Justice Blades were created by members of foreign nobility, 
  their ideals brought to Keoland by a small group of Paladins extolling virtue and truth, while the Stargazers take their 
  guidance from the skies, and follow a fighting style unusual in the western Flaness. 
   
  Mercenaries, Loyalists (Montain Lions/Lion Braich) - Although no longer official members of the military - whether due 
  to injury, age, or otherwise not meeting the rigid requirements of the Royal Standards, members of the Lion Braich keep in 
  fighting trim, just in case their country ever needs them to serve again.  The Mountain Lions recently served the guilds to 
  explore the Joten Mountains and to search out new precious metals.  In C.Y. 594, these canny warriors witnessed the 
  return of Count Ignaz Manz of Cryllor.  With their uncertain future in the hands of the despotic ruler, Cryllorian and 
  Flennish soldiers alike have secretly begun to rally to the cause of the Lady Regent [of Cryllor], readying for the day when 
  she must confront her father. 
   
  Military [3] - From local militia and city guards, fighting men and women rise into the Keoish Royal Standards supported 
  and maintained by the provincial lords.  Only an elite few ever move on to the Imperial Military Academy’s officer schools 
  and command the 150-member military units.  The three main focuses of the Royal Standards are: 1) Ground units 
  [Infantry, Navy, and Auxiliary (Archers)], 2) Mounted Units [Calvary and Scounts] and 3) Specialist [Siege Engineers and 
  Combative Magics]. 
   
  Monasteries  - Keoish monasteries were able to gain some political ground because their focus was in creating a single 
  center of belief, instead of the stereotypical proselytism of the churches.  The Drunken Masters of the Jotens are barely 
  known because of their remoteness, while members of the Twofold Path are reknown for their wanderings and faith in 
  Fahrlanghn and Celestian.  The Cuthbertite monastery in Gand is home to one of Keoland’s two warmasters, while the 
  Ruby Crypt of Wee Jas in Mill Creek keeps the ancient Suel funeral traditions alive. 
   
  Nature’s Sentienels - One of the named Noble guilds, Nature’s Sentinels provides the manpower and knowledge of 
  nature behind the acclaimed Keobred warhorses. It is a society made rich from thriving grain and livestock exports while 
  acting as an overseer of the ethical treatment of the Kingdom’s natural resources. 
   
  National Academy of Wizardry - Created as a safe house to escape the superstitious and generally magic-fearing 
  populace, the libraries and classrooms of the NAW have become the place for wizards to learn their craft in Keoland. 
   
  Nobility - The nobility is the driving force that rules Keoland - sometimes effectively and sometimes not.  After beating the 
  Giants back from Flen and the Scarlet Brotherhood from the Southern Savage Lands of Keoland, her nobles still suffer the 
  wealth of an empire, which basks itself in never-ending political intrigues and rituals that keeps Keoland the silent power 
  of the Sheldomar. 
   
  Philanthropic Societies of Keoland - These groups have formed to match the bleeding hearts of rich Keoish citizens 
  and nobles with worthy causes - even though the true reasons for such generous donations may be for no other reason 
  than political or personal gain. 
   
  Royal Explorers’ Society of Keoland - Known for their reckless curiosity, these intrepid explorers travel far and wide to 
  bring back strange and exotic items and creatures, and chronicle their encounters with natives of far-off uncivilized lands.  
  Their activities tend to be noticed by the Silent Ones, mostly due to unintentional consequences rather than deliberate 
  acts. 
   
  Sea Mages - Headed by the Rhola family’s dukes of Gradsul, this collection of freemages, wandering casters, and sea-
  lovers augments the Keoish Navy and aids in patrolling Keoland’s southern borders on the Azure Sea. 
   
  *Silent Ones - Founded over one thousand years ago, this group of select arcanists has forsworn all other loyalties to 
  prevent the magical atrocities of the Twin Cataclysms from ever happening again.  Their agents search for powerful magic 
  
   
  Keoland Meta-Campaign Sourcebook pg.7  
  Date & Time last edited: 01/24/05  10:32 AM 
  items or rogue spellcasters whose untamed magic threaten the safety of the Sheldomar Valley.  They operate outside the 
  Founding Charter of the Kingdom, and hold greater autonomy from the Council’s influence than any organization in the 
  Kingdom. 
   
  Thieves Guild - Because of the sheer size of the country, Keoland’s thieves’ guilds tend to be localized and fairly 
  autonomous.  High-ranking members in the four cities know of a “Guildfather”, but his true identity remains unknown to all 
  but a handful. 
   
  KEOLAND META-ORG BASICS 
   
  Joining the Meta-Orgs 
  In addition to meeting the normal requirements for a particular Meta-Org, PCs must participate in a Keoish regional 
  module, intro, or interactive in order to join a Keoish Meta-Org.   
  *NOTE: the Silent Ones and Knights of the Watch are Sheldomar Valley metaregional Meta-Orgs, and any regional or 
  metaregional module may qualify. 
   
  Leaving the Meta-Org 
  PCs may leave non-Hunter Meta-Orgs in non-Elite ranks at any time, as long as the appropriate POC is contacted.  As 
  with any other Meta-Org, once you leave, you do not gain back any TUs or GP spent towards qualifying or maintaining 
  status in the Meta-Org, nor do you have any further access to benefits, such as feats, items, spells, or prestige class 
  advancement. 
   
  META-ORGANIZATIONAL ALLIANCES 
   
   
  NAME  
   
   
  POWER 
  TYPE  
   
  POLITICAL 
   
   
   
   
   
  RANK  
   
  Churches 
  Low 
  Divine 
  Guild 
  Clan Stonecrow 
  Low 
  Dwarves 
  Flen & the Good Hills 
  Darkwatch 
  High 
  HUNTER 
  Neheli 
  Divinity Council 
  Medium 
  Expert/Divine 
  Peer 
  Dreadwalker Reserve/ 
  Dreadwalkers 
  Low / High 
  Expert/HUNTER 
  Royal 
  Duelists 
  Medium 
  Martial 
  by Province 
  Guardians of the Highlands 
  Medium 
  Gnomes & Halflings 
  Flen & the Good Hills 
  Guilds, Noble 
  Medium 
  Guild 
  Guild 
  Guilds, Royal 
  Medium 
  Guild 
  Peer 
  Haven 
  Low 
  Half-breeds 
  Royal 
  Heralds 
  High 
  HUNTER 
  Peer / by Province 
  Hospitaliers 
  Medium 
  Expert 
  Peer 
  Mercenaries, Benevolent 
  [Justice Blade/Stargazers] 
  Low 
  Martial/Divine 
  Guild 
  Mercenaries, Loyalists 
  [Mountain Lions/Lion Braich] 
  Med 
  Martial 
  Oeridian / Guild 
  Military [3] 
  by Rank 
  Martial (Official) 
  by Rank / by Province 
  Monasteries 
  Low 
  Martial/Divine 
  Guild 
  Nature's Sentinels 
  Medium 
  Expert 
  Guild 
  National Academy of 
  Wizardry 
  High 
  Spellflinger 
  Peer 
  Nobility 
  High 
  Expert 
  by Province 
  Philanthropic Societies of 
  Keoland 
  Low 
  Varies 
  Guild / by Province 
  Royal Explorers 
  Medium 
  Expert 
  Guild 
  Sea Mages 
  Medium 
  Expert/Spellflinger 
  Rhola 
  SILENT ONES 
  High 
  HUNTER 
  Peer 
  Thieves' Guild 
  Medium 
  HUNTER 
  Guild 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.8  
  Date & Time last edited: 01/24/05  10:32 AM 
  KEOLAND META-ORG REGIONAL QUIRKS
  ELITE UNITS - certain Meta-Orgs, or higher levels within specific Meta-Orgs, are considered “elite”.  These units 
  generally reflect a certain notoriety and prestige.  As such, these are cohort-free zones; cohorts are, by nature, both 
  statistically inferior and followers instead of leaders.  Elite units usually demand special requirements and extra work on 
  the part of the player, and should not be taken lightly.  Starting in CY 595, Elite Unit PCs will gain a full-page cert in 
  addition to the normal Meta-Org AR to showcase their leadership position in Keoish society. 
   
  HUNTER META-ORGS - are organizations within Keoland whose goals are either so secretive or so demanding that 
  joining them is a lifetime goal. As a player, this requires a reporting form to be filled out for ALL modules played, as well as 
  severe restrictions upon advancement [IC posts, special missions, etc.].  These Meta-Orgs require considerable extra 
  work by the player, and joining them should not be taken lightly.  In addition, PCs are not allowed to leave these Meta-
  Orgs without being banned from regional play [and metaregional, in the case of the Silent Ones].  Such “traitors” may also 
  be ‘captured’ in cores and out-of-region mods by active members of the respective Meta-Org, which may result in the 
  removal of said PC from Living-Greyhawk play [this is handled by the Keoland Meta-Org POC on a case-by-case basis].  
  Again, players should be willing to make the extra time and effort commitment before joining one of these Meta-Orgs. 
   
  LIBRARY CARD - Meta-Orgs have access to all Core and some Limited [non-complete, builder-book ONLY] spells per 
  the LGCS [v 4.0, pp 25-28].  For non-wizards, if a spell is listed in the Meta-Org shortform, the PC is considered to have 
  campaign documentation as such and may freely take the spells listed.  Because of new Meta-Org limitations, however 
  [LGAH, v 2.1, pp 9-10], wizard PCs must pay for access to learn new spells from sources other than fellow PC wizards.  
  Because of Keoland’s affinity for magic, any PC wizard in an appropriate Meta-Org may purchase one of three types of 
  library cards for 500 gp.  Once the card type [A, B, or C] is selected, wizards can learn any non-evil, non-necromantic 
  spell up to the spell level limit given by their Meta-Org.  NOTE: This cost is for gaining access to spells; the PC must still 
  pay normal PHB costs for copying the spell into their spellbook.  It also does not allow the PC to purchase non-DMG spell 
  scrolls. 
  Example:  A 3rd-level half-elven wizard Citizen of Haven has the following access listed on their Meta-Org 
  shortform: 
   
  Library Card spells - Wizards only 
  Library: Dreadwalker;  Spell Level Limit: 2 
   
  The PC is finally able to save 500gp, and purchases a “Type A” library card from the Dreadwalkers.  Even if the 
  PC never captures an enemy spellbook on an AR or meets a fellow PC wizard to swap spells, the PC now has 
  access to 40 [non-evil, non-necromantic] first and second level PHB spells.  Upon reaching 5th level, however, the 
  PC only has access to the usual two 3rd-level spells a wizard gets for leveling, as the Dreadwalkers will not allow 
  Haven Citizens access to 3rd level spells.  The PC must now trade spells or capture spellbooks, or wait until 6th 
  level to advance in the Meta-Org to become a Haven Elder, which allows access up to and including 4th level 
  spells. 
   
  META-ORG ARs - These regional AR sheets are filled out upon joining the Meta-Org, and again at the beginning of the 
  year.  All TU/gp costs listed are yearly costs.  Beginning in CY 595, certain Meta-Orgs will require an additonal full-page 
  cert to show high-level advancement within select Meta-Orgs. 
   
  META-ORG SHORTFORM - These spreadsheets provide an advancement-at-a-glance view of each Meta-Org.  They are 
  not meant to provide detailed, in-depth background of a Meta-Org [that’s what this longform is for].  PCs must have both a 
  current Meta-Org shortform and a current Meta-Org AR to prove that they are in a Meta-Org. 
   
  REPORTING FOR DUTY (RFD) - Any Keoland regional module, interactive, special mission, or Sheldomar metaregional 
  module may have this option available to Keoish Meta-Orgs.  It generally means something of interest to the Meta-Org 
  takes place in the mod, and players should do their best to try to play the appropriate PC.  Further details of the task at 
  hand may be given to PCs via an IC post by an NPC to the approriate Meta-Org egroup.  In game terms, the following 
  applies: 
  ♦ TU cost is zero, up to the cost paid for by their current rank in the Meta-Org [ie, a PC who paid 3 TUs to join a 
  Meta-Org doesn’t have to pay TU cost for 3 rounds per year; if 4 mods are available for RFD, you must pay 
  the TU cost for the fourth.  Note that this does NOT apply to any in-mod TU costs (getting arrested, optional 
  encounters, etc.)] 
  ♦ PCs gain free lifestyle as per their current Meta-Org rank 
  ♦ Certain Knowledge, Craft, Profession, and other skill checks may be made ‘untrained’ with an appropriate 
  successful “Meta-Org rank” checks, as generally noted in the module. 
  ♦ Any AR item listed as “adventure” becomes “regional” unless noted otherwise. 
  
  Brotherhood of Harbingers 
  (Heralds) 
   
  POC:  
   
  Judy Rudolph 
  E-mail: 
   
  dreadempress@yahoo.com 
  E-group: 
   
  keoland-heralds 
  Advancement: 
  POC Approval 
   
  Heraldry: TBD and by Noble 
  Motto: TBD 
   
  Introduction  
  A fraternity that serves the nobles as messengers, tax collectors, ambassadors, stewards, historians, and even spies,  
  Heralds are the tools used in the intrigues of Keoland’s true power.    Some say they are given power directly by the 
  nobles and Keoland’s charter; others note that the reverse is just as true. 
   
  Areas of Influence and Available Regions 
  Heralds can be found throughout Keoland, the Sheldomar Valley, and the entire Flaness.  They are the eyes, ears, and 
  voice of Keoland. 
   
  Origins & History 
  The Heralds have always existed in the Kingdom in one form or another.  During the founding of Keoland, it was decided 
  that a select group of people should be able to act in the nobles’ interest, without fear of loss of life.  The Founding 
  Charter is the ultimate shield for Heralds since it protects them from any harm within the Kingdom of Keoland; as long as 
  the Herald is acting in the interest of the Council, the nobles or the King.  Heralds may not legally have their minds read, 
  be assaulted, impersonated, detained or have items removed from their possession; these actions are punishable by life 
  in prison or even death for those that commit such atrocities. 
   
  Philosophy and Credo 
  Service to the Kingdom, even to our death. 
   
  Duties, Objectives, and Day-to-Day Activities 
  Their activities vary greatly from tax collectors to spies.  Messenger-level heralds are Keoland’s “pony express”; their job 
  is to gather and distribute information.  Lorists are the researchers within the guild.  Heralds and High Heralds normally 
  choose a noble to ‘serve’, and from that day on focus on building the political power of their chosen one.  A small number 
  of Heralds decide to serve Herald Hall itself, ensuring the overall health of the organization. 
   
  Important Dates, Holidays, & Ceremonies 
  The Brotherhood of Harbingers don’t really celebrate, for they are always on duty. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – Their allies vary according to whom they serve. 
  ◊ 
  RIVALS – Everybody else is a rival. 
  ◊ 
  ENEMIES – Any power, internal or foreign, that has ill-will towards or threatens the safety of Keoland. 
   
  Spo so
  n
  rs/Major NPCs 
  ◊ 
  Royal High Herald Doriahnyllyn a’Madri [elven female] - Doria will retain her status as the Kingdom’s Herald until 
  a new King of Keoland is chosen by the Council.  Until then, she has returned to her home in the Axewood to 
   
  Keoland Meta-Campaign Sourcebook pg.9  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊
  man male, Keoish) - the Herald of the Greyhill, who oversees the day-to-day 
  ◊ 
  epresentative of the Baron of Dilwych who resides in Niole 
  ◊ 
  discover the true assassin of her liege, former king Kimbertos Skotti. 
   
  High Herald Cezar Bartos (hu
  administration of the barony. 
  High Herald Thaddeus Pliq (human male, Suel) -  the r
  Dra, and sits in the Council in the Name of the Baron. 
  Herald Charlston Pendal Dasco - a disgraced Herald sent back to Keoland after transporting a construct that 
  almost killed Grand Duchess Calisse.  This distant cousin of the Duke of Gradsul recently redeemed himself in 
  
   
  Keoland Meta-Campaign Sourcebook pg.10  
  Date & Time last edited: 01/24/05  10:32 AM 
  Duke Luschan’s eyes after successfully organizing the diplomatic meeting that brought many of the nations of the 
  tly on the side of the Rholas. 
  ilent One PCs must fill out reporting forms to maintain their membership in the Meta-Org and not become Hunted [q.v.].  
  e Silent Ones without being Hunted [q.v.]; contact the PoC for details. 
  fluence & Favors 
  eraldric influence is considered High [National] and is associated with the Peers of the Realms (Nobles). 
   
  Sheldomar back to the Court of the Land, mos
   
  Advancement & Forms and Leaving the Meta-Org 
  S
  PCs may not leave th
   
  In
  H
   
  Brotherhood of Harbingers Organizational Levels 
  Messenger(s) are the lowest level of Heralds.  They transport missives from important nobles, collect taxes from local 
  administrators, and act as criers relaying important information to the people.  They do the grunt work of the Heralds.
  Requirements: Must be 2
   
  ents of the Axewood or Nume Eor, 
  alf-orcs must b
  of the following skills: Bluff, Decipher Script, Diplomacy, Disguise, Forgery, Gather 
  y), Listen, Perform, 
  ense Motive, S
  ome a Messenger 
   
  Benefit
  checks in Keoland 
   Herald’s Messanger Satchel (Masterwork) 
     May possess any illegal item in Keoland 
  nd level, reside in Keoland or Geoff, half-elves must be resid
  h
  e residence of Haven or Nume Eor, Cannot be Wanted or Hunted in Keoland, Cannot belong to the 
  Darkwatch, Dreadwalkers, Silent Ones or Thieves Guild, Must be able read and write 
   
   
  5 Ranks in TWO 
  Information, Intimidate, Knowledge (Geography, History, Sheldomar Valley or Nobility and Royalt
  S
  pellcraft or Spot 
   
   
  Must spend One Noble, Royal or Guild Influence Point to bec
  100 gp per year and 4 Time Units per year 
  s: +1 Diplomacy, Gather Information and Perform 
     Free Herald’s Brooch (100 gp value), and
     50% discount on Standard Lifestyle in Keoland 
     One Mithril Armor Suit, One Mithril Shield and Wand of Cure Light Wounds 
   
  Lorist(s) are the researchers for nobles, looking up history, keoish law, contracts with guilds and other administrative 
  paperwork.  Occasionally, they will act as teachers for the children of the nobles. 
  Requirements: Must be 4th level, reside in Keoland or Geoff, half-elves must be residents of the Axewood or Nume Eor, 
  annot e Wan
   of the following skills: Bluff, Decipher Script, Diplomacy, Disguise, Forgery, Gather 
  oyalty), Listen, Perform, 
  ense Motive, S
  ome a Lorist 
   
  Benefit
  nd Perform checks in Keoland 
  rald’s Messanger Satchel (Masterwork) 
     May p
  y illegal item in Keoland 
  thril Shield, Circlet of Persuasion, Hat of Disguise and Wand of Cure Light 
  Wounds 
  C
  b
  ted or Hunted in Keoland, Cannot belong to the Darkwatch, Dreadwalkers, Silent Ones or Thieves Guild, 
  Must be able read and write 
   
   
  5 Ranks in FOUR
  Information, Intimidate, Knowledge (Geography, History, Sheldomar Valley or Nobility and R
  S
  pellcraft or Spot 
   
   
  Must spend One Noble, Royal or Guild Influence Point to bec
  200 gp per year and 6 Time Units per year 
  s: +2 Diplomacy, Gather Information a
     Free Herald’s Pin (100 gp value), and He
     Free Standard Lifestyle in Keoland 
  ossess an
     One Mithril Armor Suit, One Mi
     Armor Upgrade (Glammered) 
   
  Herald(s) [ELITE] [are the representatives of the Nobles, they are sent as ambassadors, diplomats or spies.  Heralds 
  deal with important nobles, and foreign dignitaries; meeting a Herald in Keoland, is considered a great honor. 
  Requirements: Must be 7th level, reside in Keoland, half-elves must be residents of the Axewood or Nume Eor, Cann
  be Wanted or Hunted in Keoland, Cannot belong to the Darkwatch, Dreadwalkers, Silent Ones or Thiev
  ot 
  es Guild, Must be 
  ble read and w
   of the following skills: Bluff, Decipher Script, Diplomacy, Disguise, Forgery, Gather 
  tful, Investigators, Jack-of-All Trades, 
  suasive, Silent Spell, Still Spell or Trustworthy 
  ld 
   
  s per year 
  a
  rite; Must be Mentally Fit (10 or Higher Intelligence, Wisdom and Charisma) and Must speak Keoish, 
  Oeridian, Suel, One other Language and One Demihuman Language (Dwarf, Elf, Gnome, or Halfling) 
   
   
  10 Ranks in TWO
  Information, Intimidate, Knowledge (Geography, History, Sheldomar Valley or Nobility and Royalty), Listen, Perform, 
  Sense Motive, Spellcraft or Spot 
   
   
  Must have ONE of the following Feats: Alluring, Charlatan, Decie
  Lingering Song, Multicultural, Negotiator, Obscure Lore, Per
   
   
  Must spend One Noble, or Royal Influence to become a Hera
  500 gp per year and 9 Time Unit
  
   
  Keoland Meta-Campaign Sourcebook pg.11  
  Date & Time last edited: 01/24/05  10:32 AM 
  Benefit
  ion and Perform checks in Keoland 
     May P
  thril Shield, Circlet of Persuasion, Hat of Disguise Heward’s Handy Haversack 
  (w/ Herald’s Seal), Ring of Force Shield and Wand of Cure Light Wounds 
  s: +3 Diplomacy, Gather Informat
     Free Herald’s Pendant (100 gp value) 
     Free Rich Lifestyle in Keoland 
     May possess any illegal item in Keoland 
  urchase Keobred Light Calvary Horse (found in back of book) – 400gp 
     One Mithril Armor Suit, One Mi
     Armor Upgrade (Glammered) 
   
  High Herald(s) [ELITE] are the representatives of the Nobles, they are sent as ambassadors, diplomats or spies.  High 
  not 
  ves Guild, Must be 
  ble read and w
  R of the following skills: Bluff, Decipher Script, Diplomacy, Disguise, Forgery, Gather 
  nvestigators, Jack-of-All Trades, 
  sive, Silent Spell, Still Spell or Trustworthy 
   Herald 
   
  e Units per year 
  Benefit
   and Perform checks in Keoland 
     May P
  uasion, Hat of Disguise Heward’s Handy Haversack 
  (w/ Herald’s Seal), Ring of Force Shield and Wand of Cure Light Wounds 
     Armor Upgrade (Glammered and Medium Fortification) 
   
  Heralds act as representatives of nobles, being given the ability to act in the nobles place (administering the province, 
  speaking and voting on the Council of the Land, etc.) 
  Requirements: Must be 10th level, reside in Keoland, half-elves must be residents of the Axewood or Nume Eor, Can
  be Wanted or Hunted in Keoland, Cannot belong to the Darkwatch, Dreadwalkers, Silent Ones or Thie
  a
  rite; Must be Mentally Fit (10 or Higher Intelligence, Wisdom and Charisma) and Must speak Keoish, 
  Oeridian Suel, One other Language and Two Demihuman Language (Dwarf, Elf, Gnome, or Halfling) 
   
   
  10 Ranks in FOU
  Information, Intimidate, Knowledge (Geography, History, Sheldomar Valley or Nobility and Royalty), Listen, Perform, 
  Sense Motive, Spellcraft or Spot 
   
   
  Must have TWO of the following Feats: Alluring, Charlatan, Decietful, I
  Lingering Song, Multicultural, Negotiator, Obscure Lore, Persua
   
   
  Must spend One Noble, or Royal Influence to become a High
  1,000 gp per year and 15 Tim
  s: +4 Diplomacy, Gather Information
     Free Herald’s Ring (100 gp value) 
     Free Luxury Lifestyle in Keoland 
     May possess any illegal item in Keoland 
  urchase Keobred Light Calvary Horse (found in back of book) – 400gp 
     One Mithril Armor Suit, One Mithril Shield, Circlet of Pers
  
  Churches of Keoland 
   
   
  POC:  
   
  Dave Guerrieri 
  E-mail: 
   
  dguerrieri@adelphia.net 
  E-group: 
   
  keo-meta-churches 
  Advancement: 
  POC Notification 
   
   
  Heraldry: by deity 
  Motto: by deity 
   
  Introduction  
  This Paladin/Cleric Organization is oriented toward serving the citizens of Keoland.  The Church is supported by the 
  nobility and is required to fulfill certain obligations (i.e. healing the people, supplying merchandise, paying taxes, etc).  
  There is no state religion in Keoland, and the Churches exist due to the services they provide to the nobility.  Every deity 
  is represented in Niole Dra except for Trithereon.  The daily activities are healing the sick, escorting militia patrols and 
  working for the local nobles. 
   
  Areas of Influence and Available Regions 
  Religion is, by decree, generally unorganized in Keoland; if there is no local monastery, or a noble who followed a divine 
  path, Keoish citizens follow the most popular gods as appropriate to their chose profession or craft.  The ten faiths that 
  have gained the strongest footholds are: Ehlonna, Fahrlanghn, Hieroneous, Lydia, Osprem, Kord, Norebo, Olidammara, 
  Phaulkon, and Zilchus. 
   
  Origins & History 
  As Keoland sought to establish itself and throughout its early history, the battles between factions were fierce and nearly 
  non-stop.  As the battles grew, so did the power of the clerics, much to the dismay of the nobility.  The exact details are 
  lost through time, but the pinnacle of the struggle occurred when a cleric of Syrul overstepped his bounds and killed a 
  noble.  (For full details, please visit the Keoland website).  Policital courts found him guilty, but the Church courts found 
  him innocent; the riots that ensued are the reason why Trithereonites are banned in Niole Dra.  The nobles crushed the 
  power of the churches, which have been trying to regain a foothold in Keoland ever since.  Since churches cannot own 
  land, they must suffer both the lack of tax-revenue, as well as the will of the noble whose land they rent.  Note, however, 
  because of its political prowess and high volume of foreigners, there are temples or shrines to all non-evil gods except 
  Trithereon in Niole Dra.   
   
  Philosophy and Credo 
  Each church follows its own philosophy and credo.  
   
  Duties, Objectives, and Day-to-Day Activities 
  Churches of Keoland seek to improve their faith base, provide basic educational and medical services, and generally 
  make organized religion more acceptable in Keoland. 
   
  Important Dates, Holidays, & Ceremonies 
  Each church has its own special holidays and ceremonies according to the tennets of its faith. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - While there is support by the citizens of Keoland, the Churches must generally ally with local Guilds to 
  present a loud enough political voice to be heard.   
  ◊ 
  RIVALS - The Hospitalers and Heralds both provide the day-to-day healing services normally covered by the 
  Churches, and high-level Wizards can duplicate some of their more powerful spells. 
  ◊ 
  ENEMIES - The Nobles are in direct opposition to the political growth of the Churches. 
   
   
  Spo so
   
  Keoland Meta-Campaign Sourcebook pg.12  
  Date & Time last edited: 01/24/05  10:32 AM 
  n
  rs/Major NPCs 
  ◊ 
  Countess Allita Elgarin of Flen [F, O, N, Cleric of Xerbo] - rumours that the vivacious Countess is seeking a 
  worthy young husband are well-founded. 
  
   
  Keoland Meta-Campaign Sourcebook pg.13  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  Countess Lissa Rheyd of Nimlee [F, O, NG, Cleric of Lydia] - The relationship between the Oeridian countess and 
  the Darkwatch Neheli within her borders are currently stable, if strained. 
  ◊ 
  Baroness Lobana Pross of Shelspring [F, S, NG, Cleric of Lydia] - Married into the Redlee branch of the Neheli 
  family on the Rushmoor border, the Baroness runs one of the premiere schools in all of Keoland 
   
  Advancement & Forms and Leaving the Meta-Org 
  PCs may advance to the second tier [Curate] of the Churches as soon as they meet all prerequisites and contact the 
  POC.  Alternatively, they may choose to transfer to the Divinity Council [q.v.] if they choose to more actively promote 
  eligion by playing along in Keoish politics. 
  r
   
  Influence & Favors 
  Church influence is considered Local [low] level, and is politically aligned to the Guilds of Keoland. 
   
  Church Organizational Levels 
  Devotee(s) are the lay people who worship at the church.  Occasionally taunted for squandering their time and money on 
  something inessential, the churches do offer some minor benefits to these people. 
  Requirements: Must be 2nd level, have 1 rank in Knowledge (Religion), and worship a non-evil diety (including Tritheron) 
  appropriate to the province. 
   
  100 gp per year and 4 Time Units per year 
  Penalties:
  Benefits: Wand of Cure Light Wounds 
   -2 Diplomacy check with NPC nobles in Keoland 
     Churches will cast divine spells at LGCS cost. 
   
  Acolyte(s) are the junior administrators at churches; they prepare the church for services and assist the curates in minor 
  functions of the churches. 
  Requirements: Must be 2nd level, have 2 ranks in Knowledge (Religion), and worship a non-evil diety (including Tritheron) 
  appropriate to the province. 
   
  100 gp per year and 4 Time Units per year 
  Penalties: -2 Diplomacy check with NPC nobles in Keoland 
  Benefits Wand of Cure Light Wounds 
  : 
     Churches will cast divine spells at LGCS cost. 
   
  Curate(s) are administrators at churches; they perform the church services, pay the taxes, direct the curates in minor 
  functions of the churches 
  Requirements: Must be 6th level, have 5 ranks in Knowledge (Religion), and worship a non-evil diety (including Tritheron) 
  appropriate to the province. 
   
  500 gp per year and 6 Time Units per year 
  Penalties:
  Benefits: Wand of Cure Light Wounds, Incense of Meditation and Scrolls of Heal 
   -4 Diplomacy check with NPC nobles in Keoland 
     Weapon Upgrade (Anarchaic, Axiomatic and Holy); may not be diametrically opposed to deities alignment 
     Churches will cast divine spells at LGCS cost. 
  
  Clan Stonecrow 
   
   
  POC:  
   
  Joe Russell 
  E-mail: 
   
  thanotos@pics.com 
  E-group: 
   
  Clan_Stonecrow 
  Advancement: 
  POC Notification 
   
  Heraldry: A black raven perched on a double-bladed battle axe 
  Motto: No Grudge Shall Be Forgotten 
   
  Introduction  
  One might think of smirking upon encountering the sight of a horde of dwarves in red-and-black tartan kilts.  Keoish 
  historians note that those who underestimated the non-plate-wearing dwarves of the Clan usually wound up face down on 
  the battlefield in a pool of their own blood.  Though small in number, their bravery and fierce loyalty has earned them a 
  permanent place in the annals of the Kingdom. 
   
  Areas of Influence and Available Regions 
  The Clan has settled the town of Curget and nearby countryside of the Good Hills Union. 
   
  Origins & History 
  Like the other demi-human races and Flan humans, the dwarves of Clan Stonecrow predate the Suel and Oeridian 
  migrations of the Twin Cataclysms and subsequent founding of the Keoish empire.  Their metalworking skills were highly 
  prized by the nation in times of war, and their lightly-armored, boar-riding fighting style was skilled, if a bit un-stereotypical 
  of dwarves.  Hired by King Kimbertos Skotti due to lack of noble support, their aid in capturing and holding Westkeep 
  against the Scarlet Brotherhood came at too steep a price; over 400 dwarves, nearly half of the male populace of Curget, 
  was lost in battle. 
   
  Duties, Objectives, and Day-to-Day Activities 
  The Clan members have several interests throughout the Good Hills and Keoland. First and foremost is overseeing the 
  daily operations and security of Curget. This involves the crafting and marketing of goods, training local militia, as well as 
  patrolling the Good Hills. The members of the clan’s regiments hired out to outsiders see to the continuing success of their 
  current campaign. 
   
  Clan Stonecrow is an extended family of dwarves ruled by a circle of 7 matrons formed by the clan’s current Matriarch, 
  Muir Stonecrow. The clan makes it’s home in the city of Curget located in the Good Hills of Keoland. The citizens of 
  Curget make their living through various means. Mining, Farming and Crafts make up a good percentage of the work 
  performed but the clan does have a large force of professional soldiers that are hired out to provide the majority of the 
  clan’s income. Currently most of the clan’s forces are involved in the fighting surrounding the city of Westgate located on 
  the southern border of Keoland and the Hold of the Sea Princes. 
   
  The clan structure is rather complex given the fact that they are an independent from the human Kingdom of Keoland, but 
  they are still allied to their neighbors. The main body of the clan is split between three Castes, each of which focus on a 
  particular field of study. 
   
  The largest Caste is made of the Warriors of Clan Stonecrow. This caste focuses the majority of their time and effort in 
  studying the various fields related to the martial sciences. Members include Tacticians, Siege Engineers and Fighters 
  specializing in all manners of personal combat. 
   
  The second largest caste is the Scholars & Artisans Caste. This caste is the most diverse since its members include the 
  clan’s Craftsmen including everyone from a goldsmith to weapon smiths and farmers. Arcane spellcasters, Merchants, 
  Diplomats and the clan’s Scholars who study most fields of lore as well as preserve the events of today as well as the 
  past to pass along to the clan’s future generations. 
   
  The smallest but still a highly influential caste is the Divine Caste. This caste contains the clan’s priests and holy warriors.  
  The priests are responsible for administering religious rights to the clan’s members and to join the clan’s warriors and 
  battle mages in combat. These three castes are said to be the head, heart and hand of the clan. 
   
  Keoland Meta-Campaign Sourcebook pg.14  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.15  
  Date & Time last edited: 01/24/05  10:32 AM 
  It is not necessary to belong to a caste to be a member of the clan but those dwarves that do not devote themselves do 
  not receive the same benefits. For example smiths that belong to the artisan caste have access to a personal workspace. 
  The clan members outside of the caste with the same level of skill have to wait and pay for time with a workspace. 
  Warriors not in a caste will receive inferior but safe training equipment and will have to pay for an instructor’s time while 
  learning new skills.  
   
  It is extremely rare for a dwarf to hold rank in more that one caste at a time but it has happened a handful of times in the 
  clan’s history. On the other hand, it is not uncommon for a dwarf to change castes over the course of their life. Many 
  young dwarves began their adulthood in the Artisan caste to later move on to the warrior caste after learning a particular 
  craft. When that dwarf has fought for many years and has become a grizzled veteran it is not strange for him to settle 
  down and either rejoins the Artisan caste as a smith or as a wise scholar. This dwarf may also decide to enrich his faith 
  and join the Divine caste instead after having fought in several battles. 
    
  Regardless of caste there are a few things that are mandatory for all dwarves of the clan. The first thing is that all-able 
  bodied adults must serve in militia training. The second is that all adult dwarves must be married and actively trying to 
  raise a family. Dwarves that wish to leave Curget alone must be a recognized adult, which means all adventurers must 
  return to Curget from time to time to fulfill their obligations to their clan and family. 
   
  Philosophy And Credo 
  Dwarves will never back down from a challenge that is placed before them and they are driven to succeed no matter the 
  cost to the individual. For Clan Stonecrow, it is not about the individual but the Clan. 
   
  The dwarves of Clan Stonecrow are rather superstitious. Even though a number of skilled spellcasters fill the clan’s ranks 
  the dwarves generally dislike the use of magic. The sole exception is the magic used in the creation of weapons and 
  armor as well the healing arts and mastery over the earth displayed by the Clan’s spellcasters. It is because of this 
  superstitious nature that they enjoy having the Keoish as their neighbors, for the human kingdom is even more 
  superstitious than the dwarves are. 
   
  Loyalty is another prominent characteristic of the dwarves of Clan Stonecrow. Bonds of love and friendship tie many of the 
  members to each other and to the Clan as a whole. The numbers of stories of warriors meeting death in the defense of a 
  fallen comrade or the clan are almost uncountable. 
  With the loss of a large number of the Clan’s warriors, males in particular, during the Greyhawk Wars the Clan is now 
  focusing it’s efforts to rebuilding their numbers. Every Adult in the Clan must marry and help rebuild their dwindled 
  numbers. Refugees from nearby lands, especially Geoff, have improved the situation but the Clan still needs a great deal 
  of time to recover from their recent loses.  Rumors (later substantiated) even speak of one clan matriarch so desperate to 
  see her five daughters married that she sponsored a ‘doomkeg challenge’ as part of the festivities leading up to Princess 
  Calisse’s wedding - the most hearty dwarves to answer the challenge awoke the next morning newly married and in the 
  traditional clan kilt. 
   
  Before the recent changes to the Clan’s way both genders were seen as equals in society. For the most part, however 
  each of the genders specialized in several aspects of clan life. Males focused on military matters, and most miners and 
  smiths were men. Females usually held high positions in the various merchant and diplomatic matters as well as crafts 
  other than metalworking. Females also had a larger percentage of members within the ranks of the clan’s spellcasters, 
  both arcane and divine. After the heavy loses suffered, by the Clan, both genders have seemed to show a greater balance 
  in all areas of the clan as each dwarf fills in for their lost clan mates. 
   
  Important Dates, Holidays, & Ceremonies 
  The Clan celebrates the standard dwarven calendar of holy days as well as a few that are clan-specific. The most well 
  known of these clan holidays is “Uga Dwoumer Grilen” or “Day of the Fallen” - a time to both appease the dead and to 
  honor and celebrate how they perished. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - Clan Stonecrow counts the gnomes and halflings of the nearby Good Hills communities amongst their 
  friends, fellow demi-humans in a kingdom dominated by humans.  Unusually enough, they also get along well with 
  the elves of the Dreadwood and the Dreadwalkers.  [The dwarves are more than thankful to them for keeping the 
  dangers of the Dreadwood inside of the Dreadwood and outside of Curget.]  The dwarves also have several 
  agreements with King Kimbertos, which include formation of KRS units to serve under Keoland’s banner, and 
  patrol and vigil of Westkeep 
  
   
  Keoland Meta-Campaign Sourcebook pg.16  
  Date & Time last edited: 01/24/05  10:32 AM 
  artial training 
   
  rafts 
  ◊ 
  istorian, Keeper of Records, and the person in charge of 
  ration of the Clan’s holidays. 
  ay advance to the second tier [Elder] of Clan Stonecrow as soon as they meet all prerequisites and contact the 
  e is considered Local [low] level, and is politically aligned to Flen and the Good Hills. 
   members of Clan Stonecrow, abandoning the Clan is not looked upon kindly (though some 
  asons are unavoidable). 
  ◊ 
  RIVALS - The clan really only has one rival: the Half Orcs of Haven.  Trouble has erupted several times when 
  large numbers of the two towns have met, including Westgate’s Brewfest in 592 CY. The Clan is also suspicious 
  of the motives of several of the human organizations policing Keoland, including the Dakwatch and the Silent 
  Ones.  Many dwarves have encountered members of the organizations and there have been no unfortunate 
  incidents.  As long as these organizations and their investigations steer clear of Curget and the Clan, however, 
  the dwarves are willing to let things be. 
  ◊ 
  ENEMIES - The Clan’s foes include giants, orcs and goblinoids, as well as members of the Scarlet Brotherhood.  
  The clan would have shown a greater interest in the invasion of Geoff except most of the clans available warriors 
  are currently working for control over Westkeep.  The tribes of Lizardfolk inhabiting the Hool Marsh have become 
  a nuisance to several clan expeditions into the nearby swamps. 
   
