TEXT:  
   
  Keoland Meta-Game Sourcebook 
  Design: Tony Antonich, Harold Austin, Duncan McNeill-Burton, Brian Eberhardt, Ron Goodwin, Dave 
  Guerrieri, Eric Keifer, Jonathan Knapp, Justin Knapp, Jan Kuhlmann, Kevin Lawson, Rob Recckia, 
  Judy Rudolph, Joe Russell, Nathan Salla, Trevor Salla, Steven Schaeffer, Mike Schleigh, Sean 
  Smith, Nancy Springer, Larry Tiblis, Phineas Walsh, Caias Ward, Sam Weiss, Andrew Zorowitz, 
  Steven Zwanger and everybody else who helped with the book. 
  Version 4.00 
  October 2005 
   
   
  Keoland Meta-Campaign Sourcebook  p.1  
  Version 595.10 
  
  The Keoland Meta-Game 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. 
  Contact Information 
  Harold Austin 
  Regional Flavor and Meta-Org Coordinator 
  HaroldRAustin@gmail.com
   
  Christian Alipounarian 
  Plot and Scenarios Coordinator (2005) 
  chrisinpm@aol.com
  Sean Smith 
  Interactive and Convention Coordinator (2005) 
  kingmoblives@hotmail.com
   
  Charles Skidmore 
  Plot and Scenarios Coordinator (2006) 
  keolandplots@hotmail.com 
  Dave Guerrieri 
  Interactive and Convention Coordinator (2006) 
  dguerrieri@adelphia.net
   
  Keoland Web Page 
  http://keoland.living-greyhawk.com/
   
  Living Greyhawk Web Page 
  http://www.living-greyhawk.com/index.html
  Keoland Discussion Group 
  http://www.groups.yahoo.com/group/keoland
  Living Greyhawk Discussion Group 
  http://www.groups.yahoo.com/group/living-greyhawk
   
  Keoland Special Missions 
  KeolandSMOPS@aol.com
  RPGA Web Page 
  http://www.wizards.com/default.asp?X=RPGA 
   
   
   
   
   
   
   
   
   
  Keoland Meta-Campaign Sourcebook  p.2  
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  Table of Contents 
  Contact Information..............................................................................................................................................................................2 
  Table of Contents..................................................................................................................................................................................3 
  META-ORGANIZATION CONTACT INFORMATION ......................................................................................................................4 
  META-ORGANIZATION BLURBS ......................................................................................................................................................4 
  KEOLAND META-ORG BASICS.........................................................................................................................................................7 
  Brotherhood of Harbingers (Heralds)..........................................................................................................................................8 
  Clan Stonecrow ...............................................................................................................................................................................10 
  Dreadwalkers ...................................................................................................................................................................................12 
  Hospitalers........................................................................................................................................................................................15 
  Guardians of the Highlands .........................................................................................................................................................15 
  Keoland Guilds ................................................................................................................................................................................19 
  Haven, The Village of .....................................................................................................................................................................21 
  Justice Blade....................................................................................................................................................................................24 
  Keoland Dueling Society...............................................................................................................................................................26 
  Knights of the Watch/Knights of the Dispatch........................................................................................................................29 
  Knights of the Malgari....................................................................................................................................................................31 
  Lion Braich .......................................................................................................................................................................................34 
  Military – Local (Militia and City Guard)....................................................................................................................................36 
  Military - Keoish Royal Standards (KRS)..................................................................................................................................39 
  Imperial Military Academy (IMA) .................................................................................................................................................46 
  Mountain Lions................................................................................................................................................................................51 
  National Academy of Wizardry (NAW).......................................................................................................................................53 
  Nature’s Sentinels...........................................................................................................................................................................57 
  New Silverdeep................................................................................................................................................................................59 
  Nudarmilesti .....................................................................................................................................................................................61 
  Religious Organizations of Keoland ..........................................................................................................................................63 
  The Royal Explorers’ Society of Keoland.................................................................................................................................65 
  Saltmarsh, The Town .....................................................................................................................................................................67 
  Sea Mages.........................................................................................................................................................................................69 
  Silent Ones .......................................................................................................................................................................................71 
  Stargazers.........................................................................................................................................................................................73 
  Thieves’ Guild ..................................................................................................................................................................................75 
  Two Fold Path ..................................................................................................................................................................................77 
  Appendix 1............................................................................................................................................................................................79 
  Keoland Law and Attitude.............................................................................................................................................................81 
  Appendix 2............................................................................................................................................................................................85 
  Healing and Spell Prices in Keoland..........................................................................................................................................85 
  Appendix 3............................................................................................................................................................................................87 
  Noble Template................................................................................................................................................................................87 
  Appendix 4............................................................................................................................................................................................88 
  Gentleperson of the Empire .........................................................................................................................................................88 
  Appendix 5............................................................................................................................................................................................89 
  Philanthropic Society of Keoland...............................................................................................................................................89 
  Glossary & FAQ...............................................................................................................................................................................90 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.3  
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  META-ORGANIZATION CONTACT INFORMATION 
   
  NAME  
   
   
  EGROUP 
   
   
  POC 
   
   
  POC EMAIL 
  Brotherhood of Harbingers 
  (Heralds) 
  keoland-heralds 
  Andrew Zorowitz 
  zorowa@rpi.edu 
  Clan Stonecrow 
  Clan_Stonecrow 
  Joe Russell 
  thanotos@comcast.com 
  Dreadwalker  
  Keoland-dreadwalkers 
  Jon Knapp 
  Ultimater@hotmail.com 
  Guardians of the Highlands 
  g_o_t_h 
  Kevin Lawson 
  kevinjlawson@hotmail 
  Guilds, Noble and Royal 
  Keoland_Guilds 
  Eric C. Kiefer 
  GMEric@pittsburghrpga.com 
  Haven 
  LG-Haven 
  Rob Recckia 
  robwreck@aol.com 
  Hospitalers 
  Keoland_Hospitalers 
  Eric C. Kiefer 
  GMEric@pittsburghrpga.com 
  Justice Blade 
  JusticebladeLG 
  Caias Ward 
  caias.ward@gmail.com
  Keoland Duelists Society 
  KeolandDuelists 
  Rob Recckia 
  robwreck@aol.com 
  Knights of the Malgari 
  LG-Darkwatch 
  Harold Austin 
  HaroldRAustin@gmail.com 
  Knights of the 
  Watch/Dispatch 
  kotdw 
  Mark Whittaker 
  lordkhardrus@yahoo.com 
  Lion Braich 
  Keoland_Military 
  Duncan McNeill-Burton 
  duncanmb@comcast.net 
  Military  
  Keoland_Military 
  Duncan McNeill-Burton 
  duncanmb@comcast.net 
  Mountain Lions 
  Cryllor & Keoland_Military 
  Duncan McNeill-Burton 
  duncanmb@comcast.net 
  National Academy of 
  Wizardry 
  National_Academy_of_Wizardry 
  Paul Duggan 
  p.duggan@verizon.net 
  Nature's Sentinels 
  Keoland_Natures_Sentinels 
  Brian Eberhardt 
  TheCabanaMan@optonline.net 
  New Silverdeep 
  Keo-meta-newsilverdeep 
  Dave Guerrieri 
  dguerrieri@adelphia.net 
  Nudarmilesti 
  Nudarmilesti 
  Russell Warshay 
  russellwarshay@yahoo.com 
  Religious Organizations 
  Keoland_Churches 
  Steve Schaeffer 
  HybridLock@aol.com 
  Royal Explorers 
  Keoland_RoyalExplorersSociety 
  Matt George 
  MaddMattG@PittsburghRPGA.com 
  Saltmarsh, town 
  saltmarshdevelopment
  Mike Schleigh 
  Schleigh_rpga@verizon.net 
  Sea Mages 
  Keoland_seamages
  Kevin Lawson 
  kevinjlawson@hotmail 
  Silent Ones 
  silentones 
  Sam Weiss 
  samwise1@msn.com 
  Stargazers 
  keo-stargazers 
  Steve Zwanger 
  szwanger@fragment.com
  Thieves' Guild 
  Keothieves 
  Tony Antioch 
  Drexel12002@yahoo.com 
  Two-fold Path (Monastery) 
  Two-Fold_Path 
  Mike Schleigh 
  Schleigh_rpga@verizon.net 
  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. 
  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. The clan has a maternal structure and all members need to be married. 
  Dreadwalkers – 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, which was later extended 
  to include citizens to its rosters.  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 humanoids that lived on this land long before Keoland was founded. 
   
