TEXT:  
   
   
  Keoland was the first kingdom founded in the 
  Flanness after the Twin Cataclysms drove the Suel and 
  Blaunkish people east from their old empires nearly one 
  thousand years ago.  Despite its antiquity, the Kingdom 
  of Keoland is predominantly rural, an agricultural 
  society composed mainly of superstitious peasants and 
  their lords. There are four cities in Keoland, the capital 
  Niole Dra (Pop app 25k), Gradsul, the largest city (app 
  50k), Cryllor and Flen (Both between 8 and 12k). 
  Almost every other community in the Kingdom has less 
  than two thousand inhabitants. Keoland is 
  predominantly human (over 99%), followed in number 
  by elves then gnomes and halflings. The dwarven, half-
  elven and half-orc population is negligible in the grand 
  scheme of the kingdom. The majority of demi-humans 
  reside in the Good Hills, the Axewood and around the 
  Dreadwood. 
    
  While many faiths are common in the land, 
  religion is not a dominant force in the Kingdom nor has 
  it been since the early years of the Kingdom. Instead, 
  arcane traditions and centuries of heritage have replaced 
  the role of dogma. As a result, the nation's emergence 
  from dark times is slow in coming. The most active 
  faiths are the ones which have followers who have a 
  great deal of outside contact (i.e. sailors, soldiers, and 
  merchants). Overall, the nobility doesn't seem to 
  practice religion, unless it is to reward priests who 
  entertain them through athletics, parties, revelry, music 
  and the like. Druidic faiths do exist; the Great Druidess 
  of the Sheldomar Valley, Reynard Yargrove makes her 
  home in the northern part of the Dreadwood.  
   
  For centuries, magic was open only to the 
  nobility, although secret societies existed that taught it 
  to others. (Some of these organizations are thought to 
  exist to this day.) It is only in the last hundred or so 
  years that it has been opened up to others. Many 
  peasants still believe that only their rulers are wise 
  enough to wield magic safely and shun those who 
  practice the arts. Superstitions are rampant throughout 
  the populace, and it is common for every misfortune to 
  be blamed on witches and warlocks (i.e. anyone capable 
  of casting spells). 
   
   
   
   
   
  Ruler: His Peerless Majesty, the King of Keoland, Kimbertos Skotti; Lord of the Gran March; Plar of Sterich, 
  Protector of the South… 
  Government: Feudal monarchy with rulership passing amongst several royal houses  
  Capital: Niole Dra 
  Population: 1,800,000 humans (SOf), 43,500 elves, 16,600 gnomes , 13,100 halflings; dwarves, half-elves and half-
  orcs 
  Allies: Gran March, Sterich, the Ulek states, Geoff (exiles), Bissel 
  Enemies: Scarlet Brotherhood, humanoids and giants in Crystalmists and elsewhere, Sea Princes, The Pomarj, 
  Empire of Iuz, Celene (greatly disliked), Valley of the Mage (under suspicion) 
  Alignments: Lawful Good, Neutral Good, Neutral, Lawful Neutral, Chaotic Good 
  Coinage: griffon(pp), lion(gp), eagle(ep), hawk(sp), sparrow(cp)  Languages: Common, Keolandish, Elvish 
   
  Current Clack: 
  � Word from the South: Gradsul's efforts to rebuild the 
  navy after losses in the Greyhawk Wars continue.  Pirate 
  activity, while low, still continues. Nobles throughout 
  Keoland are questioning the King's decision to try to hold 
  and expand the territory taken back from the Scarlet 
  Brotherhood.  The alliance forged with the lizard men of 
  the Hool Marsh ended with capturing of southern Keoland 
  by the Scarlet Brotherhood.  Attempts to reestablish it have 
  failed so far. 
  � News from the East: The Laughing Bandit, as he has 
  come to be known, continues to raid Riverwatch and the 
  surrounding provinces.  Rumor has it he is not human.  
  Some say he is a beast who changes into a vicious wolf on 
  nights of the full moon. 
  � News from the West: With the liberation of Sterich two 
  years ago, many of the refugees have returned to their 
  former homes. However, large numbers of them still 
  remain at the refugee camps in Flen.  In the Jotens, bandits 
  or monsters are raiding caravans, disrupting Cryllor's 
  mining efforts. 
  �  News from the North: A plague scare in Marlbridge led 
  to a minor rebellion in some of the outlying communities 
  of the County.  The count's men quickly put down the 
  revolt. Forty people died in the altercation, a large number 
  when compared with those who died of the "plague." Far 
  less virulent than initially believed, only a handful of 
  elderly died from the fever. 
  � News from the Dreadwood: Numerous caravans 
  traversing the trade roads along the wood are being raided.  
  Not even those under the king's levy are safe. The elves 
  and Dreadwalkers fear something larger is stirring, but 
  have not been able to find out what. 
   