  Sponsors/Major NPCs 
  ◊
  ed] 
   
  Muir Stonecrow (LG female Dwarf Wiz15) - Clan Matron, wife of King Jorin [deceas
  s 
  ◊ 
  Niauo Cranok (LG female Dwarf Clr7) - marriage and schooling of clan youngster
  ◊ 
  Cadleet Stonecrow (LG female Dwarf Ftr7) - militia, calvary, and m
  ◊ 
  Bukani Forgesight (LG female Dwarf Exp8) - mining and smithing
  ◊ 
  Bolette Coppersmith (NG female Dwarf Exp7) - non-metal c
  ◊ 
  Olnanna Stonetalon (NG female Dwarf Rog5/Exp4) - trade 
  Guri Blackstone (N female Dwarf Brd14) - Clan H
  arranging the celeb
   
  Advancement & Forms 
  Cs m
  P
  POC. 
   
  nfluence & Favors 
  I
  Clan Stonecrow influenc
   
  Leaving the Meta-Org 
  PCs may leave Clan Stonecrow at any time, as long as the POC is contacted.  However, due to the recent and 
  evastating losses of many
  d
  re
   
   
  Stonecrow Organizational Levels 
  Clan Allies are people who support the Stonecrow Clan or just feel unfriendly towards half-orcs.  Clan Allies participat
  he Holidays of t
  al interest, and try to make life harder on half-orcs.  
  e in 
  nd speak Dwarven. No Half-Orcs! 
  Benefit
  on checks with Dwarves in Keoland 
  land 
  t
  he Stonecrow, assist the Stonecrows politic
  nd
  Requirements: Must be 2  level, have 1 rank in Knowledge (Sheldomar Valley), a
   
  nits per year 
  100 gp per year and 4 Time U
  ormati
  s: +1 Diplomacy and Gather Inf
     Free Standard Upkeep in Keo
     Wand of Cure Light Wounds 
   
  lan Citizen(s)
  C
   
   or were born into the Clan (but still married). 
  are dwarves that either married into theClan
  nd
  Requirements: Must be 2  level, have 1 rank in Knowledge (Sheldomar Valley), and speak Dwarven.  Dwarves Only! 
    
  Benefit
  on checks with Dwarves in Keoland 
  oar – 400 gp (Back of Document) 
   
  100 gp per year and 4 Time Units per year 
  Penaltie
  ion checks with Half-Orcs in Keoland
  s: -1 Diplomacy and Gather Informat
  ormati
  s: +1 Diplomacy and Gather Inf
     Free Standard Upkeep in Keoland 
     Wand of Cure Light Wounds 
     Able to Purchase a StoneCrow Warb
     Purchase One Suit of Mithril Armor 
   
  Elder(s) are dwarves that have spent at least a year in Stonecrow, show interest in the interest of the Stonecrow
  ssist in the dail
  iage must have at least one offspring. 
  s, and 
  nd worship a Dwarven God 
  a
  y activities.  To become an Elder, your marr
  th
  Requirements: Must be 9  level, have 2 ranks in Knowledge (Sheldomar Valley), a
   
  500 gp per year and 6 Time Units per year 
  
   
  Keoland Meta-Campaign Sourcebook pg.17  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  Benefit
  on checks with Dwarves in Keoland 
  land 
   of Document) 
  nd Mithril Barding 
     Purchase One Admantine Weapon 
  Penalties: -2 Diplomacy and Gather Information checks with Half-Orcs in Keoland
  s: +2 Diplomacy and Gather Informati
     Free Standard Upkeep in Keo
     Wand of Cure Light Wounds 
     Able to Purchase a StoneCrow Warboar – 400 gp (Back
     Purchase One Suit of Mithril Armor a
  
  Divinity Council 
   
   
  POC:  
   
  Harold Austin 
  E-mail: 
   
  haustin@princeton.edu 
  E-group: 
   
  keo-meta-divinitycouncil 
  Advancement: 
  POC Approval 
   
  Heraldry: TBD 
  Motto: Justice, Peace and Truth through Faith. 
   
  Introduction  
  In the longstanding Keoish tradition of "keep your friends close, but your enemies closer", the ten of the most influential 
  churches in Keoland share a single vote on the Council of the Land.  What local priests try to accomplish by tending to 
  their parishes, the divinity council attempts to solve with politics.  Their goal is to have organized religion accepted and for 
  it to flourish throughout the country.  The demands of Keoish politics, however, take their toll, and draw the faithful ever 
  farther from the gods they serve, until they more closely resemble the nobles the are so desperately trying to change. 
   
  Areas of Influence and Available Regions 
  The Divinity Council draws its membership from the ten strongest Churches in Keoland [Ehlonna, Fahrlanghn, 
  Hieroneous, Lydia, Osprem, Kord, Norebo, Olidammara, Phaulkon and Zilchus], and is centered in Niole Dra. 
   
  Origins & History 
  Some find the drive of politics more inspirational than religion; for those, the end has become the means.  Faithful 
  members of the churches - and even some who have lost faith - have chosen to make acceptance of religion in Keoland 
  their main goal in life. 
   
  After the political power of the Churches was crushed by the nobles, never again did the Churches have such influence.  
  Only in the past fifty years did they realize that, by setting aside their differences and working together, they might begin to 
  regain a political foothold. The leaders of the Divinity Council realize that they must achieve something fairly significant to 
  even begin to make this a reality.  It has taken decades of work, but they have finally established themselves trustworthy 
  and influential enough to garner a vote on the Council of the Land.   
   
  Philosophy and Credo 
  To win at Keoish politics, one must be a knowledgeable player. 
   
  Duties, Objectives, and Day-to-Day Activities 
  The majority of the members of the Divinity Council have turned away from pursuing their faith in order to devote more 
  time to the political machinations and maneuverings of the Council of the Land in Keoland.  Nearly all members are clerics 
  who have multi-classed out into bard, rogue, aristocrat levels or the like in order to gain the skills necessary to compete 
  with Keoish nobles.   
   
  Important Dates, Holidays, & Ceremonies 
  The Divinity Council celebrates during the the Four Festival weeks, when the Council of the Land is no longer in session. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - The Churches and Monasteries of Keoland.   
  ◊ 
  RIVALS - Unlike the Churches, Keoish Nobles view them as rivals instead of enemies, since they are both less 
  fanatical in their religious fervor and much more willing to work within the political system the nobles have already 
  established. 
  ◊ 
  ENEMIES - Currently, the main enemy of the Divinity Council is the Scarlet Brotherhood.  If they can topple the 
  Brotherhood, they might be able to prove that they only have the best interests of Keoland in mind. 
   
  Spo so
   
  Keoland Meta-Campaign Sourcebook pg.18  
  Date & Time last edited: 01/24/05  10:32 AM 
  n
  rs/Major NPCs 
  ◊ 
  The Olidamarran - his real name and face are unknown, but the money he makes from setting the odds and 
  running the numbers for anything involving the Council of the Land aids greatly in furthering the goals of the 
  Divinity Council- 
  
   
  Keoland Meta-Campaign Sourcebook pg.19  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  Advancement & Forms 
  RESTRICTED - PCs may only advance to the third tier [Councilor] of the Divinity Council upon contacting the Keoland 
  Triad Meta-Org PoC. 
   
  Influence & Favors 
  Divinity Council influence is considered provincial [medium] level, and is politically aligned to the Peers of Keoland. 
   
  Leaving the Meta-Org 
  There are repercussions for abandoning the Divinity Council; contact the Keoland Triad Meta-Org PoC.  If approved, as 
  with any other Meta-Org, once you leave, you do not gain back any TUs or GP spent towards qualifying or maintaining 
  status in the Meta-Org, nor do you have any further access to benefits, such as feats, items, spells, or prestige class 
  advancement. 
   
  Divinity Council Organizational Levels 
  Believer(s) are promoted from the churches because somebody in the Divinity Council sees potential in the individual.  
  The Councillor then begins to groom the Believer into an appropriate aid for the cause of Religion. 
  Requirements: Must be 5th level, must be able to cast 2nd level divine spells, 5 Ranks in Diplomacy, Gather Information or 
  Sense Motive 
   
  200 gp per year and 6 Time Units per year 
  Penalties: -2 Diplomacy check with NPC nobles in Keoland 
  Benefits: +2 Gather Information in Keoland (Excluding NPC Nobles) 
     Circlet of Persuasion, Ring of Counterspelling, Ring of Mindshielding, Rod of Extension (Lesser), Rod of Silence 
  (Lesser) 
     Free Luxury Lifestyle in Keoland 
     Churches will cast divine spells at LGCS cost 
     Armor Upgrade (Glammered) 
   
  Councillor(s) [ELITE] are the face of religion, in the noble’s eyes.  They represent the churches and the churches needs.  
  The Councillors spend their time working towards a more faithful Keoland by convincing the Council Members that a more 
  powerful church influence would be benefitial. 
  Requirements: Must be 5th level, must be able to cast 2nd level divine spells, 5 Ranks in Diplomacy, Gather Information or 
  Sense Motive 
   
  200 gp per year and 6 Time Units per year 
  Penalties: -3 Diplomacy and Gather Information checks with NPC nobles in Keoland 
  Benefits: +3 Sense Motive checks in Keoland  
     Circlet of Persuasion, Ring of Counterspelling, Ring of Mindshielding, Rod of Extension (Lesser), Rod of Silence 
  (Lesser) 
     Free Luxury Lifestyle in Keoland 
     Churches will cast divine spells at LGCS cost 
     Armor Upgrade (Glammered) 
   
  
   
  DREADWALKER RESERVES (DWR) 
   
   
  POC:  
   
  Judy Rudolph 
  E-mail: 
   
  dreadempress@yahoo.com 
  E-group: 
   
  keoland-dreadwalkers 
  Advancement: 
  POC Notification 
   
  Heraldry: A single golden upwards-pointing arrow superimposed upon a shaded oak tree in 
  a field of green. 
  Motto: “It’s weird, but it’s home.” 
   
  Introduction  
  One weekend a month, two weeks a year.  The Dreadwalker Reserves serve as an extension of the local militia specially 
  trained to deal with the idiosyncrasies of life near the Dreadwood. 
   
  Areas of Influence And Available Regions 
  The Dreadwalker Reserves operate throughout the Dreadverge (any Province which has a border with the Dreadwood) 
  and up to one hex (25-30 miles) into the Dreadwood itself. 
   
  Origins & History 
  As communities in and around the Dreadwood grew, it became evident fairly quickly that more Dreadwalkers were 
  needed to protect them.  However, as the situation within the Dreadwood grew worse, it became evident that their 
  numbers were spread out too thin to be effective.  An extension of the Dreadwalkers was created that was dedicated to 
  the humans and their livelihood.  It also gave the Dreadwalkers both trained contacts with the “outside” world, as well as a 
  visible focus for recruitment efforts.  Dreadwalker Reservists originated in Greyhill and drew ranks from its militia.  The 
  DWR serves as a filter into the Dreadwalkers, and is a place to put those who either are unable to qualify for the 
  Dreadwalkers themselves or who cannot devote the time to being a full-time Dreadwalker.  Even the elves were made to 
  understand that having strong human populations nearby could be an asset, if carefully controlled. 
   
  Philosophy And Credo 
  Leave the strange stuff for those who are trained to deal with it.  That would be us. 
   
  Duties, Objectives, and Day-to-Day Activities 
  The Dreadwalker Reserves main duty is protection, whether it be for the town, a controlled logging operation, or trade 
  caravan.  They are taught enough to keep themselves and their charges safe; the intricasies of the Dreadwood escape 
  them.  They are aware, however, that the elves are trying to stop whatever is corrupting the Dreadwood - and that the 
  elves are losing.  They tensely await the day where they are called to full service in an effort to save their homelands. 
   
  Important Dates, Holidays, & Ceremonies 
  Recruitment day(s) occur during each of the the four major weeklong holidays, and is a major focus to re-build the ranks. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - Towns and Guilds who do business near and around the Dreadwood.  Local KRS troops are more than 
  willing to let the Dreadwalker Reservists deal with the unusual stuff instead.  They also maintain close ties with 
  Nature’s Sentinels to help determine what is unusual by Dreadwood standards.  Haven has also become a strong 
  ally since its creation during the last decade. 
  ◊ 
  RIVALS - The Dreadwalker Reserves don’t truly have any rivals; no one else wants their job. 
  ◊ 
  ENEMIES - Anyone that would interrupt the normal flow of business and daily life in the Dreadverge, from road 
  bandits to corrupt guildmembers.  The DWR also shares enemies with the Dreadwalkers, though to a lesser 
  degree.   
   
  Spo so
  n
  rs/Major NPCs 
  ◊ 
  Momma Truehand [Human, Female,  Exp/Drd] - After unusual circumstances surrounding evil in the woods [CY 
  591], this radical Dreadwalker is the new Mayor of Oakroot.  Rumours that she turned in her own husband to 
   
  Keoland Meta-Campaign Sourcebook pg.20  
  Date & Time last edited: 01/24/05  10:32 AM 
  
   
  Keoland Meta-Campaign Sourcebook pg.21  
  Date & Time last edited: 01/24/05  10:32 AM 
  HUNTED status for leaving the Dreadwalkers [he joined the KRS contingent from Greyhill that freed Sterich under 
  Lashton during the Greyhawk wars] can be verified by her son an outlaw of Cryllor. 
  ◊ 
  TBD 
   
   
  Advancement & Forms 
  PCs may advance to the third tier of the Royal Standards as soon as they meet all prerequisites and contact the POC. 
   
  Influence & Favors 
  Dreadwalker influence is considered Provincial [Medium] and is politically aligned to the Royal faction. 
   
   
  Leaving the Meta-Org 
  PCs may leave the Dreadwalker Reserves at any time, as long as the POC is notified.   
   
   
  Dreadwalker Reserve Organizational Levels 
  Recruit(s) are locals to the Dreadwood or Dreadverge, who join in order to help maintain peace on the Dreadwood 
  Border. 
  Requirements: Must be 2nd level, Minimum BAB +1 and 1 rank in Kowledge (Sheldomar Valley) 
  5 ranks in ONE of the Followng (Concentration, Handle Animal, Listen, Spot or Survival) 
   
  100 gp per year and 4 Time Units per year 
  Penalties: -1 Diplomacy and Gather Information checks with NPC Nobility in Keoland 
  Benefits: +1 Listen and Spot checks within the Dreadverge 
      Free Standard Lifestyle in Keoland 
     Churches will cast divine spells at LGCS cost 
     May use gold and TU costs towards advancement in the same year 
     One Mithril Armor Suit, One Mithril Shield and Wand of Cure Light Wounds 
   
  Dreadguide(s) are the more experienced volunteers in the Dreadverge, and may decide to go “full-time” and join the 
  Dreadwalkers. 
  Requirements: Must be 6th level, Minimum BAB +3, 2 ranks in Kowledge (Sheldomar Valley), 1 rank in Profession 
  (Dreadguide) and must speak Elven or Sylvan 
  9 ranks in ONE of the Followng (Concentration, Handle Animal, Listen, Spot or Survival) 
   
  200 gp per year and 6 Time Units per year 
  Penalties: -2 Diplomacy and Gather Information checks with NPC Nobility in Keoland 
  Benefits: +2 Listen and Spot checks within the Dreadverge 
  Free Standard Lifestyle in Keoland 
  Churches will cast divine spells at LGCS cost 
  May use gold and TU costs towards advancement in the same year 
  One Mithril Armor Suit, One Mithril Shield, Quiver of Ehlonna and Wand of Cure Light Wounds 
   
  
  DREADWALKERS 
   
   
  POC:  
   
  Judy Rudolph 
  E-mail: 
   
  dreadempress@yahoo.com 
  E-group: 
   
  keoland-dreadwalkers 
  Advancement: 
  POC Approval 
   
  Heraldry: A trio of downwards-pointing arrows superimposed upon a shaded oak tree in a 
  field of green. 
  Motto: “Abandon None” 
   
  Introduction  
  Elven kindness to their new Suel neighbors was repaid with hundreds of years of fighting a desperate battle to save their 
  homeland.  The strange planar rifts that appear in the Dreadwood open to unleash strange aberrations, and the bleed 
  through has affected even native Keoish wildlife.  Despite assistance from nearby human settlements, the only hope they 
  have in their losing struggle is a promise made by a local Dreadverge baron who became the King of Keoland, the late 
  King Kimbertos Skotti. 
   
  Areas of Influence And Available Regions 
  The Dreadwalker Reserves operate throughout the Dreadwood and up to one hex (25-30 miles) beyond its borders. 
   
  Origins & History 
  The great Suel migrations after the Twin Cataclysms brought three major and three minor Suel houses to settle in the 
  breadbasket of the Sheldomar valley that would become Keoland in CY -342.  Not long after, there was a terrible civil war 
  as the third house turned upon their Neheli and Rhola neighbors.  Once the true extent of the treachery was discovered, 
  they implemented a slash-and-burn policy that destroyed the local Oeridian and Flan populations.  With the Neheli closing 
  in from the North and the Rhola from the South, the Lost House took refuge in the heart of the Dreadwood, killing an elven 
  prince and many other elves in the process.  The pitched battles nearly destroyed the Dreadwood, until one day, as the 
  Neheli and Rhola drew ever closer to victory, the Lost House made one last stand, unleashing epic magics, and then 
  disappeared.  No living members were found, and the fortress tower, Valadis, that they had held and used for their 
  magical research was permanently sealed by both Neheli and Rhola members of the Silent Ones.  All invovled agreed 
  that such was never to be openly spoke of again, and the details of the Lost House and their summoning magics were 
  purposely and quietly forgotten as their seat on the Court of the Land was permanently removed from the Charter. 
   
  The elves of the Dreadwood demanded recompense for their destroyed villages and citizens, as well as the breach of 
  Keoland’s Founding Charter that guaranteed independent autonomy for the Dreadwood Elves and the demihumans of the 
  Good Hills.  The Rhola gave their loyal minor house, Lizhal, to the elves as human protectors.  After the first bonding 
  ceremony, the fortunes and survival of this family are directly tied to the health of the Dreadwood Elven nobility. 
   
  Not long after this, strange plant and animal mutations started to occur in the Dreadwood.  The cause was unclear for 
  several centuries, and then it was discovered that Planar Rifts had begun occuring irregularly throughout the Dreadwood.  
  Creatures lated identified as Kaorti seemed to be the ones who had semi-control over the portals, though they could not 
  keep them open.  In a desperate attempt to save the Dreadwood, in 593 the Archdruidess Reynard Yargrove attempted to 
  use her powers to discover how to permanently close such portals.  Adventurers led by the former King Kimbertos Skotti 
  of House Lizhal came to her aid, but only the fact that four keys were necessary to seal the portals was discovered.  Only 
  one key, found at Baltron’s beacon, has been found, and there is a very real fear that time is running out for the 
  Dreadwood, especially with Kimbertos’ death. 
   
   
  Philosophy And Credo 
  The Dreadwalker philosophy is simple; surive, and hope one day to find both cause and cure for the ills of the Dreadwood. 
   
  Duties, Objectives, and Day-to-Day Activities 
  The Dreadwalkers fight a running, guerilla battle.  Those too old or otherwise unable to fight attempt to aid the 
  Dreadwalkers by training new recruits or researching the cause of the Planar Rifts.   
   
   
  Keoland Meta-Campaign Sourcebook pg.22  
  Date & Time last edited: 01/24/05  10:32 AM 
  
   
  Keoland Meta-Campaign Sourcebook pg.23  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  ant for getting into sticky situations and requiring assistance has surrounded him with 
  infamy. 
  ◊ 
  who join despite his 
  ◊ 
  throughout the Dreadwood.  He is also the only commonly known Dreadhunter who outranked Kimbertos Skotti.   
  UNTER metaorg, and Reporting Forms [q.v.] are required for advancement to this restricted level. 
  readwalker influence is considered Provincial [Medium] and is politically aligned to the Royal faction. 
  he Dreadwalkers are a HUNTER metaorg [q.v.], and PCs who attempt to leave suffer penalties accordingly. 
  readwalkers Organizational Levels 
  equirements:
   
  Important Dates, Holidays, & Ceremonies 
  Although the Dreadwalkers never truly get “time off”, there are two important events that they celebrate.  The first, the 
  Renewal of the Bond, occurs whenever a new Baron or Baroness of Greyhill is crowned.  This ceremony’s divine and 
  arcane magics renew the ancient bond between the Dreadwood Elves and House Lizhal.  The second is the Day of 
  Remembrance, when fallen comrades and kin are remembered.  Within the last hundred and fifty years, a new holiday of 
  sorts has appeared, “Distant Kin”.  In recognition of the fact that, once upon a time, the Axewood was part of the 
  Dreadwood and the elves were kindred, Baron Anladon II of the Axewood has sent reinforcements to the Dreadwood 
  every year, many times including his own kinsmen amongst that number.  Although the fresh blood is welcome, the 
  Axewood elves also serve as a bittersweet reminder of what the Dreadwood elves had long ago, before the Un-Named 
  arrived. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - The Dreadwood Reservists, Greyhill military, and Nature’s Sentinels are the only true allies of the 
  Dreadwalkers. 
  ◊ 
  RIVALS - The Dreadwalkers have no rivals. 
  ◊ 
  ENEMIES - The main enemies of the Dreadwalkers are the planar creatures that attempt to control the rifts in the 
  Dreadwood.  Secondary enemies include groups like the Seekers and others who attempt to gain access to and 
  control the power of the lost magics of the Un-Named.  These, and others who become HUNTED are named 
  “Broken Arrows”, and every Dreadwalker is aware of their presence.  The elves are desperately afraid of history 
  repeating itself, and are fanatically adamant about keeping Un-Named magic hidden at all costs. 
   
   
  Spo so
  n
  rs/Major NPCs 
  ◊ 
  The Baron/ess of Greyhill - the Lizhal Baron or Baroness of Greyhill, or a designated blood relative, is bound to 
  the Dreadwalkers according to the Pact of Reconciliation. 
  Valeran Moonchild [Elf, Male] - This Dreadrunner covers much ground as he works to collect information from the 
  Dreadguides, and his pench
  a certain degree of 
  ◊ 
  Alissa Dawnstar -  
  Tetheril [Elf, Male] - This middle-aged Dreadtrapper is as well known for his dedication to Corellon as his disdain 
  for humans.  He has talked many a Dreadguide out of taking the Dreadwalker oath, yet those 
  bitter cynicism are some of the fiercest and most loyal followers within the organization. 
  Ty -The Catlord covers vast amounts of territory in order to keep the Archdruidess informed of happenings 
   
   
  Advancement & Forms 
  PCs may not advance to the DreadHunter tier of the Dreadwalkers without approval of the POC.  Note that the 
  Dreadwalkers are a H
   
  I
  D
  nfluence & Favors 
   
   
  Leaving the Meta-Org 
  T
   
   
   
  D
   
   
  readrunner(s)
  D
   are the actual military in the Dreadwoods, fighting to recover their lost homes 
   Mu
  th
  R
  st be 4  level, and 1 rank in Profession (Dreadguide) 
   
  Must reside in the Dreadwood or in the Dreadverge (2 Hexs outside the Dreadwood border) 
  Cannot belong to the Darkwatch, the Heralds, The Silent Ones and Thieves Guild 
  
   
  Keoland Meta-Campaign Sourcebook pg.24  
  Date & Time last edited: 01/24/05  10:32 AM 
  mb, Concentration, Heal, Hide, Jump, Knowledge (Arcana or 
  Penaltie
  n checks with NPC NAW, Dust-Diggers, Seekers, and Royal Explorers 
  Benefit
  s within the Dreadwoods and Dreadverge 
     
  s at LGCS cost 
  stial Armor, Heward’s Handy Haversack, Quiver of Ehlonna and 
  Wand of Cure Light Wounds 
  readtrapper(s
  equirements:
  ak Elven or Sylvan 
   
   
  limb, Concentration, Heal, Hide, Jump, Knowledge (Arcana 
  Penalti
  n checks with NPC NAW, Dust-Diggers, Seekers, and Royal Explorers 
  Benefit
  s within the Dreadwoods and Dreadverge 
    
  s at LGCS cost 
  stial Armor, Heward’s Handy Haversack, Quiver of Ehlonna and 
  Wand of Cure Light Wounds 
  readhunter(s
  equirements:
   in Profession (Dreadguide) and must speak Elven or Sylvan 
  hters need Weapon Specialization 
   
   
  b, Concentration, Heal, Hide, Jump, Knowledge (Arcana 
  Penalti
  n checks with NPC NAW, Dust-Diggers, Seekers, and Royal Explorers 
  Benefit
  s within the Dreadwoods and Dreadverge 
    
  s at LGCS cost 
  stial Armor, Heward’s Handy Haversack, Quiver of Ehlonna and 
  Wand of Cure Light Wounds 
     Armor/Shield Upgrade [Moderate Fortification] 
   
  5 ranks in TWO of the Followng (Balance, Cli
  Nature), Listen, Move Silently, Spellcraft, Spot, Survival or Tumble) 
   
  200 gp per year and 20 Time Units per year 
  s: -2 Diplomacy and Gather Informatio
  s: +2 Listen and Spot check
      Free Standard Lifestyle in Keoland 
      100 gp Dreadwalker Pin 
  Churches will cast divine spell
     One Mithril Armor Suit, One Mithril Shield, Cele
     Armor/Shield Upgrade [Moderate Fortification] 
   
  D
  ) are the next level up in Dreadwood military, fighting to recover their lost homes. 
  R
   Must be 7th level, 1 rank in Profession (Dreadguide) and must spe
   
  Must reside in the Dreadwood or in the Dreadverge (2 Hexs outside the Dreadwood border) 
   
  Rangers must have Favored Enemy Aberration or Outsider 
  Must Be Physically Fit OR Mentally Fit (10 or Higher in either Physical or Mental Ability Scores) 
  Minimum BAB +5 or 3rd Level Arcane or Divine Spell Levels 
  10 ranks in ONE of the Followng (Balance, C
  or Nature), Listen, Move Silently, Spellcraft, Spot, Survival or Tumble) 
   
  500 gp per year and 20 Time Units per year 
  es: -3 Diplomacy and Gather Informatio
  s: +3 Listen and Spot check
      Free Standard Lifestyle in Keoland 
      100 gp Dreadwalker Pin 
   Churches will cast divine spell
     One Mithril Armor Suit, One Mithril Shield, Cele
     Armor/Shield Upgrade [Moderate Fortification] 
   
  D
  ) are the highest level in Dreadwood military, fighting to recover their lost homes. 
  R
   Must be 10th level, 1 rank
   
  Must reside in the Dreadwood or in the Dreadverge (2 Hexs outside the Dreadwood border) 
   
  Requires Triad Approval 
   
  Rangers must have Favored Enemy Aberration AND Outsider; Fig
  No Obvious Flaw (10 or Higher in All Ability Scores) 
  Minimum BAB +7 or 5th Level Arcane or Divine Spell Levels 
  10 ranks in TWO of the Followng (Balance, Clim
  or Nature), Listen, Move Silently, Spellcraft, Spot, Survival or Tumble) 
   
  1,000 gp per year and 20 Time Units per year 
  es: -4 Diplomacy and Gather Informatio
  s: +4 Listen and Spot check
      Free Standard Lifestyle in Keoland 
      100 gp Dreadwalker Pin 
   Churches will cast divine spell
     One Mithril Armor Suit, One Mithril Shield, Cele
  
   
  Keoland Meta-Campaign Sourcebook pg.25  
  Date & Time last edited: 01/24/05  10:32 AM 
   
   
  
  Guardians of the Highlands 
  (formerly Alleyway Defenders) 
   
   
  POC:  
   
  Kevin Lawson 
  E-mail: 
   
  kevinjlawson @ hotmail.com 
  E-group: 
   
  TBD 
  Advancement: 
  POC Notification 
   
  Heraldry: Azure a fist sable within a bordure ermines 
  Motto: No Challenge is too Big 
   
  Introduction  
  The Guardians of the Good Hills are four loosely-affiliated groups of Halflings, Gnomes and even some Flan, formed for 
  mutual protection of their members, the defense of their communities against larger races and to further the economic 
  interests of the Good Hills.  These four Organizations; the Alleyway Defenders, the Cult of Brandobaris, the Pinzool 
  Trading Company and the List’ners have over time come to be seen, by outsiders, as one organization.  Each, however, 
  tries to further the defense of the Good Hills differently. 
   
  Alleyway Defenders are town and city dwelling vigilantes, tracking down criminals and protecting small, weak or 
  defenseless populations from predation.  The Pinzool Trading Company seeks to promote trade of Good Hill’s materials 
  and craftsmanship in the ver widening markets, hopin to help the fortunes of all within the region.  List’ners are the Good 
  Hills local militia, comprised of loosely organized City Watchmen, scoots, hunters and trappers.  They are often the first 
  line of defense against any beginning threat to the Hills communities.  Meanwhile, the cult keeps its ears to the ground for 
  possible problems that would escape normal citizen’s notice. 
   
  Areas of Influence and Available Regions 
  As the largest, centralized group of demihumans in Keoland, the gnomes and halflings of the Good Hills are strong 
  enough to create their own faction of politics in Keoland in alliance with Flen.  Branches of the Alleyway defenders are 
  foun in each of Keoland’s four cities (Cryllor, Flen, Gradsul, Niole Dra), while the other subgroups are exclusive to the 
  Good Hills. 
   
  Origins & History 
  In order to protect themselves and their fellows from the predations of the “big folk,” bands of street-wise halflings and 
  gnomes formed in Niole Dra at the turn of the last century. The fledgling organizations proved much more effective in 
  policing the safety of the little people than the city guard. As a result, the Alleyway Defenders have been granted a degree 
  of autonomy and authority by the public, though they are not sanctioned by the Crown. Over time, bands of Alleyway 
  Defenders sprang up in the other cities of Keoland. Each of the major cities boasts at least two bands of Defenders, one 
  gang of halflings and another gang of gnomes.  The Pinzool Trading Company has just recently been organized, to 
  enable the community to deal with the surrounding regions on a larger basis.  Little is known about the cult. 
   
  Philosophy and Credo 
  The “Little Folk” have been ignored and victimized by the “Big Folk” that dominate the Politics of Keoland. The Guardians 
  banded together for mutual defense, demonstrating an incrideble focus working towards a common goal. 
   
  Duties, Objectives, and Day-to-Day Activities 
  A Guardian may occupy any number of mundane or extraordinary occupations in the cities of Keoland and may not even 
  be known as an active Defender, as members rarely advertise their affiliation. However, members engage in regular 
  intensive training. It is common for members to gather in a safehouse to train on a daily basis in the quiet hours before 
  dawn. When a threat to the community is suspected, the members work in concert to ferret it out and eliminate it, rarely 
  involving the local authorities.  
   
  The Pinzool Trading Company has grown over the generations from small family and peddler’s caravan, to this hub of the 
  Good Hills economics it is today.  While it always seeks to profit, it never exploits those it does business with; ensuring 
  that its business affairs everywhere are welcome in the communities they operate in.  
   
  Important Dates, Holidays, & Ceremonies 
   
  Keoland Meta-Campaign Sourcebook pg.26  
  Date & Time last edited: 01/24/05  10:32 AM 
  
   
  Keoland Meta-Campaign Sourcebook pg.27  
  Date & Time last edited: 01/24/05  10:32 AM 
  s 
  ead Treant 
  ms 
  ors 
  s influence are considered Provincial [medium] level, and are politically aligned with Flen and 
  ecause of the powerful natu
  they have, there are some 
  ith(s)
  Individual bands of Guardians respect the holidays and customs of their demi-human community. Each band also 
  celebrates its own “Founder’s Day” once per year. The halfling or gnome community at large generally participates in this 
  festival. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – Other bands of Alleyway Defenders can always be counted on in tough circumstances. The Alleyway 
  Defenders also count organizations such as the church of Yondalla and the church of Garl Glittergold, the village 
  of Haven, and the gnome and halfling guilds of the Good Hills among their allies. 
  ◊ 
  RIVALS – Sometimes your closet friend is also your greatest rival. Each band of Alleyway Defenders is engaged 
  in rivalry with the others, to improve the prestige of their gang and their community. They desire no official 
  recognition, but wish to differentiate their gang from thieves’ guilds and common thugs. By the same token, the 
  Defenders consider the bumbling city militia their rivals. If a crime is committed against one of their people they 
  feel it is their obligation to mete out justice. 
  ◊ 
  ENEMIES - Individuals and organizations that persecute and marginalize the little people; Human and Elven 
  nobility; Shadowy gangs of thieves and assassins that stain the reputations of their folk; the return of Count Manz 
  to Cryllor has the magisters worried and is a situation that bears watching. 
   
  Spo
   
  nsors/Major NPCs
  ◊ 
  Artin Billows 
  ◊ 
  Blaif Rinnar 
  ◊ 
  Dunleary Underburrough 
  ◊ 
  Felspar Gandymalloon 
  ◊ 
  Idi Attamin 
  ◊ 
  Kir Rinnar 
  ◊ 
  Mother Gentle 
  ◊ 
  Nimmelpoon Bell-Toe
  ◊ 
  Old Knoth
  ◊ 
  Padder Slipstone 
  ◊ 
  Pemlo 
  ◊ 
  Poppa Deepwater 
   
  Advancement & For
  PCs may advance to the second tiers of the Guardians as soon as they meet all prerequisites and contact the POC. 
   
  fluence & Fav
  In
  Guardians of the Good Hill’
  the Good HIlls. 
   
  eaving the Meta-Org 
  L
  B
  re of the Guardians of the Highland and some of the connections 
  repercussions for leaving; contact the Meta-Org POC for details. 
   
   the Good Hlls Organizational Levels 
  Guardians of
  K
   are resid
  he community. 
  equirements:
   
  gs) 
  Penaltie
  nd the Silent Ones 
  Benefit
  ith NPCs in the Good Hills 
  ood Hills Union 
  in(s)
  ents of the Good Hills who are helping out t
  nd
  R
   Must be 2  level Halfling, Gnome or Human (Flan), Speak Halfling or Gnome
   
  Must reside in the Good Hills 
   
  100 gp per year and 4 Time Units per year 
   
  modules and earnin
  1% Tithe to the Community (All gold received in 
  aven a
  s: -1 Diplomacy check with NPCs from Cryllor, H
  er Information check w
  s: +1 Diplomacy and Gath
      Free Standard Lifestyle in Flen and G
     Churches will cast divine spells at LGCS cost 
     One Mithril Armor Suit 
   
  K
   are Gnom
  d Hills. 
  es, Halflings or Human (Flan) who actively aid the Guardians of the Goo
  
   
  Keoland Meta-Campaign Sourcebook pg.28  
  Date & Time last edited: 01/24/05  10:32 AM 
  fling or Gnome 
  and earnings) 
  rch OR Spot) 
   Silently, Search or Spot) 
  Penaltie
  aven and the Silent Ones 
  Defend
  n-gnome races in Keolands Cities 
  Benefit
  d Hills Union 
  Defender Benefits: +2 
  s 
  ) 
  inzool Benefits: +2 Diplomacy and Gather Information check with the Stone Crow, Flen and Guild NPCs 
  s and Armor Upgrade (Silent Moves) 
  agister(s)
  Requirements: Must be 5th level Halfling, or Gnome, Speak Hal
   
  200 gp per year and 6 Time Units per year 
   
  2% Tithe to the Community (All gold received in modules 
  Defender Kin: May be Human (Flan) to join, Minimum BAB +4 
   
  Must reside in the City of Cryllor, Flen, Gradsul or Niole Dra 
   
  Must have defended a “little person” (Halfling or Gnome) 
  Brandobaris Kin: 5 ranks in TWO of the follolwing (Hide, Listen, Move Silently, Sea
  Pinzool Kin: 5 ranks in TWO of the following (Diplomacy, Listen, Sense Motive or Spot) 
  List’ner Kin: 5 ranks in TWO of the following (Hide, Listen, Move
  s: -2 Diplomacy check with NPCs from Cryllor, H
  er Penalties: -2 Diplomacy checks with non-halfling, no
  s:  Free Standard Lifestyle in Flen and Goo
     Churches will cast divine spells at LGCS cost 
     One Mithril Armor Suit and a Bag of Holding (Type I) 
      Armor Upgrade (Slick and Glammered) 
  to Intimidate and Gather Information checks in Keoland Cities 
   
         One Adamantine Weapon and Armor Upgrade (Silent Moves) 
  Brandobaris Benefits: +2 Diplomacy and Gather Information check with the Stone Crow, Flen and Guild NPC
  One Adamantine Weapon and Armor Upgrade (Silent Moves
  P
  Guardian Benefits: +2 Diplomacy and Gather Information check with the Stone Crow, Flen and Guild NPCs 
         One Adamantine Wepaon
   
  M
   are
  unity.  They are the organized body, and they discuss the interactions 
  nd reports rece
  Requirements:
  Halfling or Gnome 
   
  modules and earnings) 
  Penaltie
  aven and the Silent Ones 
  Benefit
  er Information check with NPCs in the Good Hills 
      Free Standard Lifestyle in Flen and Good Hills Union 
     Churches will cast divine spells at LGCS cost 
     One Mithril Armor Suit 
   
   the leaders to the Good Hills Comm
  a
  ived from the Kins and Kiths. 
   Must be 8th level Halfling or Gnome, Speak 
   
  Must reside in the Good Hills 
   
  Free Luxury Lifestyle in Flen and Goodhills 
  500 gp per year and 9 Time Units per year 
  3% Tithe to the Community (All gold received in 
  s: -3 Diplomacy check with NPCs from Cryllor, H
  s: +3 Diplomacy and Gath
  
  Guilds (Nobles and Royal) 
   
  POC:  
   
  Harold Austin 
  E-mail: 
   
  HaroldRAustin@juno.com 
  E-group: 
   
  TBD 
  Advancement: 
  POC Notification 
   
  Heraldry: By Guild 
  Motto: Anything can be bought, that is legal. 
   
   
  Introduction  
  Guilds (Noble) are overseen by the local nobles, and generally vary in power according to location and available 
  resources.  They tend to be mostly craftsman, providing everything from common necessities (such as wagons and 
  clothing) to exquisite fineries (such as stained glass). 
   
  Guilds (Royal) were given basis in the Founding Charter of Keoland, providing services far too important to the country to 
  allow squabbling nobles to interfere, thus necessitating their ‘Royal’ status.  Royal guilds house professionals such as 
  historians, financiers, and even alchemists 
   
  Areas of Influence and Available Regions 
  Noble Guilds are set by province, while the Royal or Imperial Guilds have a presence throughout Keoland. 
   
  Origins & History 
  Guilds came into existence when the cities first were formed in order to organize the labor and ensure quality work.  The 
  guilds are open to all that are talented enough to work and show the desire to better themselves at their craft.  The Guilds 
  are normally run by the noble, usually a third cousin, degenerate brother, a political ally or any other individual that 
  catches the nobles fancy.  Occasionally, a craftsman shows enough skill and prominence that the craftsman earns the 
  rank of Assistant Guildmaster. 
   
  Due to the increased population of the refugees, the Noble Guilds have raised their requirements.  Try to keep as many 
  refugees employed and taken care of, the guilds open their memberships to any refugee or Keoish citizen in order to help 
  accommodate these people in their time of need.  Refugees and other Foreigner must prove that they are truly interested 
  in a long-term commitment by residing in Keoland for one year.  The Guilds are also known for their lack organization, 
  which means that membership is quite fluid.  Members have been known to come and go as they please dropping and 
  rejoining their Guild membership. 
   
  Royal (Imperial) Guilds keep a set standard throughout keoland.  They are supported by the Council of the Land, and 
  profits go back to the Council in order to maintain these guilds. 
   
  Philosophy and Credo 
  Anything for a Lion, is the motto of the noble guilds; Noble Guilds will do anything short of committing a crime in order to 
  get gold.  The law of supply and demand affects these guilds, putting money into the hands of the nobles from the middle 
  or working class. 
   
  Anything for the Lion, is the motto of the royal guilds;  Royal Guilds are not designed to earn a profit, but to assist the 
  Kingdom by offering services (for a nominal fee). 
   
  Duties, Objectives, and Day-to-Day Activities 
  Noble guilds have the following members: Apothecary, Artisans, Blacksmiths, Butchers, Clothiers, Falconers, Farmers, 
  Fishers, Herbalists, Leatherworkers, Performing artists, Stoneworkers, Woodworkers, Millers, Ranchers, Brewers, 
  Distillers, Vintners, Chefs & Cooks, Tavern Owners, Shipbuilders, Chocolateers and Kidnappers, etc. 
   