   
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  Guilds, Keoland – The Noble 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).  A committee of Council Members oversees the Royal 
  Guilds, since the services provided by these guilds are too important to allow for the squabbling of petty nobles.  Royal 
  Guilds members contain historians, financiers, alchemists and the like. 
  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. 
  Hospitalers – 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. 
  Justice Blade – The Justice Blade is one of the benevolent mercenary companies.  They are a group of paladins and 
  other seekers of good that do not fit into normal Keoish society due to race, previous or current vocation, or 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 the Justice Blades that they find a home. 
  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 
  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 when the artifact 
  Blackrazor, which he used to slay King Kimbertos Skotti, dominated his mind. 
  *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 remain constantly vigilant throughout the Sheldomar Valley, and are 
  always prepared to defend it. 
  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. 
  Mercenaries (Hospitalers/Justice Blade/Lion Braich/Mountain Lions/Stargazers)– Keoland employs mercenary units 
  and adventuring companies when it comes to fighting wars on foreign soil or solving local problems; even hiring other 
  nations armies to assist in conflicts.  Whether they serve for coin, loyalty or a good cause, they all fall into the category of 
  Mercenary, since they are not truly affiliated with the Keoland’s ruling body.  
  Military (City Guards/Local Militia/Keoish Royal Standards/Imperial Military Academy) – 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 125 member military 
  units. 
  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. 
  Nature’s Sentinels – 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. 
  New Silverdeep – a new town created by Keoland adventurers that have retired after several years of wandering Oerth.  
  This sleepy little town can be found in the Good-Hills. 
  Nudarmilesti – Seek to strengthen and protect the Sheldomar Valley’s Elven communities, improve their relations, and to 
  improve diplomatic relations between Sheldomar governments and external domains. 
  Religious Orginizations – 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. 
  Royal Explorers’ Society of Keoland – Known for their reckless curiosity, these intrepid explorers travel far and wide to 
  bring back strange exotic items, interesting wild creatures, and chronicles of the 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. 
   
   
  Keoland Meta-Campaign Sourcebook  p.5  
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  Saltmarsh, Town of  - this town, which borders with the Azure Sea, a day’s ride from Bale Keep, is Keoland’s most 
  reknown adventuring town in Keoland History.  The smuggling of arms to the lizardmen to fight the sahaguin, the meeting 
  and the interaction with the lizardmen happened around the town, also the town’s capture and usage as a Scarlet 
  Brotherhood base for 6 months has raised several interests in the military realm.  The Town also acts (sadly enough) as a 
  a the Bale Keeps soldier’s down-time, a place to get away from the abissimal swamp of the Hool.  (Strangely enough, 
  very few soldiers go to Saltmarsh for their leave.) 
  Sea Mages – Headed by the Rhola family’s Duke of Gradsul, this collection of freemages, wandering spell-casters, and 
  sea-lovers augments the Keoish Navy, 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 
  items and rogue spellcasters that 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 other 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 their true identity remains unknown to 
  all but a handful. 
  Two Fold Path – The fundamental principles of this monastic order is that every path has a destination, and that the 
  destination isn’t the true purpose, but how one gets to the destination.  This organization maintains the shrines for 
  Fharlanghn and Celestian; they also protect and aid travelers.  
   
   
  Keoland Meta-Campaign Sourcebook  p.6  
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  KEOLAND META-ORG BASICS 
  Advancing in Meta-Orgs: Several meta-orgs are more than one tier (or level) and players may advance between the 
  levels if they meet the prerequisite.  Characters advancing to the next higher tier in the same year that character paid for 
  the lower tier need only pay the difference between the two levels.  Characters getting demoted or gong down a tier the 
  same year they paid for the higher tier do not get any refunds. 
  Elite Units: certain Meta-Orgs levels are considered “elite”.  These levels generally reflect a certain notoriety and 
  prestige.  Cohorts, which are both statistically inferior and followers instead of leaders, cannot join these levels of the 
  meta-org.  These members need the Leadership Feat. 
  Hunted: Unlike Wanted, Hunted means that you’re character is considered a threat and a danger to Keoland Society.  If a 
  character with the Hunted status plays in any Keoland module or a module taking place in Keoland, the character is 
  automatically caught and dispatched to the appropriate authorities.  Your character is no longer capable of accessing 
  items on Keoland Adventure Record, using Keoland Influence or gaining benefits from Keoland Meta Play Organizations. 
  Hunter Meta-Orgs: These are organizations within Keoland whose goals are secretive and demanding; joining them is a 
  lifetime goal for the character. 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 extra work by the 
  player, and joining them should not be taken lightly.  In addition, Characters are not allowed to leave these Meta-Orgs 
  without being banned from regional play (and metaregional, in the case of the Silent Ones).  Again, players should be 
  willing to make the extra time and effort commitment before joining one of these Meta-Orgs. 
  Item Access: Unless the Meta-Org benefits specifically state that an item is free, the benefits listed are for access only.  
  The PC must purchase these items at full price.  Some Meta-Orgs may provide discounts on specific items as a part of 
  their benefits.  
  Joining the Meta-Orgs: In addition to meeting the normal requirements for a particular Meta-Org, PCs must have 
  participated in a Keoland regional module, introductory module, 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 be played to 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 receive any access to benefits, such as feats, items, spells, or 
  prestige class advancement. 
  Library: Some Meta-Orgs have access to all non-Forbidden Core Spells.  This means that any character in the Meta-Org 
  may choose spells outside of the PHB, as long as it is listed in the Core Spells of the LGCS 4.2 (and has not been 
  removed from the Core Spell list). 
  Meta-Play Recrords: These regional Meta Play Records (or ARs for those that don’t like splitting hairs) are filled out upon 
  joining the Meta-Org, then again at the beginning of each year.  All TU/gp costs listed are yearly costs.  Beginning in CY 
  596, certain Meta-Orgs will require an additional full-page cert to show high-level advancement within those Meta-Orgs. 
  No Obvious Flaws: The character must have all natural abilities scores 10 or higher; magical enhancement bonuses and 
  temporarty ability increases are not considered “natural ability scores”. (People retain their present rank and are not 
  demoted if they joined the Meta-Org tier prior to the No Obvious Flaws clause). 
  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 appropriate Meta-Org egroup.  In game terms, the following 
  applies: 
  ♦ Potential Meta-Org Benefits for playing the Meta-Org member in the module 
  ♦ PCs get a +2 Circumstance bonus on Gather Information, Diplomacy and Bluff checks with NPC of the same 
  meta-org 
  ♦ PCs gain free standard lifestyle (if they don’t already have it) 
  Wanted: Sometime during a Keoland event your character may become of interest to the lawful authority of Keoland.  To 
  remove this status, you need to pay for your crimes – if the Wanted status doesn’t have a method of resolving this issue, 
  you will need a special mission to remove the “Wanted” status.  Until you have played the proper Special Mission in order 
  to remove the “Wanted” status, your character gains no benefits from Keoland Meta-Play Organizations, lifestyle costs in 
  Keoland are double and influence points value is halved for your character (costing double what it would normally 
  require). 
   