   
  Keoland Information 
  Talk-list:  http://www.egroups.com/group/keoland/ 
  Web Page:  http://keoland.oerth.com/ 
  Triad:  Frank Timar frank@compunet-2000.com, 
   Michael. Mearls Michael.D.Mearls.97@alum.dartmouth.org, 
   Samuel Weiss samwise1@email.msn.com
  
   
   
   
   
  PC Organizations 
  National Academy of Wizardry: A kingdom-wide 
  organization with chapters in every major town. 
  Currently headed by Lashton, the Royal Wizard. In 
  recent years the organization's influence has waned. 
  Lashton is trying to reverse this trend. 
  Divinatory Council: A religious society trying to 
  change the laws about religion in Keoland and bring the 
  gods to the prevalence in society where they belong. 
  Dreadwalkers: A group of rangers, druids, and 
  woodsmen who patrol the Dreadwood; protecting the 
  people and destroying evil threats. 
  Thieves Guilds: A shadowy kingdom lies beneath the 
  veneer of civilization. Princes, counts, dukes and barons 
  of the shadows have divided the land for their own 
  purposes. 
  The King's Riders: Knights of the king who patrol the 
  outlying areas on the famous Keobred warhorses. They 
  have minor judicial capacities. 
  Secret Organizations and Guilds: Little is known of 
  these besides the fact they exist. 
  PC Information 
  PC Nobility: Keoland has many nobles and political 
  intrigue is common. If you desire to play a minor noble, 
  send the concept for your 
  character to the Triad.  The more detailed 
  information you provide, the better.  They will review 
  these requests, and if they agree they will determine 
  whom your character is related to, and you can place the 
  title of Lady or Lord before your character’s name.  
  PC Races: Half-breeds (half-orcs and half-elves) are not 
  looked upon with great kindness in the Kingdom of 
  Keoland.  Often both parent races, as well as the other 
  races, detest the crossbreed.  Acceptance is not unheard 
  of but is not common. 
  PC Classes: Barbarians are not common in Keoland.  
  Most of the barbaric people of Keoland are of Flan 
  decent and come from the tribal societies located around 
  the Hool Marsh, the Good Hills, and the Rushmoors. 
  There are three major monastaries in Keoland—one 
  located in the Good Hills of Flen, one in the Barony of 
  Mill Creek, and one in the Earldom of Gand. 
  1) Royal District  
       and City of Niole Dra 
  2) Duchy of Dorlin 
  3) Duchy of Gradsul 
  4) Earldom of Gand 
  5) Earldom of Linth 
  6) County of Nimlee 
  7) County of Marlbridge 
  8) County of Flen 
  9) County of Cryllor 
  10) Good Hills Union  
  11) March of Mandismoor 
  12) March of Mareman 
  13) March of Sedenna 
  14) March of Middlemead 
  15) March of Blerfield 
  16) Barony of Sayre 
  17) Barony of Grayhill 
  18) Barony of Westgate 
  19) Barony of Riverwatch 
  20) Barony of Axewood 
  21) Barony of Mill Creek 
  22) Barony of Dilwych 
  23) Barony of Raya 
  24) Viscounty of  Salinmoor
  25) Viscounty of Nume Eor
  26) Dreadwood Preserve 
  27) Hool Marsh Protectorate
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Keoland/Keoland_1pg.pdf