  Royal Guilds have the following members: Alchemists, Byways and Innkeeprs, Teamsters, Fine Metalworkers, 
  Gemcutters and Jewlers, Merchants, Calligraphers and Scribes, Cartographers and Historians, lawyers, but this list is not 
  inclusive to these skills. 
   
   
  Keoland Meta-Campaign Sourcebook pg.29  
  Date & Time last edited: 01/24/05  10:32 AM 
  Important Dates, Holidays, & Ceremonies 
  
   
  Keoland Meta-Campaign Sourcebook pg.30  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  hown his fave in plenty of places.  He even made the wedding cake 
  for the Grand Duchess Calisse’s Wedding. 
  Cs may advance to the second tiers of the unnamed Guilds as soon as they meet all prerequisites and contact the POC. 
   other Guilds.  Royal Guilds  
  fluence are considered Provincial [medium] level, and are politically aligned with the Peers. 
  Cs may leave the Guilds at any time, as long as the POC is notified.   
   
  The Guilds don’t celebrate holidays, since they earn the best coin during the festivities. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – They don’t have any real allies, since they maintain a very mercenary mentality 
  ◊ 
  RIVALS – The Noble Guild rivals are the other guild members who compete for the same client base. 
  ◊ 
  RIVALS – The Royal or Imperial Guilds don’t have rivals. 
  ◊ 
  ENEMIES – Not Applicable, the guilds exist to provide service and goods, enemies don’t make good clients. 
   
  Spo
  o
  ns rs/Major NPCs 
  Huffin Gruffin – the Baker from Cryllor has s
   
  Advancement & Forms 
  P
   
  Influence & Favors 
  Noble Guilds influence is considered Provincial [medium] level, and are politically aligned with
  in
   
  Leaving the Meta-Org 
  P
   
   
  Noble Guild and Royal (or Imperial) Guild Organizational Levels 
  Noble Guild Apprentice’s daily activities are to assist the Guild Master. 
   Must be 2
  Requirements:
   appropriate Craft, Profession or Perform skill; Minimum of 8 
  nd Charisma 
  Benefit
  on checks with Fellow Guildmembers in Keoland 
     Free G
  ne Appropriate Outfit (Artisan, Entertainers, or Scholars), One Courtier’s Outfit 
     Goggles of Minute Seeing and Pipes of the Sewers 
  nd level, have 4 ranks in an
  Intelligence, Wisdom a
   
  4 Time Units per year 
  s: +1 Diplomacy and Gather Informati
     Free Standard Upkeep in Keoland 
  uild Badge (Apprentice), O
  and One Traveler’s Outfit 
   
  Royal Guild Apprentice’s daily activities are to assist the Guild Master  
   Must be 2
  Requirements:
   appropriate Craft, Profession or Perform skill; Minimum of 10 
  nd Charisma 
  Benefit
  oland 
  rform or Profession) when earning money 
     Free G
  ), One Scholar’s Outfit, 10 Sheets of Paper, 20 Sheets of Parchment, 5 vials of 
     10% o
  oll), Chest (Empty), Ink, Inkpen, Lock (Amazing), Paper, 
   Bag of Holding (type I) and Ring of Sustenance 
  nd level, have 4 ranks in an
  Intelligence, Wisdom a
   
  4 Time Units per year 
  s: +1 Diplomacy and Gather Information checks with Fellow Guildmembers in Ke
     +2 on relevant Guild Skill (Craft, Pe
     Free Standard Upkeep in Keoland 
  uild Badge (Apprentice
  Ink, and a signet Ring 
  ff the following items: Case (Map or Scr
  Parchment, Sealing Wax, Signet Ring 
    
   
  Noble Guild Journeyman’s daily activities are to assist the Guild Master. 
   Must be 5
  Requirements:
  n appropriate Craft, Profession or Perform skill; Minimum of 10 
  r Charisma 
  Benefit
  oland 
  t, Perform or Profession) when earning money 
     Free G
  e Appropriate Outfit (Artisan, 
  er’s Outfit 
     Dust of Dryness, Goggles of Minute Seeing and Pipes of the Sewers 
  th level, have 8 ranks in a
  Intelligence, Wisdom o
   
  6 Time Units per year 
  s: +2 Diplomacy and Gather Information checks with Fellow Guildmembers in Ke
     +2 on relevant Guild Skill (Craf
     Free Rich Upkeep in Keoland 
  uild Badge (Journeyman), Masterwork Tools of Choice (200 gp value), On
  Entertainers, or Scholars), One Courtier’s Outfit and One Travel
  
   
  Keoland Meta-Campaign Sourcebook pg.31  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  Royal Guild Journeyman’s daily activities are to assist the Guild Master  
  Requirements: Must be 5th level, have 8 ranks in an appropriate Craft, Profession or Perform skill; Minimum of 12 
  Intelligence, Wisdom or Charisma 
   
  6 Time Units per year 
  Benefits: +2 Diplomacy and Gather Information checks with Fellow Guildmembers in Keoland 
     +4 on relevant Guild Skill (Craft, Perform or Profession) when earning money 
     Free Rich Upkeep in Keoland 
     Free Guild Badge (Journeyman), Three Courtier’s Outfits and Two Scholar’s Outfit 
     20% off the following items: Case (Map or Scroll), Chest (Empty), Ink, Inkpen, Lock (Amazing), Paper, 
  Parchment, Sealing Wax, Signet Ring 
     Bag of Holding (type I), Helm of Comprehend Languages and Reading Magic and Ring of Sustenance 
   
  Noble Guild Master’s daily activities are to produce goods or services in order to gain income. 
  Requirements: Must be 8th level, have 11 ranks in an appropriate Craft, Profession or Perform skill; Minimum of 12 
  Intelligence, Wisdom or Charisma 
   
  9 Time Units per year 
  Benefits: +3 Diplomacy and Gather Information checks with Fellow Guildmembers in Keoland 
     +4 on relevant Guild Skill (Craft, Perform or Profession) when earning money 
     Free Luxury Upkeep in Keoland 
     Free Guild Badge (Master), Masterwork Tools of Choice (200 gp value), One Appropriate Outfit (Artisan, 
  Entertainers, or Scholars), One Courtier’s Outfit and One Traveler’s Outfit 
     Dust of Dryness, Goggles of Minute Seeing, Immovable Rod, Pipes of the Sewers, Soveriegn Glue, and Ungent 
  of Timelessness 
   
  Royal Guild Master’s daily activities are to produce goods or services. 
  Requirements: Must be 8th level, have 11 ranks in an appropriate Craft, Profession or Perform skill; Minimum of 14 
  Intelligence, Wisdom or Charisma 
   
  9 Time Units per year 
  Benefits: +3 Diplomacy and Gather Information checks with Fellow Guildmembers in Keoland 
     +4 on relevant Guild Skill (Craft, Perform or Profession) when earning money 
     Free Luxury Upkeep in Keoland 
     Free Guild Badge (Master), One Nobles Outfit and One Hourglass 
     20% off the following items: Case (Map or Scroll), Chest (Empty), Ink, Inkpen, Lock (Amazing), Paper, 
  Parchment, Sealing Wax, Signet Ring 
     Bag of Holding (type I), Helm of Comprehend Languages and Reading Magic, Necklace of Adaptation and Ring 
  of Sustenance 
     Armor Upgrade (Glammered) 
   
  
  Haven 
   
  POC:  
   
  Rob Recckia 
  E-mail: 
   
  RobWreck@aol.com 
  E-group: 
   
  LG-Haven 
  Advancement: 
  POC Notification 
   
  Heraldry: Two arms, one Elvish, one Orcish, crossed upright on a red field, the 
  Keoish Lion in the upper right corner, a tower upper left and a serpent entwined with 
  broken arrows below.  
  Motto:  “We are the oppressed, but we will no longer be repressed!” 
   
  Introduction  
  No place in Keoland is safe for half-orcs, yet with the aid of the king’s cousin Viscount Richart Jorgos, they have carved 
  out a niche in unwanted swamplands and become the teeniest bit respectable throughout the kingdom.  This small village 
  has become a safe haven for the much-maligned halfbreeds of Keoland. 
   
  Areas of Influence and Available Regions 
  Haven is located two hexes south of the Dreadwood in Nume Eor, and has no influence outside of the Viscounty. 
   
  Origins & History 
  Upon arriving in Haven the first thing visitors will see is all the new construction; foundations for walls and partially built 
  keep are among the obvious.  The buildings in town are being rebuilt as new ones are being put up.  Most of the buildings 
  are small houses, but several stores define a town center, and a jail stands as well. 
   
  A six-person town council, consisting of three half-orcs and three half-elves, runs the town.  To oversee most of the day-
  to-day activities, the council has chosen a mayor, a Half-Elf by the name of Vexander Sangreal. 
   
  Most commoners in Haven spend their day working hard to build the town.  They build and rebuild houses, farm the land 
  and fight off the Lizardfolk of the Hool Marsh.  Life is tough in Haven, but one day it will be worth the effort. 
   
  Following the example of the founders, many of the Half-Orcs who have come to live in Haven have adopted the surname 
  of Bloodreaver.  This represents the orcish nature in the Half-orcs to belong to a tribe.  It is not mandatory that all Half-
  Orcs adopt the name, but the Half-Orcs of Haven look upon it favorably. 
   
  With the large population increases during 592 CY, Haven has expanded. The population has grown so that it is now 
  considered a village.  Buildings have been built and the living space is now adequate for the people who have settled 
  there.  In the middle of Haven lies the blacksmith and the village’s most prized building, The Beardless Dwarf Tavern.
   
  This two-story building also houses a branch of Huffin Guffin Muffins, a tavern and a small kitchen.  This tavern is run 
  by Filo Hillborough (played by Sam Schuster), a halfling of some arcane power.  Over the bar there is a shortspear 
  mounted on the wall bearing writing in orcish. A table towards the back sits collecting dust with only an empty shot glass 
  on it. Carved into the table is a list of names and epitaphs... a remembrance of the fallen of Haven.  
   
  The general store stands next to the tavern, run by another industrious halfling by the name of Dominic Incibarber (played 
  by Ray Bordier).  Through this store, caravans now run and cargo gets shipped to and from Haven by neighboring towns 
  and villages.  The swamp side wall, a dreadwalker outpost is being built, manned by Havenite Dreadwalkers. 
   
  An arena of sorts also adorns the village landscape. While not much more than a cleared patch of hard ground with four 
  poles and some ropes, it is here that disputes are settled and where folks can go to train, spar or just have fun.  A minor 
  shrine to Kord sits nearby. 
   
  One of the more interesting developments Haven has faced are suburbs.  Three splinter communities have emerged, all 
  about one mile from Haven proper.  These splinter settlements still belong to Haven and live under its rule, it is just that 
  the food supply available at Haven proper was not enough to feed all the new refugees and citizens. 
   
  Philosophy and Credo 
   
  Keoland Meta-Campaign Sourcebook pg.32  
  Date & Time last edited: 01/24/05  10:32 AM 
  Haven is said to be the town of tolerance, and it is just that. Anyone who feels oppressed are wants to make a new start in 
  life is welcome in Haven, but every rule has an exception.  Old hatreds run deep though, as no dwarf is allowed to live in 
  
   
  Keoland Meta-Campaign Sourcebook pg.33  
  Date & Time last edited: 01/24/05  10:32 AM 
  Haven.  Most dwarves claim to kill Half-Orcs on sight and it is because of this mentality that dwarves are not allowed to 
  live in Haven.  Even a dwarf passing through Haven is looked on with disgust and treated like how most people treat Half-
  Orcs.  While most are allowed sanctuary within Haven, they are treated as second-class people, just as Half-Orcs and 
  Half-Elves are treated everywhere else. 
   
  As in all of Keoland, religion doesn’t play a major role in Haven’s society.  The two major religions in Haven are Trithereon 
  and Kord.  Trithereon plays the role of mentor to the citizens of Haven.  It was through his teachings of self-preservation 
  that people began to follow him.  Kord plays the role of teacher to the citizens.  Through his teachings of strength, the 
  citizens of Haven have worked harder to accomplish their goals.   With the recent arrival of several druids, Obad-Hai has 
  been receiving some reverence. 
   
  Duties, Objectives, and Day-to-Day Activities 
  Laws (These are in addition to the laws of Keoland): 
  1: Never strike another Half-Orc or Half-Elf, we are brothers and sisters.  As such, we should fight together, not against 
  each other. 
  2: Always help out a fellow Half-Orc or Half-Elf who is in trouble, unless they show evil intent.  We are all in the same 
  predicament. 
  3: Within the walls of Haven, there will be no fighting unless it is in defending the village from external attack. 
  4: All Half-Orcs and Half-Elves are welcome. 
  5: Every citizen of Haven must make a contribution to the village itself.  To prove our worth, we must have something of 
  substance to show for it. (Ex. Armorer, Weaponsmith, Cobbler, Bookmaker etc.) 
  6: Dueling is illegal within the walls of Haven.   We need everyone alive, not dead.  If a problem arises seek the local 
  authorities.  The parties responsible will be brought before the council.  The Council will, at the end of each month, hold 
  the arena fights to settle matters.  No fights between Half-Orcs or Half-Elves will ever be to the death. 
  7: Crimes will not be tolerated within the walls of Haven. 
   
  Important Dates, Holidays, & Ceremonies 
  Founding Day – this is the day in which Richart Jargos agreed to allow this village to be built. 
  Needfest Celebration – this is a holiday that the residence celebrates their successes, make amends for ill-feelings and 
  past wrongs, and show off various crafts and art objects that have been created by the residence. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - In all practical terms, the village and people of Haven have no allies.  What they do have though, is 
  sympathizers, namely the Hospitaliers and the Dreadwalkers.  These two organizations are allies to Haven simply 
  by helping to get oppressed Half-Orcs out of the cities and down to Haven.  Beyond this scope, they do nothing 
  more to help Haven.  The Viscount of Nume Eor is an ally to Haven by the fact that he gave them the land on to 
  which the village was created.  He does not and will not publicly ally himself with Haven.  It’s not that he does not 
  want to; it is just that he cannot.  Politics plays a role n life that many Havenites have yet to learn. 
  ◊ 
   RIVALS - Haven and its Half-Orc inhabitants have one major rival, the dwarves of Clan Stonecrow.  From the 
  inception of Haven, the dwarves of Clan Stonecrow have voiced their displeasure.  With threats of harm to the 
  Half-Orc populace to the destruction of Haven, the dwarves of Clan Stonecrow have been relentless in their 
  verbal abuse.  And people wonder why dwarves are not welcome in Haven. 
  ◊ 
  ENEMIES - Besides everyone in general, the major enemy of Haven is the Lizardfolk of the Hool Marsh.  One of 
  the conditions upon getting the land in Nume Eor was that Haven was to provide defense against the threat of the 
  Lizardfolk.  Since Haven was founded by Half-Orcs, they took that condition as being nothing short of easy.  With 
  their natural strength, killing a few hundred Lizardfolk would be easier than building the village of Haven itself. 
   
  Spo so
  n
  rs/Major NPCs 
  ◊ 
  Vexander Sangreal [M, Half-Elf, Ranger –7, Apparent Age 40] Vexander is the elected mayor of Haven and 
  e town council. 
  heads th
  ◊ 
  TBD 
  Cs may advance to the second tier [Elder] of Haven as soon as they meet all prerequisites and contact the POC. 
  aven influence is considered Local [low] level, and is politically aligned to the Royal faction of Keoland. 
   
  Advancement & Forms 
  P
   
  Influence & Favors 
  H
   
  
   
  Keoland Meta-Campaign Sourcebook pg.34  
  Date & Time last edited: 01/24/05  10:32 AM 
  Cs may leave the Haven at any time, as long as the POC is contacted.   
   
  Leaving the Meta-Org 
  P
  Haven, Village Organizational Levels 
  Resident(s) are people who are not half-elf or half-orcs, but still wish to reside near the Hool Marsh, in safety of the 
  equirements: 
  ank in any Craft, Knowledg or Profession 
  Benefit
  on checks with Dreadwalkers and Hospitaliers 
  land 
  s 
     Weapon Upgrade (Keen) 
  village of Have. 
  R
  Must not be a Dwarf, Speak Elven or Orc, 1 r
   
  100 gp per year and 48 Time Units per year 
  Penalties: -1 Diplomacy and Gather Information check with Clan Stonecrow 
  s: +1 Diplomacy and Gather Informati
     Free Standard Upkeep in Keo
     Wand of Cure Light Wound
   
  Citizens(s) are people who have earned the right to be called citizen in Haven.  Half-elves and Half-orcs may become 
  en. 
  equirements: 
   rank in any Craft, Knowledg or Profession 
  Benefit
  s and Hospitaliers 
  e Eor 
  ivine spells at LGCS cost 
  s 
     Weapon Upgrade (Keen) 
  citizens without being residents; others must be a resident for one calendar year before becoming a citiz
  R
  Must not be a Dwarf, Speak Elven or Orc, 1
   
  100 gp per year and 4 Time Units per year 
  Penalties: -1 Diplomacy and Gather Information checks with Clan Stonecrow 
  s: +1 Diplomacy and Gather Information checks with Dreadwalker
     +1 Listen, Spot and Survival checks in the Hool and Num
     Haven Spellcasters will cast d
     Wand of Cure Light Wound
   
  Elder(s) are those that have excelled in the aiding in the community of Haven, protecting Haven, educating the little 
  Requirements: 
  in any Craft, Knowledg or Profession, 1 rank 
  um of +5 BAB 
  Benefit
  s and Hospitaliers 
  e Eor 
   Belt of Giant Strength +4 and Wand of Cure Light Wounds 
   Weapon Upgrade (Keen) 
   
  Haventes, enforcing the Laws of Haven, and other duties. 
  Must be a Half-Orc or Half-Elf, Speak Elven or Orc, 2 ranks 
  in Knowledge (Sheldomar Valley) and Minim
   
  200 gp per year and 6 Time Units per year 
  Penalties: -2 Diplomacy and Gather Information checks with Clan Stonecrow 
  s: +2 Diplomacy and Gather Information checks with Dreadwalker
     +4 Listen, Spot and Survival checks in the Hool and Num
     Haven Spellcasters will cast divine spells at LGCS cost 
     One Adamantine Weapon,
    
  
  Hospitaliers 
   
  POC:  
   
  Dave Guerrieri 
  E-mail: 
   
  dguerrieri@adelphia.net 
  E-group: 
   
   
  Advancement: 
  POC Notification 
   
  Heraldry:  Red and green rosetta surrounded by Pelor’s sun and a grail on a sky blue outline of a 
  shield 
  Motto: No-one until their time 
   
  Introduction  
  The Hospitalers represent the major source of non-magical healing and refugee assistance in Keoland.  Their reputation 
  for being fair, doing a good job, and being non-threatening to nobles has made them a significant force to be reckoned 
  with throughout the country. 
   
  Areas of Influence and Available Regions 
  Hospitaliers have influence and are found throughout all of the provinces of Keoland. 
   
  Origins & History 
  Most Hospitalier organizations in the Flanaess have three primary missions: the escorting and protection of religious 
  pilgrims, the escorting and protection of refugees, and the building and operating of medical facilities. 
   
  The unique situation and history of Keoland has resulted in different priorities for those Hospitaliers that operate within 
  Keoland, because they do not wish to come into conflict with the government. 
   
  Firstly, religions are not empowered in Keoland, and not often trusted by the people and government of Keoland.  For this 
  reason, Keoish Hospitaliers do not escort religious pilgrims, because pilgrammages are such a rarity. 
   
  Secondly, the people of Keoland generally go to their Lord for healing, so the Hospitaliers do not on their own build 
  stationary medical facilities, in order to avoid competing with the Lords on this matter.  Some local lords do call upon the 
  Hospitaliers rather than the churches to provide their healing, and with the patronage of a specific lord, Hospitaliers may 
  well build hospitals.  In such situations, the Hospitaliers are expected to work extremely closely with the administration of 
  the local lord, spending almost all of their time providing aid, and do not have much freedom.  For this reason, this option 
  is not suited to those who wish to travel at all. 
   
  However, with the Greyhawk Wars, the wars against the Giants in Geoff and Sterich, the people of the Ulek states driven 
  west by the increased activity in the Pomarj, the tensions with Ket in Bissel, and other conflicts, the Sheldomar has more 
  than its share of refugees.  Furthermore, with few exceptions, the Lords of Keoland do not wish to have their own lands 
  known as being overly hospitable to refugees -- they have an obligation to use their resources in support of their own 
  subjects and their king, and while they may have sympathy for folk who have lost their homes, they cannot as a rule 
  provide for them.  Those Hospitaliers that operate in Keoland have taken up this responsibility.  They guard and escort 
  refugees, never keeping large groups of them in one area long enough to tax a local lord's resources to the point of being 
  unwelcome. 
   
  Additionally, while they do not usually operate stationary medical facilities, the drive to provide medical aid is still strong.  
  They instead provide mobile medical facilities.  These are used to support the lords, rather than compete with them.  For 
  example, if a plague breaks out in a lord's lands and his ordinary healing resources cannot deal with it, he can ask for aid 
  from the Hospitaliers.  They will send wagons full of healers, surgeons, apothecaries, herbalists, and in some cases even 
  a few individuals with magical healing capabilities.  In this manner, they make certain that it is in the best interests of the 
  lords that the Hospitaliers be left alone to do their work. 
   
  The main requirements for someone to join the Hospitaliers of Keoland are a dedication to the cause of helping others, a 
  willingness to take the oaths and follow the rules of the order, a willingness not to jeopardize the organization's standing 
  with the local lords (for example by unduly empowering religious pilgrims or competing with them in the matter of providing 
  healing), and the ability to help. 
   
  Keoland Meta-Campaign Sourcebook pg.35  
  Date & Time last edited: 01/24/05  10:32 AM 
  Dedication to the cause and willingness to take oaths and follow rules in pursuit of this cause are the reason the 
  organization is limited to those of Lawful Good, Lawful Neutral, and Neutral Good alignments.  Even those Neutral Good 
  
   
  Keoland Meta-Campaign Sourcebook pg.36  
  Date & Time last edited: 01/24/05  10:32 AM 
  folk who are not normally as concerned with following rules know that the rules are the only thing that lets them do as 
  much good as they do in Keoland, and so they're committed to following them. 
   
  A willingness not to jeopardize the organization's standing with the local lords means having the ability to convince the 
  local lords that despite the Hospitalier's traditional concern with religious pilgrims, the Hospitaliers of Keoland will not 
  engage in activities that strengthen religious orders at the expense of the government.  For those who do not follow any 
  specific religion and are willing to swear oaths to that effect, this is easy.  For those who do follow specific patron deities, 
  the requirement is a little more difficult to meet.  They must either have skill at diplomacy (to represent the ability to 
  convince the lords they're willing to support them), in-depth knowledge of, or influence with the nobility of Keoland (to 
  represent the ability to locate a lord willing to sponsor them in the organization).  If a point of influence is expended, it is 
  not necessary for it to have been earned by the petitioner -- someone else can spend the point on their behalf.  In 
  addition, any character with a Triad-approved background that indicates they're a member in good standing of a noble 
  family can also meet this requirement. As a matter of fact, members of noble houses who become Clerics are often 
  encouraged by their families to join the Hospitaliers rather than religious organizations. 
   
  The ability to help is usually represented by various sets of skills that are useful for specific tasks within the Hospitaliers.  
  Once all of these requirements have been met, a character can join the Hospitaliers by spending time working on their 
  behalf.  The character does not have to pay for their own upkeep during this time, as the Hospitaliers take care of their 
  own when they're "on duty". 
   
  Philosophy and Credo 
  “Magical healing is extremely effective for individuals, but cannot be used to help large numbers of people.  A Cleric with 
  the Healing domain can help a few people dramatically, but then his healing resources are expended.  A skilled doctor 
  with the right materials can continue treating dozens and dozens of the sick and injured for hours on end.” 
   
  Keoland's Hospitaliers have a deep dedication to helping others.  Specifically, they're dedicated to helping refugees and 
  providing healing services.  Many of them would like to aid religious pilgrims as well, but understand that doing so would 
  create the perception that they were acting to empower the churches, and would jeopardize their ability to provide what 
  aid they can provide.  They are also dedicated to avoiding conflict with the lords and government of Keoland, as this 
  would also jeopardize their ability to provide the aid they do.  They tend not to have personal ambition, being more 
  concerned with helping others than with advancing themselves. 
   
  Duties, Objectives, and Day-to-Day Activities 
  The life of a typical Hospitalier of Keoland is spent on the road.  They do not generally spend enough time in one location 
  to form power centers, although sometimes this occurs when a local lord uses the Hospitaliers to provide the backbone of 
  his healing resources.  Again, some theorize that this is different for those of higher ranks, and indeed it's difficult to see 
  how they could be as well-connected with the lords as they are without some sort of power center in Niole Dra, but again 
  the rank-and-file do not generally concern themselves with the details of this. 
   
  The Hospitaliers do have rank.  There are people in charge of refugee escort units and mobile medical units.  These 
  individuals seem to report to even higher-ranking individuals who provide the communications network that the lords use 
  to contact the Hospitaliers when aid is needed, and the information network that tells them where large groups of refugees 
  are building up.  Administrators are responsible for the day-to-day operations of a Hospitalier caravan or, in rare cases, of 
  semi-permanent medical or refugee camps.  They must be able to manage people, resources, and animals, in addition to 
  the basic skills any Hospitalier must have.  Directors are responsible for coordinating multiple groups of Hospitaliers, and 
  for representing the interests of the Hospitaliers at court and with other organizations.  In addition, Directors are also the 
  special operatives of the Hospitaliers – when someone needs to go on a special quest for the good of the whole 
  organization, it will usually be a Director. How these higher-ranking individuals are chosen is not generally known to the 
  public.  It is not even known if they're promoted from within the ranks of the workers or recruited from elsewhere.  
  Hospitaliers (while on duty) generally live in caravans in a communal arrangement.  Everybody provides the services 
  needed for everyone else's survival and needed in support of their mission. 
   
   
  Important Dates, Holidays, & Ceremonies 
  Collectively, the Hospitaliers do not follow any specific religion; as a result, there are no specific holidays that are 
  important to them.  They consider their oaths of office very important, however.  Oathtaking is often shrouded in 
  ceremony. 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.37  
  Date & Time last edited: 01/24/05  10:32 AM 
  Furthermore, when on the road, breakfast is often treated as a ceremony.  Many of the divine casters in the Hospitaliers 
  pray for their spells at dawn.  Because of this, breakfast is delayed until about an hour and a half after dawn, when those 
  who wish to participate join in a ceremonial breakfast used to strengthen the bonds of the group. 
   
  Some outsiders theorize that the higher ranks of the Hospitaliers have their own ceremonies and perhaps important dates.  
  Lower ranking individuals within the order tend not to concern themselves with such speculation. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - The Hospitaliers of Keoland have many allies, but do not call upon them for aid.  They consider the lords 
  of Keoland to be their strongest allies, for without the support of the lords, they would not be able to fulfill their 
  mission.  Even when Hospitaliers are providing aid to a lord, they do not make demands of that lord.  If, for 
  example, they require access to a noble's private forest to gather herbs to help combat a plague, they present 
  themselves to the lord and explain that they will be unable to provide as much aid if they cannot gain access to 
  the herbs in that forest.  They do not directly ask for the lord's help -- they allow the lord to draw his own 
  conclusion and freely offer it.  This prevents even the vague appearance of parasitic behavior, and also allows the 
  lords to appear more generous in the eyes of their subjects.  The Hospitaliers often escort outcasts to the village 
  of Haven.  As a result, many of the citizens of Haven can give first hand reports of the care the Hospitaliers give 
  to those refugees under their care.  In addition, some other organizations help refugees get to the Hospitaliers, 
  and the Hospitaliers are grateful to the folk of these organizations for helping them in their task.  The Hospitaliers 
  of Keoland are friendly to individual Clerics who have the Healing domain, and often attempt to recruit them into 
  their ranks. They avoid forming formal relationships with any of their churches. Clerics who do join Keoland's 
  Hospitaliers are generally either nobles or care more for helping people than for ambition; being members of this 
  organization, their prospects for advancing within their church hierarchy are not very good.  Since the Hospitaliers 
  attempt to keep the roads safe, Guild members (both Noble and Royal) tend to look upon them favorably, as do 
  clerics with Travel domains.  NOTE: The Hospitaliers are the only Meta-Org in Keoland whose members begin 
  with an initial NPC reaction of friendly. 
  ◊ 
  RIVALS - The main rivals of the Hospitaliers of Keoland are those who feel that they are neglecting some duty to 
  provide aid to religious pilgrims and their duty to provide healing directly to the people.  There consist primarily of 
  groups that are not native to Keoland and do not understand its political climate.  These groups oppose the 
  Hospitaliers, but the Hospitaliers do not return their hostility.  In addition, the Divinity Council and Churches of 
  Keoland are not on friendly terms with the Hospitaliers.  Both would rather that the lords be forced to turn to the 
  churches for healing resources. 
  ◊ 
  ENEMIES - The Hospitaliers have been known to hunt down bands of highwaymen, but prefer to take them alive 
  and deliver them to the local authorities.  The Hospitaliers do feel great hostility towards those who revel in pain, 
  suffering, slaughter, and disease, and those who prey on weak travelers.  Thus they are even more opposed than 
  most to the churches of Erythnul, Hextor, Incabulos, and Nerul.  As a matter of fact, the Hospitaliers might have 
  enemies that they don't know about.  If a hidden sect or secret cult to a god like Tharizdun or Vecna were to exist, 
  they would almost certainly oppose the mission of the Hospitaliers.  The Scarlet Brotherhood is also opposed to 
  the mission of the Hospitaliers.  The Brotherhood is devoted to racial purity, and would like to seek the weaker 
  races die out.  The Hospitaliers provide their aid without concern for race, and are in fact quite dedicated to 
  helping the weak survive.  For similar reasons, the church of Wastri opposes the Hospitaliers as well.  
   
  Spo
  r NPCs 
  nsors/Majo
  ◊ 
  TBD 
   
  Advancement & Forms 
  Cs may advance through the Hospitaliers as soon as they meet all prerequisites and contact the POC.   
  P
   
  Influence & Favors 
  ospitalier influence is considered Provincial [medium] level, and is politically aligned to the Peers of Keoland. 
  H
   
  Leaving the Meta-Org 
  Cs may leave the Hospitaliers at any time, as long as the POC is contacted. 
  P
   
  Hospitalers Organizational Levels 
  Volunteer(s) are people who chose the joining the Hospitalers; they are the lowest member in the loose chain of 
  command. 
  
   
  Keoland Meta-Campaign Sourcebook pg.38  
  Date & Time last edited: 01/24/05  10:32 AM 
  equirements:
  eutral Good; Can not belong to the Church, 
  ges, Heralds, Thieves Guild, Darkwatch or Dreadwalkers 
  s: 
  ival 
  eamster) 
  n (Apothecary) 
   
  alty) – Everyone knows Hospitaliers prefer to capture 
  Benefit
  rmation checks in Keoland (Churches of Keoland and Divinity Council exempted) 
     Free Standard Lifestyle in Keoland 
  R
   Must be 2nd level, Must be Lawful Nuetral, Lawful Good OR N
  Divinity Council, Duelists, KRS/IMA, Sea Ma
   
  Minimum of 6 ranks in ONE of the Following Combination
   
   
  Caravan Guard: Listen, Ride, Spot 
   
   
  Caravan Guide: Profesion (Guide) and Surv
   
   
  Caravan Worker: Animal Handling and Profession (T
   
   
  Doctor: Healing and Profession (Herbalist) 
   
   
  Pharmacist: Alchemy and Professio
   
   
  Refugee Support: Any Two Profession or Craft 
   
  200 gp per year and 6 Time Units per year 
  Penalties: -1 Diplomacy and Gather Information checks with Churches of Keoland and Divinity Council NPCs 
  -1 Intimidate checks (Circumstance Pen
  s: +1 Diplomacy and Gather Info
     Wand of Cure Light Wounds 
   
  Administrator(s) are people who organize aid on a smaller scale; they interact with the local people (non-nobles), and 
  Volunteers. 
  coordinater the 
  equirements:
  the Church, 
  es Guild, Darkwatch or Dreadwalkers 
  harisma), Must Speak Keoish 
  ust us
  ce to Adminstrator 
  ns: 
  ival 
  eamster) 
  ion or Craft 
   
  tance Penalty) – Everyone knows Hospitaliers prefer to capture 
  Benefit
  Churches of Keoland and Divinity Council exempted) 
  d 
      Bag of Holding (Type I) and Wand of Cure Light Wounds 
  Director(s)
  R
   Must be 6th level, Must be Lawful Nuetral, Lawful Good OR Neutral Good; Can not belong to 
  Divinity Council, Duelists, KRS/IMA, Sea Mages, Heralds, Thiev
   
  Must be Mentally Fit (10 or Higher Intelligence, Wisdom and C
   
  M
  e a Guild or Peer Influence to Advan
   
  Minimum of 12 ranks in ONE of the Following Combinatio
   
   
  Caravan Guard: Listen, Ride, Spot 
   
   
  Caravan Guide: Profesion (Guide) and Surv
   
   
  Caravan Worker: Animal Handling and Profession (T
   
   
  Doctor: Healing and Profession (Herbalist) 
   
   
  Pharmacist: Alchemy and Profession (Apothecary) 
   
   
  Refugee Support: Any Two Profess
   
  5 ranks in Knowledge (Sheldomar Valley or Nobility and Royalty) 
   
  200 gp per year and 6 Time Units per year 
  Penalties: -2 Diplomacy and Gather Information checks with Churches of Keoland and Divinity Council NPCs 
  -2 Intimidate checks (Circums
  s: +2 Diplomacy and Gather Information checks in Keoland (
     Free Rich Lifestyle in Keolan
     Weapon Upgrade (Merciful) 
   
   thes
  equirements:
  the Church, 
  hieves Guild, Darkwatch or Dreadwalkers 
  harisma), Must Speak Keoish 
  ust us
  ce to Director 
  ns: 
  ival 
  eamster) 
  rt: Any Two Profession or Craft 
  Nobility and Royalty) 
   
  ce Penalty) – Everyone knows Hospitaliers prefer to capture 
  Benefit
    
  il Rations, 1 Barrell full of 
  ets, Flint and Steel, 200 Torches (Fire Wood), 4 Iron Pots – Valued at 200 gp 
  e people organize aid on a larger scale; they also interact with the nobles. 
  R
   Must be 8th level, Must be Lawful Nuetral, Lawful Good OR Neutral Good; Can not belong to 
  Divinity Council, Duelists, KRS/IMA, Sea Mages, Heralds, T
   
  Must be Mentally Fit (10 or Higher Intelligence, Wisdom and C
   
  M
  e a Guild or Peer Influence to Advan
   
  Minimum of 12 ranks in ONE of the Following Combinatio
   
   
  Caravan Guard: Listen, Ride, Spot 
   
   
  Caravan Guide: Profesion (Guide) and Surv
   
   
  Caravan Worker: Animal Handling and Profession (T
   
   
  Doctor: Healing and Profession (Herbalist) 
   
   
  Pharmacist: Alchemy and Profession (Apothecary) 
   
   
  Refugee Suppo
   
  5 ranks in Knowledge (Sheldomar Valley or 
   
  5 Ranks in Diplomacy 
   
  500 gp per year and 9 Time Units per year 
  Penalties: -2 Diplomacy and Gather Information checks with Churches of Keoland and Divinity Council NPCs 
  -2 Intimidate checks (Circumstan
  s: +2 Diplomacy and Gather Information checks in Keoland (Churches of Keoland and Divinity Council exempted) 
   Free Luxury Lifestyle in Keoland 
     Free Ever-Present Items: Riding Dog with Pack Saddle, Mule with Cart, 20 days of Tra
  clean water, 10 Winter Blank
  
   
  Keoland Meta-Campaign Sourcebook pg.39  
  Date & Time last edited: 01/24/05  10:32 AM 
     Bag of Holding (type III), Horseshoes of the Zephyr and Wand of Cure Light Wounds 
     Weapon Upgrade (Merciful) 
   
  
  Keoland Dueling Society 
   
   
  POC:  
   
  Rob Recckia 
  E-mail: 
   
  RobWreck @ aol.com 
  E-group: 
   
  KeolandDuelists 
  Advancement: 
  POC Notification 
   
  Heraldry: By School  
  Motto: By School 
   
  Introduction  
  The Keoland Dueling Society holds an unmatched degree of respect among the highest levels of Keoish society… the 
  Guildmasters and Syndics, Dependant and Independent Nobles, Knights and wealthy landowners. The aristocracy in all 
  its forms support and maintain the noble dueling traditions, and membership in one of the four duelist schools is taken as 
  a sign of prestige, honor and skill. Yet while these noble schools serve as a medium for the upper strata of Keoish society 
  to interact, they also serve a less wholesome purpose… resolution of conflict among nobles and elimination of rivals. For 
  while each of the schools teach their art for the purpose of self-defense and sport, it is well known that a slight to the 
  reputation of a noble can earn one an invitation to defend their honor by martial means. 
   
  Areas of Influence and Available Regions 
  Generally influential throughout Keoland, four different regions represent the four dueling styles of Keoland [see below]. 
   
  Origins & History 
  Founded in blood 270 years ago during the reign of Tavish I, the Ulmstard Academy of Fencing was born with noble 
  intrigue at its core. Lord Beathor Ulmstard, the 13th Lord of Cryllor had been equally blessed and cursed with two sons, 
  Alerzo (the elder) and Leoric. Blessed with sons to guarantee the continuation of his line, yet cursed with a son whose 
  ambitions outstripped his loyalty to his brother. As Alerzo was the eldest, tradition dictated that Beathor’s title would pass 
  to him, leaving Leoric as “unnecessary”… a condition that Leoric could not let stand. So, as Alerzo spent his years training 
  in the skills of diplomacy and leadership, Leoric ventured into the other calling of noble sons… knighthood. While the 
  martial training appealed to him, he found himself spending far too much time envying Alerzo’s future and cursing his own. 
  Until finally, Leoric came up with a plan… 
       Focusing on mastering his swordsmanship, Leoric used his father’s wealth and influence to arrange for the finest 
  tutelage in swordplay from accomplished swordsmen throughout the Empire… veteran soldiers, seasoned adventurers, 
  guard captains, anyone he could learn from. As time passed, Leoric assembled the various skills and lessons he learned 
  and founded the first fencing academy of Keoland. Personally instructing the first students, the school ranks quickly 
  swelled with young nobles, wealthy merchants and important bureaucrats… the upper crust of Keoish society. Fencing 
  became a noble art, and unofficially, a way to resolve matters of honor… which is exactly what Leoric planned. For the 
  many years, Alerzo lived the life of the eldest son… his position secured by order of birth, he found himself deeply 
  embroiled in court intrigues. Often being manipulative or deceitful, as any good nobleman must be, he earned his fair 
  share of foes… 
       After a good many years, a terrible fever found Lord Beathor on his deathbed. Putting the call out for his sons to attend 
  him, he was heartened by how quickly Leoric arrived, yet dreaded the missed presence of Alerzo. Unknown to Lord 
  Beathor, Alerzo was called to defend his honor in a duel that very morning. A tragic accident (or a well placed blow, 
  depending who tells the tale) prematurely ended Alerzo’s political ambitions and his life. When news of his fate reached 
  the weakened Lord Beathor’s ears, his heart could bear no more. In his passing, Leoric inherited his father’s title and 
  lands… and having developed quite a reputation with the upper crust of Keoish society, he found himself with all that he 
  sought. 
       Over the years, the Ulmstard academy expanded from one school in Cryllor to add schools in Niole Dra, Flen and 
  Gradsul. As time passed and different swordmasters impressed their own opinions and preferences, the schools tended 
  to develop their own styles and break away from their common origin. Eventually, in CY 402, Master Illadra in Gradsul 
  broke from the Ulmstard Academy, taking his school and movement-based style separate. Master Argost of Niole Dra 
  followed in CY 508, taking his two-weapon style private. Late CY 574, the remaining two schools and swordmasters, 
  Masters Vernasci and Hennen (of Cryllor and Flen, respectively) had a severe disagreement, with Master Hennen taking 
  his strength-based style, leaving the control and focus-based style of Master Vernasci to solely represent the Ulmstard 
  Academy in Cryllor. 
   