   
  Keoland Meta-Campaign Sourcebook  p.7  
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  Brotherhood of Harbingers (Heralds) 
  POC: 
  Andrew Zorowitz 
  E-mail: 
  zorowa@rpi.edu 
  E-group: 
  http://www.groups.yahoo.com/group/keoland-heralds 
  Heraldry: 
  Gules, a lion rampant Sable playing a horn, enwreathed by laurels or 
  Motto: 
  Service to the Kingdom, even to our death. 
  Introduction  
  The Brotherhood of Harbingers is 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.  They are given 
  power directly by the nobles and Keoland’s Charter to act on behalf of the nobles. 
  During the founding of Keoland, it was decided that a select group of people should act as the nobles’ representatives.  
  The Founding Charter is the ultimate shield for the Heralds, since it protects them from any harm within the Kingdom of 
  Keoland; as long as the Herald is not committing any crimes against the nobles or the Kingdom or is not committing any 
  Forbidden acts.  Heralds may not legally have their minds read, be assaulted, be impersonated or be detained.  A 
  Herald’s Satchel may not be searched and the contents may not be removed from the Satchel. Any of these actions are 
  punishable by life in prison or even death for those that commit such atrocities.  (The Silent Ones are excluded from such 
  penalties, as a Herald may be unwittingly bearing Forbidden items.) 
  Areas of Influence and Available Regions 
  Heralds can be found throughout Keoland, and occasionally travel the Flanaess acting as ambassadors or spies. 
  Duties, Objectives, and Day-to-Day Activities 
  The Brotherhood of Harbingers acts as Keoland’s historians, couriers, ambassadors, conciglieri, courtesans, stewards 
  and even spies between the noble houses of Keoland.  Occasinally, they are sent to foreign representatives to act as 
  envoys and representatives of Keoland. 
  Sponsors/Major NPCs 
  ◊ 
  Royal High Herald Doriahnyllyn a’Madri (elven female) – the former King Kimbertos Skotti’s High Herald 
  ◊ 
  High Herald Cezar Bartos (human male, Keoish) – Overseeing the daily activities of Greyhill and a spy for 
  Lashton 
  ◊ 
  s in Niole Dra 
  High Herald Thaddeus Pliq (human male, Suel) – Votes on the council for Baron Malweig and reside
  ◊ 
  er of the Heralds, distant cousin of Duke Luschan 
  Herald Charlton Pendal Dasco – Disgraced memb
  Advancement, Forms and Leaving the Meta-Org 
  Brotherhood of Harbinger characters must fill out reporting forms to maintain their membership in the Meta-Org, failure to 
  do so will result in the character becoming Hunted.  Players must contact the POC before advancing their character to the 
  next tier.  The POC will make the Library Card and Meta-Org AR available.  Characters may not leave the Brotherhood of 
  Harbingers without becoming Hunted; contact the Keoland Triad for details. 
  Please Mail all reporting forms to: 
  Andrew Zorowitz 
  2340 15th St 
  Troy, NY 12180 
  Brotherhood of Harbingers Organizational Levels 
  Messengers transport missives from important nobles, collect taxes from local administrators and act as criers relaying 
  important information to the people. 
  Lorists research history, Keoland law, contracts with guilds and other administrative duties. Trusted Lorists act as 
  teachers for the children of select nobles. 
  Heralds (Elite) represent the nobles in various activities; from ambassadors to foreign lands, diplomats in time of crisis, to 
  spies in the politics of the Sheldomar Valley dealing with important nobles and foreign dignitaries. 
   
   
  Keoland Meta-Campaign Sourcebook  p.8  
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  Tier One 
  MESSENGERS 
  4 TU; 0 gp 
   
  Tier Two 
  LORISTS 
  6 TU; 0 gp 
   
  Tier Three 
  HERALDS 
  (ELITE) 
  8 TU; 400 gp 
  595 CY
  O r g a n i z a t i o n
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Meta Play Record#
  Lifestyle 
   
  FREE in Keoland Events 
  (Interactives and Modules) 
   
  � Standard (Messenger & Lorist) 
    
  � Rich  
  (Herald) 
  Skill Bonuses and Penalties 
   
  � +2  
  (Messenger) 
  � +3  
  (Lorist) 
  � +4 
  (Herald) 
  circumstance bonus granted to 
  each of the following Skill checks: 
  � Diplomacy 
  � Gather Information 
  � Perform (any and all) 
  Items Gifted or Discounted 
   
   
   
  (N/A) 
   
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 or 6 or 8 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  Requirements: 
  ALL 
  Must reside in a nation with a recognized member of 
  the Council of the Land 
  A half-elf must reside in the Axewood or Nume Eor 
  A half-orc must reside in Haven (Nume Eor) 
  Cannot be Wanted or Hunted in Keoland or any other 
  (non-residential) meta-orgs 
  Tier One (MESSENGER) 
  Must be at least 2nd level 
  5 ranks in TWO of the following skills: Bluff, 
  Decipher Script, Diplomacy, Disguise, Forgery, 
  Gather Information, Intimidate, Knowledge 
  (Geography, History, Sheldomar Valley or Nobility), 
  Listen, Perform, Sense Motive, or Spot 
  Must use one influence point with a Noble or Guild to 
  become a Messenger, AR # _____ 
  Tier Two (LORIST) 
  Must be at least 4th level and have spent 6 months (real) as a 
  Messenger 
  5 ranks in FOUR of the following skills: Bluff, Decipher Script, 
  Diplomacy, Disguise, Forgery, Gather Information, Intimidate, 
  Knowledge (Geography, History, Sheldomar Valley, or Nobility 
  and Royalty), Listen, Perform, Sense Motive, or Spot 
  Must use one influence point with a Noble or Guild to become a 
  Lorist, AR # _____ 
  Tier Three (HERALD) 
  Must be at least 7th level and have spent 6 months (real) as a Lorist 
  10 ranks in TWO of the following skills: Bluff, Decipher Script, 
  Diplomacy, Disguise, Forgery, Gather Information, Intimidate, 
  Knowledge (Geography, History, Sheldomar Valley, or Nobility 
  and Royalty), Listen, Perform, Sense Motive, or Spot 
  Must have ONE of the following feats: Deceitful, Investigator, Jack-
  of-All Trades, Lingering Song, Negotiator, Obscure Lore, 
  Nymph’s Kiss, Persuasive, Silent Spell, Skill Focus (Requirement 
  Skills), Still Spell, Sudden Still Spell, or Sudden Silent Spell. 
  Must use one influence point with a Noble to become a Herald, AR 
  # _____ 
  This Record Certifies that 
  ______________________________ 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  Has Joined 
  The Brotherhood of Harbingers 
  A Keoland Metaplay Organization 
  Event: ________________ Date: ________ 
  DM:_______________________________ 
  Signature
  RPGA # 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  � Promoted 
  AR # ___ 
  � _________ AR # ___ 
  � Left 
  AR # ___ 
  � HUNTED!  AR # ___ 
  _______________________
  _______________________
  _______________________ 
  Home Region____________ 
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tier One 
  � Boot Sheath (A&EG) 
  � Earthsilk Jersey (RoS) 
  � Focusing Candle (CV) 
  � Forger’s Kit (CV) 
  � Listening Cone (CV) 
  � Longspoon (CV) 
  � Masterwork Thieves’ Tools 
  � Quickflame (CV) 
  � Sashling (RoW) 
  � Smuggler’s Boot (A&EG) 
  � Wrist Sheath (A&EG) 
   
  Tier Two (all of Tier One plus the following) 
  � Collapsible Grappling Hook (A&EG) 
  � Sudden Still Feat (CA) 
   
  Tier Three (all of Tiers One and Two plus the following)
  � Sudden Empower Feat (CA) 
  � Sudden Maximize Feat (CA) 
  � Sudden Silent Feat (CA) 
  Starting GP 
   
  GP
  GP Spent 
  Subtotal 
  GP Gained 
  Subtotal 
   
  GP
  + 
  0 GP
   
  GP
  - 0 or 400 GP
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  GP Spent 
  -  
  0 GP
   
   
  Keoland Meta-Campaign Sourcebook  p.9  
  Version 595.10 
  FINAL GP 
   
   
  GP
  
  Clan Stonecrow 
  POC: 
  Joe Russell 
  E-mail: 
  thanotos@comcast.com 
  E-group: 
  http://www.groups.yahoo.com/group/Clan_Stonecrow  
  Heraldry:  
  Cendree, a double-bladed battle-axe and warhammer in saltire, a raven rising 
  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 have earned them a 
  permanent place in the archives of the Kingdom. 
  The Stonecrows existed prior to Keoland.  They are known as highly skilled artisans, mercenaries and loyal allies.  Curget 
  is a well-known stop for travelers who wish to spend their nights in a secure town.  The yearly brewing competition is also 
  of great interest and brings competitors from all around. 
  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 citizens of Curget make their living through mining, farming and crafts, but the clan also has a large 
  force of professional soldiers that are hired out to provide the majority of the clan’s income. Until recently, the clan’s forces 
  were 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 that they are independent from the human Kingdom of Keoland.  They are split 
  into three Castes; Warriors, who spend the majority of their time and effort in studying of martial sciences; Scholars and 
  Artisans, who spend the majority of their time as farmers, merchants, smiths, studying and teaching; Divine, who spend 
  their time administering religious rights and rituals to clan members.  
  Regardless of caste there are a few things that are mandatory for all Citizens and Elders. The first is that all-able bodied 
  adults must serve in militia training. Second is that all adult dwarves must be married and actively trying to raise a family. 
  Dwarves that wish to leave Curget must return to Curget from time to time to fulfill their obligations to their clan and family. 
  Recent events include, the troops withdrawal from Westkeep, finding the artifact Whelm in the mines of the Stonecrows 
  and the increased marriages to foreign males in the village.  A rumor of a rogue group of Stonecrows aiding the drow has 
  raised tension and suspicion. 
  Areas of Influence and Available Regions 
  The Clan has settled the town of Curget in the countryside of the Good Hills Union. 
  Sponsors/Major NPCs 
  ◊ 
  Muir Stonecrow (dwarven female, LG, Wizard) - Clan Matron, wife of King Jorin (deceased) 
  ◊ 
  Niauo Cranok (dwarven female, LG, Cleric) - marriage and schooling of clan youngsters 
  ◊ 
  Cadleet Stonecrow (dwarven female, LG, Fighter) - militia, cavalry, an
  ◊ 
  Bolette Coppersmith (dwarven female, NG, Expert) - non-metal crafts 
  d martial training 
  Clan Stonecrow Organizational Levels 
  Clan Members are dwarves that either married into the Clan or were born, but still married. 
   
   
  Keoland Meta-Campaign Sourcebook  p.10  
  Version 595.10 
  
   
  GP
  Starting GP 
  Lifestyle 
   
  FREE Standard Lifestyle 
  Upkeep in Keoland Events 
  (Interactives and Modules) 
   
  FREE Home 
  -  
  0 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  +2 circumstance bonus with Dwarves: 
  � Diplomacy 
  � Gather Information 
  � Sense Motive 
   
  -2 circumstance penalty with Half-orcs: 
  � Diplomacy 
  � 
  Gather Information 
  Items Gifted or Discounted 
   
   
   
  (N/A) 
   
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  5 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  Meta Play Record#
  595 CY
  O r g a n i z a t i o n
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  CLAN MEMBERS
  5 TU; 0 gp 
  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. The clan 
  has a maternal structure and all members 
  need to be married. 
  Requirements: 
   
  Tier One (CLAN MEMBER) 
  Must be a Dwarf and speak Dwarven 
  Must be Married 
  1 rank in Knowledge (Sheldomar Valley) 
  This Record Certifies that 
  ______________________________ 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  Has Joined 
  Clan Stonecrow 
  A Keoland Metaplay Organization 
  Event: ________________ Date: ________ 
  DM:_______________________________ 
  Signature
  RPGA # 
  Org Notes: 
  � First Joined AR # ___ 
  � _________ AR # ___ 
  � _________ AR # ___ 
  � _________ AR # ___ 
  � _________ AR # ___ 
  � Left  
  AR # ___ 
  _______________________
  _______________________
  _______________________ 
  Home Region_KEOLAND
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  � Battle Plate (RoS) 
  � Broadblade Short Sword (CV) 
  � Dire Pick (CW) 
  � Dwarven Brewmaker (A&EG) 
  � Dwarven Buckler-Axe (RoS) 
  � Dwarven Warpike (RoS) 
  � Earthsilk Jersey (RoS) 
  � Gauntlet Shield (RoS) 
  � Longaxe (CV) 
  � Stone Plate (RoS) 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
   
   
  Keoland Meta-Campaign Sourcebook  p.11  
  Version 595.10 
  
  Dreadwalkers 
  POC: 
  Jon Knapp 
  E-mail: 
  Ultimateer@hotmail.com 
  E-group: 
  http://www.groups.yahoo.com/group/Keoland-dreadwalkers 
  Heraldry:  
  Vert, on an oak shaded, a sheaf of arrows falling 
  Motto:  
  “Abandon none!” 
  Introduction  
  The Dreadwalkers origins are centered on a pact between the native elves of the wood and the nobles of House Lizhal, 
  who had moved into Greyhill.  This pact was for mutual defense against, and containment of, the corrupting powers of the 
  exiled remnants of House Malhel.  This silent war has continued for over 900 years and there are no signs of an end.  
  Many strange creatures reside within the Dreadwood and malevolent machinations of the Malhel are a constant threat. 
  Over 900 years ago, House Malhel fled into the Dreadwoods in search of safety from the powerful House Neheli and the 
  Silent Ones.  House Lizhal moved into try and eradicate the elusive Malhel House, who ravaged Keoland from the 
  Rushmoors to the Dreadwoods.  Unfortunately, the Malhel escaped from the wrath of House Lizhal.  Dark rituals of the 
  Malhel sponsor an evil taint that twist and corrupt the wood and sometimes those who reside within it.  The Dreadwalkers 
  move those who are in the most danger and attempt to cull the aberrations that the wood spawns whenever it can. 
  The Dreadwalkers were formed under the supervision of House Lizhal, in order to combat the Malhel’s magical taint.  Very 
  few people know the dark and fell rituals the Malhel practiced before they disappeared; even fewer know where the 
  Malhel fled.  The Dreadwalkers and their elven allies are the only soldiers in this seemingly endless battle with an elusive 
  foe, which slowly poisons the very ground they walk.  The activities of the Dustdiggers, the Scarlet Brotherhood and the 
  Lizardfolk of the Hool have stretched the Dreadwalkers very thin making maintaining the normal patrols very difficult.  The 
  Dreadwalker Reserves were formed a short while ago, in the hopes to remove the burden of some of the duties of the 
  Dreadwalkers.  The Dreadwalker Reservists patrol the edge of the Dreadwood, protect the towns and investigate 
  supernatural occurrences surrounding the Dreadwoods. 
  The Dreadwalker Reserves main duty is protection, whether it be for a village, a controlled logging operation, or trade 
  caravan.  They are taught enough to keep themselves and their charges safe, the intricacies of the evil in the Dreadwood 
  escape them.  They are aware, however, that the elves, Dreadwalkers and druids are trying to stop whatever is corrupting 
  the Dreadwood but as of yet have been unable to do so.  They tensely wait the day when they are called to full service in 
  an effort to save their homelands. 
  The Dreadwalkers attempt to destroy any signs of taint that they might find, destroying sections of surrounding wood if 
  they have to.  If they cannot presently muster enough strength to destroy some creature they will attempt to contain it 
  deep in the woods away from settlements, monitoring its activities until the day the Dreadwalkers can field the numbers 
  necessary to remove the problem.  Those too old or otherwise unable to fight anymore attempt to aid the Dreadwalkers by 
  training new recruits or researching means to combat the planar taint wielded by the Malhel.   
  Areas of Influence and Available Regions 
  The Dreadwalker operate throughout the Dreadverge (any Province which has a border with the Dreadwood) and the 
  Dreadwoods themselves.  Dreadwalker Reservists operate around the Dreadverge, and the roads skirting the 
  Dreadwoods. 
  Sponsors/Major NPCs 
  ◊ 
  Momma Truehand [Human, Female, Exp/Drd] - After the unusual circumstances surrounding the affair spoken of 
  as Evil in the Woods [CY 591], this radical Dreadwalker has been made the new Mayor of Oakroot.  Rumor has it 
  that she turned in her own husband.  He was considered to have HUNTED status for leaving the Dreadwalkers 
  and joining the KRS contingent from Greyhill that freed Sterich under Lashton during the Greyhawk wars. 
  ◊ 
  Valeran Moonchild [Elf, Male] - This Dreadrunner covers much ground as he works to collect information from the 
  Dreadguides, and his penchant for getting into sticky situations and requiring assistance has surrounded him with 
  a certain degree of infamy. 
  ◊ 
  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 who join despite his 
  bitter cynicism are some of the fiercest and most loyal followers within the organization. 
  Advancement, Forms and Leaving the Meta-Org 
  Dreadwalkers PCs must contact the POC before joining, advancing and leaving.  PCs leaving the Dreadwalkers will 
  become Hunted.  Contact Triad for details. 
  Send Reporting forms to: 
   