   
  Keoland Meta-Campaign Sourcebook pg.40  
  Date & Time last edited: 01/24/05  10:32 AM 
  Ulmstard – Cryllor, Illadra – Gradsul, Argost – Niole Dra, Hennen - Flen 
  
   
  Keoland Meta-Campaign Sourcebook pg.41  
  Date & Time last edited: 01/24/05  10:32 AM 
  Philosophy and Credo 
  The weapon of civilized man is not the clumsy great ax of the battlefield, but one that is elegant and refined… a weapon of 
  skill, not strength. As such, the martial style of civilized man must display that same elegance and refinement. We are 
  creatures of intellect far above wild beasts, let us show the control and focus that intellect allows when called to arms.  
   
  Duties, Objectives, and Day-to-Day Activities 
  While the main duty is to teach weaponry to nobles, the academies are also places where talented, everyday Keoish 
  citizens have an opportunity to rise above their lowly commoner status. 
   
  Important Dates, Holidays, & Ceremonies 
  Each Academy has its own special commencement ceremony. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - Well entrenched in the aristocracy of Keoland, it is of little surprise to see that the duelist schools call the 
  Nobility as their allies. In addition, while not quite allies, there are good relations between the Hennen Academy 
  and the Keoish Royal Standards. A similar situation graces the Argost Academy and the Dreadwalkers.  
  ◊ 
  RIVALS - Each of the duelist schools consider the other schools to be a rival, with good cause. In addition, there 
  are certain associations and groups that are looked down upon by the duelist schools… the worthless half-breeds 
  of Haven, most notably. Other groups that fail to understand the intricacies of the dueling societies are also 
  making themselves known… their judgments without factual knowledge give their accusations little weight and 
  render them not worth noticing. Justice Blades feel dueling is uncivilized and barbaric, and prefer to take things 
  through the lengthy courts of Keoland. 
  ◊ 
  ENEMIES - None, although there are specific individuals that have a dislike of the duelist societies, no 
  organization stands out as an enemy  
   
  Sponso
  /M
  rs
  ajor NPCs 
  ◊ 
  Master Vernasci [M, Suel Human, Apparent Age 50] – Master Vernasci is the current head of the Ulmstard 
  Academy of Fencing. He personally has precious few students now, spending the majority of his time in 
  running the academy. 
  ◊ 
  Master Leuthere [M, Suel-Oeridean Human, Apparent Age 45] – Master Leuthere is the current head of the 
  Argost Academy. In addition to teaching the most advanced students and running the academy, Master 
  Leuthere still ensures to meet his obligations to the Dreadwalker Reserves, of which he’s been a member for 
  ◊ 
  the past 15 years. 
  Master Hennen [M, Suel Human, Apparent Age 35] – Master Hennen is the founder and head of the Hennen 
  Academy of Fencing. In addition to running his fledgling school, Master Hennen personally instructs many of 
  ◊ 
  his more promising students, regardless of their current skill. 
  Master Alistair [M, Suel-Oeridean Human, Apparent Age 35] – Master Alistair, head of the Illadra Dueling 
  Academy, is seen rarely by his students, and seen less by those outside the school. His appearance during 
  the annual “Lion’s Claw” tournament in Niole Dra, is one of the few indications that he is still running the 
  school. Unbeknownst to the public at large, Master Alistair often uses a combination of disguises and magic 
  to freely move unrecognized amongst his students, observing and overhearing things that may not be said or 
  nce.  
  gh the Duelists as soon as they meet all prerequisites and contact the POC.   
  dered Provincial [medium] level, and is politically aligned to the Peers of Keoland. 
  Cs may leave the Duelists at any time
   
  done in his prese
   
  Advancement & Forms 
  PCs may advance throu
   
  Influence & Favors 
  Duelist influence is consi
   
  Leaving the Meta-Org 
  P
  , as long as the POC is contacted. 
  Keoalnd Duelist Society Organizational Levels 
  Swordman(s) is the apprentice level in the Duelists organization.  They practice and study under a master; students 
  usually need to find somebody to teach or join a school.  Usually, this is how nobles and rich merchants learn how to fight. 
  equirements:
  he wild” outside of Keoland 
   
  100 gp per year and 4 Time Units per year 
  R
   Must be 2nd level, BAB +1, Cannot live “off t
  
   
  Keoland Meta-Campaign Sourcebook pg.42  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  Argost – Must be human, elves and half-elves residents of Niole Dra, Con 13, Two Weapon Fighting 
  Feat, and 1 rank in Jump 
   
  Hennon – Must be human resident of Flen, Int 13, Combat Expertise Feat, 1 rank Bluff 
   
  Illadra – Must be human resident of Gradsul, Dex 13, Dodge Feat, 1 rank in Ballance 
   
  Ulmstard – be human resident of Cryllor, Str 13, Power Attack Feat, 1 rank in Jump 
  Penalties: -1 Diplomacy and Gather Information checks with Rival Dueling Schools 
  Benefits: +1 to Diplomacy and Gather Information checks with Nobles 
     +1 to Bluff and Sense Motive checks when Feinting (in Combat) 
     +1 to Knowledge (Nobility and Royalty) and Knowledge (Sheldomar Valley) in Keoland 
     Free Academy Signet Ring (of the appropriate school) – 100 gp value 
     Free Standard Lifestyle in Keoland 
     May possess Illegal Armor, Weapons and Wondrous Items 
     Boots of Striding and Springing 
   
  Swashbuckler(s) is the next level of advancement when a Swordman improves in his skills.  He may fight duels with 
  opposing schools; but not to the death nor without the Dueling Masters permission. 
  Requirements: Must be 5th level, BAB +4, Cannot live “off the wild” outside of Keoland and 1 rank in Knowledge 
  (Sheldomar Valley) 
   
  200 gp per year and 6 Time Units per year 
   
  Argost – Must be human, elves and half-elves residents of Niole Dra, Con 13, Two Weapon Fighting 
  Feat, and 2 ranks in Jump 
   
  Hennon – Must be human resident of Flen, Int 13, Combat Expertise Feat, 2 ranks Bluff 
   
  Illadra – Must be human resident of Gradsul, Dex 13, Dodge Feat, 1 rank in Balance 
   
  Ulmstard – be human resident of Cryllor, Str 13, Power Attack Feat, 2 ranks in Jump 
  Penalties: -2 Diplomacy and Gather Information checks with Rival Dueling Schools 
  Benefits: +2 to Diplomacy and Gather Information checks with Nobles 
     +2 to Bluff and Sense Motive checks when Feinting (in Combat) 
     +2 to Knowledge (Nobility and Royalty) and Knowledge (Sheldomar Valley) in Keoland 
     Free Academy Signet Ring (of the appropriate school) – 100 gp value 
     Free Rich Lifestyle in Keoland 
     May possess Illegal Armor, Weapons and Wondrous Items 
     Boots of Speed, Boots of Striding and Springing, One Adamantine Weapon 
     Weapon Upgrade (Merciful) 
   
  Deulist(s) have reached the peak of performance.  They may challenge or duel in other place legally in Keoland.  They 
  may not duel ‘unworthy’ opponents, but can fight to defend themselves as necessary. 
  Requirements: Must be 8th level, BAB +7, Cannot live “off the wild” outside of Keoland, 1 rank in Knowledge (Sheldomar 
  Valley), 1 rank in Knowledge (Nobility and Royalty) 
   
  500 gp per year and 9 Time Units per year 
   
  Argost – Must be human, elves and half-elves residents of Niole Dra, Con 13, Two Weapon Fighting 
  Feat, and 4 ranks in Jump 
   
  Hennon – Must be human resident of Flen, Int 13, Combat Expertise Feat, 4 ranks Bluff 
   
  Illadra – Must be human resident of Gradsul, Dex 13, Dodge Feat, 2 rank in Balance 
   
  Ulmstard – be human resident of Cryllor, Str 13, Power Attack Feat, 4 ranks in jump 
  Penalties: -3 Diplomacy and Gather Information checks with Rival Dueling Schools 
  Benefits: +3 to Diplomacy and Gather Information checks with Nobles 
     +3 to Bluff and Sense Motive checks when Feinting (in Combat) 
     +3 to Knowledge (Nobility and Royalty) and Knowledge (Sheldomar Valley) in Keoland 
     Free Academy Signet Ring (of the appropriate school) – 100 gp value 
     Free Luxury Lifestyle in Keoland 
     May possess Illegal Armor, Weapons and Wondrous Items 
     Boots of Speed, Boots of Striding and Springing, One Adamantine Weapon 
     Weapon Upgrade (Defending, Keen and Merciful) 
   
  
  Knights of the Watch/Knights of the Dispatch 
   
  POC:  
   
  Mark Whittaker 
  E-mail: 
   
  lordkhardrus@yahoo.com 
  E-group: 
   
   
  Advancement: 
  POC Notification 
   
  Heraldry: A silver Owl on Field of Black 
  Motto: ?? 
   
   
  Introduction  
  The Knights of the Watch and Knights of the Dispatch were created to protect the Sheldomar Valley from humanoid and 
  baklunish invasions.  They are on constant vigils throughout the Sheldomar Valley, and always prepared to defend it. 
   
  Areas of Influence and Available Regions 
  The Knights of the Watch and Knights of the Dispatch can be found throughout the Sheldomar Valley.  The are mostly 
  gathered in Geoff (fighting against the Giants and humanoids), in the Gran March (were they are headquartered) and in 
  Bissel (defending against the Baklunish Empire). 
   
  Origins & History 
  The Knights of the Watch were formed several centuries ago, tasked with protecting Keoland, Gran March, Bissel and 
  Geoff from the incursion of Pynims and westerlings.  The actual history (commonly known) is a variety of wars against the 
  enemies they have sworn against.  Trilesimain was a knight of the order who had the most impact on the Knighthood, by 
  using the advice of his dieing mother. 
   
  Philosophy and Credo 
  Their Philosophy is actually founded in the twelve precepts that Azmarender derived from the Couplets of Trilesimain. 
   
  Duties, Objectives, and Day-to-Day Activities 
  Most Knights conduct their activities according to their own purposes and consciences. While all are called upon to defend 
  the Sheldomar Valley, individual Knights have great latitude in determining how best to meet that goal. A large number of 
  Knights serve in the militaries of the Sheldomar nations, particularly Gran March, while others operate independently as 
  adventurers, or form small armies of Knights under the banner of the order. Some Knights hold positions of authority or 
  nobility, and devote much of their time to such duties. Even with this latitude, Knights are expected to assist in the 
  maintainance of the order, especially as they reach higher ranks. Knights devote time each year to maintaining 
  strongholds, training squires, updating the records of the order, acquiring or enchanting magical items for the order, or 
  similar purposes. 
   
  Important Dates, Holidays, & Ceremonies 
  Fast of the Murder of Bethane, Sunsebb 4th, which is holiday oriented at the Knights atoning for their shortcomings. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – Most Militaries in the Sheldomar Valley, Church of Heironeous and the sister organization, the 
  Darkwatch. 
  ◊ 
  RIVALS -  Grand Duke Owen has affronted the order, and the Bissel population seems to be revolting 
  ◊ 
  ENEMIES – Goblinoids, Orcs and similar creatures, giants and Hextorians.  Baklunish are considered enemies 
  (though there are several Knights of Baklunish descent, those who renounced their heritage). 
   
  Spo so
   
  Keoland Meta-Campaign Sourcebook pg.43  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  Lord of Mandismoor 
  nights of the Watch/Dispatch are metaregional organizations, not Keoish; Contact the PoC for further details. 
  n
  rs/Major NPCs 
  ntly in Geoff 
  ◊ 
  Hugo of Geoff – Curre
   
  Advancement & Forms 
  K
   
  
   
  Keoland Meta-Campaign Sourcebook pg.44  
  Date & Time last edited: 01/24/05  10:32 AM 
  nights of the Watch/Dispatch are metaregional organizations, not Keoish; Contact the PoC for further details. 
  nights of the Watch/Dispatch are metaregional organizations, not Keoish; Contact the PoC for further details. 
   
  Knights of the Watch/Dispatch Organizational Levels 
  Require
  r (occasionally) a dwarf 
  e a +2 BAB; posses the feats Armor Proficiency 
  eavy), Martial Weapons Proficiency (any lance, and any polearm – including spears), and Mounted Combat; 4 ranks in 
   a +2 BAB; posses the feats Armor Proficiency 
  ight), Martial Weapons Proficiency (Bow or Crossbow, and any sword), and posses at least 3 ranks in Hide and Move 
  Silently skills; must be Lawful Good, Lawful Neutral or Neutral Good. 
  ◊ 
   
    
  Influence & Favors 
  K
   
  Leaving the Meta-Org 
  K
  ments: 
  ◊ 
  Must be human, half-elf o
  ◊ 
  Not be a known criminal 
  ◊ 
  Must receive a recommendation from a Knight in good standing 
  ◊ 
  Must not have any glaring weakness 
  ◊ 
  Must not have fought under Ketite colors during the Greyhawk Wars 
   
  To Squire with the Knights of the Watch, a candidate must hav
  (H
  Ride skill; must be Lawful Good, Lawful Neutral or Neutral Good 
  . 
  To Squire with the Knights of the Dispatch, a candidate must have
  (l
   
  
  Knights of the Malgari 
  (The Darkwatch) 
   
  POC:  
   
  Duncan McNeil-Burton 
  E-mail: 
   
  TBD 
  E-group: 
   
  TBD 
  Advancement: 
  POC Approval 
   
  Heraldry: Silver & Black Sword, Rose, and Wings upon a field of grey with ermine sable. 
  Motto: TBD 
   
   
  Introduction  
  This Neheli-based organization is dedicated to the destruction of undead, especially in the areas around the Rushmoors.   
   
  Areas of Influence and Available Regions 
  The Darkwatch can be found nearly anywhere in Keoland, though their traditional center of power lies amongst the Neheli 
  land of the north.  The Malgari have begun to re-explore centuries-old ties within the Gran March, and recent events in 
  Bissel have turned their attention northwards.  Due to the actions of a brash Squire of the Malgari, the Darkwatch is 
  banned in the Grand Duchy of Geoff.   
   
  Origins & History 
  The Knights of the Malgari were formed as a splinter sect of the Knights of the Watch pledged to protect the Kingdom 
  from the ancient dangers that lurk in the Rushmoors.  Feted to the suel House Neheli by the Rhola King, Tavish II (the 
  Blackguard) in a political maneuver lost to time.  As the centuries have passed, the Darkwatch has had its original charter 
  expanded to include the hunting of necromancers and other evil undesirables throughout the Neheli lands. 
   
  Philosophy and Credo 
  Destroy all unnatural imitations of Life.  Let no dark secret of such creatures be learned.  Control and contain necromantic 
  knowledge. 
   
  Duties, Objectives, and Day-to-Day Activities 
  Lower-ranking members spend their time patrolling the Rushmoor borders, guarding Dorglast castle [the ancestral home 
  of House Neheli], and keeping the general population under their control.  It is the responsibility of the Knights of the 
  Malgari to gather information, assess its credibility, and decide upon a proper course of action, regardless of apparent 
  consequences.  
   
  Important Dates, Holidays, & Ceremonies 
  ◊ 
  Festival of the Dead – This weeklong celebration during Needfest doubles the population of Dorglast castle with 
  its numerous visitors, including wandering Rhenee. 
  ◊ 
  Feast of Nyhan – This annual holiday (15 Planting) both honors Keoland’s first king and is also used as a 
  reminder of the might of the Neheli. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – The Knights of the Malgari are nearly indistinct from the Neheli nobles.  Their goals are similar, if a bit 
  more focused, than the Silent Ones’.  Neheli military units often defer to a Malgari Knight [and, sometimes, even a 
  t and official relations with the Knights of the Watch.   
  squire].  They maintain pleasan
   
  Keoland Meta-Campaign Sourcebook pg.45  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  thrill seeking adventurers, have day-to-day 
  operations directly oppositional to the goals of the Darkwatch. 
  Spo
  o
  ◊ 
  RIVALS – none [see Enemies] 
  ENEMIES – Because they are so closely bound with House Neheli, any Rhola organization is considered 
  oppositional to the Darkwatch.  Organizations focused on uncontrolled magic and knowledge, such as the 
  Seekers, National Academy of Wizardry, Royal Explorers, and 
   
  ns rs/Major NPCs 
  
   
  Keoland Meta-Campaign Sourcebook pg.46  
  Date & Time last edited: 01/24/05  10:32 AM 
   – at least temporarily – from the public eye. 
   
  n, Male, Suel] – Although a member of the Darkwatch, it is quietly rumored that this Knight 
  hant for drink, and only his blood ties to Cedrian have protected him. 
  e Neheli [Human, Male, Suel; Ari/Ftr] – this Shelspring Baron leads a faction of the Malgari 
  dia. 
  r-based 
  s of the Malgari influence is considered Provincial [medium] level, and is politically aligned to the Neheli.  
  Leaving the Meta-Org 
  ly 
  l Levels 
  ◊ 
  Duke Cedrian III of Dorlin, House Neheli [Human, Male, Suel] – Until recently, Cedrian was the de facto head of 
  both the Darkwatch and House Neheli, and considered a candidate for the throne due to his revival of Neheli 
  fortunes.  His recent illness, however, has removed him
  ◊ 
  Lord Holphin Neheli [Human, Male, Suel] – Son of Count Orloc, Cedrian’s chief rival within the Neheli household,
  he has risen prominence within the Darkwatch.  His current disappearance at the hands of the Silent Ones has 
  caused a bitter rift amongst the Knights of the Malgari. 
  heli [Huma
  ◊ 
  Caldor Ne
  has a penc
  ◊ 
  Baron Jharmok Redle
  dedicated to Ly
  ◊ 
  Jedvar -  
  ◊ 
  W&W - T 
  ◊ 
  Introdude - 
   
  Advancement & Forms 
  The Knights of the Malgari are a HUNTER metaorg, and all levels beyond Man-At-Arms require additional, playe
  responsibilities [q.v.]. 
   
  Influence & Favors 
  Knight
   
  The Knights of the Malgari are a HUNTER metaorg, and PCs who wish to leave suffer the consequences according
  [q.v.] 
   
  Darkwatch Organizationa
  Man At Arms are the lowest level of the Darkwatch.  They guard the prisoners, patrol the Neheli lands, and report 
  Require
  dge (Sheldomar Valley), and 1 rank Knowledge (Religion) 
  nits per year 
  suspicious activities to their superiors. 
  ments: Must be 2nd level, have 1 rank in Knowle
   
  P
  100 gp per year and 4 Time U
  enalties: -1 Intimidate and Gather Information checks in Rhola Lands 
  Benefits: +1 Intimidate and Gather Information checks in Neheli Lands 
     Churches will cast divine spells at LGCS cost. 
     Free Standard Upkeep in Keoland 
   
  Squires have been promoted from Man At Arms to the next level.  They act as apprentices to Knights, learning and 
  s in their daily activities. 
  Require
  r Valley), and 2 ranks Knowledge (Religion) 
   
  Penalti
   Rhola Lands 
  Benefit
  ad Turning 
  ion checks in Neheli Lands 
  assiting th Knights in their daily activities.  They also lead the Man At Arm
  ments: Must be 4th level, have 1 rank in Knowledge (Sheldoma
  200 gp per year and 6 Time Units per year 
  es: -2 Intimidate and Gather Information checks in
  s: Circlet of Blasting (Major) and Phylactery of Unde
     +2 Intimidate and Gather Informat
     May possess illegal Weapons and Armor in Keoland 
     Churches will cast divine spells at LGCS cost. 
     Free Rich Upkeep in Keoland 
     Weapon Upgrade (Ghost Touch) 
   
  Knights [Elite] 
   Nobles.  They lead assaults into the 
  mancers and other evil forces tied to an ancient 
  s Knowledge (Religion), 1 rank in 
  tor) 
   
  ar 
  Penalti
  ks in Rhola Lands 
  Benefit
  dead Turning, and Scroll of Heal 
  s in Neheli Lands 
     Churches will cast divine spells at LGCS cost. 
  are granted this level by proving themselves to he the Neheli
  R
   spies in villages and train Squires.  They de
  ushmoors, find
  stroy necro
  civilization. 
  Requirements: Must be 7th level, have 1 rank in Knowledge (Sheldomar Valley), 2 rank
  Profession (Darkwatch Enforcer or Darkwatch Investiga
  500 gp per year and 9 Time Units per ye
  es: -3 Intimidate and Gather Information chec
  s: Circlet of Blasting (Major), Phylactery of Un
     +3 Intimidate and Gather Information check
  
   
  Keoland Meta-Campaign Sourcebook pg.47  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  night Comma
     May possess any illegal items in Keoland 
     Free Luxury Upkeep in Keoland 
     Weapon Upgrade (Ghost Touch and Holy) 
  K
  nders [Elite] are the elite in the Darkwatch; expanding the influence of the Knights into the other regions, 
  s Knowledge (Religion), 2 ranks in 
  tor) 
   
  Penalti
  ks in Rhola Lands 
  Benefit
  tery of Undead Turning, and Scroll of Heal 
     Churches will cast divine spells at LGCS cost. 
     May possess any illegal items in Keoland 
     Free Luxury Upkeep in Keoland 
   
     Weapon Upgrade (Ghost Touch and Holy), Armor Upgrade (Ghost Touch) 
  destroying all necromancitic creatures, and evil outsiders. 
  Requirements: Must be 7th level, have 1 rank in Knowledge (Sheldomar Valley), 5 rank
  Profession (Darkwatch Enforcer or Darkwatch Investiga
  1,000 gp per year and 15 Time Units per year 
  es: -4 Intimidate and Gather Information chec
  s: Circlet of Blasting (Major), Phylac
     +4 Intimidate and Gather Information checks in Neheli Lands 
  
  Mercenaries Benevolent 
  (Justice Blade) 
   
  POC:  
   
  Caias Ward 
  E-mail: 
   
  dreamside@godreamside.com 
  E-group: 
   
   
  Advancement: 
  POC Notification 
   
  More Mercenary Companies will be revealed in Future Metaorgs 
   
  Heraldry: Azure field, with blades interfretted, one argent, the other restrained, adumbrated, 
  abased, and blemished.  A chevalier adumbrated in full armor with argent sword tenant at Base 
  Point 
  Motto:  "A good man can make a difference in a world of evil" 
   
  Introduction  
  The Justice Blade are an example of a benevolent mercenary company.  They are a group of paladins and other seekers 
  of good that do not fit in to normal keoish society be it due to race, previous or current vocation, or simply outlook, they 
  are not normally knights in shining armor or exemplars of traditional views of faith.  Rather, they are the warriors in the 
  trenches, the misfits of justice and goodness, and it is in Justice Blade that they find a home. 
   
  Areas of Influence and Available Regions 
  The Blades have little influence within the Borders of Keoland. 
   
  Origins & History 
  Justice Blade found a great interest in Keoland and its surrounding areas when they became aware of the exploits of 
  several unorthodox paladins known to travel or live in the area.  Seeing kindred spirits that were often times forced to face 
  evil alone or even locked up by the ruling class of this secular region for opposing evil in unorthodox ways, they found it a 
  good opportunity to send an envoy into the region.  Unlike traditional 'religious' orders, Justice Blade tries to have little 
  appearance of recruiting or proselytizing; rather, they let good people come to them.   
   
  The headquarters of the group is located in the March of Mandismoor, at The Blade's Rest.  The Blade's Rest is an inn, 
  recently purchased and renovated by Justice Blade to act as a meeting hall for the group as well as a means of revenue.  
  The inn itself is open for business, and serves a fine selection of food and drink.  There is no organization beyond 
  fellowship with Justice Blade in Keoland other than their nominal spokesperson Harek Balfor, who happens to also be the 
  head barkeep and majority owner of the inn. 
   
  Unlike other groups of Justice Blade, the gathering in Keoland has allowed non-paladins into their ranks, albeit on a 
  limited scale.  While the chaotic natures of holy liberators and elven clerics sometimes grate upon the nerves of the 
  original members, they know they all serve the cause of good.  Thus, the paladins seek to set a good example, help their 
  brothers, as well as drink them under the table at every opportunity. 
   
  Philosophy and Credo 
  Good does not always wear finery, or smell sweet.  Often, it drags itself through the sewers in search of evil to fight, 
  knowing that a good man can make a difference in a world of evil.   
   
  Duties, Objectives, and Day-to-Day Activities 
  Members of Justice Blade in Keoland seek to set good examples among the communities in which they live; helping with 
  physical tasks, healing the sick, settling arguments that are beneath the notice of the rulership of the region, and stopping 
  the plans of evil beings before they start.  Since the membership travels so much, it is rare to have them all in one place, 
  although rumors of a monk/paladin, a half-orc and dwarf paladin that travel together, and a group of halfling 
  rogue/paladins may be more than just rumors. 
   
  Important Dates, Holidays, & Ceremonies 
  Brewfest is perhaps one of the most celebrated times for Justice Blade in Keoland, from a 'secular' viewpoint.  Since the 
  Keoland gathering of Justice Blade is an epicurean society, such celebration is considered a welcomed respite from a 
  year of hard work and dedication to fighting evil.  As well, companionship is the order of this time, and the members take 
   
  Keoland Meta-Campaign Sourcebook pg.48  
  Date & Time last edited: 01/24/05  10:32 AM 
  
   
  Keoland Meta-Campaign Sourcebook pg.49  
  Date & Time last edited: 01/24/05  10:32 AM 
  the time to gather so that they know they are not alone in their struggle against evil.  Here, they also mourn the passing of 
  old friends. 
       Young paladins and others are cautioned against the dangers of imbibing too much strong drink, both to be vigilant 
  against evil, and against the mothers of young women who would be quick to marry them off to a handsome and wealthy 
  adventurer… 
   
  Midsummer Day is considered the Holy Day of Pelor, god of sun, light, and healing.  As Pelor is a common god among 
  humans in general as well as paladins, this day is revered for both religious and secular reasons.   Feasting and enjoying 
  the sun are important activities, and it is considered a sign of respect to wear yellow somewhere on one's person.  Justice 
  Blade in Keoland celebrates this day with a free meal, and healing and comfort is provided to the needy. 
   
  7 Patchwall: The Bellringer's Feast is first started with the ringing of the largest bell in the town, and then the exchange of 
  gifts (normally foodstuffs).  Halek encourages each member of Justice Blade to try his hand at cooking a gift for others, 
  despite the disastrous results at times, or perhaps because of it; a great deal of joy is found in watching mighty warriors 
  blanch in horror after tasting overspiced candies or rock-hard bread.  Clerics are kept on hand to ensure that no one is 
  incapacitated from the gifts, and 'real' food is provided as well. 
      The Bellringer's Feast also is a celebration of readiness and alertness, with martial games of all kinds practiced among 
  the members of Justice Blade and guests.  Jousting, archery contests for both accuracy and damage (using a special 
  target that arrows sink into easily), and 'bearpit' fighting (with clerics and paladins on hand to ensure safety) are a highlight 
  of the day. 
      Formalized duels, however, will not be tolerated by Justice Blade at this holiday, and more than one young noble has 
  found his beautiful dueling blade bend at an odd angle or broken.  The Bellringer's Feast is about prepareness in the face 
  of danger, not petty feuds and hired assassins. 
   
  This is only revealed to Paladins in the second level of Justice Blade and those invited on the hunts) 11 Coldeven  is a 
  less-cheerful time, but one that Justice Blade pursues with vigor.  A week before,  a group of Justice Blade gather and 
  seek out the location of an evil temple or the lair of a being of intense evil that worships Nerull the Reaper.  With a great 
  deal of planning, they prepare for an assault on such a stronghold during the high point of rituals.  In the case of high-level 
  groups of paladins, they will often teleport into a stronghold of evil with a powerful cleric capable of summoning a celestial, 
  destroying the leadership and ransacking the place 
     Coincidentally, this is the same day as the Festival of the Blood Moon, which commemorates the blood-red moon which 
  appeared all over the Flanaess on this day in 294 CY.  This day is normally considered an unholy day, which is why 
  Justice Blade picked it as a time of retribution. 
   
  Ceremonies: 
  Justice Blade is a pretty informal group, and thus has little in the way of ceremony.  It is their belief that action and not 
  ritual is the cause of positive change. 
   
  Gathering Feast:  Held every quarter for new members and as many old members as can attend, this ceremony is a 
  simple one: good food and good people.  It's also an opportunity for members to test out their relative skill, trade 
  information, and otherwise know they aren't alone in their battle against evil.  It is rumored that the Vigilant Council of 
  Justice Blade is considering holding their next meeting at the Blade's Rest, to coincide with the Gathering Feast. 
   
  Kegtap: a ritual that gathers a fair amount of onlookers, it is when a new batch of the year's first ales is tapped.  The 
  bouncer Nosfo attempts to tap the first keg without the use of a mallet, and more often than not succeeds in doing so.  
  After this tapping of the keg, Harek pours two drinks for Nosfo.  One, Nosfo downs, and the other he pours into a bowl of 
  sand at a small shrine in the inn which is dedicated to all those of Justice Blade who have fallen. 
   
  Steeplechase: Held upon the gaining of a bonded mount by a paladin, all the paladins with bonded mounts gather to race 
  an intricate course of natural terrain from a meadow field to the front door of the Blade's Rest   The riders are encouraged 
  to push their willing mounts to the utmost, as gifts and awards for rider and mount are the order of the day.  The last 
  person to arrive ends up having to pick up the tab for a round of drinks, so some small measure of pride is involved. 
     Sometimes, riders of non-bonded mounts are invited, if they are willing to take the risks involved.  
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - Justice Blade tends to get along with many of the organizations of Keoland, including the 
  Dreadwalkers and the Darkwatch.  Harek made it quite clear that Justice Blade could be called upon to assist 
  in any matters which they would ask for assistance. 
  
   
  Keoland Meta-Campaign Sourcebook pg.50  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  RIVALS - The Thieves's Guild naturally would naturally be opposed to the efforts of a group of paladins.  
  Likewise, certain members of the nobility feel uncomfortable with a divine force such as Justice Blade taking 
  up a 'fortified position' in such a strategic location as the March of Mandismoor.  Others have been silent 
  about their feelings regarding Justice Blade.   
      Also, the Duelist Guild has a decided dislike against Justice Blade, since Justice Blade has a dislike 
  against dueling.  No member of Justice Blade may belong to a duelist organization or enter into a duel. 
  ◊ 
  ENEMIES - None openly, except the forces of evil. 
   
   
  Sponsors/Major NPCs 
  ◊ 
  Harek Balfor (Human Male Expert/Paladin) : Harek is the bartender and owner of the Blade's rest 
   
  Advancement & Forms 
  Cs may advance to the second tier of the Justice Blade as soon as they meet all prerequisites and contact the POC. 
  P
   
  Influence & Favors 
  ustice Blade influence is considered local [low] level, and is politically aligned to the Guilds of Keoland. 
  J
   
  Leaving the Meta-Org 
  Cs may leave the Justice Blade at any time, as long as the POC is contacted.  
  P
   
  Benevolent Mercenaries Organizational Levels 
  Errant are the junior members in the Justice Blades
  Requirements: Mu
  nd
  . 
  st be 2  level, Good alignment, 
  2 ranks in ONE of the following skills (Craft, Diplomacy, Handle Animal, Knowledge (Geography or 
  Religion), Profession or Ride) 
  ntact POC 
  Must recount deeds of “Valour, Wisdom and Discretion” – co
  ld or Stargazers 
  Cannot be part of the Duelists, Thieves Gui
   
  100 gp per year and 4 Time Units per year 
  n checks with the Duelist Society and Thieves Guild 
  Penalties: -1 Diplomacy and Gather Informatio
  enefits:  
  B
  Free Standard Lifestyle in Keoland 
  One Mithril Armor Suit, One Mithril Shield, Gauntlet of Rust and Horseshoes of the Zypher 
   
   
  Justice Blade are lawful good citizens, who go around doing good deeds. 
  Requirements:
  th
   Must be 6  level, Lawful-Good alignment, Minimum BAB +6 and at leats ONE level of Paladin 
  5 ranks in ONE of the following skills (Craft, Diplomacy, Handle Animal, Knowledge (Geography or 
  Religion), Profession or Ride) 
  ntact POC 
  Must recount deeds of “Valour, Wisdom and Discretion” – co
  ld or Stargazers 
  Cannot be part of the Duelists, Thieves Gui
   
  200 gp per year and 6 Time Units per year 
  n checks with the Duelist Society and Thieves Guild 
  Penalties: -2 Diplomacy and Gather Informatio
  enefits:  
  B
  Free Standard Lifestyle in Keoland 
   
  Keobred Heavy War Horse – 300gp value 
  ld, Gauntlet of Rust and Horseshoes of the Zypher 
   
  One Mithril Armor Suit, One Mithril Shie
  Armor Upgrade (Medium Fortification) 
   
   
  
  Mercenaries, Loyalists 
  (Moutain Lions and Lion Braich) 
   
  POC:  
   
  Phineas Walsh 
  E-mail: 
   
  keoland-army-poc @ hotmail.com 
  E-group: 
   
   
  Advancement: 
  POC Notification 
   
  Heraldry: TBD 
  Motto: Lion Braich - “Old Soldiers Never Die...” 
             Mountain Lions – “ 
   
  Introduction  
  Although no longer official members of the military - whether due to injury, age, or otherwise not meeting the rigid 
  requirements of the Royal Standards, members of the Lion Braich keep in fighting trim, just in case their country ever 
  needs them to serve again.  The Mountain Lions recently served the guilds to explore the Joten Mountains and to search 
  out new precious metals.  In C.Y. 594, these canny warriors witnessed the return of Count Ignaz Manz of Cryllor.  With 
  their uncertain future in the hands of the despotic ruler, Cryllorian and Flennish soldiers alike have secretly begun to rally 
  to the cause of the Lady Regent 
   
  Areas of Influence and Available Regions 
  The Lion Braich has small chapter houses throughout Keoland; serving as meeting places and training facilities for their 
  members.  The Mountain Lions are much more focused.  They are found amost exclusively in the Counties of Cryllor and 
  Flen and the bordering Jotan mountains.   
   
  Origins & History 
  Lion Braich - Of the several thousand troops mustered to participate in the liberation of Sterich, several hundred left early 
  and returned to Keoland to recuperate - or retire.  The injured and aged were asked to step down as the youthful and 
  victorious regulars returned home.  Some were unwilling to simply give up their military careers, not wanting to become 
  mere caravan guards.  A stalwart calvary officer named Bradon Habeny lost his arm fighting in Istivin, and was unable to 
  afford the regeneration spell necessary.  Feeling he still had much to offer his Kingdom, he despaired at the thought of a 
  sedentary lifestyle.  This charismatic soldier made it his new duty to find others who were willing to continue to serve, and 
  forged a new unit that would be ready and able when next the call came.  This would happen half a dozen years later 
  among the wolf packs of Geoff, in the retaking of Preston. 
   
  Mountain Lions – The Mountain Lions are a relatively new organization.  The Lady Regent of Cryllor and the Countess of 
  Flen jointly called for their formation in C.Y. 591, in response to giant and humanoid raids which lead to the destruction of 
  the halfling village of Kilm.  Originally funded by the Guildhouses of the two Counties, the Mountain Lions’ mission was 
  two-fold, seek out and destroy enemy encampments with in the Jotans and to survey the mountains for new deposits of 
  precious metals.  With the return of Count Manz to power, the Guilds have ceased their funding, not wanting to 
  antagonize the volatile Lord.  The Mountain Lions have not disbanded however, concidering their activities to be vital to 
  the peoples of the region, they continue to serve as an independent military force. 
   
  Philosophy and Credo 
  Lion Braich - Age is of no matter - only the will to serve one’s country.  Infirmity is a condition of the mind, not of the body.   
   
  Mountain Lions – Giants and their servant races are dangerous monsters that must be driven from Keolands borders. 
   
  Duties, Objectives, and Day-to-Day Activities 
  For the Lion Braich, the duties and objectives are simple - to be at peak military efficiency and training.  They have, on 
  occasion, taken up the role of weaponmasters in noble and high merchant households. 
   
  Montain Lions patrol the Jotan Mountains, protect mining camps and guide caravans through the dangerous border 
  regions of Cryllor and Flen. 
    
  Important Dates, Holidays, & Ceremonies 
   
  Keoland Meta-Campaign Sourcebook pg.51  
  Date & Time last edited: 01/24/05  10:32 AM 
  
   
  Keoland Meta-Campaign Sourcebook pg.52  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  eighbors in the 
  past and it is a sure bet that he will seek to use the Mountain Lions in his sceems in the future.    
  Spo
  o
  ◊ 
  es 
  ing comes from the most powerful representative of the 
  ◊
  ◊ 
  a 
  .  
  ◊ 
  ithin 
  ◊ 
  nce 
  expected to advance to mountaineer before the end of the year.  Asha is generally at odds with Caldon, and 
  ed to replace Baroth, she feels he lacks the leadership qualities to do so. 
  e no place to advance to.  Either they are unable to meet the rigid qualifications of the 
  perial Military Academy, or they have been placed into mandatory retirement.  Members of the Lion Braich are 
   PC may advance to the second tier of the Mountain Lions as soon as they meet all of the prerequisites and contact the 
  The Lion Braich follows the standard holidays for Keoland with special reverence to the Feast of Phaulkon (8th Flocktime), 
  as it has come to honor those who have given their lives in battle for the Kingdom. 
   
  The Mountain Lions participate in the Tocsin of Kelanen, sponsoring its members in the swordsmeet and holding a 
  number of feasts during the festival.   
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - However unseemly, the Lion Braich does owe its existence somewhat to Lashton, Archmage of 
  Keoland, as he was the supreme commander of the forces to liberate Sterich.  [The Archmage finds this highly 
  amusing; however, he concedes that at least they don’t have any toads.]  They also owe a great deal to the 
  Hospitaliers, who are responsible for keeping many of them on their feet.   
  ◊ 
  RIVALS - While the KRS and IMA don’t see the Lion Braich as rivals - it is where those who don’t qualify wind up - 
  the Lion Braich is fiercely competitive in an attempt to prove their worth to the other military establishments. 
  ◊ 
  ENEMIES - The Lion Braich has no actual enemies of note; most outsiders consider them a non-threat. 
   