   
         Jonathan Knapp 
  1227 East Luzerne Street 
  Philadelphia, PA 19124 
   
   
  Keoland Meta-Campaign Sourcebook  p.12  
  Version 595.10 
  
  Dreadwalker Organizational Levels 
  Reservists are locals to the Dreadwood/Dreadverge, who aid the Dreadwalkers in dissuading people from ente
  Dreadwoods, sending information 
  ring the 
  to and from the Dreadwalkers, patrol around the Dreadverge and assist the 
  Dreadwalkers when called upon. 
  Dreadwalkers are the members that delve deep into the Dreadwoods in order to combat the ancient evil.  They can b
  found patrolling the 
  e 
  perimeters, ensuring that various adventuring groups are not exploring the Dreadwoods for their 
  personal pleasure. 
   
   
  Keoland Meta-Campaign Sourcebook  p.13  
  Version 595.10 
  
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
  -  
  0 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1  
  (Reservist) 
  � +3  
  (Dreadwalker) 
  circumstance bonus granted to 
  each of the following Skill checks: 
  � Knowledge (Dungeoneering)  
  � Knowledge (Nature) 
  � Survival 
   
  Items Gifted or Discounted 
   
   
   
  (N/A) 
   
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  2 or 5 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  Meta Play Record#
  595 CY
  O r g a n i z a t i o n
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  RESERVISTS 
  2 TU; 0 gp 
   
  Tier Two 
  DREADWALKERS
  5 TU; 0 gp 
  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. 
  Advancement, Forms, and Leaving the Meta-Org 
  Dreadwalker characters must fill out reporting forms to 
  maintain their membership in the Meta-Org, failure to do so 
  will result in the character becoming Hunted. Dreadwalkers 
  PCs must contact the POC before joining, advancing and 
  leaving.  PCs leaving the Dreadwalkers will become Hunted.  
  Contact Triad for details. 
  Requirements: 
  Tier One (RESERVIST) 
  Live within 2 hexes of the Dreadwood (60 miles) 
  Tier Two (DREADWALKER) 
  Live within 2 hexes of the Dreadwood (60 miles) 
  Must be at least 4th level 
  Must have been in the Reserves for one year (real) 
  Special Note: 
  Members of the Dreadwalkers may choose to take the Ruathar 
  prestige class if they already possess a “Gift of the Elves” (Boots of 
  Elvenkind, Cloak of Elvenkind, Longsword +1, Rapier +1, 
  Composite Longbow +1 (Mighty +1 to +4) and/or Elven 
  Chainmail).  If the member lacks a “Gift of the Elves” that member 
  does not receive access to the Ruathar Prestige Class.  (The member 
  does not receive another “Gift of the Elves” if they take the 1st level 
  of Ruathar prestige class.) 
  This Record Certifies that 
  ______________________________ 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  Has Joined 
  The Dreadwalkers 
  A Keoland Metaplay Organization 
  Event: ________________ Date: ________ 
  DM:_______________________________ 
  Signature
  RPGA # 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  � _________ AR # ___ 
  � _________ AR # ___ 
  � Left 
  AR # ___ 
  � HUNTED!  AR # ___ 
  _______________________
  _______________________
  _______________________ 
  Home Region_KEOLAND
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  � Animal Training Kit (CV) 
  � Blunt Arrows (RoW) 
  � Camouflage Kit (CV) 
  � Greatbow (CW) 
  � Healer’s Balm (CV) 
  � Longstaff (CV) 
  � Quicksilver (CV) 
  � Serpentstongue Arrows (RoW) 
  � Swiftwing Arrows (RoW) 
  � Weapon Capsule Retainer (CV)  
  Tier Two (all of Tier One plus the following) 
  � Dragonsbreath Arrows (CV) 
  � Elven Courtblade (CV) 
  � Elven Lightblade (RoW) 
  � Elven Thinblade (CV) 
  � Forestwarden Shroud (Row) 
  � Leafweave Armor (RoW) 
  � Quickblade Rapier (CV) 
  � Thistledown Armor (RoW) 
  � Thistledown Suit (RoW) 
  � Wildwood Armor (RoW) 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
   
   
  Keoland Meta-Campaign Sourcebook  p.14  
  Version 595.10 
  
  Guardians of the Highlands 
  POC: 
  Kevin Lawson 
  E-mail: 
  KevinJLawson@hotmail.com 
  E-group: 
  http://games.groups.yahoo.com/group/g_o_t_h 
  Heraldry:  
  Vert, a bend gules, a wheel or, an apple or in sinister chief 
  Motto:  
  “Steadfast as the Hills” 
  Introduction  
  The Guardians of the Good Hills are loosely affiliated associations of Halfling, Gnome and Flan folk, formed for mutual 
  protection of their communities, trade and cultural heritage. The Guardians originated in the Good Hills but their presence 
  can be felt in the cities of Keoland as well, where many from the Hills have taken residence. Affiliated organizations 
  include the Alleyway Defenders (AD), the Pinzool Trading Company (PTC) and the Cult of Brandobaris (CoB). Outsiders 
  generally view these groups together as “the Cabal of the Littlefolk” or the “Little Brotherhood.”  
  Areas of Influence and Available Regions 
  The Good Hills Union commands considerable territory and boasts a large population dominated by a plurality of 
  demihumans. They represent a strong political faction in alliance with Flen. Guardians and their affiliates operate within 
  these communities with the exception of the Alleyway Defenders who can be found in all four of Keoland’s cities (Cryllor, 
  Flen, Gradsul, and Niole Dra). 
  Sponsors/Major NPCs 
  · 
  Nimmelpoon Bell-Toes, PTC 
  · 
  Pemlo Penchant, Guardians (halfling male) 
  · 
  Artin Billows, Guardians (halfling male) 
  · 
  Kir Rinnar, Guardians (gnome male) 
  · 
  Felspar Gandymalloon, AD (gnome male) 
  · 
  Padder Slipstone, CoB 
  · 
  Mother Gentle, Guardians (halfling female) 
  · 
  Dunleary Underburrough, AD (halfling male) 
  Advancement, Forms & Leaving the Meta-Org 
  Because of the connections this organization maintains throughout Keoland and the commitments and responsibilities 
  members have undertaken for the community there may be repercussions for leaving; contact the Meta-Org POC for 
  details. 
  Guardians of the Highlands Organizational Levels 
  Defenders are Halflings and Gnomes members who help and protect the smaller people.  Usually they can be seen in 
  cities, but they exist almost everywhere throughout Keoland. 
  Agents are Gnomes and Halflings that have proven their abilities.  They are now part of a secret organization that has 
  goals that exceed the normal protect and aid the little people, they actively work to hinder those that would disrupt the 
  peace of the Good Hills. 
   
   
  Keoland Meta-Campaign Sourcebook  p.15  
  Version 595.10 
  
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  O r g a n i z a t i o n
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  ______________________________ 
  � Left  
  AR # ___ 
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
  -  
  0 GP
  GP Spent 
   
  GP
  Subtotal 
  + 0 or 100 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1  (Defender)    � +2  (Agent) 
  circumstance bonus in the Good Hills to: 
  � Diplomacy 
  � Gather Information 
  � Survival 
   
  -1 circumstance penalty with NPCs from 
  Cryllor, Haven, and the Silent Ones to: 
  � Diplomacy
  Items Gifted or Discounted 
   
  ALL 
  Churches will cast divine spells 
  at LGCS cost 
   
  Tier Two (Agent) 
  100 gp cash (paid at the 
  beginning of the year) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  2 or 4 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tiers One and Two 
  � Camouflage Kit (CV) 
  � Flashpellet (CV) 
  � Gnome Battlecloak (RoS) 
  � Gnome Quickrazor (RoS) 
  � Gnome Swordcatcher (RoS) 
  � Netcutter Spikes (RoW) 
  � Sashling (RoW) 
  � Shield Sheath (RoS) 
  � Skiprock (RoW) 
  � Warsling (RoW) 
  Tier One 
  DEFENDERS 
  2 TU; 0 gp 
   
  Tier Two 
  AGENTS 
  4 TU; 0 gp 
  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 humanoids that lived on this land long before 
  Keoland was founded. 
  Advancement, Forms, and Leaving the Meta-Org 
  Because of the connections this organization maintains 
  throughout Keoland and the commitments and 
  responsibilities members have undertaken for the 
  community there may be repercussions for leaving; 
  contact the Meta-Org POC for details. 
  Requirements: 
  Tier One (DEFENDER) 
  Must speak Halfling or Gnome 
  Must be a resident of Keoland 
  Tier Two (AGENT) 
  Must be have been a Defender for 6 months (real) 
  Must be at least 5th level 
  Must be a Gnome or Halfling 
   (People reincarnated as a Gnome or Halfling do not qualify) 
  Must speak Halfling or Gnome 
  Must be a resident of Keoland 
  5 ranks in ONE of the following Skills: Climb, Decipler Script, 
  Forgery, Listen, Open Locks, or Search 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region___
  _ 
  ________
  Keoland 
  The Guardians of the Highlands 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
   
   
  Keoland Meta-Campaign Sourcebook  p.16  
  Version 595.10 
  
  Hospitalers 
  POC: 
  Eric C. Kiefer 
  E-mail: 
  GMEric@pittsburghrpga.com 
  E-group: 
  http://games.groups.yahoo.com/group/Keoland_Hospitalers 
  Heraldry:   
  Azure, an orle bleu-celeste, a rosette of vert and gulles, in collar point Pelor's sun 
  and in nombril point a chalice gulles 
  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 
  Hospitalers have influence throughout Keoland, and can be found almost anywhere Keoland’s interest reaches. 
  Origins & History 
  The Hospitalers serve a strange purpose, as they do not actively pursue combat.  They escort refugees to the safe 
  borders of Keoland (and back home, when things are peaceable), help the general populous (plagues, blights, etc.) and 
  act as the military medical units.  The support from the Hospitalers is derived from donations and the Keoland military 
  contracts.  Their history is obscured with times and deeds; however, historians have pointed towards “The 
  Excommunication”, a decision by the Divinity Council to make the nobles anathema and the nobles used their resources 
  to show the lack of need for the Churches and Divinity Council, creating the Hospitalers. 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance through the Hospitalers as soon as they meet all prerequisites and contact the POC.  PCs may leave 
  the Hospitalers at any time, as long as the POC is contacted. 
  Hospitalers Organizational Levels 
  Volunteers are people who chose to join the Hospitalers; they are the lowest members in the loose chain of command. 
  Administrators are people who organize aid on a smaller scale; they interact with the local people (non-nobles), and 
  coordinate the Volunteers. 
   
   
  Keoland Meta-Campaign Sourcebook  p.17  
  Version 595.10 
  
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  �+1 (Volunteer)   �+2 (Administrator) 
  circumstance bonus (except with Religious 
  Organizations of Keoland NPCs)  to: 
  � Diplomacy  � Gather Information  � Heal 
   
  �-1 (Volunteer)   �-2 (Administrator) 
  circumstance penalty to: 
  � Intimdate 
  &  with Religious Organizations of Keoland 
  NPCs: � Diplomacy  � Gather Information 
  Items Gifted or Discounted 
   
  1 FREE Masterwork Manacles with Average 
  Lock upon first joining as a Volunteer 
   
  2 FREE Antitoxins upon first becoming an 
  Administrator 
   
  � 10% (Volunteer)   � 20% (Administrator) 
  off the following items: 
  � Antitoxin   � Restful Candle (A&EG) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  5 or 6 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tiers One and Two 
  � Blunt Arrows (RoW) 
  � Fast-Donning Straps (RoS) 
  � Fog-Cutter Lantern (A&EG) 
  � Honey Leather 20 foot square tent (RoW) 
  � Mancatcher (CW) 
  � Masterwork Military Saddle (CV) 
  � Quicksilver (CV) 
  � Restful Candle (A&EG) 
  � Signature Crest (RoS) 
  � Steel Tower Shield (RoS) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  VOLUNTEERS 
  5 TU; 0 gp 
   
  Tier Two 
  ADMINISTRATORS
  6 TU; 400 gp 
  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. 
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance through the Hospitalers as soon as 
  they meet all prerequisites and contact the POC.  PCs 
  may leave the Hospitalers at any time, as long as the 
  POC is contacted. 
  Requirements: 
  ALL 
  Must be Lawful Neutral, Lawful Good, or Neutral Good 
  Cannot be an Acolyte, Curate, or Councilor in the Religious 
  Organizations of Keoland 
  Tier One (VOLUNTEER) 
  Must be at least 2nd level 
  6 ranks distributed between TWO of the following skills:  Alchemy, 
  Animal Handling, Healing, Listen, Profession (Any), Ride, Spot 
  and Survival 
  Tier Two (ADMINISTRATOR) 
  Must be at least 6th level 
  Must have been a Volunteer for 6 months (real) 
  14 ranks distributed between TWO of the following skills:  
  Alchemy, Animal Handling, Healing, Listen, Profession (Any), 
  Ride, Spot and Survival 
  5 ranks in Knowledge (Sheldomar Valley) or Knowledge (Nobility 
  and Royalty) 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  The Hospitalers 
  A Keoland Metaplay Organization 
  Event: ________________ Date: ________ 
  KEOLAND
  Home Region__
  DM:_______________________________ 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
   