  ◊ 
  AlLLIES - The Mountain Lions count the militias and KRS units amongst their allies.  These military units know of 
  the Mountain Lions worth and are glad to have members of this organization fighting next to them.  Countess 
  Allita Elgarin of Flen and First Speaker Blaif Rinnar of the Good Hills Union both understand the importance of the 
  Mountain Lions mission and support them openly.    
  ◊ 
  RIVALS -  The Mountain Lions have no rivals to speak of. 
  ENEMIES -  Count Ignas Manz’s return has caused concern with in the leadership of the Mountain Lions.  The 
  Cryllorian Count’s militaristic landgrabs and underhanded deals have alienated and enraged his n
   
  ns rs/Major NPCs 
  Lord Kharn of Middlemead [human male, 89, LN, Ftr3/Ari7] - While some of the funding for the Lion Braich com
  from paid-for-hire jobs, the bulk of the Lion Braich fund
  Council of the Land and head of the Oeridian faction. 
  Bradon Habeny [human male, 55, LN, Ftr11] - This leader organizes his 2
   
  00-odd soldiers from his base on a 
  small manor house near Middlebridge [Capital of Middlemead province]. 
  Knight Baroth Grenna - Current commander of the Mountain Lions, hailing from the House Grenna in Gerth and 
  paladin of Heironeous. Only 25 years old, Baroth has demonstrated courage and valour in the recent campaign 
  against the Giants. Loyal to the Regent, he has accepted the commision for 12 months such that he may prove 
  his worth. Of all things, Baroth is certainly in-experienced and relies heavily on his close friend Caldon for advice
  Knight Baroth Grenna is not expected to re-new his commission next spring and the regent has already begun 
  screening prospective replacements 
  Caldon Salidor - Technically second in command, Caldon is a long standing ranger originally from the personal 
  guard of Count Manz. Leaving the service of the count after the Greyhawk wars, Caldon became a scout for the 
  blacksmith's guild. He was reknown for his uncanny ability to find precious veins of adamantium and mithril w
  the Joten mountains. He is considered the foremost tracker and guide to the mountains west of Cryllor 
  Asha Mehrak - One of the few full blooded Baklunish individuals that maintains a residence in Cryllor, Asha 
  certainly stands out in a crowd; tall and slim with long dark curls of coal black hair. Considered too "spirited" to 
  maintain rank in any elitist organization, she has woked her way into the favor of the Regent. Asha was originally 
  brought to Cryllor as a slave where she was located by the constabulary and released as a free individual. She 
  joined the local watch and spent 6 six years breaking up a secret underground slave trading ring. Asha has si
  answered the call of the Regent for help against the giants. She has quickly learned the ways of the scout and is 
  although he is certainly the most qualifi
   
  Advancement & Forms 
  Members of the Lion Braich hav
  Im
  considered peers of the realm. 
   
  A
  POC. 
  
   
  Keoland Meta-Campaign Sourcebook pg.53  
  Date & Time last edited: 01/24/05  10:32 AM 
  ion Braich influence is considered Provincial [Medium] level, and is politically aligned with the Oeridians. 
   is considered Provincial [Medium] level, and is politically aligned with the Guilds. 
  eaving the Meta-Org 
  PCs may leave the Lion Braich 
  ted.   
   
  Influence & Favors 
  L
  Mountain Lions influence
   
  L
  or Mountain Lions at any time, as long as the POC is contac
   
  Mercenairies, Loyalists Organizational Levels 
  Mountain Scouts are the recruits to the Mountain Lions.  They are the footsoldiers in the battles against the humanoids 
   the Jotens.  T
  Requirements:
  vel, Minimu BAB +1, have 1 rank in Knowledge (Sheldomar Valley), 1 rank in Survival, 
   Move Silently, Knowledge (Geography), or Profession 
   
  nits per year 
  enefits: +1 Hide, Spot and Survival checks in mountainous terrain 
  in
  hey also act as ears, eyes and prospectors for guilds interested in mining those very hills. 
   Must be 2nd le
   
  Those with 5 ranks in Knowledge (Sheldomar Valley) or Survival do not need to meet the next 
  requirement 
   
  5 ranks in one of the following [Climb, Hide,
  (Mountanieering)]  
  100 gp per year and 4 Time U
  B
      Rod of Metal & Mineral Detection 
   
  Mountaineering Lions are the “officers” in the field.  They lead scouting parties into the Jotens and marking places with 
  umanoids in the 
  otens, in the ho
  equirements:
   
  e (Sheldomar Valley) or Survival do not need to meet the next requirement 
   Move Silently, Knowledge (Geography), or Profession 
   
  nits per year 
  Benefit
  tainous terrain 
  apons 
      One Admantine Weapon [Any Type] 
  potential monetary benefits.  Occasionally, they will do a quick and harsh strike against the monstrous h
  J
  pes to maintain control. 
  R
   Must be 6th level, have 2 ranks in Knowledge (Sheldomar Valley), and 1 rank Survival 
  9 ranks in Knowledg
   
  9 ranks in one of the following [Climb, Hide,
  (Mountanieering)]  
  200 gp per year and 6 Time U
  s: +2 Hide, Spot and Survival checks in moun
      Rod of Metal & Mineral Detection 
      May posses Illegal Armor and We
      Free Luxury Lifestyle in Keoland 
   
  Lion Patriot these are the soldiers that march to battle when the Council of the Lands is debating on what to do.  These 
  w 
  era of the Keola
  equirements:
  heldomar Valley), 2 ranks Knowledge (History), 1 rank 
  y Weapon) 
  Penalti
  Benefit
  Caster Shield 
  cks with Keoland Mercenaries, Loyalists and Keoland Military 
  ich Coat of Arms 
     Purchase One Admantine Weapon [Any Type] 
     Weapon Upgrade (Spellstoring) 
  protectors of Keolands foreign and internal interests do this for loyalty and knowing that they are paving the way to a ne
  nd Empire. 
  R
   Must be 7th level, have 1 rank in Knowledge (S
  Profession (Soldier), Feat Weapon Specialization (An
   
  1,000 gp per year and 9 Time Units per year 
  es: -3 Diplomacy and Gather Information checks with Nobility 
  s: Rod of Metal & Mineral Detection, Lion Shield and 
     +3 Diplomacy and Gather Information che
     100 gp Brooch, with the Lion Bra
      May posses Illegal Armor and Weapons 
     Free Luxury Upkeep in Keoland 
  
  Military – City Guard 
   
   
  POC:  
   
  Phineas Walsh 
  E-mail: 
   
  keoland-army-poc @ hotmail.com 
  E-group: 
   
   
  Advancement: 
  POC Notification 
   
  Heraldry: Varies by City 
  Motto:  Gradsul –“First and Best” 
   
  Cryllor – “No crime to small” 
   
  Niole Dra – “Enforcing the Council’s Peace” 
   
  Flen – “One Law for All” 
   
  Introduction  
  Every city in Keoland has a force policing the streets.  Whether it is the proper and capable detectives of Niole Dra or the 
  crooked guards in Cryllor, they are the ones enforcing the nobles’ laws and keeping the peace. 
   
  Areas of Influence and Available Regions 
  City Guards are found exclusively in Keoland four cities: Cryllor, Flen, Gradsul, and Niole Dra. 
   
  Origins & History 
  As the kingdom grew, the need for a more organized and capable force dedicated to protecting its citizens arose naturally.  
  Keoland’s largest city, Gradsul, was the first to recognize this need and develop a dedicated soldiery to combat the unique 
  problems of city life, with the other cities soon following suit as their needs arose.  In today’s Keoland, the City Guard has 
  grown and matured with the kingdom.  Today, it is a respected and acceptable profession for those seeking the 
  betterment of Keoland.  
   
  Philosophy and Credo 
  Each of the forces have a unique reputation: Gradsul as being overworked and stretched too thin; Niole Dra for its 
  efficiency and propriety, Flen as industrious (if a bit dull), and Cryllor, for its unbridled corruption (no bribe too small). 
   
  Duties, Objectives, and Day-to-Day Activities 
  The objectives and duties are simple; maintaining peace and keeping the populace safe. 
   
  Important Dates, Holidays, & Ceremonies 
  Each city has its own major headache to deal with, corresponding to Keoland biggest and most grandiose festivals.  They 
  are as follows:  
  ◊ 
  Cryllor (Brewfest week) - Tocsin of Kelanen 
  ◊ 
  Flen (Needfest week) - the Festival of the Forge 
  ◊
   
   
  Gradsul (Richfest week) - Carnival of the Azure
  ◊ 
  Niole Dra (Growfest) - the Return of the Wyrm 
   
  Keoland Meta-Campaign Sourcebook pg.54  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
   accepted in Flen and Cryllor, as are the Sea Mages in Gradsul.  Local nobles 
  ◊ 
   
  e Knights of the Watch, Duelists, and local groups, like the 
  ◊ 
  semi-autonomous, together combine to form the single most formidable 
  Spo
  o
   
  Alli
   R
  es,
  ivals, and Enemies 
  ALLIES - As part of the official military structure of Keoland, the City Guards get along with both the KRS and 
  IMA.  The Mountain Lions are well
  are their most ardent supporters. 
  RIVALS - Besides each other, the biggest rivals of the city guards are those who believe they have some right to
  take the law into their own hands - groups such as th
  Conciliators in Flen or the Justice Blades in Cryllor. 
  ENEMIES - The Thieves’ Guilds, while 
  threat against the City Guards. 
   
  ns rs/Major NPCs 
  
   
  Keoland Meta-Campaign Sourcebook pg.55  
  Date & Time last edited: 01/24/05  10:32 AM 
   of Keoland’s most well-known 
  ures, while not the only uncorrupted constable in Cryllor, she is the most decorated and well-
  he Lady Regent of Cryllor. 
  ◊
  stable) Porthos Stoutmane [halfling, male Ftr2/Rog4] –  
  ms 
  d contact the POC.  
  rovince. 
   
  ◊ 
  Cryllor; Deputy Constable Merla Henning [Human, Female, Ftr4/Rog2] - One
  authority fig
  respected.  Her efforts have garnered her special attention with t
   
  Flen, Inspector (Con
  ◊ 
  Gradsul 
  ◊ 
  Niole Dra – Constable Quervis Drachen [Suel, Male Ari2/Ftr4} - 
   
  Advancement & For
  PCs may advance to the second tier [KRS] of the Military as soon as they meet all prerequisites an
  lternatively,  
  A
   
  Influence & Favors 
  ity Guard influence is considered Local [low] level, and is politically aligned to its home p
  C
  Leaving the Meta-Org 
  PCs may leave the City Guard at any time, as long as the POC is contacted. 
   
  City Organizational Levels 
  atchmen
  W
   are 
  llow citizens; they exist to dissuade potential crimes, and 
  there to protect Keoland citizens from their fe
  ranks to
  catch law breakers.  Occasionally, one while rise in the 
  Military 
   become Constable or Inspector, or even join the Keoish 
  Require
  nowledge (Sheldomar Valley) and Proficient in one Martial Weapon 
  ar and 4 Time Units per year 
  eputy or Sher
  with their experience. 
  ve  1 rank in K
  ments: Must be 2nd le
  l,
  100 gp per ye
   
  Benefits:  +1 Gather Information checks in Home City 
     +1 Intimidate checks in Home City 
     Quiver of Ehlonna 
   
   
  D
  iff(s) are usually the next step up in the milit
  escortin
  ia ranks; either appointed or an aggressive militiaman 
  g Heralds, dealing with belligerent people, etc.) 
  domar Valley) and Proficient with all Martial Weapons 
   
  Climb, Jump, Survival, Swim and Tumble) 
   
  Benefit
  y 
     One Suit of Mithril Armor and Quiver of Ehlonna 
     May carry illegal Armor and Weapons 
     Weapon Upgrade (Cleaving) 
   
  working hard; the Sheriff gets more complicated duties (
  Require
  nowledge (Shel
  ments: Must be 6th level, 2 ranks in K
  5 Ranks in ONE of the following (Balance, 
  s per year 
  200 gp per year and 6 Time Unit
   in Home Cit
  s:  +2 Gather Information checks
     +2 Intimidate checks in Home City 
  
  Military – Militia, Local 
   
   
  POC:  
   
  Phineas Walsh 
  E-mail: 
   
  keoland-army-poc @ hotmail.com 
  E-group: 
   
   
  Advancement: 
  POC Notification 
   
  Heraldry: Varies by Community 
  Motto: Varies by Community 
   
  Introduction  
  From the smallest thorpe to the largest provincial capital, any gathering of people requires protection.  Despite living in an 
  inviolate land during unprecedented decades of recent peace, Keoland’s local militia are some of the best trained in the 
  Sheldomar Valley. 
   
  Areas of Influence and Available Regions 
  Although their area of influence is limited geographically to the population center and its surrounds, local militia are found 
  everywhere except Keoland’s four main cities. 
   
  Origins & History 
  Every village and town has its own stories of local dangers.  While used to frighten children into good behavior, many of 
  the stories maintain some basis in fact.  To this end, local militia have become specialized in order to deal with the wide 
  variety of threats found across Keoland, from bandits on the Steel Road between Flen and Niole Dra, to river pirates along 
  the Sheldomar and Javan, to Owlbears in the Dreadverge as the citizens of Keoland work to protect what is rightfully 
  theirs. 
   
  Philosophy and Credo 
  Safety of the community is paramount. 
   
  Duties, Objectives, and Day-to-Day Activities 
  The objectives and duties are simple; maintaining peace and keeping the populace safe. 
   
  Important Dates, Holidays, & Ceremonies 
  Each locale has its own special holidays and ceremonies. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - As part of the official military structure of Keoland, the local militia get along with both the KRS and IMA.  
  Guilds, especially the noble ones, depend upon the raw materials, coin, and protection provided by the many 
  small communities found throughout Keoland.   
  ◊ 
  RIVALS - As an arm of the nobility, local militia tend not to get along with the organized religions, seeing them as 
  a possible challenge to their authority. 
  ◊ 
  ENEMIES - As stated above, each locale has enemies that are unique to the area. 
   
  Sponso
  /M
   
  Keoland Meta-Campaign Sourcebook pg.56  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊
  rs
  ajor NPCs 
  ◊ 
  SALTMARSH - Will Stoutley [Human, Male, Fighter2/Cleric2] - A survivor of the Scarlet Brotherhood invasion 
  during the Greyhawk wars, this good-hearted man turned to Trithereon after his brother’s death.  Though 
  seriously outnumbered as one of the few good-aligned souls in the armpit of Keoland known as Saltmarsh, 
   
  Will’s mission in returning lawfulness has been considerably more successful than most would have thought.
   
  GOOD HILLS - Artin Billows [Halfling, Male] - Only a halfling could even begin to manage trying to bring law 
  to the halflings, gnomes, and assorted other residents of the Good Hills.  As overall captain of the militia, Artin 
  ◊ 
   Dreadwalker, she has taken it 
  upon herself to organize Oakroots militia after a bold orc raids of CY 591. 
  manages to keep in line the various assorted sheriffs, deputies, and Lambic-makers of the province 
  OAKROOT – Mama Truehand [Flan, Female, Druid 5/Expert 4] – A retired
   
  Advancement & Forms 
  
   
  Keoland Meta-Campaign Sourcebook pg.57  
  Date & Time last edited: 01/24/05  10:32 AM 
  Cs may advance to the second tier [KRS] of the military as soon as they meet all prerequisites and contact the POC.   
  ilitia influence is considered Local [low] level, and is politically aligned to their home province 
  Cs may leave the Militia at any time, as long as the POC is contacted. 
   
  P
   
  Influence & Favors 
  M
   
  Leaving the Meta-Org 
  P
  Militia, Local Organizational Levels 
  Militiamen are the grunts of the Keoland militia, usually trained and very rarely tested; they provide security for town, 
  Thorpes and villages.  Some of the militiamen rise up in the ranks and might actually enter the Imperial Military Academy. 
  equirements:
  ldomar Valley) and Proficient in one Martial Weapon 
  s per year 
  Benefit
  ks in Home Province 
     Quiver of Ehlonna 
  R
   Must be 2nd level, 1 rank in Knowledge (She
   
  100 gp per year and 4 Time Unit
  s:  +1 Search checks in Home Province 
     +1 Diplomacy chec
   
  Deputy or Sheriff(s) are usually the next step up in the militia ranks; either appointed or an aggressive militiaman 
  equirements:
  tial Weapons 
  limb, Jump, Survival, Swim and Tumble) 
  s per year 
  Benefit
   Ehlonna 
  eapons 
     Weapon Upgrade (Cleaving) 
   
  working hard; the Sheriff gets more complicated duties (escorting Heralds, dealing with belligerent people, etc.) 
  R
   Must be 6th level, 2 ranks in Knowledge (Sheldomar Valley) and Proficient with all Mar
   
  5 Ranks in ONE of the following (Balance, C
   
  200 gp per year and 6 Time Unit
  s:  +2 Search checks in Home Province 
     +2 Diplomacy checks in Home Province 
     One Suit of Mithril Armor and Quiver of
     May carry illegal Armor and W
  
  Military - Keoish Royal Standards (KRS) 
   
  POC:  
   
  Phineas Walsh 
  E-mail: 
   
  keoland-army-poc @ hotmail.com 
  E-group: 
   
   
  Advancement: 
  POC Notification 
   
   
   
   
   
   
   
   
   
  Heraldry: By Unit 
  Motto: By Unit 
   
  Introduction  
  Keoland has endured for nearly a thousand years, due in large part to the strength of its standards.  Members of the 
  Keoish Royal Standards are fierce fighters with a strong sense of patriotism and allegiance to their provincial rulers. 
   
  Areas of Influence and Available Regions 
  Due to the geography of Keoland, each province has developed its own regional specialties.  Each region offers a unique 
  blend, and when they unit, they become an unstoppable focrs.  Unfortunately, it requires a very powerful leader to get the 
  army to unit. 
   
  Origins & History 
  The Royal Standards are well-trained soldiers, and, as such, their origins predate Keoland itself.  However, it was during 
  the reign of Tavish I [aka ‘the Great’], who sought to curb the Keoish enthusiasm for war into something far more 
  productive and organized.   
   
  There are seven major groupings of the Royal Standards: 
   
  Auxiliary - the archer units, which generally hail from the Axewood or Dreadwood and the human provinces which border 
  these elven strongholds. 
   
  Cavalry - Dominated by the Heartland Oeridians, who have bred unusually sturdy, durable mounts trained to carry riders 
  into battle. 
   
  Infantry - the mainstay of any army, every province in Keoland has an infantry unit.  Note, however, that because of 
  Keoland’s temperate and sub-tropical climate, there are no heavy infantry units in Keoland. 
   
  Navy - the admiral of the Keoish navy is traditionally the Duke of Gradsul, which boasts the largest port in the entire 
  Sheldomar Valley.  They are occasionally boosted by the Sea Mages, a group of non-military freemages that generally 
  hire out for dangerous journeys across the Azure sea. 
   
  Scouts - are built for reconaissance and speed.  This includes halfing outriders and other demihuman calvary units, 
  rangers, and druids, as well as Keoland’s ‘Air Corps’, which consisted almost solely of the Axewood pegasai windriders.  
  The windrider units assigned to the First Siege of Gorna in CY 593 died to a man trying to protect the withdrawl of Keoish 
  troops from the aerial bombardments of the cloud castles, gargoyles, and dragons.  As a result of their selfless sacrifice, 
  Keoish troops only lost 20% of their number, as opposed to the overall combined army’s losses of 40%.  Blaif Rinnar, 
  Speaker of the Good Hills, swore that no Keoish unit would ever fly solo again, and the formation of the halfling dire hawk 
  windrider units has begun in earnest. 
   
  Siege - the skills of the gnomes of the Good Hills and their neighbors are as ingenious as they are frightening.  This unit 
  includes sappers, alchemists, engineers, and generally those whose unusual ideas don’t really fit anywhere else. 
   
  Keoland Meta-Campaign Sourcebook pg.58  
  Date & Time last edited: 01/24/05  10:32 AM 
  
   
  Keoland Meta-Campaign Sourcebook pg.59  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  Combative Magics - formed by King Kimbertos Skotti during the Greyhawk wars, the Combative Magics are unique for 
  both the size of their units [25 instead of the 150-man standard], and their loyalty.  These units have sworn allegience 
  directly to King Kimbertos Skotti, as opposed to the crown, itself. 
   
  Philosophy and Credo 
  By Unit Type 
   
  Duties, Objectives, and Day-to-Day Activities 
  In peacetime, the KRS fulfills everyday mundane duties such as serving as a noble’s house guard, provincial highway 
  patrols, etc.  The general peacetime on-call membership of the KRS stands at about 1% of Keoland’s population, or about 
  20,000 troops.  Because of Keoland’s size and demographics, up to 10% of the population can be mobilized without 
  having serious effect on the normal economy or way of life. 
   
  Specific Military Units Type can be found in various regions 
  ◊ 
  Royal District of Niole Dra – Medium Infantry, Heavy Infantry and Combative Magics 
  ◊ 
  Duchy of Dorlin – Medium Cavalry and Light Infantry 
  ◊ 
  Duchy of Gradsul – Heavy Infantry and Navy 
  antry 
  ◊ 
  Earldom of Gand – Medium Cavalry and Medium Inf
  ◊ 
  Earldom of Linth – Ligt Cavalry and Heavy Infantry 
  ◊ 
  County of Nimlee – Medium Cavalry and Medium Infantry 
  ◊ 
  County of Marlbridge – Medium Cavalry and Light Infantry 
  ◊ 
  County of Flen – Light Infantry, Heavy Infantry and Siege Units 
  ◊ 
  County of Cryllor – Light Infantry, Heavy Infantry and Scout Units 
  Units 
  ◊ 
  Good Hills Union – Light Infantry, Scout Units and Siege 
  ◊ 
  March of Mandismoor – Light Cavalry, Heavy Cavalry and Light Infantry 
   
   Heavy Infantry 
  antry 
  val Units 
  ◊ 
  , Medium Infantry and Heavy Infantry 
   
  The Mili
  ◊ 
  d with Light Crossbows, Lances, Longswords or Battleaxes, Breastplate, 
  ◊ 
  March of Mareman – Heavy Cavalry and Heavy Infantry 
  ◊ 
  March of Sedenna – Heavy Cavalry and Heavy Infantry 
  ◊ 
  March of Middlemead – Heavy Cavalry and Heavy Infantry 
  ◊ 
  March of Blerfield – Heavy Cavalry and Heavy Infantry 
  ◊ 
  Barony of Sayre – Medium Cavalry, Heavy Cavalry and,Heavy Infantry 
  ◊ 
  Barony of Greyhill – Medium Infantry, Auxiliary Units and Scout Units 
  ◊ 
  Barony of Westgate – Medium Infantry and Heavy Infantry
  ◊ 
  Barony of Riverwatch – Light Infantry, Medium Infantry and
  ◊ 
  Barony of Axewood – Medium Infantry, Auxiliary Units and Scout Units 
  ◊ 
  Barony of Mill Creek – Medium Cavalry and Ligh Infantry 
  ◊ 
  Barony of Dilwtych – Offers no Keoish Royal Standards 
  ◊ 
  Barony of Raya – Light Cavalry, Medium Cavlary and Medium Inf
  ◊ 
  Viscounty of Salinmoor – Light Infantry and Na
  Viscounty of Nume Eor – Light Infantry
  ◊ 
  Dreadwood Reserve – Medium Infantry, Auxiliary Units and Scout Unts 
  ◊ 
  Hool Marsh Procterorate – Offers no Keoish Royal Standards 
  ◊ 
  Westkeep – Light Infantry and Heavy Infantry 
  tary Types Descriptions 
  ◊ 
  Light Cavalry are usually armed with Javelins, Shortspears, Club or Heavy Mace, Leather or Studded Leather 
  Armor and Light Shields; they use skirmish hit and run tactics, rarely getting into melee combat. 
  Medium Cavalry are usually arme
  Bucklers; and their Mounts usually have Chainmail Barding; they usually try to keep Enemy Light Cavalry from the 
  fray, and charge into Enemy Archers or Enemy Light Infantry, using Light Crossbows to soften up the enemy. 
  
   
  Keoland Meta-Campaign Sourcebook pg.60  
  Date & Time last edited: 01/24/05  10:32 AM 
   
   
  ’t 
  ◊ 
   
   
  rps and Auxiliary Units first. 
  ◊ 
  vy Crossbows, Longsword, Battleaxes, Rapiers, Shortswords or Clubs, 
  ter trying to kill as many pirates or Scarlet Brotherhood 
  y armed with a Bow, longsword, shortsword or battleaxe, Light or Mithril Medium Armor, 
  ◊ 
   
  Imp
  ta
  Each lo
  ies 
  t of the official military structure of Keoland, the KRS gets along with both the Militia and IMA.  
  specially the noble ones, depend upon the raw materials, coin, and protection provided by the many 
  nities found throughout Keoland. 
  mbative Magics is a fledgling organization, broken awy from the NAW, which is competing for 
  ance to the third tier of the Royal Standards as soon as they meet all prerequisites and contact the POC.  
  ecide to forgo the life of a soldier in pursuit of an officer’s training in the Imperial Military Academy 
   that, upon either reaching 10th level or 
  ndards is forced into mandatory retirement.  They 
  ay return home and support
  l-trained veteran unit of for-
  ◊ 
  Heavy Cavalry are usually armed with a Light Crossbows, Lance, Greatsword or Greataxes, Hafl-plate or Full
  plate, Bucklers and their Mounts are in Full plate Barding; they usually charge right into enemy units, fighting on
  the backs of their mighty steeds. 
  ◊ 
  Light Infantry are usually armed with Javelins, Shortspears, Club or Heavy Mace, Leather or Studded Leather 
  Armor andLight Shields or Tower Shields; Light Infantry are usually the troops that take ground quickly, but don
  have the ability to hold it; the Tower Shields are used to take open ground, as they can take cover behind the 
  tower shields and advance. 
  Medium Infantry are usually armed with Longswords or Battleaxes, Greatswords or Greataxes, Chainshirt or 
  Chaimail and Bucklers (or Heavy Shields if they use longswords and Battleaxes); they act as re-enforcements 
  when combat begins, moving quickly to support the other Infantry. 
  ◊ 
  Heavy Infantry are usually armed with Greatswords or Greataxes, Polearms and Breastplate Armor; they are the
  elite fighting force, usually slow to move but strong and steady in a combat.  They also act as great guards for 
  fortifications. 
  ◊ 
  Auxiliary Units are usually armed with Composite Bows, Mithril Armor, Bucklers, and their Mounts (if they are 
  mounted Archers) were Chain Shirt or Mithril Breastplate(Chainmail) Barding;  They follow the Light Cavalry 
  tactics if mounted, or just pepper the slower Enemy Units with arrows. 
  ◊ 
  Combative Magics are mish-mosh of soldiers, usually acting as elite units to attack the enemy units (move in on a
  unit and let loose with everything, then repeat); they prefer to take out Magical Co
  Naval Units are usually armed with Hea
  wearing Light or No Armor and Bucklers.  They fight on wa
  as possible. 
  ◊ 
  Scout Units are usuall
  Bucklers and Light or Medium Mithril Barding for Mounts (if they use Mounts); they look for enemy positions, 
  detect ambushes, and assist with the intelligence gathering of the enemy. 
  Siegs Units are usually armed with Heavy Crossbows or Repeating Crossbows, Longswords or Battleaxes, Light 
  Armor and Tower Shields; they usually operate the Siege Weapons in the KRS. 
  or
  nt Dates, Holidays, & Ceremonies 
  cale has its own special holidays and ceremonies.  
   
  Allies, Rivals, and Enem
  - As par
  ◊ 
  ALLIES 
  Guilds, e
  small commu
  ◊ 
  RIVALS – The Co
  the same pool of arcane casters. 
  ◊ 
  ENEMIES – Whatever threatens Keoland, internally or externally, they become the enemy of this mighty sword of 
  Keoland. 
   
  Sponsors/Major NPCs 
  ◊ 
  TBD 
  ◊ 
  TBD 
   
  Advancement & Forms 
  Cs may adv
  P
  Alternatively, they may d
  [an ELITE unit; contact the Keoland Triad Meta-Org POC directly].  Note
  aintaining an ‘unhealable’ battlefield injury, a member of the Royal Sta
  m
  m
   their local militia, or become members of the Lion Braich, a wel
  hire soldiers. 
   
  Influence & Favors 
  KRS influence is considered Provincial [medium] level, and is politically aligned to the home province of a particular 
  military unit. 
   
  Leaving the Meta-Org 
  
   
  Keoland Meta-Campaign Sourcebook pg.61  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  Soldiers (Ensig
  PCs may leave the KRS at any time, as long as the POC is contacted.  
  Keoland Royal Standards Organizational Levels 
  ns) are the grunts of the Keoland military, usually trained for large scale combat; they provide security for 
  Requirements:
  ed or Hunted in Keoland, Must be appropriate to 
   
  s 
  Naval Units Re
  n Focus (Any) and ONE of the following Feats: Combat Expertise, 
  ttack) 
  r Knowledge (Architecture and Engineering), Skill Focus 
  ow 
  Scouts
  Combat, Shield Proficiency, Weapon Focus (Javelins, 
  R (Ride-by-Attack and Spirited Charge) OR (Mounted Archery 
  edium Cavalr  Requi
   
  ombative Mag
  Information checks with NAW NPCs 
  r Information checks with Military and Mercenaries NPCs 
  y) -300 gp, Keobred Pony -150gp, and Keobred War-Dog -300 gp 
  uxiliary Bene
  ombative Mag
  ghty Cleaving) 
  fantry Benefi
  Naval Benefits:  Quiver
   Weapo
  iege Benefits:
  cco
   Rod of Empower (Lesser) 
     Weapon Upgrade (Mighty Cleaving) 
  Scouts Benefits:  One Suit of Mithril Barding 
   
       20% off Light and Heavy Warhorses; Warpony, Riding Dogs, Military Saddle, Bit & Briddle, Saddle 
  bags, Medium and Large Barding 
   
     Armor Upgrade (Light Fortification) 
  Calvary (ALL) Benefits:  One Suit of Mithril Barding 
     20% off Light and Heavy Warhorses; Warpony, Riding Dogs, Military Saddle, Bit & Briddle, 
  Saddle bags, Medium and Large Barding 
   
   
     Armor Upgrade (Light Fortification) 
   
  Keoland’s Borders and Keoland’s allies.  This is the standing army of Keoland 
   Must be 5  level, Mimimum BAB +4, Cannot be Want
  th
  region, 1 rank in Knowledge (Sheldomar Valley), and 1 rank in Profession (Marine, Sailor or Soldier) 
  200 gp per year and 6 Time Units per year 
  irements: Point Blank Shot, Precise Shot and Weapon Focus (Bow) 
  Auxillary Requ
  Combative Magics Requirements: Minimum BAB +4; Must Swear Fealty to King; Combat Casting and Weapon Focu
  (Any); and 2 ranks in Concentration or Spellcraft 
  Infantry Requirements: Armor Proficiency (Light), Endurance, Weapon Focus (Martial Melee Weapon) and ONE of the 
  following Feats: Combat Expertise, Combat Reflexes, Point Blank Shot or Power Attack) 
  quirements: Endurance, Weapo
  Combat Reflexes, Point Blank Shot or Power A
  Siege Engineers Requirements: 1 rank in Craft (Alchemy) o
  (Alchemy or Knowledge [Architecture and Engineering]), Point Blank Shot and Weapon Focus (Crossb
  or Siege Weapon) OR Exotic Weapon Proficiency (Repeating Crossbow) 
   Requirements: 1 rank in Survival, Alertness and TWO of the Following (Endurance, Improved Initiative, Run, 
  Shadow or Track) 
  ALL Cavalry Requirements: Armor Proficiency (Light), Mounted 
  Shortspears, Club or Heavy Mace), EITHE
  and Pointed Blank Shot) 
  M
  y
  rements: Armor Proficiency (Medium) 
  Heavy Calvalry Requirements: Armor Proficiency (Heavy)
  C
  ics Penalties: -2 Diplomacy and Gather 
  Benefits: One Suit of Mithril Armor, +2 Diplomacy and Gathe
     May Purchase Keobred Horse (Light or Heav
     May carry illegal Armor and Weapons 
  A
  fits:  Quiver of Ehlonna 
   
          Weapon Upgrade (Mighty Cleaving) 
  C
  ics Benefits:  Boccob’s Blessed Book, Caster’s Shields and Rod of Empower (Lesser) 
   
              Weapon Upgrade (
   
  Mi
  In
  ts:  Quiver of Ehlonna 
   
        Weapon Upgrade (Mighty Cleaving) 
   of Ehlonna 
   Upgrade (Mighty Cleaving) 
   
   
  n
  S
    Bo
  b’s Blessed Book, Caster’s Shields and
   
  
   
  Keoland Meta-Campaign Sourcebook pg.62  
  Date & Time last edited: 01/24/05  10:32 AM 
  Sergeants (Sappers/Shipsmate) are the non-commisioned leaders of the units.  They are in charge of leading the 
  smallest units (usually 5 soldiers); they are usually the more expierenced in the unit. 
  Requirements: Must be 8th level, Mimimum BAB +7, Cannot be Wanted or Hunted in Keoland, Must be appropriate to 
  region, 1 rank in Knowledge (Sheldomar Valley), and 1 rank in Profession (Marine, Sailor or Soldier) 
   
  500 gp per year and 9 Time Units per year 
  Auxillary Requirements: Point Blank Shot, Precise Shot and Weapon Focus (Bow); and Must be Physically Fit (10 or 
  Higher Strength, Dexterity and Constitution) 
  Combative Magics Requirements: Minimum BAB +5; Must Swear Fealty to King; Combat Casting, Weapon Focus (Any) 
  and One Meta-Magic Feat; Mentally Fit (10 or Higher Intelligence, Wisdom and Charisma); and 4 ranks in 
  Concentration or Spellcraft 
  Infantry Requirements: Armor Proficiency (Light), Endurance, Weapon Focus (Martial Melee Weapon) and ONE of the 
  following Feats: Combat Expertise, Combat Reflexes, Point Blank Shot or Power Attack) and Must be 
  Must be Physically Fit (10 or Higher Strength, Dexterity and Constitution) 
  Naval Units Requirements: Endurance, Weapon Focus (Any) and ONE of the following Feats: Combat Expertise, 
  Combat Reflexes, Point Blank Shot or Power Attack); and Must be Physically Fit (10 or Higher Strength, 
  Dexterity and Constitution) 
  Siege Engineers Requirements: 3 ranks in Craft (Alchemy) or Knowledge (Architecture and Engineering), Skill Focus 
  (Alchemy or Knowledge [Architecture and Engineering]), Point Blank Shot and Weapon Focus (Crossbow 
  or Siege Weapon) OR Exotic Weapon Proficiency (Repeating Crossbow); and Mentally Fit (10 or Higher 
  Intelligence, Wisdom and Charisma) 
  Scouts Requirements: 1 rank in Survival, 2 ranks in Spot and Listen; Alertness and TWO of the Following (Endurance, 
  Improved Initiative, Run, Shadow or Track); and Must be Physically Fit (10 or Higher Strength, Dexterity 
  and Constitution) 
  ALL Cavalry Requirements: Armor Proficiency (Light), Mounted Combat, Shield Proficiency, Weapon Focus (Javelins, 
  Shortspears, Club or Heavy Mace); EITHER (Ride-by-Attack and Spirited Charge) OR (Mounted Archery 
  and Pointed Blank Shot); and Must be Physically Fit (10 or Higher Strength, Dexterity and Constitution) 
  Medium Cavalry Requirements: Armor Proficiency (Medium) 
  Heavy Calvalry Requirements: Armor Proficiency (Heavy) 
  Combative Magics Penalties: -3 Diplomacy and Gather Information checks with NAW NPCs 
  Benefits: One Suit of Mithril Armor, +3 Diplomacy and Gather Information checks with Military and Mercenaries NPCs 
     May Purchase Keobred Horse (Light or Heavy) -300 gp, Keobred Pony -150gp, and Keobred War-Dog -300 gp 
     May carry illegal Armor and Weapons 
     Free Standard Lifestyle Upkeep 
     Weapon Upgrade (Mighty Cleaving) 
  Auxiliary Benefits:  Quiver of Ehlonna 
  Combative Magics Benefits:  Boccob’s Blessed Book, Caster’s Shields, Lion’s Shield, Ring of Counterspells and Rod of 
  Empower (Lesser) 
  Infantry Benefits:  Quiver of Ehlonna 
  Naval Benefits:  Quiver of Ehlonna 
  Siege Benefits:  Boccob’s Blessed Book, Caster’s Shields, Lion’s Shield, Ring of Counterspells and Rod of Empower 
  (Lesser) 
  Scouts Benefits:  One Suit of Mithril Barding 
   
       20% off Light and Heavy Warhorses; Warpony, Riding Dogs, Military Saddle, Bit & Briddle, Saddle 
  bags, Medium and Large Barding 
   
     Armor Upgrade (Light Fortification) 
  Calvary (ALL) Benefits:  One Suit of Mithril Barding 
     20% off Light and Heavy Warhorses; Warpony, Riding Dogs, Military Saddle, Bit & Briddle, 
  Saddle bags, Medium and Large Barding 
   
   
     Armor Upgrade (Light Fortification) 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.63  
  Date & Time last edited: 01/24/05  10:32 AM 
  Lieutenants are the lowest ranking commisioned officers of the units.  They have either earned their rank, or appointed to 
  it by a relative (a minor noble).  They command squads of 24 men (20 soldiers and 4 sergaents).  Most of the time their 
  occupation is administrative (equipping men, feeding them and making sure they aren’t bored). 
  Requirements: Must be 6th level, Mimimum BAB +5, Cannot be Wanted or Hunted in Keoland, Must be appropriate to 
  region, 1 rank in Knowledge (Sheldomar Valley), and 1 rank in Profession (Marine, Sailor or Soldier) 
   
  Cannot be Chaotic-Nuetral 
   
  500 gp per year and 9 Time Units per year 
  Auxillary Requirements: Point Blank Shot, Precise Shot and Weapon Focus (Bow) and ONE of the Following Feats 
  (Rapid Shot, Far Shot or Combat Casting); and Must be Physically Fit (10 or Higher Strength, Dexterity 
  and Constitution) 
  Combative Magics Requirements: Minimum BAB +4; Must Swear Fealty to King; Combat Casting, Weapon Focus (Any) 
  and One Meta-Magic Feat; Mentally Fit (10 or Higher Intelligence, Wisdom and Charisma); and 2 ranks in 
  Concentration or Spellcraft 
  Infantry Requirements: Armor Proficiency (Light), Endurance, Weapon Focus (Martial Melee Weapon) and TWO Fighter 
  Feats, Heavy Infantry and Medium Infantry must have Armor Proficiency (Medium) and Shield 
  Proficiency; and Must be Must be Physically Fit (10 or Higher Strength, Dexterity and Constitution) 
  Naval Units Requirements: Endurance, Weapon Focus (Any) and TWO Fighter Feats; and Must be Physically Fit (10 or 
  Higher Strength, Dexterity and Constitution) 
  Siege Engineers Requirements: 2 ranks in Craft (Alchemy) or Knowledge (Architecture and Engineering), Skill Focus 
  (Alchemy or Knowledge [Architecture and Engineering]), Point Blank Shot and Weapon Focus (Crossbow 
  or Siege Weapon) OR Exotic Weapon Proficiency (Repeating Crossbow); and Mentally Fit (10 or Higher 
  Intelligence, Wisdom and Charisma) 
  Scouts Requirements: 1 rank in Survival; Alertness and THREE of the Following (Dash, Endurance, Improved Initiative, 
  Mounted Combat, Run, Shadow or Track); and Must be Physically Fit (10 or Higher Strength, Dexterity 
  and Constitution) 
  ALL Cavalry Requirements: Armor Proficiency (Light), Mounted Combat, Shield Proficiency, Weapon Focus (Javelins, 
  Shortspears, Club or Heavy Mace); EITHER (Ride-by-Attack and Spirited Charge) OR (Mounted Archery 
  and Pointed Blank Shot); and Must be Physically Fit (10 or Higher Strength, Dexterity and Constitution) 
  Medium Cavalry Requirements: Armor Proficiency (Medium) 
  Heavy Calvalry Requirements: Armor Proficiency (Heavy) 
  Combative Magics Penalties: -3 Diplomacy and Gather Information checks with NAW NPCs 
  Benefits: One Suit of Mithril Armor, +3 Diplomacy and Gather Information checks with Military and Mercenaries NPCs 
     May Purchase Keobred Horse (Light or Heavy) -300 gp, Keobred Pony -150gp, and Keobred War-Dog -300 gp 
     May carry illegal Armor and Weapons 
     Free Rich Lifestyle Upkeep 
     Weapon Upgrade (Mighty Cleaving) 
  Auxiliary Benefits:  One Adamantine Melee Weapon, Belt of Giant Strength +4, Lion’s Shield and Quiver of Ehlonna 
  Combative Magics Benefits:  One Suit of Mithril Barding, Boccob’s Blessed Book, Caster’s Shields, Lion’s Shield, Ring 
  of Counterspells and Rod of Empower (Lesser) 
   