   
  Keoland Meta-Campaign Sourcebook  p.18  
  Version 595.10 
  
  Keoland Guilds 
  POC: 
  Eric C. Kiefer 
  E-mail: 
  GMEric@pittsburghrpga.com 
  E-group: 
  http://games.groups.yahoo.com/group/Keoland_Guilds 
  Heraldry:  
  Argent and Azure quarterly, quartered first a harp Or, quartered second an anvil 
  proper, quartered third an inkwell proper with a quill or on a scroll, quartered fourth 
  an ale mug Or, in fesse point a cart wheel proper 
  Motto:  
  Anything for the Lion. 
  Introduction  
  Keoland Guilds are an organization based around the economics of Keoland, providing goods and services for the coin in 
  many purses.   While some guilds are “officially sanctioned” by the Council of the Land, enforcing a specific standard from 
  the guilds, many are just a means to make a living in Keoland Society. 
  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 local 
  Guild Grand master works for the Council of the Land and the Lord where his chapter house is located, and is often an 
  appointed position. Occasionally, a craftsman shows enough skill and prominence that the craftsman earns the rank of 
  Assistant Grand master. 
  Due to the increased population of the refugees, the Keoish Guilds have raised their requirements.  Trying to keep as 
  many refugees employed and taken care of, the guilds have opened their memberships to any refugee or Keoish citizen in 
  order to help accommodate these people in their time of need.  Refugees and other Foreigners must prove that they are 
  truly interested in a long-term commitment by residing in Keoland for one year.  The Keoish 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. 
  Areas of Influence and Available Regions 
  Many guilds have united under various services and goods, in order to create political clout.  The strength of the guild is 
  based upon the necessity of the goods/services they provide. 
  Duties, Objectives, and Day-to-Day Activities 
  Keoish Guilds have the following members: Alchemists; Byways and Innkeepers; Teamsters and Wayfarers; Fine 
  Metalworkers; Gem-cutters and Jewelers; Merchants; Calligraphers and Scribes; Cartographers; Historians; lawyers; 
  Apothecaries; 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; but this list is not inclusive to these skills or professions. 
  Philosophy and Credo 
  The Guilds are not designed to earn a profit per say, their primary duty is to assist the Kingdom by offering services (for a 
  nominal fee).  The Council keeps a close eye on Guild activity to prevent price inflation. 
  Sponsors/Major NPCs 
  • 
  Huffin Gruffin – the Baker from Cryllor has shown his favor in plenty of places.  He even made the wedding cake 
  for the Grand Duchess Calisse’s Wedding. 
  • 
  Pemlo Penchant – The Brewer from the Good Hills is known far and wide for his wonderful Lambic, and is known 
  to have provided it for the late King Kimbertos Skotti. 
  Advancement, Forms, Joining and Leaving the Meta-Org 
  PCs may advance to the second tiers (i.e., journeyman) of the Guilds as soon as they meet all prerequisites and contact 
  the POC.  If one wishes to join above apprentice level, all of the TU and gp costs for all of the levels must be paid for to 
  represent in game time spent learning the rules, duties, and procedures of the guild.  Advancement to the third tier is by 
  POC notification and approval.  An AR denoting Master rank will be sent upon approval to be signed by the next DM you 
  play that PC with. 
  Keoland Guild Organizational Levels 
  Guild Apprentices assist the Guild Journeymen in their daily activities. 
  Guild Journeymen assist the Guild Master in their daily activities and manage the Guild Apprentices. 
  Guild Masters produce and manage goods or services as assigned by their local Grand Masters. 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.19  
  Version 595.10 
  
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
  -  
  200 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1  (Guild Apprentice) 
  � +2  (Guild Journeyman) 
  � +4 
  (Guild Master) 
  circ. bonus with fellow Guild members to: 
  � Diplomacy  � Gather Information  
  and to relevant Guild Skill 
  (Craft, Perform, or Profession) 
  when earning money 
  Items Gifted or Discounted 
   
  10% off the following items: Case (Map 
  or Scroll), Chest (Empty), Masterwork 
  Musical Instrument, Trade Goods 
  (excluding precious metals, PHB Table 
  7-3), Lock (Amazing), Paper, Parchment, 
  Sealing Wax and Signet Ring 
   
  See Requirements and Gifts above. 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  3 or 5 or 9 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier Two 
  � Non-unique and non-exotic trade goods (A&EG, Table 
  2-4) 
  � Dwarfhead Stout (A&EG) 
  � Earthsilk Jersey (RoS) 
  � Farflame Oil (A&EG) 
  � Framed Pack (A&EG) 
  � Gnome Golden Light (A&EG) 
  � Hand Mill (A&EG) 
  � Jester’s Kit (A&EG) 
  � Moneybelt (A&EG) 
  � Navigator’s Kit (A&EG) 
  Tier Three (all of Tier Two plus the following) 
  � Alchemical Tooth (CV) 
  � Animal Training Kit (CV) 
  � Antitoxin Capsule (CV) 
  � False Book (A&EG) 
  � Honey Leather 20 foot square tent (RoW) 
  � Jeweler’s Loupe (A&EG) 
  � Keg (A&EG) 
  � Sashling (RoW) 
  � Smuggler’s Boots (A&EG) 
  Special Access (200 gp and 1 TU for Training) 
  Wayfarer Guide (CA) prestige class is accessible to any 
  member of the National Academy of Wizardry or Sea Mages 
  of Journeyman level or higher. 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  GUILD 
  APPRENTICES 
  3 TU; 200 gp 
   
  Tier Two 
  GUILD 
  JOURNEYMEN 
  5 TU; 200 gp 
   
  Tier Three 
  GUILD MASTERS
  9 TU; 200 gp 
  The Noble 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).  A 
  committee of Council Members oversees the Royal Guilds, 
  since the services provided by these guilds are too important 
  to allow for the squabbling of petty nobles.  Royal Guilds 
  members contain historians, financiers, alchemists and the 
  like. 
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the second tiers (i.e., Journeyman) of the 
  Guilds as soon as they meet all prerequisites and contact the 
  POC.  If one wishes to join above Apprentice level, all of the 
  TU and gp costs for all of the levels must be paid for to 
  represent in game time spent learning the rules, duties, and 
  procedures of the guild.  Advancement to the third tier is by 
  POC notification and approval.  An AR denoting Master rank 
  will be sent upon approval to be signed by the next DM you 
  play that PC with. 
  Requirements and Gifts: Tier One (GUILD APPRENTICE) 
  Must be at least 2nd level 
  4 ranks in an appropriate Craft, Profession, or Perform skill 
  FREE Guild Badge (Apprentice – 10 gp value), One appropriate 
  outfit (artisan's, entertainer's, or scholar's), One courtier’s outfit, 
  AND One traveler’s outfit 
  Tier Two (GUILD JOURNEYMAN) 
  Must be at least 5th level 
  8 ranks in an appropriate Craft, Profession, or Perform skill 
  FREE Guild Badge (Journeyman) to replace Apprentice Badge, 
  Three appropriate outfits (artisan's, entertainer's, or scholar's) 
  Tier Three (GUILD MASTER) 
  Must be at least 8th level 
  11 ranks in an appropriate Craft, Profession, or Perform skill 
  FREE Guild Badge (Master) to replace the journeyman's badge, One 
  Noble's Outfit 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  The Keoland Guilds 
  A Keoland Metaplay Organization 
  Event: ________________ Date: ________ 
  Home Region_KEOLAND
  DM:_______________________________ 
  Signature
  RPGA # 
  _________________ 
  Guild Name 
   