  Able to purchase Keobred Warhorse (Heavy or Light) 400 gp, Keobred Warpony 150 gp, 
  Keobred Wardog (small characters only) 300 gp 
     Weapon Upgrade (Defending) 
  Infantry Benefits:  One Adamantine Melee Weapon, Belt of Giant Strength +4, Lion’s Shield and Quiver of Ehlonna 
  Naval Benefits:  One Adamantine Melee Weapon, Belt of Giant Strength +4, Lion’s Shield and Quiver of Ehlonna 
  Siege Benefits:  One Suit of Mithril Barding, Boccob’s Blessed Book, Caster’s Shields, Lion’s Shield, Ring of 
  Counterspells and Rod of Empower (Lesser) 
    Weapon Upgrade (Defending) 
  Scouts Benefits:  One Suit of Mithril Barding 
   
       20% off Light and Heavy Warhorses; Warpony, Riding Dogs, Military Saddle, Bit & Briddle, Saddle 
  bags, Medium and Large Barding 
   
  Able to purchase Warhawk (small characters only) 550 gp, Keobred Warpony 150 gp, Keobred Wardog 
  (all characters) 300 gp 
   
     Armor Upgrade (Light Fortification) 
  Calvary (ALL) Benefits:  One Suit of Mithril Barding 
     20% off Light and Heavy Warhorses; Warpony, Riding Dogs, Military Saddle, Bit & Briddle, 
  Saddle bags, Medium and Large Barding 
   Able to purchase Keobred Warhorse (Heavy or Light) 400 gp, Keobred Warpony 150 gp, 
  Keobred Wardog (small characters only) 300 gp 
   
   
     Armor Upgrade (Light Fortification) 
  
   
  Keoland Meta-Campaign Sourcebook pg.64  
  Date & Time last edited: 01/24/05  10:32 AM 
  Captains are the the highest ranking commisioned officers that are not part of the Imperial Military Academy.  They have 
  either earned their rank, or appointed to it by a relative, who is a noble.  They command squads of 125 men (100 soldiers, 
  20 sergaents, and 5 Lieutennants).  Most of the time their occupation is administrative (equipping men, feeding them, 
  overseeing administrations, making sure the men aren’t bored, and tending to court politics). 
  Requirements: Must be 9th level, Mimimum BAB +8, Cannot be Wanted or Hunted in Keoland, Must be appropriate to 
  region, 1 rank in Knowledge (Sheldomar Valley), and 1 rank in Profession (Marine, Sailor or Soldier) 
   
  No Obvious flaws (10 or Higher in all abilities scores), Cannot be Chaotic-Nuetral 
   
  1,000 gp per year and 12 Time Units per year 
  Auxillary Requirements: Point Blank Shot, Precise Shot and Weapon Focus (Bow) and ONE of the Following Feats 
  (Rapid Shot, Far Shot or Combat Casting) 
  Combative Magics Requirements: Minimum BAB +6; Must Swear Fealty to King; Combat Casting, Weapon Focus (Any) 
  and One Meta-Magic Feat; and 4 ranks in Concentration or Spellcraft 
  Infantry Requirements: Armor Proficiency (Light), Endurance, Weapon Focus (Martial Melee Weapon) and TWO Fighter 
  Feats, Heavy Infantry and Medium Infantry must have Armor Proficiency (Medium) and Shield Proficiency 
  Naval Units Requirements: Endurance, Weapon Focus (Any) and TWO Fighter Feats 
  Siege Engineers Requirements: 3 ranks in Craft (Alchemy) or Knowledge (Architecture and Engineering), Skill Focus 
  (Alchemy or Knowledge [Architecture and Engineering]), Point Blank Shot and Weapon Focus (Crossbow 
  or Siege Weapon) OR Exotic Weapon Proficiency (Repeating Crossbow) 
  Scouts Requirements: 1 rank in Survival; Alertness and THREE of the Following (Dash, Endurance, Improved Initiative, 
  Mounted Combat, Run, Shadow or Track) 
  ALL Cavalry Requirements: Armor Proficiency (Light), Mounted Combat, Shield Proficiency, Weapon Focus (Javelins, 
  Shortspears, Club or Heavy Mace); EITHER (Ride-by-Attack and Spirited Charge) OR (Mounted Archery 
  and Pointed Blank Shot) 
  Medium Cavalry Requirements: Armor Proficiency (Medium) 
  Heavy Calvalry Requirements: Armor Proficiency (Heavy) 
  Combative Magics Penalties: -4 Diplomacy and Gather Information checks with NAW NPCs 
  Benefits: One Suit of Mithril Armor, +4 Diplomacy and Gather Information checks with Military and Mercenaries NPCs 
     May Purchase Keobred Horse (Light or Heavy) -300 gp, Keobred Pony -150gp, and Keobred War-Dog -300 gp 
     May carry illegal Armor and Weapons 
     Free Rich Lifestyle Upkeep 
     Weapon Upgrade (Mighty Cleaving) 
  Auxiliary Benefits:  One Adamantine Melee Weapon, Belt of Giant Strength +4, Lion’s Shield and Quiver of Ehlonna 
       Weapon Upgrade (Icy Burst) 
  Combative Magics Benefits:  One Suit of Mithril Barding, Boccob’s Blessed Book, Caster’s Shields, Lion’s Shield, Ring 
  of Counterspells and Rod of Empower (Lesser) 
   
  Able to purchase Keobred Warhorse (Heavy or Light) 400 gp, Keobred Warpony 150 gp, 
  Keobred Wardog (small characters only) 300 gp 
     Weapon Upgrade (Defending) 
  Infantry Benefits:  One Adamantine Melee Weapon, Belt of Giant Strength +4, Lion’s Shield and Quiver of Ehlonna 
       Weapon Upgrade (Icy Burst) 
  Naval Benefits:  One Adamantine Melee Weapon, Belt of Giant Strength +4, Lion’s Shield and Quiver of Ehlonna 
       Weapon Upgrade (Icy Burst) 
  Siege Benefits:  One Suit of Mithril Barding, Boccob’s Blessed Book, Caster’s Shields, Lion’s Shield, Ring of 
  Counterspells and Rod of Empower (Lesser) 
    Weapon Upgrade (Defending) 
  Scouts Benefits:  One Suit of Mithril Barding, One Adamantine Weapon, Horseshoes of Speed and Lion’s Shield 
   
       20% off Light and Heavy Warhorses; Warpony, Riding Dogs, Military Saddle, Bit & Briddle, Saddle 
  bags, Medium and Large Barding 
   
  Able to purchase Warhawk (small characters only) 550 gp, Keobred Warpony 150 gp, Keobred Wardog 
  (all characters) 300 gp 
   
     Armor Upgrade (Light Fortification) 
  Calvary (ALL) Benefits: One Suit of Mithril Barding, One Adamantine Weapon, Horseshoes of Speed and Lion’s Shield 
     20% off Light and Heavy Warhorses; Warpony, Riding Dogs, Military Saddle, Bit & Briddle, 
  Saddle bags, Medium and Large Barding 
     Able to purchase Keobred Warhorse (Heavy or Light) 400 gp, Keobred Warpony 150 gp, 
  Keobred Wardog (small characters only) 300 gp 
   
   
     Armor Upgrade (Light Fortification) 
   
  
  Imperial Military Academy (IMA) 
   
  POC:  
   
  Phineas Walsh 
  E-mail: 
   
  keoland-army-poc @ hotmail.com 
  E-group: 
   
   
  Advancement: 
  POC Notification 
   
  Heraldry: TBD 
  Motto: Noble Sons for Noble Causes 
   
  Introduction 
  Only those most fit for command, have already proved their worth at arms, can advance to the officer’s training that is 
  Keoland Imperial Military Academy.  All of the officers of the KRS spend at least a few months being trained in the IMA. 
   
  Areas of Influence and Available Regions 
  Due to the geography of Keoland, each province has developed its own regional specialties (see KRS documentation).  
  The Imperial Military Academy is actually in the Royal Distract, just outside of the City of Niole Dra. 
   
  Origins & History 
  Since the Reign of Tavish II, the noble sons and daughters of Keoland have learned the arts of war in the hallowed halls 
  of the IMA.  In the centuries that have past, the academy doors have been opened to soldiers that have proven their 
  worth, whether they are high or low-born.  The IMA was previously open to mercenary companies, but the decline in 
  interest over a century ago prevented the IMA to continue the policy.  Modeled after the Furondy War Academy, it 
  produces the most companies of trained Officers in the entire Sheldomar Valley. 
   
  Philosophy and Credo 
  An Educated Officer is the best tool in any situation.  Officers are taught the history of warfare, as well as tactics and 
  cooperation with different companies. 
   
  Duties, Objectives, and Day-to-Day Activities 
  The duties are of the IMA is to train officers for Keolands Military; Keoish Royal Standards spend some time in the IMA 
  when becoming an officer. 
   
  Important Dates, Holidays, & Ceremonies 
  No special holidays; graduation ceremony is celebrated with much zeal. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – Military and Nobles 
  ◊ 
  RIVALS – Mercenary Companies 
  ◊ 
  ENEMIES – Any threat to Keoland’s borders 
   
  Spo so
  n
  rs/Major NPCs 
  ◊ 
  Lord Madoc ap Llyr [M, H, Fl, Ftr/Mo] - This member of the IMA Command school is also the head of the St. 
   
  Keoland Meta-Campaign Sourcebook pg.65  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  Solei [F, H, Oe, Wiz] - This IMA commander spends her time split between classes at the NAW 
  ◊ 
  s in Cryllor and is keeping the Giant 
  and Orc threat at bay, without breaking the agreement with the Yeomanry. 
  upon approval of the POC.  
  nlike the Royal Standards, PCs may maintain lifetime membership as a military officer. 
  A influence is considered National [high] level, and is politically aligned to the Peers of Keoland. 
  Cuthbertite monastery in Gand.   
  General Samirra 
  and IMA school. 
  Warmaster Morgan Arimatage [Male, H, Oe, Ftr] – A Warmaster that reside
   
  Advancement & Forms 
  PCs may advance to the fourth tier of the IMA as soon as they meet all prerequisites and 
  U
   
  Influence & Favors 
  IM
   
  
   
  Keoland Meta-Campaign Sourcebook pg.66  
  Date & Time last edited: 01/24/05  10:32 AM 
  eaving the IMA is restricted and does not come without cost; contact the PoC directly for further details. 
   
  Leaving the Meta-Org 
  L
  Imperial Military Academy Organizational Levels 
  Major/Commander [Elite] are people who have just graduated from the IMA Commander Schools, this signifies that the 
  equirements:
  acy 
   
  r Half-Elf 
  e KRS (Lieurenant or Captain); able to read and write 
  enefits: +3 Diplomacy and Gather Information checks with Keoland Military and Nobility NPCs 
  individual was trained in the IMA. 
  R
   Must be 7th level, Minimum of +5 BAB, 1 rank in Knowledge (History), and 2 ranks Diplom
   
  Must be Physically Fit (10 or Higher in Strength, Dexterity or Constitution), Speak Keoish
   
  Cannot be Hunted or Wanted in Keoland, Nor Chaotic- Nuetral, Nor Half-Orc o
   
  Must be an Officer in th
   
  4 Time Units per year 
  B
   
  Colonels [ELITE] have trained in more than one combat unit, and have more knowledge and extensive experience in 
  equirements:
  ), and 5 ranks Diplomacy 
  n Officer in TWO KRS units (Lieurenant or Captain); able to read and write 
  enefits: +4 Diplomacy and Gather Information checks with Keoland Military and Nobility NPCs 
   
  combining units to a better effect. 
  R
   Must be 11th level, Minimum of +8 BAB, 1 rank in Knowledge (History
   
  No Obvious Fllaws (10 or Higher in all ability scores), Speak Keoish 
   
  Cannot be Hunted or Wanted in Keoland, Nor Chaotic- Nuetral, Nor Half-Orc or Half-Elf 
   
  Must have served as a
   
  4 Time Units per year 
  B
  
   
  Keoland Meta-Campaign Sourcebook pg.67  
  Date & Time last edited: 01/24/05  10:32 AM 
  Monasteries 
   
  Cuthbertite Monastery POC:  Duncan McNeil-Burton 
  Cuthbertite Monastery Crypt E-mail:  
   
  Cuthbertite Monastery E-group: 
   
   
  Pagoda of Harmonic Qi POC:  Kevin Lawson 
  Pagoda of Harmonic Qi E-mail: 
   
   
  Pagoda of Harmonic Qi E-group: 
   
   
  Ruby Crypt POC:  Nancy Springer 
  Ruby Crypt E-mail: 
   
   
  Ruby Crypt E-group:  
   
  Two-Fold Path POC:  Mike Schleigh 
  Two-Fold E-mail: 
   
   
  Two-Fold E-group: 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.68  
  Date & Time last edited: 01/24/05  10:32 AM 
  ALL Advancement: 
  POC Notification 
   
  Cuthbertite Monastery Heraldry: A cudgel wrapped in a grey cloth 
  Cuthbertite Monastery Motto:  
   
  Pagoda of Harmonic Qi Heraldry: TBD 
  Pagoda of Harmonic Qi Motto: TBD 
   
  Ruby Crypt Heraldry: A Flaming Skull on a Field of Grey 
  Ruby Crypt Motto: In life we search for answers, in death we find peace 
   
  Two-Fold Path Heraldry: TBD 
  Two-Fold Path Motto: It is not where the path leads, but which path you choose to take. 
   
  Introduction  
  Keoish monasteries were able to gain some political ground because their focus was in creating a single center of belief, 
  instead of the stereotypical proselytism of the churches.  The Drunken Masters of the Jotens are barely known because of 
  their remoteness, while members of the Twofold Path are reknown for their wanderings and faith in Fahrlanghn and 
  Celestian.  The Cuthbertite monastery in Gand is home to one of Keoland’s two warmasters, while the Ruby Crypt of Wee 
  Jas in Mill Creek keeps the ancient Suel funeral traditions alive.  
   
  Areas of Influence and Available Regions 
  Cuthbertite Monestary can be found in Gand. 
  Pagoda of Harmonic Qi can be found in the Jotens. 
  Ruby Crypt is found Mill Creek 
  Two-Fold Path is found on the roads of Keoland, and its influence is spreading. 
   
  Origins & History 
  Cuthbertite started as a small cult in Gand, after several St. Cuthbert worshipping soldiers returned form the Greyhawk 
  Wars.  The influence has grown into a fully operational Monestery run by Warmaster Madoc ap Llyr.  Members must 
  worship St. Cuthbert. 
  Pagoda of Harmonic Qi is probably one of the oldest monestaries, and is very secretive.  Being located in the Jotens, 
  helps keeps this monastery a mystery, but members can be found wandering around Keoland.  This does not worship any 
  specific god, but Olidammara may be chosen. 
  Ruby Crypt members are servants of the Lady of Magic, Death and Law.  They oversee funerals, pray for the souls of the 
  deceased, and act as councilors for the deceased relatives.  Members must worship Wee Jas. 
  Two-Fold Path members are those that wander the roads, teaching their philosophy, protecting the roads and helping the 
  lost find their paths.  Members must Worship Fahrlanghn or Celestian. 
   
  Philosophy and Credo 
  Cuthbertite’s philosophy is to keep it simple, don’t get distratcted by the little things. 
  Pagoda of Harmonic Qi’s philosophy is anytime is a good time to have a party. 
  Ruby Crypt’s philosophy is that death is a natural part of life, a hard and frightening transition, made easy with kindness. 
  Two-Fold Path’s philosophy is the lessons of life are not found in the destination, but in the journey. 
   
  Duties, Objectives, and Day-to-Day Activities 
  Cuthbertites practice the art of combat, for their will be more battles to be fought. 
  Pagoda of Harmonic Qi spends their time meditating the previous day’s experience, until it is time for more experiences. 
  Ruby Crypt meditates on the dead, the living and the balance between the two. 
  Two-Fold Path travels the roads. 
   
  Important Dates, Holidays, & Ceremonies 
  Holidays are celebrated during the four Festival weeks of the year. 
  Pagodas of Harmonic Qi’s hoidays are harder to notice than the average day. 
  Ruby Crypt participates in the Festival of the Dead, during Needfest. 
  Two-Fold Path participates in any holodays that they may find along their paths. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – Their allies are the churches they help and whatever polticial ties thay may actually have. 
  
   
  Keoland Meta-Campaign Sourcebook pg.69  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  RIVALS – There aren’t any rivalry betweens these organizations and the others. 
  ◊ 
  ENEMIES – Scarler Brotherhood have given these four monestaries a bad name.  Some even believe that these 
  monasteries are in league with the Scarlet Brotherhood. 
   
  Sponsors/Major NPCs 
  ◊ 
  Warmaster Madoc ap Llyr resides in the Cuthbertite Monastery 
   
  Advancement & Forms 
  layers must contact the POC before advancing their characters 
  P
   
  Influence & Favors 
  onasteries are considered a low Guild Influence, and have low favors. 
  M
   
  Leaving the Meta-Org 
  layers must contact POCs when leaving meta-org. 
  P
   
  Monastery Organizational Levels 
  Pupils are the people that are studying under a Master.  They are assigned tasks, exercise and meditate upon the 
  lessons the masters give. 
  Requirements: Must be 2nd level, Mimimum Wisdom of 10, Must be Lawfully aligned, Minimum BAB +1, and Improved 
  Unarmed Strike 
  armonic Qi) 
   
  Must Worship appropriate diety (except Pagoda of H
   
  Cryllor) 
  Must reside in appropriate regions (Jotens =
  100 gp per year and 4 Time Units per year 
  Cuthbertite Requirements: 1 rank in Knowledge (Religion and Arcana) and 5 ranks in Concentration 
  b 
  Pagoda of Harmonic Qi Requirements: 1 rank in Knowledge (Religion and Arcana) and 5 ranks in Clim
  Two-Fold Path Requirements: 1 rank in Knowledge (Religion and Arcana) and 5 ranks in Escape Artist 
  rcana), 1 Rank in Knowledge (Religion) 
  Ruby Crypt Requirements: Minimum Charisma of 10, 5 Ranks in Knowledge (A
  Benefits
  their respective Churches 
  : +1 Diplomacy checks with Hospitaliers and 
     Free Standard Lifestyle Upkeep in Keoland 
  s at LGCS cost 
     Churches will cast divine spell
      Weapon Upgrade (Ki Focus) 
   
  Masters have shown they are capable of handling themselves, using the training and teaching of their monestary. 
  Requirements: Must be 6th level, Mimimum Wisdom of 14, Must be Lawfully aligned, Minimum BAB +4, and Improved 
  Unarmed Strike 
   
  oda of Harmonic Qi) 
  Must Worship appropriate diety (except Pag
  200 gp per year and 6 Time Units per year 
  Cuthbertite Requirements: 1 rank in Knowledge (Religion and Arcana), 5 ranks in Concentration and Balance, and 
  Power Attack 
  Pagoda of Harmonic Qi Requirements: 1 rank in Knowledge (Religion and Arcana), 5 ranks in Climb and Tumble, and 
  Run Feat 
  Two-Fold Path Requirements: 1 rank in Knowledge (Religion and Arcana), 5 ranks in Escape Artist and Tumble, and 
  Improved Grapple or Run Feats 
  Ruby Crypt Requirements: Minimum Charisma of 10, 5 Ranks in Knowledge (Arcana) and Diplomacy, 1 Rank in 
  Knowledge (Religion); and Iron Will Feat 
  Benefits
  and their respective Churches 
  : +2 Diplomacy checks with Hospitaliers 
     Free Rich Lifestyle Upkeep in Keoland 
  st 
     Churches will cast divine spells at LGCS co
   Monk’s Belt 
      One Admantine Weapon and
      Weapon Upgrade (Ki Focus) 
   
  
  National Academy of Wizardry 
  (NAW) 
   
  POC:  
   
  Harold Austin 
  E-mail: 
   
  HaroldRAustin@juno.com 
  E-group: 
   
  National_Academy_of_Wizardry 
  Advancement: 
  POC Approval 
   
  Heraldry: Open golden spellbook above a red lion rampant on a field sable 
  Motto: Magic Made Good Through Noble Deeds 
   
  Introduction  
  This organization was created as a safe house to escape the superstitious and generally magic-fearing populace.  The 
  libraries and classrooms of the NAW have become the place for wizards to learn their craft in Keoland. 
   
  Areas of Influence and Available Regions 
  Headquartered in the capital city of Niole Dra, in the Blind Quarters, the NAW is found and has influence throughout the 
  lands of Keoland, though this is lessened in Gradsul due to the presence of the Sea Mages. 
   
  Origins & History 
  Tavish I (the Great, 287-346 CY) made sweeping changes throughout Keoland during his reign.  Recognizing the need for 
  arcane support for the military, he swiftly ended the prohibition against magic with the creation of the National Academy of 
  Wizardry.  The charter of the Academy came to swift resolve when the Oeridians acknowledged the dwindling numbers of 
  their famed Battlemages.  As with many of Tavish’s creations, the Academy was open to all who were interested, not just 
  those of noble background.  It’s original purpose was to teach arcanely gifted students in the ways of the Battlemages and 
  War-Wizards.  The presence of the Academy’s Guild-houses has created safe-havens for those whose interest or innate 
  talent in magic would otherwise have gone untamed. 
   
  Witch burnings are not as popular as they have been, but they still do happen.  The Academy’s dwindling popularity 
  began during the reign of Tavish II (the Blackguard, 346-395 CY).  He forced the members of the Academy to use their 
  arcane abilities to stay one step ahead of the political intrigue that surrounded him.  He also threatened to send any noble 
  wizards to one of the various wars, as a method of influencing other nobles.  The National Academy of Wizardry served 
  the King, no matter how dark or malicious the king’s intentions were. 
   
  Ever since its creation, the headmaster of the National Academy of Wizardry has held the position of Court Wizard, official 
  magical advisor to the King of Keoland.  The current head of the NAW is Keoland’s Archmage, Lashton of Greyhill.  
  Lashton has used his influence in order to bring the Academy to its former glory; unfortunately, the majority of the 
  members are content at being middling mages who are comfortable with their position and power.   
   
  Philosophy and Credo 
  Magic is dangerous.  Only those properly trained in magic should use it.   
   
  Duties, Objectives, and Day-to-Day Activities 
  The National Academy of Wizardry is the centre of all public knowledge of magic.  They are also well-known and 
  respected for their military and historical knowledge. 
   
  Important Dates, Holidays, & Ceremonies 
  The NAW’s semesters are separated by the four week-long festival holidays. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – nobles, guilds, and merchants all benefit from the services provided by the NAW.   
  ◊ 
  RIVALS –Sea Mages, the Combative Magics, Seekers, Freemages, and other arcane organizations 
  ◊ 
  ENEMIES – The Silent Ones, Darkwatch, and Dreadwalkers, because of the NAW’s tendency to be indiscriminate 
  in its magical research.  This has worsened since Lashton, a former Seeker, became the leader of the NAW. 
   
   
   
  Keoland Meta-Campaign Sourcebook pg.70  
  Date & Time last edited: 01/24/05  10:32 AM 
  
   
  Keoland Meta-Campaign Sourcebook pg.71  
  Date & Time last edited: 01/24/05  10:32 AM 
  Spo
  o
  ◊ 
  he Tower of Valadis and the Archdruidess of the Sheldomar Reynard Yargrove – lie 
  ◊
  ◊ 
  ◊ 
  ◊ 
  this 
   had to hone his diplomatic skills to perfection, and regularly uses them to 
  ◊ 
  duced to Lashton by Kimbertos early in the king’s reign, he has been 
  one of Lashton’s strongest supporters for over 20 years.  Jr name is well-known amongst the NAW students, as 
  e of corporal punishment. 
   & Forms 
  Cs may advance to the Outer Circle upon meeting the qualifications, but afterwards must contact the POC for testing 
  fluence & Favors 
  ered Provincial [medium] level, and is politically aligned to the Peers of Keoland. 
  eaving the Meta-Org 
  PCs may leave the NAW a
  ional Academy of Wizardry Organizational Levels 
  ns rs/Major NPCs 
  Lashton [Human, Male, Suel-Oeridan] – One of the most personally powerful beings in the Sheldomar Valley, this 
  Archmage of Keoland has the luxury to make enemies on a daily basis and not care.  Both of his primary 
  distractions from the NAW – t
  deep within the Dreadwood. 
  Diedrick Lorentage – the voice of Lashton to the pupils, this Dean of Students
   
   is in charge of admissions, 
  recruitment, and basic university-style day-to-day operations of the school.   
  Samirra Solei [Human, Female, Oeridian] – this Dean of Evocation and Military Science is the classic Oeridian 
  War-Wizard; her expertise in military history and tactics made her the perfect general to lead Keoland’s Army of 
  Reclamation at the first Battle of Gorna. 
  Pangle Stoone [Gnome, Male] – this Dean of Illusions and Problem Solving is found more often than not with his 
  fellow Elders of the Good Hills [though he commutes to school daily].  He is a well-known prankster who delights 
  in catching his fellow deans offguard. 
  Eustanious Rhola [Human, Male, Suel] – Dean of Abjuration and Aristocratic Etiquette, like a fish out of water, 
  Rhola so far north, Eustanious has
  advance the causes of NAW.  An accomplished graduate of the Ulmstard Academy, he has fought numerous 
  duels on his home soil of Cryllor.  
  Jr [H– Dean of Transmutation and Weaponsmaster of the NAW, this bladesinger is a descendant of Anladon [as 
  are most half-elves from the Axewood].  Intro
  he is also in charg
   
  Advancement
  P
  and approval. 
   
  In
  NAW influence is consid
   
  L
  t any time, as long as the POC is contacted.   
   
  Nat
  Apprentices are just learning the finer arts of arcane magic.  They study in the schools, assist teachers with projects and 
  ce or Charisma 
  r year and 4 Time Units per year 
  Penalti
  s with non-nobles in Keoland 
  Benefit
  el spells 
     Free 100 gp Brooch, signifying Apprentice Level 
  devote their time to practicing. 
  Requirements: 4 ranks in Knowledge (Arcana) or Spellcraft, Minimum of 12 Intelligen
   
  100 gp pe
  es: -1 Gather Information and Diplomacy check
  s:  Mithril Buckler 
     +1 Spellcraft to learn 1st and 2nd lev
     Free Standard Upkeep in Keoland 
   
  Outer Circle Members are ready to learn more of the Arcane arts.  They spend their time studying the varied magical 
  pes, assisting
  aking fun of the Apprentices (without the knowledge of the teachers). 
  equirements:
  aft 
  year 
  Penalti
  ith non-nobles in Keoland 
  Benefit
  ods, Staffs and Wands 
     Free 100 gp Brooch, signifying Outer Circle Level 
  ty
   teachers in projects, and m
  R
   7 ranks in Knowledge (Arcana) or Spellcr
   
  5 ranks in Concentration 
   
  Minimum of 14 Intelligence or Charisma 
   
  200 gp per year and 6 Time Units per 
  es: -2 Gather Information and Diplomacy checks w
  s: Mithril Buckler and Boccob’s Blessed Book 
    +2 Spellcraft to learn 1st through 3rd level spells 
     May possess Illegal Potions, R
     Free Rich Upkeep in Keoland 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.72  
  Date & Time last edited: 01/24/05  10:32 AM 
  edian Circle M
  M
  embers begin receiving administrative duties, on top of their regular education.  They are the members 
  at deal with no
  prentices. 
  equirements:
  pellcraft; 5 Ranks in Concentration 
   
  Penalti
  d 
  Benefit
  axamize (Lesser) 
   5  level spells 
     May possess Illegal Potions, Rods, Staffs, Wands and Wondrous Items 
  th
  bles, assist with Chapterhouses, and train ap
  R
   10 ranks in Knowledge (Arcana) or S
   
  Minimum of 16 Intelligence or Charisma 
   
  500 gp per year and 10 Time Units per year 
  Pass Interview with Dean Lorentage 
  es: -3 Gather Information and Diplomacy checks with non-nobles in Keolan
  s: Mithril Buckler, Boccob’s Blessed Book and Rod of M
  th
    +3 Spellcraft to learn 1st through
     Free 100 gp Brooch, signifying Median Circle Level 
     Free Rich Upkeep in Keoland 
   
  Inner Circle Members [ELITE] are those assignes specific regions to oversee the activities of the NAW.  They also 
  nction as teac
  ns, and Researchers of Arcane Lore.  They are usually quiet busy and seem to 
  e above the pe
  equirements:
   
  Penalti
  d 
  Benefit
  xamize (Lesser) and Rod of Empower (Lesser) 
   level spells 
     May possess Illegal Potions, Rods, Staffs, Wands and Wondrous Items 
     Free 100 gp Brooch, signifying Inner Circle Level 
     Free Luxury Upkeep in Keoland 
  fu
  hers, Deans, Assistant Dea
  b
  sky interactions with the lower circles. 
  R
   10 ranks in Knowledge (Arcana) or Spellcraft 
   
  10 ranks in Concentration 
   
  Minimum of 18 Intelligence and Charisma 
   
  1,000 gp per year and 12 Time Units per year 
  Pass Interview with Lashton of Greyhill 
  es: -4 Gather Information and Diplomacy checks with non-nobles in Keolan
  s: Mithril Buckler, Boccob’s Blessed Book, Rod of Ma
  th
    +4 Spellcraft to learn 1st through 7
  
  Nature’s Sentinels 
   
   
  POC:  
   
  Brian Eberhart 
  E-mail: 
   
  thecabanaman@optonline.net 
  E-group: 
   
  TBD 
  Advancement: 
  POC Notification 
   
  Heraldry: Golden eyes within a field vert over the Keoland national crest. 
  Motto: There is Balance in all Things 
   
  Introduction  
  Nature’s Sentinels is a close-knit group of Keoland loyalists dedicated to protecting and preserving the natural wonders in 
  Keoland.  Nature’s Sentinels has become aware of a massive storm of great magnitude coming to Keoland, which may 
  ripe this great land asunder. 
   
  Areas of Influence and Available Regions 
  Nature’s Sentinels is located and influential throughout the many provinces of Keoland that depend on agriculture for their 
  livelihood. 
   
  Origins & History 
  Nature’s Sentinels was simply a noble guild that grew powerful and influential enough to become noticed as an 
  independent entity.  They recognize no allegiance to any political engine.  Keoland’s current liege has most graciously 
  agreed not to slash and burn Nature just because he’s going to march his army through that area  They teach the citizens 
  of keoland the benefits of crop rotations, animal husbandry and other agricultural concepts. 
   
  Philosophy and Credo 
  Revere Keoland for its Natural wonders and great harmony, and will defend those Natural resources from those who 
  would harm them. 
   
  Duties, Objectives, and Day-to-Day Activities 
  Breed and train Keoland Warhorses, ponies, dogs, and aerial mounts, assist farmers with crop productivity and tend to 
  injured animals, grow rare herbs and plants.  Patrol the lands looking for any unnatural activities, sentient creatures 
  vandalizing Nature, or Natural disasters that harm the majestic wonders that make Keoland what it is.  Sometimes the 
  threat to Keoland is so grave, it is more important to tell of the danger and get assistance from the Darkwatch, 
  DreadWalkers, or local authorities, than to confront the threat alone.  Everyday members send 2 animal messengers to 2 
  secret locations to report on what they have observed.  Nature’s Sentinels PCs may also warn others about their 
  “Sensitivity to Nature” - or the lack thereof. 
   
  Important Dates, Holidays, & Ceremonies 
  Nature’s Sentinels celebrates traditional changes of the seasons according to the various gods of nature. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - those who live in harmony with nature, Hospitaliers, DreadWalkers, Farmers, Teamsters, and 
  commoners.  Churches of nature gods. 
  ◊ 
  RIVALS - some clerics and paladins of anti-nature churches.  Those who see the world in black and white, rather 
  than shades of gray. 
  ◊ 
  ENEMIES - those who would defile the land; Blighters, Ravagers, etc. as well as those who would waste the 
  natural resources of the land without seeking to replenish it. 
   
  Spo so
  n
  rs/Major NPCs 
   
  Keoland Meta-Campaign Sourcebook pg.73  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  erdant Lord [Druid 9/Verdant Lord 5], Neutral Good.  History forthcoming.  He teaches Plant 
  ◊ 
  [Druid 9/Tamer of Beasts 5] Neutral Good.  History 
  ◊ 
  Huyudotorupu: Crab Apple Tree Treant from Pemlo’s Lambic. 
  Shaloughb: Gnoll V
  Defiance/Control. 
  Muddleberry SharpTooth:  Gnome Tamer of Beasts 
  forthcoming.  He teaches Animal Defiance/Control. 
  
   
  Keoland Meta-Campaign Sourcebook pg.74  
  Date & Time last edited: 01/24/05  10:32 AM 
  l Animal Breeder/Trainer [Druid 14] She is the Arbiter of Balance. 
  dvance to the second and third tiersof Nature’s Sentinels as soon as they meet all prerequisites and contact 
  nce is considered Provincial [medium] level, and is politically aligned to the Guilds of Keoland. 
  Cs may leave Nature’s Sentinels a
  ◊ 
  Lopi Geuth: Centaur Deep Woods Sniper [Fighter 4/Deepwood Sniper 9] 
  ◊ 
  Awenyddion:  Sue
   
  Advancement & Forms 
  Cs may a
  P
  the POC.  
   
  nfluence & Favors 
  I
  Nature’s Sentinels influe
   
  eaving the Meta-Org 
  L
  P
  t any time, as long as the POC is contacted. 
   
  Nature’s Balance Organizational Levels 
  Apprentice(s) are those who begin learning about nature.  They go through the heart of Keoland, helping farm the land
  raise the animals and keep an eye out for problems. 
  Requirements: Must be 2
  , 
  of the following (Handle Animal, Heal, Knowledge (Nature) or 
   Units per year 
  Benefit
  land 
  nd level, Must not be a Wizard, Must not be a resident of a City, Minimum BAB +1 or Cast 1st 
  level Divine Spells (as Driud, or Worship a Nature god and have one of the following Domains: Air, Animal, Earth, Fire, 
  Plant, Sun or Water), 1 rank in Survival and 5 ranks in ONE 
  a
  rofession) 
  n Appropriate P
   
  d 4 Time
  100 gp per year an
  +1 Diplomacy check in Ke
  s: 
  o
     +1 Handle Animal check 
     Free Insignia Pin (100 gp) 
     Churches will cast divine spells at LGCS cost. 
     Bag of Holding (Type I), Darkwood Shield and Wand of Cure Light Wounds 
   
  Keeper(s) are seasoned e ough to help the farmers and ranche
  n
  rs create a plethora of crops.  They bless the fields, train 
  animals, heal animals and use their magic to nourish the earth. 
  Requirements: Must be 5th level, Must not be a Wizard, Must not be a resident of a City, Minimum BAB +4 or Cast 2nd 
  level Divine Spells (as Driud, or Worship a Nature god and have one of the following Domains: Air, Animal, Earth, Fire, 
  Plant, Sun or Water), 1 rank in Survival and 8 ranks in ONE of the following (Handle Animal, Heal, Knowledge (Nature) or 
  n Appr priate P
  bility and Royalty) 
   Units per year 
  Benefit
  or Heavy) – 400gp, Keobred Warpony – 150 gp, and Keobred 
  a
  o
  rofession) 
   
   
  1 rank in Knowledge (Sheldomar Valley or No
  ent 
   
   
  Must have Nuetral in alignm
   
  200 gp per year and 6 Time
  s: +2 Diplomacy check in Keoland 
     +2 Handle Animal check 
     Can Purchase a Keobred Calvary Horse (Light 
  War Dog – 300 gp 
     Churches will cast divine spells at LGCS cost. 
     Bag of Holding (Type I), Darkwood Shield, Dragonhide Breastplate and Wand of Cure Light Wounds 
   
  Sentinel(s) are the elite, seeking to make sure that everything taken from Nature is returned.  Some have gone a little 
  overboard with this philosophy, but many do their best to make sure the balance is kept. 
  Requirements: Must be 8h level, Must not be a Wizard, Must not be a resident of a City, Minimum BAB +6 or Cast 4th 
  level Divine Spells (as Driud, or Worship a Nature god and have one of the following Domains: Air, Animal, Earth, Fire, 
  Plant, Sun or Water), 1 rank in Survival and 10 ranks in ONE of the following (Handle Animal, Heal, Knowledge (Nature) 
  r an Ap ropriat
   Valley or Nobility and Royalty) 
   Units per year 
  Benefit
  or Heavy) – 400gp, Keobred Warpony – 150 gp, and Keobred 
  o
  p
  e Profession) 
   
   
  Minimum of 12 Wisdom 
   
   
  1 rank in Knowledge (Sheldomar
   
   
  Must Speak Sylvan 
   
   
  Must have Nuetral in alignm
   
  500 gp per year and 9 Time
  ent 
  s: +3 Diplomacy check in Keoland 
     +3 Handle Animal check 
     Can Purchase a Keobred Calvary Horse (Light 
  War Dog – 300 gp 
  
   
  Keoland Meta-Campaign Sourcebook pg.75  
  Date & Time last edited: 01/24/05  10:32 AM 
     Churches will cast divine spells at LGC
     Bag of Holding (Type I), Darkwood Sh
  e and Wand of Cure Light Wounds 
  S cost. 
  ield, Dragonhide Breastplat
  
   
  Keoland Meta-Campaign Sourcebook pg.76  
  Date & Time last edited: 01/24/05  10:32 AM 
  E-mail
  E-grou
  Advan
   
  eraldr
  he Nobility of K
  orn to a relation of 
  at is relevant is that because of their birth has given 
  Keoland
  hand. 
   
  Origins
  The Nob
  of the original suel houses that fled the Rain 
  of Colorless Fire to inhabite Sheldomar Valley.  The Oeridian were Tribal leaders, who moved into the Sheldomar Valley 
  and settled.  Others have been promoted for service to the Kingdom, or just bought their nobility. 
   
  Philosophy and Credo 
  Some nobles see themselves as care takers of the surrounding region, helping their people; others are interested in 
  power and influence, neglecting their lands; others just don’t care – the credo and philosophy vary by individual. 
   
  Duties, Objectives, and Day-to-Day Activities 
  Most of the nobles’ duties are to tend court and interact with each other.  Other duties are to listen to complaints, settle 
  disputes, train their children, and work to stabailize their power and influence. 
   
  Important Dates, Holidays, & Ceremonies 
  They celebrate personal achievements as well as the Festival Weeks. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – Allies Vary, by Noble house and goals. 
  ◊ 
  RIVALS – Rivals Vary, by Noble house and goas. 
  ◊ 
  ENEMIES – There are very few enemies in Keoland, they have to deal with each other in the Council of the 
  Lands.  Anything threatening the stability of the Founding Charter of the Land will be considered an enemy of the 
  Nobles. 
   
  Advancement & Forms 
  PCs may advance to the upper tier of the Nobility ONLY if they plan to retire their character as an NPC; contact the 
  Keoland Triad for further details. 
   
  Influence & Favors 
  Noble influence is considered Provincial [medium] level, and is politically aligned according to the Province. 
   
  Leaving the Meta-Org 
  PCs may not leave the nobility without repercussions; contact the POC for further details. 
   
   
  Noble Organizatioal Levels 
  Blooded(s) [ELITE]
  Noble Benefits 
   
  POC:  
   
  Keoland Triad Metaorg POC 
  : 
   
  TBD 
  p: 
   
  TBD 
  cement: 
  POC Approval 
  H
  y: by Nobility 
  Motto: by Nobility 
   
  ntroduction  
  I
  be born in their class.  They believe that since they were b
  T
  eoland was lucky enough to 
  noble, they are better.  Whether this is true or not, is irrelevant; wh
  them access to things that would normally not be allowed. 
   
  Areas o
  s 
  f Influence and Available Region
   Nobles can be found everywhere in Keoland.  They are mostly seen in Niole Dra, courting to get some upper 
   & History 
  les of Keoland actually come from several places.  The Suels were 
   are people related to nobles (human, Half-Orc, Half-Elf) in some fashion. 
  Requirements: Must be a Noble on Character Creation (Ask Triad about details) 
   
  1 rank Knowledge (Nobility and Royalty) and Knowledge (Sheldomar Valley) 
  
   
  Keoland Meta-Campaign Sourcebook pg.77  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  Must be 
  100 gp p
   -2 Diplomacy
  ation check with Churches of Keoland 
  ns of Keoland 
  st (200 gp value) 
  st Poison and Ring of Counterspells 
  mor in Keoland 
  n Upgrade (Defending) 
  human, half-elf or half-orc; may be an elf from the axewood 
  er year and 4 Time Units per year 
   
  Penalties:
   and Gather Inform
  Benefits: 
   and Gather Inform
  +1 Diplomacy
  ation checks with Citize
     Free Standard Upkeep in Keoland 
     Free jewelry with Family Cre
     Brooch of Shielding, Periapt of Proof again
      May possess illegal Weapons and Ar
     Weapo
   
  eir Apparent(s) [ELITE]
  H
   have somehow weaseled their way to becoming heir, making them a minor lan
  : Must Contact POC Triad and Get Triad Permission 
  ion check with Churches of Keoland 
  ess illegal Weapons and Armor in Keoland 
  ded lord or lady. 
  Requirements
   
  5 rank Knowledge (Nobility and Royalty) and Knowledge (Sheldomar Valley) 
   
  PC Must Retire at 13th Level 
  1,000 gp per year and 16 Time Units per year 
   
  Penalties: -4 Diplomacy and Gather Informat
  Benefits: +2 Diplomacy and Gather Information checks with Citizens of Keoland 
     Free Luxury Upkeep in Keoland 
     Brooch of Shielding, Helm of Teleportation, Luck Blade (1 Wish), Periapt of Proof against Poison and Ring of 
  Counterspells 
     May poss
     Weapon Upgrade (Defending) and Armor Upgrade (Glammered) 
  
   
  Keoland Meta-Campaign Sourcebook pg.78  
  Date & Time last edited: 01/24/05  10:32 AM 
  E-grou
  Advan
   
  eraldry: 
   Keoish citizens and nobles with worthy causes - even 
  or personal gain. 
  Areas o
  The Ph
  port; from supporting the refugees from 
  all arou
  Anglar, 
  rigins & History 
  This organization has always existed; it isn’t until recently that they became organized.  Organizing was the best possible 
  solution; they can raise more money and organize workers to a much larger capacity than before. 
   
  Philosophy and Credo 
  By helping others, we help ourselves; truly, Keoland is the most powerful nation in the Sheldomar Valley and we best 
  express this power by compassionate activities.  It is with kindness and offer of aid that made Keoland the strongest 
  empire in History, through Tavish the Great.  Our hope is to rebuild our empire through the example of Tavish the Great, 
  and to create a unified Sheldomar. 
   
  Duties, Objectives, and Day-to-Day Activities 
  They administer money and aid all over Keoland.  We work to build new communities, train refugees and educate orphans 
  from invaded lands. 
   
  Important Dates, Holidays, & Ceremonies 
  Celebrations happen during the festival weeks; but we maintain the aid year round. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES – Hospitaliers have similar interests to the Philanthropic Society; along with the charitable nobles, rich 
  merchants and adventurers who have money and time to spare. 
  ◊ 
  RIVALS – Churches and evil cults are the biggest rivals; neither like an organized charity that aids the people they 
  may be able to manipulate or use. 
  ◊ 
  ENEMIES – Our biggest enemy is suffering, and we will combat to ease what we can, with your help. 
   
  Sponsors/Major NPCs 
  ◊ 
  Your name could be here, it just takes so little to give. 
   
  Advancement & Forms 
  PCs may advance to the second tier of the PSKs as soon as they meet all prerequisites and contact the POC.  
   
  Influence & Favors 
  PSK influence is considered Local [low] level, and is politically aligned to the Guilds of Keoland or the Province of its home 
  base accordingly. 
   
  Leaving the Meta-Org 
  PCs may leave the PSK at any time, as long as the POC is contacted. 
   
  Philanthropic Societies of Keoland (PSK) 
   
  OC:  
  P
   
  Dave Guererri
  E-mail: 
   
  dguerrieri@adelphia.net 
  p: 
   
  cement: 
  POC Notification 
   TBD 
  H
  Motto: By helping others, we help ourselves. 
   
   
  Introduction 
  hese groups ha
  T
  ve formed to match the bleeding hearts of rich
  though the true reasons for such generous donations may be for no other reason than political 
   
  f Influence and Available Regions 
  niztions that the donors would like to sup
  ilanthropic Society gives to all orga
  nd the Flanaess to rebuilding communities.  This organization is working to help out the following communities, 
  New Silverdeep, Oakroot, Saltmarsh, Gradsul (the Olman refugees), Cryllor and Flan (the Geoff refugees). 
   
  O
  
   
  Keoland Meta-Campaign Sourcebook pg.79  
  Date & Time last edited: 01/24/05  10:32 AM 
  P
  upporter(s)
  hilanthropic Society of Keoland Organizational Levels 
  S
   are those th
  ters are socially 
  onscious of the mishaps around them, and are potential community leaders. 
   the society and related causes 
  r contribution on fine parchment 
  ng (type I), Bracers of Armor +2, Cloak of Resi
  ction +2 
  at have donate the minimum amount to enter this organization.  Suppor
  c
  Requirements: Must be 2nd level 
   
  100 gp per year and 4 Time Units per year 
  Benefits: +2 Diplomacy and Gather Information checks with
      Letter of thanks for you
      Free Standard Lifestyle in Keoland 
      Amulet of Natural Armor +2, Bag of Holdi
  stance +2 and Ring of 
  Prote
   
  enefactor(s)
  B
   are those that have shown a great interest in the community, and are well on their way on becoming 
  unity leaders. 
  important comm
  Requirements: Must be 6th level 
   
  1,000 gp per year and 6 Time Units per year 
  Benefits: +4 Diplomacy and Gather Information checks with the society and related causes 
      Letter of thanks for your contribution on fine parchment 
      Free Pin identifying your commitment to the community (100 gp value) 
      Free Rich Lifestyle in Keoland 
      Amulet of Natural Armor +2, Bag of Holding (type II), Bracers of Armor +2, Cloak of Resistance +2, Keoghtom’s 
  Ointment and Ring of Protection +2 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.80  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  arold Austin 
  E-mail: 
   
  HaroldRAustin@juno.com 
  -group: 
   
   
  onarchs enjoy learning of other lands and cultures, but pressing matters of state often keep them tied to their 
  ponsored crack teams of explorers who travel the length and breadth of the world, 
  s the best selection of maps 
  xplorers Society.  Because the 
  Minutes are often used in g
  g mountains 
  along with Ahn Balic or
  inations for the 
   also impress the society's admissions 
   
  reas of Influe
  he Royal Explo
  wer comes from abroad and the discoveries and adventures 
  Origins
  Formall
   Royal Explorers Society's official lineage traces back through cartographers 
  nd scouts of the Kingdom allegedly all the way to the Great Migration. Occasional diplomats or representatives and 
   
  d. T
  e Royal Heralds have been blazed by members of the Society; volumes of the 
  deity of the Roy
  ent friendly contacts with the Church of Fharlanghn outside 
  f Keoland. The
  nce of Fharlanghn inside Keoland (individual members 
   whips, although many are 
  lso proficient w
   explorations such as blowguns. 
  If it is w
   
  Duties,
  tivities 
  hile the Society has its Indiana-Jones type of dungeon delvers and adventurers, the mainstay of the Society is the 
  Each locale has
  llies, Rivals, a
  ◊
  s who currency is 
  ◊ 
   
  well versed as to what magic is forbidden in Keoland, 
  e Hunter Meta-Orgs.  They will turn such items in, albeit very 
  The Royal Explorers’ Society of Keoland 
   
  POC:  
   
  H
  E
  Advancement: 
  POC Notification 
   
  Heraldry: TBD 
  Motto: So, you say it’s never been found.... 
   
  Introduction  
  "Keoland m
  throne rooms. So for years, they have s
  then return to deliver reports on faraway wonders. Accodingly, the royal library of Keoland ha
  in the world, as well as a fascinating series of journals known as the Minutes of the Royal E
  eography lessons, many a noble's child lies awake at night, dreaming of climbin
   hunting albino dire wolves with Istai Sunblessed. However, the entrance exam
  Royal Explorers Society are rigorous indeed. To be accepted, an applicant must not only demonstrate a thorough 
  knowledge of geography and possess impeccable cartographic skills, but
  committee with verifiable tales of a particularly noteworthy exploration." (Song and Silence page 13) 
  A
  nce and Available Regions 
  T
  rers are one of the few Meta-Orgs whose po
  found therein. 
   
   & History 
  y chartered by Tavish I in 288 CY, the
  a
  frequent (though unspoken) eyes for the Lion Throne, the Royal Explorers more than return the investment of their 
  patron—although not traditional spies, the Royal Explorers share information and provide unique service and "favors" to
  the Kingdom of Keolan
  he trails of th
  Society’s Minutes grace the stacks of the Great Library of Greyhawk. As can be expected, Fharlanghn is the official patron 
  al Explorers Society and the Society has frequ
  o
   Society does not publicize its institutional revere
  may, of course, reverence any deity they choose). Many Royal Explorers are proficient with
  a
  ith exotic weapons encountered during their
   
  Philosophy and Credo 
  orthy enough to be created, is it worthy enough to be discovered - and shared. 
   Objectives, and Day-to-Day Ac
  W
  precise cataloging of information. 
   
  Important Dates, Holidays, & Ceremonies 
   its own special holidays and ceremonies.  
   
  A
  nd Enemies 
   
  ALLIES
  ir lavish excursions.  Royal guild
  information.  Similar metaregional Meta-Orgs, such as the Gran March’s School of 
   - Bored nobles with lots of money to fund the
  Hard Knocks or Yeomanry’s 
  Dustdiggers.  
  RIVALS - The Society tends to have a “gee, I wonder what this button does” mentality - much to the chagrin of the
  ers are 
  Hunter Meta-Orgs of Keoland.  Royal Explor
  might of th
  however, and rarely challenge the 
  reluctantly. 
  
   
  Keoland Meta-Campaign Sourcebook pg.81  
  Date & Time last edited: 01/24/05  10:32 AM 
  ◊ 
  ENEMIES - The Seekers are in the most di
   the Royal Explorers.  The main difference 
  between the two is philosophy; Seekers ge
  ofit or personal gain, while Royal Explorers tend 
  elf, or the discoveries therein. 
  dvancement & Forms 
   soon as
   involves an IC report]. 
  vors 
   
  Royal Explorer’s Society of Keoland Organizational Levels 
  rect competition with
  nerally operate for pr
  to take the journey for the journey its
   
  Sponsors/Major NPCs 
  ◊ 
  TBD 
   
  A
  PCs may advance to the second tier [Associate] of the Royal Explorer’s Society as
   they meet all prerequisites 
  and contact the POC [Note that this
   
  Influence & Fa
  Royal Explorer’s Society influence is considered Provincial [medium] level, and is politically aligned to the Guilds of 
  Keoland. 
   
  Leaving the Meta-Org 
  PCs may leave the Royal Explorers’ Society at any time, as long as the POC is contacted. 
  Discoverer are usually the scouts and assistants to the greater explorers.  With a high casualty rate, people still seem
  join the Royal Explorer’s Society in order to see new lands and cultures. 
  Requirements: Must be 2
   to 
  nd level, 2 ranks in TWO of the following skills:  Decipher Script, Knowledge (Geography), 
  Profession (Cartographer), Survival 
   
  Read, Write and Speak 1 non-native language 
   
  100 gp per year and 4 Time Units per year 
  Penalties: -1 Diplomacy and Bluff checks with Darkwatch, Dreadwalkers and Silent Ones 
  Benefits: +1 Diplomacy and Gather Information checks with Nobility, Sea Mages, Church of Olidammara and Zilchus 
     May Possess Illegal Armor and Weapons 
     One Mithril Armor, Dust of Illusion 
   
  Associates observe forei
  chroniclers of the Royal E
  gn cultures, explorer new regions, and interact with the natives; they are the researchers and 
  r Endurance) 
  tive language 
  nd Bluff checks with Darkwatch, Dreadwalkers and Silent Ones 
  checks with Nobility, Sea Mages, Church of Olidammara and Zilchus 
  ag of Holding (type IV), Hat of Disguise, Helm of Comprehend Languages 
  c and Immovable Rod 
  Fell
  s
  xplorer’s Society.  They report back new findings, and publish reports for the various libraries 
  across the Flanaess. 
  Requirements: Must be 5th level, 5 ranks in Decipher Script, Knowledge (Geography), Profession (Cartographer), and 
  Survival; One Feat (Alertness o
   
  Read, Write and Speak 2 non-na
   
  Submit a report to the POC of a strange and exotic place you have visited 
   
  200 gp per year and 6 Time Units per year 
  Penalties: -2 Diplomacy a
  Benefits: +2 Diplomacy and Gather Information 
     One Mithril Armor, Dust of Illusion, B
  and Read Magi
     Free Rich Upkeep in Keoland 
   
  ow  research potentially new areas, organize expeditions to exotic places, and act as administrators of the Royal 
  Exp
  e
  Require
  ssion 
  r); Feats (Alertness and Endurance) 
   
  Submit a report to the POC of a strange and exotic place you have visited 
  er year and 10 Time Units per year 
  Pen
  ie
  Ben
  it
  nd Immovable Rod 
     May Possess Illegal Armor and Weapons 
  keep in Keoland 
  lor r’s Society of Keoland.  They review and validate reports, then send out articles to the various libraries. 
  ments: Must be 8th level; 5 ranks in Decipher Script, Knowledge (Geography), and Survival; 8 ranks in Profe
  (Cartographe
  Read, Write and Speak 3 non-native language 
   
   
  500 gp p
  alt
  s: -3 Diplomacy and Bluff checks with Darkwatch, Dreadwalkers and Silent Ones 
  ef s: +3 Diplomacy and Gather Information checks with Nobility, Sea Mages, Church of Olidammara and Zilchus 
     One Mithril Armor, Dust of Illusion, Bag of Holding (type IV), Hat of Disguise, Helm of Comprehend Languages 
  and Read Magic a
     Free Luxury Up
  
   
  Keoland Meta-Campaign Sourcebook pg.82  
  Date & Time last edited: 01/24/05  10:32 AM 
  Sea Mages 
  Itchyscales@yahoo.com 
  dvancement: 
  POC Notification
   
  Introduction  
  zards p
  yond the candlelit glow.  Others prefer the wide-open sea, 
  ith the wind at 
  The Sea Mag
   can be found throughout Keoish coastal towns of the Azure sea. 
  about this idle g
   
  nging
  etically possible. However, with Lashton’s extreme dislike 
  f the Sea Mage
  d at best.  Lashton’s animosity towards the Sea Mages may 
  a 
  Mages have 
  dom. Legally, as well as in the eyes of the people, they are 
  an orga
  de. 
   
  hiloso
  Duties, Objecti
  Their main resp
  nd 
  ct Rhola in
   
  Allies, R
  ◊ 
  ◊ 
  Mages them
  be rather unfriendly towards NAW wizards.  Their existence does not depend on 
  Lashton's approval. 
  ◊ 
  ENEMIES - Azure Sea pirates and the Scarlet Brotherhood are the primary enemies of the Sea mages. 
   
  Sponsors/Major NPCs 
  ◊ 
  Duke Luschan VIII – Lord High Admiral of Keolands Navy, the most influential man in the Kingdom 
  ◊ 
  Archmage Dwarmij – A merber of the Circle of Eight and a powerful wizard that resides under the Azure Sea 
  ◊ 
  Curate Lathendor – An honorary member of the Sea Mages, this cleric of Osprem has become very well known 
  amongst the Sea Mages. 
   
  Advancement & Forms 
   
  OC:  
   
  Kevin Lawson 
  P
  E-mail: 
   
  E-group: 
   
   
  A
   
  Heraldry: Shadow of a war galley over a scroll against a blue sea and white sky. 
  Motto: Power of the Seas is ours. 
   
  refer the dusty library, shelves stretching far be
  Some wi
  w
  their back and the salt-spray in their faces. 
   
  Areas of Influence and Available Regions 
   are based in Gradsul, though members
  es
   
  Origins & History 
  The Sea Mages are a special organization operating the southern border of Keoland from Gradsul to Saltmarsh and 
  throughout the Azure Sea.  Some say they are the untrustworthy descendants of famed Oeridian Battlemages, while 
  others say they are a noble fraternity protecting the Kingdom from a darker force across the sea. The Mages care little 
  ossip, being an eclectic lot that includes even non-spellcasters amongst their lowest ranks. 
   to both the NAW and th
  As for belo
  e Sea Mages, it is theor
  o
  s, such dual membership would be awkwar
  stem from the fact that he does not like what he cannot control.  With Drawmij the Archmage as the head of the Sea 
  Mages, these three options are not easily carried through.  Still, unlike members of the Academy and Silent Ones, the Se
  official status as magic users under the 
  no 
  King
  nization of freemages that is entering into its 4th Deca
  P
  T
  phy and Credo 
  o be part of the Sea Mages is to be part of a fraternity rather than a guild.  This is due in no small part to the strife-ridden 
  life on the Azure Sea. The commitment they ask of their members is less formal than that required by the other Arcane 
  Organization, yet its essence may be stronger. 
   
  ves, and Day-to-Day Activities 
  onsibility is to protect the Keoish Sea lanes in the Azure Sea.  Act as a presence of Keoish influence a
  terests 
  prote
   
  Important Dates, Holidays, & Ceremonies 
  Every day at dock is a holiday. 
  ivals, and Enemies 
  ALLIES - The Sea Mages are strongly allied with the Keoish Navy.   
  RIVALS - While the NAW in general [and Lashton in particular] tend to be unfriendly towards Sea Mages, the Sea 
  selves tend to 
  
   
  Keoland Meta-Campaign Sourcebook pg.83  
  Date & Time last edited: 01/24/05  10:32 AM 
  PCs may advance through the Sea Mages as soon
  quisites and contact the POC. 
  ned to the Rh
  g 
   contacted.  
   as they meet all prere
   
  Influence & Favors 
  Sea Mage influence is considered Provincial [medium] level, and is politically alig
   
  ola. 
  Leaving the Meta-Or
  PCs may leave the Sea Mages at any time, as long as the POC is
   
  Sea Mages Organizational Levels 
  Naval Apprentice(s) are the initiates in the Sea Mages, they begin learning and practicing the Arcane arts under the 
  ages.  They are usually individuals that show sort of talent and picked amongst the crew. 
  nd level, Cast 1st level Arcane Spells, 1 rank in Swim, 5 ranks in ONE of the following skills: 
  Concentration, Knowledge (Arcana, Geography, History or Nature), Perform, Appropraite Profession or 
  he NAW 
  on checks in Rhola Lands, and on the Sheldomar Waterways (Azure Sea, 
     Ring of Waterwalking 
  guidance of the Sea M
  equirements: Must be 2
  R
  Appropriate Craft and must reside in Gradsul 
   
  100 gp per year and 4 Time Units per year 
  enalties: -1 Diplomacy and Gather Information checks with the Nehelie and t
  P
  Benefits: +1 Diplomacy and Gather Informati
  Sheldomar River and the Javan River) 
   
  Ship’s Mage(s) are those that show potential in the arcane arts.  They become indespensible part of the ships crew, in 
  aiding in combat, repairing the ship and protecting the cargo. 
  th
  nd
  Requirements: Must be 5  level, Cast 2  level Arcane Spells, Must Speak Aquan, 2 rank in Swim, 5 ranks in TWO of the 
   skills: Concentration, Knowledge (Arcana, Geography, History or Nature), Perform, Appropraite 
  200 gp per year and 6 Time Units per year 
  hecks with the Nehelie and the NAW 
  following
  Profession or Appropriate Craft; Must have either Skill Focus (Concentration) or Combat Casting and 
  must reside in Gradsul 
   
  Penalties: -2 Diplomacy and Gather Information c
  Benefits: +2 Diplomacy and Gather Information checks in Rhola Lands, and on the Sheldomar Waterways (Azure Sea, 
  Sheldomar River and the Javan River) 
     +2 Concentration checks while on or in the water 
     Free Sea Mage’s Tatoo (100 gp) 
     Folding Boat, Pearl of the Sirines and Ring of Waterwalking 
   
  Arcane Captain(s) are those that have mastered the Seas.  They are promoted to Captain and serve in the Duke’s Navy 
   
  Appropraite Profession or Appropriate Craft; Must have either Skill Focus (Concentration) or Combat 
  ust reside in Gradsul 
  Pena tie
  Benefit
  as such.  They are looked upon by their fellow Sea Mages as people to respect and help. 
  Requirements: Must be 8th level, Cast 4th level Arcane Spells, Must Speak Aquan, 2 rank in Swim, 10 ranks in ONE of
  the following skills: Concentration, Knowledge (Arcana, Geography, History or Nature), Perform, 
  Casting and m
   
  500 gp per year and 9 Time Units per year 
  l
  s: -3 Diplomacy and Gather Information checks with the Nehelie and the NAW 
  s: +3 Diplomacy and Gather Information checks in Rhola Lands, and on the Sheldomar Waterways (Azure Sea, 
  Sheldomar River and the Javan River) 
     +4 Concentration checks while on or in the water 
     Free Sea Mage’s Captain Tatoos (100 gp), but they must pay for the drinks 
     Folding Boat, Lyre of Building, Pearl of the Sirines, Ring of Waterwalking, Rod Fire Extinguishing and Trident of 
  Warning 
  
   
  Keoland Meta-Campaign Sourcebook pg.84  
  Date & Time last edited: 01/24/05  10:32 AM 
  Judy Rudolph 
  -group: 
   
  Silent Ones 
  eraldry: Purple triangle and circle superimposed on a while triangle and purple circle with a 
  m of white runes on purple rays 
  d 
  s. 
  ts of 
  will not be 
  Duties,
  The day
  seek out all powerful powerful magic and return it to The Forbidden 
  Tower. 
  e in magic beyond their capabilities, or of those who seek magic for 
  their ow
  of 
  the Wyrd. Cloist
  idered equal. (PCs cannot be Anchorites, but can be 
  anderers.) Trained from childhood, they are indoctrinated with the philosophy of the order. 
   
  Important Dates, Holidays, & Ceremonies 
  It is unknown to the general populace of the Sheldomar Valley if the Silent Ones observe any special holidays.  Likewise, 
  it is assumed that there is some kind of ceremony once the Aspirant has served their time and becomes a full-fledged 
  member of the Silent Ones (though none but the Silent Ones know for sure.) 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - The Silent Ones get along well with other Hunter Meta-Orgs. The Thieves’ Guild knows that gold coin is 
  much better than an uncontrollable magical item.  Other organizations work with the Silent Ones, so they do not 
  become victims of the Silent One’s Ire. 
  ◊ 
  RIVALS - The Silent Ones keep one eye on the Divinity Council at all times.  They know the history of Keoland 
  well, and do not wish a repeat of a time Keoland desperately tries to forget.   
  ◊ 
  ENEMIES - The Silent Ones and the National Academy of Wizardry simply do not get along, especially once 
  Lashton became Archmage of Keoland.  Lashton’s penchant for meddling with ‘unknownne magicks’ makes him 
  one of their most highly scrutinized persons in the Sheldomar.  The Scarlet Brotherhood is also an enemy of the 
  Silent Ones, as they have attempted to dwell on those things that they should not know. 
   
  Sponsors/Major NPCs 
  ◊ 
  The Wyrd [M, Human, level and age unknown]
  Silent Ones 
   
  POC:  
   
  E-mail: 
   
  dreadempress@yahoo.com 
  E
  Advancement: 
  Restricted; by permission only 
   
  H
  ri
  Motto: Never Again 
   
  Introduction  
  Arcane spellcasters who hail from the Sheldomar Valley in the Flanaess, the Silent Ones are an eldritch order dedicate
  to uncovering and safeguarding ancient secrets of magic and arcane history. 
   
  A
  nce and Available Regions 
  reas of Influe
  The Silent Ones are a Sheldomar Metaregional Meta-Org, but their influence spreads throughout the Flanaes
   
  Origins & History 
  Unlike nearly every other Meta-Org, the Keoish crown can exercise no actual authority upon these ostensible servan
  a secret cause, unless it is explicit in the Founding Charter of the Land. 
   
  Philosophy and Credo 
  M
  ds of the unprepared is dangerous in t
  agic in the han
  he extreme.  Magic should be possessed by those who 
  tempted to abuse it. 
   
   Objectives, and Day-to-Day Activities 
  -to-day activities of a Wanderer are simple; 
   They report the activities of those who dabbl
  n purposes.  Fully-fledged Silent Ones (i.e. all but the Aspirants) have no known hierarchy but for the leadership 
  ered Anchorites and roving Wanderers are all cons
  W
   - the Wyrd one IS the Silent Ones.  Very few ever meet The Wyrd; 
  if they do, it is a serious situation indeed. 
  ◊ 
  Wilmot -  
  ◊ 
  Celesta Shadeflower - a halfling female, the first non-Suel to be allowed to join the Silent Ones. 
   
  Advancement & Forms 
  
   
  Keoland Meta-Campaign Sourcebook pg.85  
  Date & Time last edited: 01/24/05  10:32 AM 
  Silent One PCs must fill out reporting forms to m
  Cs may not leave the Silent Ones without being
   PoC for details. 
  olitically aligned to the Peers of Keoland 
   and PCs who attempt to leave suffer penalties
  Silent Ones Organizational Levels 
  aintain their membership in the Meta-Org and not become Hunted [q.v.].  
   Hunted [q.v.]; contact the
  P
   
  Influence & Favors 
  Silent Ones influence is considered National [high] level, and is p
   
  Leaving the Meta-Org 
  he Silent Ones are a HUNTER metaorg [q.v.],
  T
   accordingly. 
   
   
  Aspirant(s) are the people who submit themselves this secretive order.  They learn the orders objectices, and go through 
  ast 1  level Arcane Spells without a spellbook or having Spell Mastery Feat, 5 Ranks in Knowledge (Arcana) and 
   be mentally fit (10 or higher Intelligence, Wisdom and Charisma) 
  rigorous training.  This takes a full year to accomplish, it is said that some Aspirants never leave the tower. 
  Requirements: Must be 2nd level, Must be Lawful-Nuetral, or True Nuetral, Must Speak Ancient Suel, Must be able to 
  st
  c
  Spellcraft, and must
   
  100 gp and 52 Time Units (PC is out of play during this time) 
  Penalties: -2 Diplomacy and Gather Information checks with NAW NPCs, Scarlet Brotherhood and Seekers 
   
  Wanderer(s) are those that are sent out of the tower in order to find and retrieve powerful, dangerous magical items, 
  artifacts and extra-planar items (Non-Prime Materials). 
  equirements: Must be 2nd level, Must be Lawful-Nuetral, or True Nuetral, Must Speak Ancient Suel, Cast 1st level 
   Knowledge (Arcana) and Spellcraft, and must be mentally fit (10 or higher Intelligence, Wisdom 
  10% tithe and 16 Time Units per year 
  hecks with NAW NPCs, Scarlet Brotherhood and Seekers 
  ses any illegal items 
  spells at LGCS cost. 
  em for every two levels, rounding up (can purchase anything in the DMG, 
  R
  Arcane Spells, 5 Ranks in
  ma) 
  and Charis
   
  Penalties: -4 Diplomacy and Gather Information c
  Benefits: +4 Diplomacy, and Gather Information checks with Darkwatch and Dreadwalkers 
     Free Luxury Lifestyle in Keoland 
     May legally pos
     NPC will cast divine 
     May only posses any one magical it
  excluding Armor, Weapons and Forbidden Items) 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.86  
  Date & Time last edited: 01/24/05  10:32 AM 
  OC:  
   
  Tony Antioch 
  drexel12002@yahoo.com 
  dvancement: 
  POC Notification
   
  Heraldry: by Locale 
  Motto: by Locale 
   
  Areas of Influence And Available Regions 
  There are six Thieves’ Guilds in Keoland; one in each of Keoland’s four cities [Cryllor, Flen, Gradsul, Niole Dra], the Road 
  Bandits [who accost travelers on the main thorofares], and the Shadowdark guild, which has its origins in Linth. 
   
  Origins & History 
  Thieves’ Guilds spring up anywhere there is an opportunity that arises or a situation to take advantage.  Because of 
  Keoland’s vast size and diversity, however, the Guilds have become specialized.  The Cryllorian guild deals with the river 
  trade, padding the accounting books, and black-marketing gems and fine metals.  The guild in Flen deals with weapons 
  and arms trading, including poison.  Gradsul’s thieves’ guild owns the docks and the lucrative trading industry, while Niole 
  Dra’s guild specializes in information, bribery, and blackmail. 
   
  Philosophy And Credo 
  by Locale 
   
  Duties, Objectives, and Day-to-Day Activities 
  Each organization has representatives of all three specialties.  Hounds are the street thugs, the brute enforcers.  Foxes 
  use cunning and stealth, and tend to be the cat-burgler types.  Wolfs are the disguise and diplomacy experts trained in 
  espionage and disguise. 
   
  Important Dates, Holidays, & Ceremonies 
  Every celebration is an opportunity.  Staying alive another day is a celebration. 
   
  Allies, Rivals, and Enemies 
  ◊ 
  ALLIES - While the Shadowdark has ties in Linth, the Thieves’ Guilds generally have no allies.  Any current ally is 
  a potential rival or enemy.  The guilds are only loosely tied with each other. 
  ◊ 
  RIVALS - The noble guilds are generally their biggest rivals. 
  ◊ 
  ENEMIES - The Royal Standards, City Guards, and other law enforcement officials. 
   
   
  Sponsors/Major NPCs 
  ◊ 
  The Guildfather - The identity of the Guildfather is known only to a select few; the Guildmasters themselves are 
  very cautious when it comes to obeying his/her orders, never knowing if it is a simple request or a test of their 
  usefulness and/or dedication 
  ◊ 
  Lady Maressa of House Linth [Human, Female, Suel] - Duke Luschan’s bride-to-be once had her fingers in every 
  transaction in Linth; now, she turns to Gradsul to save her house.  The sudden presence of a second Guildmaster 
  in Gradsul has the Gradsul Thieves’ Guild quickly mobilizing 
  ◊ 
  Don Blanko [Human, Oeridian, Male] - the de-facto head of the Thieves’ Guild in Gradsul, the Don’s profits on 
  secondary port “taxes” makes him wealthy enough to wrest control of part of the city from its rightful ruler, Duke 
  Luschan VIII of House Rhola. 
  ◊ 
  Vynni the Suit - This mage is Don Blanko’s right-hand man 
  ◊ 
  The Iron Fist - the Guildmaster in Flen has his/her fingers in every blacksmith’s shop and weapon transaction 
  throughout the city. 
   
  Advancement & Forms 
  PCs may not advance to the Deacon tier of the Thieves’ Guilds without approval of the POC.  Note that the Thieves’ Guild 
  is a HUNTER metaorg, and Reporting Forms [q.v.] are required for advancement to this restricted level. 
  Thieves Guild 
   
  P
  E-mail: 
   
  E-group: 
   
  keo-meta- 
  A
   
  
   
  Keoland Meta-Campaign Sourcebook pg.87  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  fluence & Favors 
  hieves’ Guild influence is considered Provincial [Medium] and is politically aligned to the Guilds of Keoland. 
  es’ Guilds is a H
  g [q.v.], 
  tempt to
  ngly. 
   
  es’ G
  nizationa  Levels 
   
  In
  T
   
   
  eaving the Meta-Org 
  L
  The Thiev
  UNTER metaor
  and PCs who at
   leave suffer penalties accordi
  Thiev
  uild Orga
  l
  
   
  Keoland Meta-Campaign Sourcebook pg.88  
  Date & Time last edited: 01/24/05  10:32 AM 
  IN TROUBLE IN KEOLAND
   
   
   
  SERIOUSNESS 
  POLITICAL 
   
  META-ORG 
   
  REPERCUSSIONS 
   
  Level 1 
  Jailed & Bailed 
  Reconditioned 
   
  Level 2 
  Arrested 
  Recognized 
   
  Level 3 
  Outlaw/Banished 
  Wanted 
   
  UNPLAYABLE 
  Traitor 
  Hunted 
   
   
  
   
  Keoland Meta-Campaign Sourcebook pg.89  
  Date & Time last edited: 01/24/05  10:32 AM 
  Illeg
  idden in Keoland
  al and Forb
   
  ndards of contrab
  d “Forbidden”. 
  ms 
   limited to this list
  ort another play
  ion of 
  act the Triad for d
   NPC will be reporting 
  for 
  s.  The Wanted a
  more details as to h
  n 
  es may play in Keolan
  resen
   incur Impr
  nalty), Fine (Gold Pi
  on of 
  s, if you are caught in poss
  . NPCs will react unfr
  cter, if they 
  spells. At the first available mom
   the NPC will contac
  ending to 
  dual will incur a 1 Ti
  ourt cost, and the i
  for wasting 
  items/knowledge will in
  re caught with any
  /knowledge in 
  ntact the authorities, 
  of “Forbidden” items
  luff check can 
  l, they realize that no
  es will get them killed
  racter has 
  MEDIATELY, the Ch
   be un
  egional 
  ontact the Triad. 
  en Spells
   
  There are two sta
  t is not
  ands in Keoland, “Illegal” an
  ay rep
   Contrabands can be spells, ite
  and knowledge, bu
  contrabands, please
  .  A PC’s character m
  etails.  Most likely an
  er of being in possess
  the player to the auth
   cont
  band
  orities 
  that has bee
  possession of contra
  noted by the authoriti
  nd Hunted List wil
  d modules, but the
  l have 
  ow a character 
  t chance of the p
  re will be the ever-p
  layer getting 
  caught. 
  “Illegal” items/spells can
  isonment (Time Unit pe
  ece penalty) and confiscati
  ALL “Illegal”
  witness the u
   item
  ession of these items
  iendly towards the chara
  t the authorities.  Pret
  se of Illegal items/
  ndivi
  ent
  cast a spell on an i
  their time. 
  me Unit penalty, 50 gp c
  re of the local authority 
  “For
  Keoland. NP
  bidden” 
  cur instant death, if
  if they witness the u
   you a
   “Forbidden” it
  . No Diplomacy
  ems
  Cs will co
  se 
  tiviti
   or B
  dissuade the individua
  is to leave Keoland IM
  t reporting such ac
  aracter may finish the module, but will
  . The only chance a cha
  able to play any other r
  scenarios until they c
   
  Illegal & Forbidd
   
  of spells may affect the Cha
  ast in Keoland on
  ep in mind 
  ells cast within cities is ill
  tc.).  I
  aracter for 
  ntact the Triad with the details (i.e. judges name, player name, c
  A #, the 
  , the spell cast and a
  ossible.)   
  ster is caught castin
  ) Is the spell on the list? (If Yes Continue) 
  spell) to report this (NPC)? (If Yes Continue) 
   will rep
  e NPC will not report it unless people 
  msical Spellcasting: 
  emoved from their Spellbook
  ces per page removed. 
  one to buildings, includ
  djacent buildings catching on 
  ry 5 ft of building damage) 
  cement of any damaged ite
  tal). 
  ay 50 gp per spell level to people assaulted
  t (this includes Court Fees) and 1 
   with the courts. 
  Spellcasters will pay for all raise deads for all people killed (Include the assault charges on top of this) and 2 Time 
  lf of all gold received in a Keoland adventure until the full amount is 
   that changes a per
   harms a person (physically o
  ns’ 
  elves or causes prop
   that a person (
  al 
  d from continuing suc
  l persuasions (th
  u may 
  oerce a confess
   module can still 
  pells. 
   Forbidden Spells Cas
  d from spe
  st pay 50 gp per s
  D 
  s. 
  Time Units and 
  den Items. 
  xperience and gold
  haracter’s memory is 
   Spell List 
  ) 
   (PHB) 
   
  The list 
  racter if these spells are c
  ll, Earthquake, Web, e
   unwilling NPCs.  Ke
  that area affect sp
  egal (i.e. Fireba
  f you wish to report a ch
  casting Illegal spells co
  haracter name, RPG
  Keoland Module name
  s much detail regarding this as p
   
  Determining if a Spellca
  g an Illegal Spell: 
  1
  2) Is somebody there (who recognizes the 
  3) Did the Caster prevent a Crime? (If No, then the NPC
  ort; If Yes, then th
  were harmed or Property was damaged). 
   
  d For Whi
  Penalties Incurre
  • 
  Wizards will have Illegal Spells r
   will pay for all damage d
   and pay 5gold pie
  • 
  Spellcasters
  ing collateral damages, a
  fire, etc. (25 gp per eve
  asters will pay for the repla
  • 
  Spellc
  ms (up to 100gp To
  • 
  Spellcasters will p
  eal
   by magic they cas
  Time Unit to d
  • 
  Units per individual killed – the courts will take ha
  paid. 
   
  Illegal Spells are spells
  ems
  sons’ attitude,
  r mentally), hinders the perso
  mmitting crimin
  ability to defend th
  erty damage.  Keep in mind
  ca
  NPC bad guy) co
  acts, may be prevente
  h activities through magi
  is does not mean that yo
  use a Dominate Person to c
  ion).  The bad guys in the
  be smacked down with s
   
  Penalties Incurred for
  t or Known: 
  • 
  Forbidden spells are remove
  esse
  ll book, and the caster mu
  pell level for each Forbidden AN
  Illegal spell he/she poss
   for 4 
  • 
  Character is held
  forfeit all illegal and Forbid
  • 
  Character loses all e
   from the module.  (C
  removed, ergo no XP) 
   
  Forbidden
  Animate Dead (PHB) 
  Awaken (PHB) 
  Bestow Curse (PHB) 
  Binding (PHB) 
  Chill Touch (PHB) 
  Circle of Death (PHB) 
  Clone (PHB) 
  Command Undead (PHB
  Contact Other Plane (PHB) 
  Control Undead (PHB) 
  Create Greater Undead
  Create Undead (PHB) 
  
   
  Keoland Meta-Campaign Sourcebook pg.90  
  Date & Time last edited: 01/24/05  10:32 AM 
  etect Thoughts (PHB) 
  ) 
  ) 
  ) 
  B) 
  ) 
  B) 
  B) 
  ) 
  Scare (PHB) 
  Shadow Spells (All, PHB) 
  ) 
   
  ) 
   
   
  ) 
  HB) 
  A) 
   
  ) 
  Blackfire (CA) 
  Heart of Stone (CA) 
  Awaken, Mass (CD) 
  Bestow Curse, Greater (CD) 
  Brian Spider (CD) 
  s (CD) 
  D) 
  ) 
   
   (CV) 
  Spectral Weapon (CV)  
  Wail of Doom (CV) 
  Wracking Touch (CV) 
  Cursed Blade (CW) 
  W) 
  eapons
  Desecrate (PHB) 
  D
  Dominate Person (PHB
  Earthquake (PHB) 
  Elemental Swarm (PHB) 
  Energy Drain (PHB
  B) 
  Enervation (PH
  Evard’s Black Tentacles (PHB
  Eyebite (PHB) 
  Fear (PHB) 
  Finger of Death (PHB) 
  Fire Seeds (PHB) 
  Forbiddance (PHB) 
  Gate (PHB) 
  Geas/Quest (PHB) 
  Geas, Lesser (PHB) 
  Ghoul Touch (PHB) 
  Harm (PHB) 
  HB) 
  Helping Hand (P
   (PH
  Horrid Wilting
  sanity (PHB
  In
  Magic Jar (PHB) 
  Mark of Justice (PHB) 
  Meteor Swarm (PH
  Modify Memory (PH
  Phantom Steed (PHB
   
  Poison (PHB) 
  Simulacrum (PHB
  Slay Living (PHB) 
  Soul Bind (PHB) 
  (PHB)
  Speak with Dead 
  Spectral Hand (PHB
  HB)
  Trap the Soul (P
  B)
  Unhallow (PH
  Unholy Blight (PHB) 
  HB
  Vampiric Touch (P
  e (P
  Wail of Banshe
  Living Death (MH) 
  ) 
  Withering Palm (MH
  Nightmare (PHB) 
  C
  Corpse Candle (
  Spiritwall (CA) 
  Arrow of Bone (CA)
  Fiendform (CA) 
  Sword of Darkness (CA
  Sphere of Ultimate Destruction 
  (CA) 
  Programmed Amnesia (CA) 
  Chain of Eye
  Curse of Lycanthropy (C
  Doomtide (CD) 
  Infestation of Maggots (CD) 
  eam (CD) 
  Maddening Scr
  Murdering Mist (CD
  Otyugh Swarm (CD)
  Plague of Rats (CD) 
  Probe Thoughts (CD) 
  Revenance (CD) 
  Scourge (CD) 
  Slime Wave (CD) 
  True Domination (CD) 
  Unbinding (CD) 
  Wrack (CD) 
  Shadowform
  Hound of Doom (C
   
  Illegal Armor and W
   
  warf, Elf, Gnome, Halfl
   (Dwarf, Elf, Gnome, Halflin
  pons 
  Energy Weapons (All and Bursting) 
  Flame Tongue 
  Mighty Cleaving Weapons 
  Oathbow 
  Rapier of Puncturing 
  Reflecting Shield 
  Screaming Bolts 
  Shadow Armor (Inclu
   
  Silent Moves Armor (
  ater) 
  Sleep Arrows 
  Speed Weapons 
  Spell Storing Weapons 
  Sword fo Subtlety 
  Unholy Weapons 
  Vicious Weapons 
  Wounding Weapons 
   
  Illegal Potions, Rods, Staffs and Wands
  Arrows of Slaying (D
  ing, Human) 
  Bane Weapons
  g, Human) 
  Brilliant Energy Wea
  Blinding Shield  
  ding Improved and Greater)
  d and Gre
  Including Improve
   
  Darkness Oil 
  Darkvision Potion 
  Gaseous Form Potion 
  Invisibility Potion 
  Nondetection Potion 
  Pass Without Trace Potion 
  Rage Potion 
  Spider Climb Potion 
  Undetectable Alignment Potion 
  Ring of Chameleon Power 
  Rod of Lordly Might 
  Ring of Mind Shielding 
  Ring of the Ram 
  Rod of the Viper 
  Rod of Thunder and Lighting 
  Rod of Wonder 
  Staff of Charming 
  Staff of Enchantment 
  Staff of Evocation 
  Staff of Fire 
  Staff of Frost 
  Staff of Swarming Insects 
  Staff of Transmutations 
  Wand of Burning Hands 
  Wand of Call Lightning 
  Wand of Chaos Hammer 
  Wand of Charm Person 
  Wand of Charm Monster 
  Wand of Color Spray 
  Wand of Contagion 
  Wand of Fear 
  Wand of Fireball 
  Wand of Ghoul Touch 
  Wand of Hold Person 
  Wand of Holy Smite 
  Wand of Ice Storm 
  Wand of Inflict Wounds 
  Wand of Invisibility 
  Wand of Invisibility, Greater 
  Wand of Knock 
  Wand of Lightning Bolt 
  Wand of Magic Missile 
  Wand of Melf’s Acid Arrow  
  Wand of Poison 
  Wand of Ray of Enfeeblement  
  Wand of Shatter 
  Wand of Shocking Grasp 
  Wand of Searing Light 
  Wand of Silence 
  Wand of Suggestion 
  Wand of Summon Monster 
  Wand of Order’s Wrath 
  Wand of Unholy Blight 
  Wand of Wall of Fire 
  
   
  Keoland Meta-Campaign Sourcebook pg.91  
  Date & Time last edited: 01/24/05  10:32 AM 
  Wand of Wall of Ice 
   
  Wand of Web 
  Illegal Wondrous 
  Amulet of Proof Against Detection 
  and Location 
  Bag of Tricks (All) 
  Bead of Force 
  nding Water 
  Drums of Panic 
  Dust of Disappearance 
  Dust of Tracelessness 
  Elemental Gems 
  e Breath 
  Horn of Fog 
  Medallion of Thoughts 
  Necklace of Fireballs 
  Bowl of Comma
  Elementals 
  Brazier of Commanding Fire 
  Elementals 
   
  nd 
   
  on 
  s 
   
   
  g 
  hy 
  g 
  Nolzur’s Marvelous Pigments 
  of 
  s o
  pes o
  aal’s
  Robe of Scintillating Colors 
  Robe o
  Rope o
  Rope o
  Slipper
  ing 
  Stone o
  arth 
  Elemen
  Cape of the Montebank 
  Censer of Commanding Air
  Elementals 
  Chime of Opening 
  Circlet of Blasting (Minor a
  Major) 
  Cloak of Etherealness 
  Cloak of the Bat 
  Crystal Balls 
   
  Elixir of Fir
  Elixer of Hiding 
  Elixir of Love 
  Eversmoking Bottle 
  Eyes of Charming
  Eyes of Doom 
  cati
  Eyes of Petrifa
  Gem of Brightnes
  Goggles of Night
  Hat of Disguise
  Harp of Charmin
  t
  Helm of Telepa
  in
  Horn of Blast
  Orb 
  ipe
  Storms 
  P
  Pi
  Qu
  f Haunting 
  f the Sewer 
   Tree Token 
  f Blending 
  f Climbing 
  f Entanglement 
  s of Spider Climb
  f Commanding E
  tals 
  Forbidden Items 
  Absorbing Shield 
  Animated Shields 
  Assassin’s Dagger 
  on 
   
  s P
   Prayer
   
  n 
  ine Li
  Pipes o
  e o
  od of 
  ff of
  rd 
  Talisma
  Undead
  or 
  Vorpal 
  ell of
  Candle of Invocati
  Cloak of the Arachnida
  Dancing Weapons 
  Darkskull 
  Demon Armor 
  or 
  Ethrealness Arm
  Figurine of Wonderou
  ower – 
  N
  Ivory Goats 
  Golem Manuals 
  Greater Strand of
  Hand of Glory 
   Beads 
  Hand of the Mage
  Life Drinker 
  Mace of Terror 
  Mask of the Skull 
  Mirror of Oppositio
  fes Stealer 
  f Pain 
  Rob
  R
  f Bones 
  Rulership 
   Necromancy 
  Sta
  Swo
  of Life Stealing 
  n of the Sphere 
   Controlling Arm
  Weapons 
  W
   Many Worlds 
  
   
  Keoland Meta-Campaign Sourcebook pg.92  
  Date & Time last edited: 01/24/05  10:32 AM 
  Healing and Spell Prices in Keoland 
  When traveling in or through Keoland, the following spells are available at the prices listed 
  below (in lieu of those listed in on page 32 of the LGCS).  Only PCs who belong to a Meta-Org wh
  specifically states “Divine spells at Standard PHB Cost” may use the lower-priced divine table; all 
  others must pay the ‘double-divine’ cost in the last column.  NPC spellcasting may be reduced by use 
  of influence; see the Influence Usage document for details. 
  Spell Name 
  Arcane  
  (lowest caster 
  Divine Members 
  (lowest caster 
  Divine (x2) 
  (lowest caster 
  ich 
  level available) 
  level available) 
  level available) 
  Break Enchantment 
  400 gp (lvl 10) 
  450 gp (lvl 9) 
  900 gp (lvl 9) 
  Cure Critical Wounds 
  400 gp (lvl 10) 
  450 gp (lvl 9) 
  900 gp (lvl 9) 
  Cure Light Wounds 
  20 gp (lvl 2) 
  10 gp (lvl 1) 
  20 gp (lvl 1) 
  Cure Minor Wounds 
  Not Available 
  5 gp (lvl 0) 
  10 gp (lvl 0) 
  Cure Moderate Wounds 
  80 gp (lvl 4) 
  60 gp (lvl 3) 
  120 gp (lvl 3) 
  Cure Serious Wounds 
  210 gp (lvl 7) 
  150 gp (lvl 5) 
  300 gp (lvl 5) 
  Delay Poison 
  80 gp (lvl 4) 
  60 gp (lvl 3) 
  120 gp (lvl 3) 
  Detect Magic 
  5 gp (lvl 0) 
  5 gp (lvl 0) 
  10 gp (lvl 0) 
  Dispel Magic 
  210 gp (lvl 7)  [B] 
  150 gp (lvl 5) 
  300 gp (lvl 5) 
  Dispel Magic, Greater 
  650 (lvl 13)  [B] 
  660 gp (lvl 11) 
  1320 gp (lvl 11) 
  Gentle Repose  (Caster 5) 
  150 gp (lvl 5) [W] 
  100 gp (lvl 5) 
  200 gp (lvl 5) 
  Heal 
  Not Available 
  660 gp (lvl 11) 
  1320 gp (lvl 11) 
  Limited Wish 
  SEE BELOW 
  Not Available 
  Not Available 
  Neutralize Poison 
  400 gp (lvl 10) 
  150 gp (lvl 5)  [D] 
  300 gp (lvl 5)  [D] 
  Planar Ally
  Not Available 
  , Lesser 
  SEE BELOW 
  SEE BELOW 
  Purify Food and Drink 
  Not Available 
  5 gp (lvl 0) 
  10 gp (lvl 0) 
  Raise Dead 
  Not Available 
  SEE BELOW 
  SEE BELOW 
  Regenerate 
  Not Available 
  910 gp (lvl 13) 
  1820 gp (lvl 13) 
  REINCARNATE 
  Not Available 
  SEE BELOW 
  SEE BELOW 
  Remove Blindness/Deafness 
  Not Available 
  150 gp (lvl 5) 
  300 gp (lvl 5) 
  Remove Curse  (Caster 5) 
  210 gp (lvl 7)  [B] 
  150 gp (lvl 5) 
  300 gp (lvl 5) 
  Restoration 
  Not Available 
  380 gp (lvl 7) 
  760 gp (lvl 7) 
  Restoration, Greater 
  Not Available 
  3,500 gp (lvl 13) 
  7,000 gp (lvl 13) 
  Restoration, Lesser 
  Not Available 
  60 gp (lvl 3) 
  120 gp (lvl 3) 
  Resurrection 
  Not Available 
  SEE BELOW 
  SEE BELOW 
  Speak With Dead
  Not Available 
  SEE BELOW 
  SEE BELOW 
   
  Stone to Flesh 
  660 gp (lvl 11) [W] 
  Not Available 
  Not Available 
  TRUE REINCARNATE 
  Not Available 
  SEE BELOW 
  SEE BELOW 
  TRUE RESURRECTION 
  Not Available 
  SEE BELOW 
  SEE BELOW 
   
  The following spells are unavailable for NPC spellcasting in Keoland:  Awaken; Awaken, Mass; 
  Beget Bogun; Clone; Drawmij’s Instant Summons; Fabricate; Gate; Genesis; Leomund’s Secret 
  Chest; Miracle; Planar Ally; Planar Ally, Greater; Wish 
  
   
  Keoland Meta-Campaign Sourcebook pg.93  
  Date & Time last edited: 01/24/05  10:32 AM 
  Specific Spells - Costs and Requirements 
  Limited Wish (13th L Sor/Wiz, 2 TUs and 2,500 gp) - This spell can only be cast by NPC members 
  of the NAW [Niole Dra] and Sea Mages [Gradsul].  This spell requires the use of either one Guild 
  [NAW] or Rhola [Sea Mage] type of influence [as appropriate] with either a Meta-Org or Noble power-
  rating.  [Anyone at the table may expend influence for the casting of the spell.]  If the spell is used for 
  another legal spell outlined in this document [ie Raise Dead], the TU costs given in that spell 
  description is used; otherwise, the PC requesting this spell must spend 2 TUs to convince the NPC 
  spellcaster of the ‘necessity’ of casting this spell.  This spell otherwise follows the guidelines as given 
  in the PHB. 
   
  Planar Ally, Lesser (7th L Cleric, 1 TU and 1,400 or 2,800 gp) - This spell is available for casting in 
  Gradsul by NPC members of the Churches of Osprem and Fahrlanghn.  This spell does not require 
  influence to be used in exchange for casting.  A large air or water elemental [PC’s choice] may be 
  summoned as a bodyguard should the PCs travel on Sheldomar waterways [the Azure Sea, Javan 
  and Sheldomar rivers].  The PC requesting the spell must spend 1 TU after the adventure to help out 
  around the church.  This spell otherwise follows the guidelines as given in the LGCS pp 36-37. 
   
  Raise Dead (9th L Cleric, 4 TU and 1,000 or 2,000 gp) - This spell can only be cast by NPC 
  members of the Churches of the Divinity Council in one of Keoland’s four cities [Cryllor, Gradsul, 
  Flen, and Niole Dra].  This spell requires the use of one Guild type of influence [as appropriate] with 
  either a Meta-Org or Noble power-rating.  [Anyone at the table may expend influence for the casting 
  of the spell.].  The PC recipient of the spell must spend 4 TUs in travel, recovery, and in aiding the 
  church in placating the local nobles at the casting of such a spell.  This spell otherwise follows the 
  guidelines as given in the PHB.  Both the DM and player should contact the Keoland triad regarding 
  this issue. 
   
  Reincarnate (7th L Druid, 1 TU and 300 or 600 gp) - This spell can be cast by NPC members of the 
  Dreadwalkers or Nature’s Sentinels.  The NPC must appear in the module for this to occur.  This 
  spell requires the use of either one Dreadverge or Guild type of influence [as appropriate] with either 
  a Meta-Org or Noble power-rating.  [Anyone at the table may expend influence for the casting of the 
  spell.].  The result rolled on the percentile dice is final, and can not be altered by use of any 
  influence, luck domain rerolls, campaign cards and buttons, etc.  If the PC recipient of the spell 
  returns as a playable race, that PC must spend  1 TU to adjust to the new body.  Both the DM and 
  player should contact the Keoland triad regarding this issue, regardless of whether or not the PC is 
  removed from play. 
   
  Resurrection (13th L Cleric, 4 TU and 1,500 or 3,000 gp) - This spell can only be cast by NPC 
  members of the Churches of the Divinity Council in one of Keoland’s two metropolis cities [Gradsul 
  and Niole Dra].  This spell requires the use of one Guild type of influence [as appropriate] with either 
  a Meta-Org or Noble power-rating.  [Anyone at the table may expend influence for the casting of the 
  spell.].  The PC recipient of the spell must spend 4 TUs in travel, recovery, and in aiding the church in 
  placating the local nobles at the casting of such a spell.  This spell otherwise follows the guidelines as 
  given in the PHB.  Both the DM and player should contact the Keoland triad regarding this issue. 
   
  Speak With Dead (5th L Cleric, 1 TU and 150 or 300 gp) - Because of the ever-present and ever-
  watchful eyes of the Knights of the Malgari [also known as the Darkwatch], no cleric in Keoland will 
  cast this spell.  If a PC truly wishes it to be cast, however, they may do so by going directly to the 
  Darkwatch.  This will require the use of a Neheli-type influence. [Anyone at the table may expend 
  influence for the casting of the spell.]; however, the PC who actually requests the spell will receive a 
  
   
  Keoland Meta-Campaign Sourcebook pg.94  
  Date & Time last edited: 01/24/05  10:32 AM 
  special cert, Favor Owed to Holphin Neheli.  This can NOT be negated by any Keoland influence.  
  Both the DM and player should contact the Keoland triad regarding this issue. 
  
   
  Keoland Meta-Campaign Sourcebook pg.95  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  rand Druidess Reynard Yargrove, an 18  level NPC True Neutral unaligned druidess who makes 
  spell 
  e Dreadverge or Royal 
  wer-rating.  [Anyone at 
  d influence for the casting
  se o
  ain rerolls, campaign cards 
   Druids, and Clerics of Elven deities [including 
  the ‘discounted
  le may contribute 
   <half cost> v
  ost must be paid in full 
  educ
   the ‘Charity of Friends’ clause [LGCS, p. 31].  
  e table must spend 2
  Reynard and convince her of the 
  in
  recovery and defense of the 
  the DM and player should 
   regarding this issue. 
   this to occur.  This spell requires the use of either one [Rhola] or two [non-Rhola] 
  eer types of influence with a Noble power-rating.  [Anyone at the table may expend influence for the 
    Only members of Rhola-based Meta-Org PCs and members of the Churches of 
  Fahrla
   the spell is cast, and can not be deducted from the ‘Charity 
  use [LGCS, p. 31].  In addition, one PC at the table must spend 2 TUs to present the 
  case b
  d 
  .  Both the DM and player should contact the Keoland triad regarding 
  True Reincarnate (17th L Druid, 5 TUs and 6,600 or 13,200 gp) - This spell can only be cast by the
  th
  G
  her home in the Dreadwood.  The NPC must appear in the module for this to occur.  This 
  requires the use of on
  type of influence with a Noble po
  the table may expen
   of the spell.]  The results rolled on the two percentile 
  dice are final, and can not be altered by u
  f any influence, luck dom
  and buttons, etc.  Only Dreadwalkers,
  Ehlenestra/Ehlonna] may use 
  ’ cost of 6,600 gp.  Anyone at the tab
  money or magic items [at resale
  alue] towards the cost.  The c
  before the spell is cast, and can not be d
  ted from
  In addition, one PC at th
   TUs to speak to 
  ‘necessity’ of casting the spell.  The True Re
  Dreadwood.  Both 
  ’d PC must spent 5 TUs in 
  contact the Keoland triad
   
  True Resurrection (17th L Cleric, 4 TUs and 7,000 or 14,000 gp) - This spell can only be cast by 
  High Priest Avarus Nothus, a 17th level NPC Cleric of Zilchus in Gradsul.  The NPC must appear in 
  the module for
  P
  casting of the spell.]
  nghn, Norebo, Olidammara, Osprem, and Zilchus may use the ‘discounted’ cost of 7,000 gp.  
  Anyone at the table may contribute money or magic items [at resale <half cost> value] towards the 
  cost.  The cost must be paid in full before
  of Friends’ cla
  efore Avarus and haggle over the price.  The True Res’d PC must spent 4 TUs in recovery an
  general sucking-up to Avarus
  this issue. 
  Low-Level Spells at Higher Caster Levels 
  If PCs require lower level spells [ie Remove Curse] to be cast at higher than minimum levels, use the 
  rd
  r 
  chart below to determine travel time.  Cost is PHB standard [except special spells listed above].  
  “Double-Divine” cost structure [q.v.] is still in effect. 
   
  ♦ 
  th
  1 TU - 5  level (Arcane) and 3  level (Divine) spellcasters - Any named, mapped small town o
  village in Keoland. 
  th level spellcasters - Any Provincial capital (except for Dilwych and the Hool). 
  ♦ 2 TU - 9  
  ♦ 
  th
  4 TU - 15  level spellcasters - Niole Dra and Gradsul only. 
  
   
  Keoland Meta-Campaign Sourcebook pg.96  
  Date & Time last edited: 01/24/05  10:32 AM 
   
  ) 
   
   
  cent, 
   
   
   Plains 
  ization: Domesticated 
  tral 
  Price: 400 gold pieces 
   
  nds. 
  Name of Keobred Heavy Calvary Horse:_____________________________________________
   
  Keobred Heavy Calvary Horse  (Heavy Horse with Warbeast Template at Full Hit Points
  HD:  4d8+16 (48 hp) 
  Initiative:  +1 (Dex) 
  Speed:  60 ft.  (40 ft. when Encumbered)
  AC:  13 (-1 size, +1 Dex, +3 Natural) 
  Base Attack/Grapple: +3/+11 
  Attack:  Hoof +8 melee 1d6 +5
  Full Attack: 2 Hooves +8 melee 1d6 +5 
  Face/Reach: 10 ft./5 ft. 
  Special Qualities: Low Light Vision, S
  Combative Mount 
  Saves: Fort +8, Ref +5, Will +3 
  Abilities: Str 20, Dex 13, Con 18, Int 2, Wis 14, Cha 6
  Feats: Endurance, Run 
  Skills: Listen +7, Spot +6
  Climate/Terrain: Temperate
  Organ
  CR: 2 
  Treasure: None 
  Alignment: Always neu
   
  Carrying Capacity: A light load for a Keobred Heavy Calvary Horse is up to 350 pounds; a medium
  load, 351-700 pounds; a heavy load, 701-1,050 pounds.  A Keobred Heavy Calvary Horse can drag 
  5,250 pou
   
  Low-Light Vision: 
  Horses with low-light vision have eyes that are so sensitive to light that they can see twice as 
  far as normal in dim light.  Low-light vision is color vision.  Horses can see outdoors on a moonlight 
  night as well as they can during the day. 
  Scent (Ex):  
  This extra-ordinary ability lets a creature detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
   
  A creature can detect opponents by sense of smell, generally within 30 feet.  If the opponent is 
  upwind, the range is 60 feet.  If it is downwind, the range is 15 feet.  Strong scents, such as smoke or 
  rotting garbage, can be detected at twice the ranges noted above.  Overpowering scents, such as 
  skunk musk or troglodyte stench, can be detected at three times these range. 
   
  When a creature detects a scent, but not its specific location.  Noting the direction of the scent 
  is a move action.  If it moves within 5 feet of the scent’s source, the creature can pinpoint the source. 
  Combative Mount (Ex): 
  A rider on a trained Keobred Heavy Calvary Horse gets a +2 circumstance bonus on all Ride
  checks.  A trained Keobred Heavy Calvary Horse is proficient with light, medium and heavy armor.
   
   
  Animal Tricks:  
  The Keobred Heavy Calvary Horse has the “Attack” trick (which means the animal will attack
  humanoids, monstrous humanoids, giants and other animals).  You get to choose another Trick for 
  the animal (Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, and Work.  
  Another “Attack” trick will expand the animal’s combat abilities, which means the animal will attack all 
  creatures, including unnatural creatures. 
   
  Tricks: 
  Attack,__________________________________________________________________________ 
  
   
  Keoland Meta-Campaign Sourcebook pg.97  
  Date & Time last edited: 01/24/05  10:32 AM 
  ll Hit Points) 
  tural) 
   
   
  ount 
  S
  A
  F
  S
  C
  C
  T
  A
   neutral 
  P
  0 
  ounds. 
  Low-L
  Name of Keobred Light Calvary Horse:_____________________________________________ 
   
   Keobred Light Calvary Horse  (Light Horse with Warbeast Template at Fu
  HD: 4d8+16 (48 hp) 
  Initiative: +1 (Dex) 
  Speed: 70 ft. (45 ft. when Encumbered) 
  AC: 13 (-1 size, +1 Dex, +3 Na
  Base Attack/Grapple: +3/+10
  Attack: Hoof +7 melee 1d4+4 
  Full Attack: 2 Hooves +7 melee 1d4+4 
  Face/Reach: 10 ft./5 ft.
  Special Qualities: Low-Light Vision, 
  Scent, Combative M
  aves: Fort +8, Ref +5, Will +3 
  bilities: Str 18, Dex 13, Con 18, Int 2, Wis 14, Cha 6 
  eats: Endurance, Run 
  kills: Listen +7, Spot +6 
  limate/Terrain: Any Land 
  R: 2 
  reasure: None 
  lignment: Always
  rice: 400 gold pieces
   
  Carrying Capacity: A light load for a Keobred Light Calvary Horse is up to 260 pounds; a medium 
  load, 261-520 pounds; a heavy load, 521-780pounds.  A Keobred Light Calvary Horse can drag 3,90
  p
   
  ight Vision: 
  Horses with low-light vision have eyes that are so sensitive to light that they can see twice as
  far as normal in dim light.  Low-light vision
   
   is color vision.  Horses can see outdoors on a moonlight 
  s they can during the day. 
  Scent
  night as well a
   (Ex):  
  This extra-ordinary ability lets a creature detect approaching enemies, sniff out hidden foes, 
  or 
  ing scents, such as 
  es within 5 feet of the scent’s source, the creature can pinpoint the source. 
  Comb
  and track by sense of smell. 
   
  A creature can detect opponents by sense of smell, generally within 30 feet.  If the opponent is 
  upwind, the range is 60 feet.  If it is downwind, the range is 15 feet.  Strong scents, such as smoke 
  rotting garbage, can be detected at twice the ranges noted above.  Overpower
  skunk musk or troglodyte stench, can be detected at three times these range. 
   
  When a creature detects a scent, but not its specific location.  Noting the direction of the scent 
  is a move action.  If it mov
  ative Mount (Ex): 
  A rider on a trained Keobred Light Calvary Horse gets a +2 circumstance bonus on all Ride 
   Keobred Light Calvary Horse is proficient with light, medium and heavy armor. 
  Anima
  checks.  A trained
  l Tricks:  
  The Keobred Light Calvary Horse has the “Attack” trick (which means the animal will attack 
  humanoids, monstrous humanoids, giants and other animals).  You get to choose another Trick for 
  the animal (Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, and Work. 
  Another “Attack” trick will expand the anim
   
  al’s combat abilities, which means the animal will attack all 
  s, including unnatural creatures. 
  ttack,_________
  creature
  Tricks: 
  A
  _________________________________________________________________ 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.98  
  Date & Time last edited: 01/24/05  10:32 AM 
  3 
  3+3 
  -Light Vision, Scent, 
   
   
  rrain: Any Land 
   Keobred 
  ry Pony!) 
   
   
   
  arrying Capacity: A light load for a Keobred Calvary Pony is up to 115 pounds; a medium load, 
  . 
  ow-Light Vision:
  Name of Keobred Calvary Pony:____________________________________________________ 
   
  Keobred Calvary Pony  (Pony with Warbeast Template at Full Hit Points) 
  HD:  3d8+6 (30 hp) 
  Initiative:  +1 (Dex) 
  Speed:  50 ft. (35 ft. when Encumbered) 
  AC:  13 (+1 Dex, +2 Natural) 
  Base Attack/Grapple: +2/+5 
  Attack: 1 Hoof +5 melee 1d3+
  Full Attack: 2 Hooves +5 melee 1d
  Face/Reach: 5 ft./5 ft. 
  Special Qualities: Low
  Combative Mount 
   
  Saves: Fort +5, Ref +4, Will +2
  Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 13, Cha 4
  Feats: Endurance, Run 
  Skills: Listen +5, Spot +5 
  Climate/Te
  CR: 1 (Yes, this is the correct CR for the
  Calva
  Treasure: None
  Alignment: Always neutral
  Price: 150 gold pieces
  C
  116-230 pounds; a heavy load, 231-345 pounds.  A Keobred Calvary Pony can drag 1,725 pounds
   
  L
   
  ht that they can see twice as 
  rs on a moonlight 
  cent (Ex):
  Ponies with low-light vision have eyes that are so sensitive to lig
  far as normal in dim light.  Low-light vision is color vision.  Ponies can see outdoo
  night as well as they can during the day. 
  S
    
   smell, generally within 30 feet.  If the opponent is 
  r 
   twice the ranges noted above.  Overpowering scents, such as 
  e. 
  This extra-ordinary ability lets a creature detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
   
  A creature can detect opponents by sense of
  upwind, the range is 60 feet.  If it is downwind, the range is 15 feet.  Strong scents, such as smoke o
  rotting garbage, can be detected at
  skunk musk or troglodyte stench, can be detected at three times these range. 
   
  When a creature detects a scent, but not its specific location.  Noting the direction of the scent 
  is a move action.  If it moves within 5 feet of the scent’s source, the creature can pinpoint the sourc
  Combative Mount (Ex): 
  A rider on a trained Keobred Calvary Pony gets a +2 circumstance bonus on all Ride checks.  
  A trained Keobred Calvary Pony is proficient with light, medium and heavy armor. 
  Animal Tricks:  
  The Keobred Calvary Pony has the “Attack” trick (which means the animal will attack 
  humanoids, monstrous humanoids, giants and other animals).  You get to choose another Trick for 
    
  ttack all 
  the animal (Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, and Work.
  Another “Attack” trick will expand the animal’s combat abilities, which means the animal will a
  creatures, including unnatural creatures. 
  Tricks: 
  Attack,__________________________________________________________________________ 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.99  
  Date & Time last edited: 01/24/05  10:32 AM 
  _____ 
  mplate at Full Hit Points) 
  ncumbered) 
  : +2/+6 
  6+6 
  s: Low-Light Vision, 
  nt 
  , Will +3 
  un 
  re: None 
  s neutral 
  60 pounds.  A Keobred War Dog can drag 2,300 pounds. 
  Keobred Riding Dogs have a +1 racial bonus to Listen and Spot checks. 
  Name of Keobred War Dog: ___________________________________________________
   
   Keobred War-Dog (Riding Dog w/ Warbeast Te
  HD: 3d8+8 (32 hp) 
  Initiative: +2 (Dex) 
  Speed: 50 ft. (40 ft. when E
  AC: 16 (+2 Dex, +4 Natural) 
  Base Attack/Grapple
  Attack: Bite +6 melee 1d6+6 
  Full Attack: Bite +6 melee 1d
  Face/Reach: 5 ft./5 ft. 
  Special Attack: Trip 
  Special Qualitie
  Scent, Combative Mou
  Saves: Fort +7, Ref +5
  Abilities: Str 18, Dex 15, Con 18, Int 2, Wis 14, Cha 6 
  Feats: Alertness, Track (Bonus), R
  Skills: Jump +11, Listen +7, Spot +7, Swim +7,  
  Survival +2 
  Environment: The rolling hills of Keoland 
  CR: 3 
  Treasu
  Alignment: Alway
  Price: 300 gold pieces
   
  Carrying Capacity: A light load for a Keobred War Dog is up to 153 pounds; a medium load, 154-
  306 pounds; a heavy load, 307-4
   
  Skills: Keobred Riding Dogs have a +4 racial bonus to Jump checks. 
   
   
  Keobred Riding Dogs have a +4 racial bonus on Survival checks when tracking by scent. 
   
  Low-Light Vision(Ex): Dogs with low-light vision have eyes that are so sensitive to light that they can 
  see twice as far as normal in dim light.  Low-light vision is color vision.  Dogs can see outdoors on a 
  moonlight night as well as they can during the day. 
  Scent (Ex): This extra-ordinary ability lets a creature detect approaching enemies, sniff out hidden
  foes, and track by sense of smell. 
   
  A creature can detect opponents by sense of smell, generally within 30 feet.  If the opponent is 
  upwind, the range is 60 feet.  If it is downwind, the range is 15 feet.  Strong scents, such as smoke or 
  rotting garbage, can be detected at twice 
   
  the ranges noted above.  Overpowering scents, such as 
   detected at three times these range. 
  When a creature detects a scent, but not its specific location.  Noting the direction of the scent 
   a move action.  If it moves within 5 feet of the scent’s source, the creature can pinpoint the source. 
  rip (Ex):
  skunk musk or troglodyte stench, can be
   
  is
  T
   A Keobred War Dog that hits with a bite attack can attempt to trip the opponent (+4 check 
  odifier) as a free action without making a trip attack or provoking an attack of opportunity.  If the trip 
  ttempt fails, the opponent cannot react to trip the Keobred War Dog. 
  ombative Mount (Ex):
  m
  a
  C
   A rider on a trained Keobred War Dog gets a +2 circumstance bonus on all 
  ide checks.  A trained Keobred War Dog is proficient with light, medium and heavy armor. 
  nimal Tricks:
  R
  A
   The War Hawk has the “Attack” trick (which means the animal will attack humanoids, 
  onstrous humanoids, giants and other animals).  You get to choose one other Trick for the animal 
  ttack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, and Work.  Another 
  ttack” trick will expand the animal’s combat abilities, which means the animal will attack all 
  reatures, including unnatural creatures. 
  ricks:Attack,_________
  m
  (A
  “A
  c
  T
  ____________________________________________________________
  ____ 
  _
  
   
  Keoland Meta-Campaign Sourcebook pg.100  
  Date & Time last edited: 01/24/05  10:32 AM 
  ex) 
   (average) [60 ft 
  4/+6 
  4+2 
  2, 
  ace/Reach: 5 ft./5 ft. 
   
  ill +8 
  8, Int 2, Wis 17, Cha 11 
  iness 
  isten +9, Move Silently +9, Spot +9* 
   Goodhills of Keoland 
  Alignment: Always neutral 
  Price: 550 gold pieces
  en 
  arrying more than a light load. 
  awk receives a +8 racial bonus on Spot checks in daylight. 
   
  Name of War Hawk: ________________________________________________________ 
   
  War-Hawk (Dire Hawk w/ Warbeast Template) 
  HD: 6d8+24 (51 hp) 
  Initiative: +6 (D
  Speed: 20 ft. (15 ft. when 
  Encumbered),fly 90 ft
  when Encumbered] 
  AC: 19 (+6 Dex, +3 Natural) 
  Base Attack/Grapple: +
  Attack: Claw +11 melee 1d
  Full Attack: 2 Claws +11 melee 1d4+
  Bite +6 1d6+1 
  F
  Special Attack: none 
  Special Qualities: Low-Light Vision,  Combative Mount
  Saves: Fort +9, Ref +11, W
  Abilities: Str 15, Dex 22, Con 1
  Feats: Alertness, Weapon F
  Skills: L
  Environment: The
  CR: 3 
  Treasure: None 
   
  Carrying Capacity: A light load for a War Hawkis up to 66 pounds; a War Hawk can not fly wh
  c
   
  Skills:  A War H
  Low-Light Vision(Ex): Dogs with low-light vision have eyes that are so sensitive to light that they can 
  ee twice as far as normal in dim light.  Low-light vision is color vision.  Dogs can see outdoors on a 
  ell as they can during the day. 
  Ex):
  s
  moonlight night as w
  Combative Mount (
   A rider on a trained Keobred War Dog gets a +2 circumstance bonus on all 
  Ride checks.  A trained Keobred War Dog is proficient with light, medium and heavy armor. 
  Animal Tricks: The Keobred War Dogs has the “Attack” trick (which means the animal will attack 
  humanoids, monstrous humanoids, giants and other animals).  You get to choose one other Trick for 
  tack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, and Work.  
  Anothe
  ll 
  l creatures. 
  ricks:
  the animal (At
  r “Attack” trick will expand the animal’s combat abilities, which means the animal will attack a
  creatures, including unnatura
  T
   Attack,___________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Keoland Meta-Campaign Sourcebook pg.101  
  Date & Time last edited: 01/24/05  10:32 AM 
  Name of Stonecrow War-Boar:_____
  ____________________________ 
  tonecrow War-Boar (Boar with Warbeast Template) 
  D:  4d8+23 (41 hp) 
  Initiative:  +0 
  Speed:  50 ft. (35 ft. when Encumbered) 
  AC:  16 (+6 Natural) 
  Base Attack/Grapple: +3/+7 
  Attacks:  Gore +8 melee 1d8+6 
  Face/Reach: 5 ft./5 ft. 
  Special Abilities: Ferocity 
  Special Qualities: Low-Light Vision, 
  Scent, Combative Mount 
  Saves: Fort +8, Ref +4, Will +3 
  Abilities: Str 19, Dex 10, Con 20, Int 2, Wis 15, Cha 4 
  Skills: Listen +8, Spot +7 
  Feats: Alertness, Toughness 
  Climate/Terrain: Any Land 
  CR: 3 
  Treasure: None 
  Alignment: Always neutral 
  Price: 400 gold pieces 
   
  Carrying Capacity: A light load for a Stonecrow War-Boar is up to 150 pounds; a medium load, 151-
  300 pounds; a heavy load, 301-450 pounds.  A Stonecrow War-Boar can drag 2,250 pounds. 
   
  Special Attacks: 
  Ferocity (Ex):
  ____________________
   
  S
  H
    
  A Stonecrow War-Boar is such a tenacious combatant that it continues to fight without penalty 
  even while disabled or dying (see page 145 in the Player’s Handbook) 
   
  Special Qualities: 
  Low-Light Vision: 
  Stonecrow War-Boar with low-light vision have eyes that are so sensitive to light that they can 
  see twice as far as normal in dim light.  Low-light vision is color vision.  Stonecrow War-Boar can see 
  outdoors on a moonlight night as well as they can during the day. 
  Scent (Ex):  
  This extra-ordinary ability lets a creature detect approaching enemies, sniff out hidden foes, 
  and track by sense of smell. 
   
  A creature can detect opponents by sense of smell, generally within 30 feet.  If the opponent is 
  upwind, the range is 60 feet.  If it is downwind, the range is 15 feet.  Strong scents, such as smoke or 
  rotting garbage, can be detected at twice the ranges noted above.  Overpowering scents, such as 
  skunk musk or troglodyte stench, can be detected at three times these range. 
   
  When a creature detects a scent, but not its specific location.  Noting the direction of the scent 
  is a move action.  If it moves within 5 feet of the scent’s source, the creature can pinpoint the source. 
  Combative Mount (Ex): 
  A rider on a trained Stonecrow War-Boar gets a +2 circumstance bonus on all Ride checks.  A 
  trained Stonecrow War-Boar is proficient with light, medium and heavy armor. 
  Animal Tricks:  
  The Stonecrow War-Boar has the “Attack” trick (which means the animal will attack 
  humanoids, monstrous humanoids, giants and other animals).  You get to choose another Trick for 
  the animal (Attack, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, and Work.  
  Another “Attack” trick will expand the animal’s combat abilities, which means the animal will attack all 
  creatures, including unnatural creatures. 
  Tricks: 
  Attack,__________________________________________________________________________ 
  
   
  Keoland Meta-Campaign Sourcebook pg.102  
  Date & Time last edited: 01/24/05  10:32 AM 
  Glossary & FAQ 
   
   
  
   
  Keoland Meta-Campaign Sourcebook pg.103  
  Date & Time last edited: 01/24/05  10:32 AM 
  Frequently Asked Questions 
  Metaregionals and Adventure Record Items access: 
  Q1) When and where can one access gain access to an item that is “metaregional”? 
  A1) You can only purchase “metaregional” items after a metaregional module set in the metaregion 
  that gives access to it.  (i.e. You have access to an metaregional item in the Sheldomar Valley 
  Metaregion, you can only purchase that after playing a metaregional set in the Sheldomar Valley.) 
   
  Q2) Can somebody purchase regional items in a metaregional scenario? 
  A2) As long as the metaregional takes place in the region that you wish to purchase the regional item.  
  (i.e. You want to play Shades of Grey, a Sheldomar Valley metaregional, you can only purchase 
  items in Geoff during this module, because this metaregional takes place in Geoff.) 
   
  Q3) Can somebody purchase items and gain benefits from a meta-org after a Core or a Metaregional 
  (taking place in the region of the meta-org)? 
  A3) Yes. 
   
  Crafting Items from Adventure Records: 
  Q1) Can somebody craft items that are on Adventure Records? 
  A1) As long as the character has the appropriate feats and proper campaign documentation.  The 
  character does not need to fulfill the +2 caster level rule to manufacture the item.  (per Steve Conforti) 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Keoland/Metaorg Draft 2005.pdf