  _________________ 
  Home County 
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
   
   
  Keoland Meta-Campaign Sourcebook  p.20  
  Version 595.10 
  
  Haven, The Village of 
  POC: 
  Rob Recckia 
  E-mail: 
  RobWreck@aol.com 
  E-group: 
  http://games.groups.yahoo.com/group/LG-Haven 
  Heraldry:  
  Per fess embattled Gulles and Vert fimbriated or, an elvish arm embowed over an 
  orcish arm embowed fessways, in sinister canton a lion rampant, in canton a tower, 
  to base, broken arrows rising enveloped by a serpent 
  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 half-breeds of Keoland. 
  Old hatreds run deep though, as no dwarf is allowed to live in 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 with little kindness.  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. 
  The two major religions in Haven are Trithereon and Kord.  Trithereon plays the role of mentor to the citizens of Haven; 
  through the teachings of self-preservation that people began to follow him.  Kord teaches that strength through 
  perseverance that the citizens of Haven can accomplish their goals.   With the recent arrival of several druids, Obad-Hai 
  has been receiving some reverence. 
  A six-person town council, consisting of three half-orcs and three half-elves, runs the town. Overseeing most of the day-
  to-day activities, the council has chosen a mayor, a Half-Elf by the name of Vexander Sangreal. 
  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.  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.  The 
  tavern operator is 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 sidewall, a Dreadwalker outpost is being built, manned by Havenite Dreadwalkers. 
  The Foundations for walls and guard towers are also prominent on the borders of the town; these are donations from 
  citizens of Haven and a gift from Richart Jorgos for assisting in the protection of the Viscounty of Nume Eor. 
  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. 
  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. 
  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. 
  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.) 
   
   
  Keoland Meta-Campaign Sourcebook  p.21  
  Version 595.10 
  
  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. 
  Sponsors/Major NPCs 
  ◊ 
  Vexander Sangreal (half-elf male, Ranger) Vexander is the elected mayor of Haven and heads the town council. 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance to the second tier (Elder) of Haven as soon as they meet all prerequisites and contact the POC.  PCs 
  may leave the Haven at any time, as long as the POC is contacted.   
  Haven, Village Organizational Levels 
  Citizens are people who have earned the right to be called residents in Haven.  Any non-dwarf race may become resident 
  of Haven. 
  Elders are those that have excelled in aiding the community of Haven, protecting Haven, educating the little Havenites, 
  enforcing the laws of Haven, and other duties to Haven and Viscounty of Nume Eor. 
  Special Note: 
  Housing in Haven is offered at a low one-time cost of 1,000 gp.  This grants a resident of Haven the following in Keoland 
  Events (Modules, Intro modules, and Interactives): standard lifestyle upkeep; a +2 circumstance bonus with Bluff, 
  Diplomacy, and Gather Information checks; and a +4 circumstance bonus to Craft and Profession checks. 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.22  
  Version 595.10 
  
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � Bought Haven 
  This Record Certifies that 
   
  Housing 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
  Housing in Haven is offered at a low one-time 
  cost of 1,000 gp.  In Keoland Events 
  (Modules, Intro modules, and Interactives) this 
  grants a resident of Haven: 
   
  � FREE Standard Lifestyle upkeep 
  � +2 circumstance bonus to Bluff, Diplomacy, 
  and Gather Information checks 
  � +4 circumstance bonus to Craft and 
  Profession checks 
  - 
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
   GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1 (Citizen)     � +2 (Elder)    circ. bonus 
  with Dreadwalker and Hospitaler NPCs to: 
  � Diplomacy  � Gather Information 
   
  � +1 (Citizen)     � +4 (Elder)    circ. bonus 
  in the Hool and Nume Eor to: 
  � Listen  � Spot  � Survival 
   
  � -2 (Citizen)      � -4 (Elder)    circ. penalty 
  with Clan Stonecrow NPCs to: 
  � Diplomacy  � Gather Information 
  Items Gifted or Discounted 
   
  Haven spellcasters will cast divine 
  spells at LGCS cost 
   
  See Housing under Lifestyle above. 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  3 or 5 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tiers One and Two 
  � Blunt Arrows (RoW) 
  � Broadblade Shortsword (CV) 
  � Capsule Retainer (CV) 
  � Close Fighting Blade (RoW) 
  � Elven Thinblade (RoW) 
  � Ironman Capsule (CV) 
  � Longaxe (CV) 
  � Shield Sheath (RoS) 
  � Strongarm Capsule (CV) 
  � Swiftstride Capsule (CV) 
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  CITIZENS 
  3 TU; 
  2% annual tax/tithe 
   
  Tier Two 
  ELDERS 
  5 TU; 
  1,000 gp and a 
   5% annual tax/tithe 
   
  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. 
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the second tier (Elder) of Haven 
  as soon as they meet all prerequisites and contact the 
  POC.  PCs may leave the Haven at any time, as long as 
  the POC is contacted. 
  Requirements: 
  ALL 
  Must be a resident of Keoland and live in Nume Eor 
  Must speak Elven or Orc 
  Tier One (CITIZEN) 
  Must not be a dwarf 
  1 rank in any Craft, Knowledge, or Profession skill 
  Tier Two (ELDER) 
  Must be a half-orc or half-elf 
  Minimum of +5 BAB 
  1 rank in Knowledge (Sheldomar Valley) 
  2 ranks in any Craft, Knowledge, or Profession skill 
   (excluding Knowledge [Sheldomar Valley]) 
  Must have been a Citizen for at least 12 months (real) 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  Keoland 
  The Village of Haven 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  Nume Eor 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
   
   
  Keoland Meta-Campaign Sourcebook  p.23  
  Version 595.10 
  
  Justice Blade 
  POC: 
  Caias Ward 
  E-mail: 
  caias.ward@gmail.com 
  E-group: 
  http://games.groups.yahoo.com/group/JusticebladeLG 
  Heraldry:  
  Azure, a sword and pommel argent with hilt sable at dexter base point rising to 
  middle chief point, a sword sable hilt at middle chief point to sinister base, A 
  chevalier in full armor sable with an argent sword tenant at base point 
  Motto:  
  "A good man can make a difference in a world of evil" 
  IC Contact:  
  Thomas Sorenson or Harek Balfor 
  Introduction  
  The Justice Blade is one of the benevolent mercenary companies.  They are a group of paladins and other seekers of 
  good that do not fit into normal Keoish society due to race, previous or current vocation, or 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 the Justice Blades that they find a home. 
  Areas of Influence and Available Regions 
  The Blades have little influence within the Borders of Keoland, but members reside in March of Mandismoor and the 
  County of Cryllor. 
  Sponsors/Major NPCs 
  ◊ 
  Harek Balfor (human male) : Harek is the bartender and owner of the Blade's Rest 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance to the second tier of the Justice Blade as soon as they meet all prerequisites and contact the POC.  
  PCs may leave the Justice Blade at any time, as long as the POC is contacted.  
  Justice Blade Organizational Levels 
  Errants are probationary members, just starting their career as a mercenary adventurer and hoping to make some good 
  contacts for future jobs. 
  Justice Blades are lawful good citizens, who go around doing good deeds. 
   
   
  Keoland Meta-Campaign Sourcebook  p.24  
  Version 595.10 
  
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1 (Errant)     � +2 (Justice Blade) 
  circumstance bonus 
  (doubled in Tavern, Bars, or Inns) to: 
  � Diplomacy  � Gather Information 
  � Perform 
   
  � -1 (Errant)     � -2 (Justice Blade) 
  circumstance penalty with Duelist Society 
  and Thieves’ Guild NPCs to: 
  � Diplomacy  � Gather Information 
  Items Gifted or Discounted 
   
  Tier One (Errant) 
  1 FREE Antitoxin upon first joining 
  as an Errant 
   
  Tier Two (Justice Blade) 
  10% off the following items: 
  � Dwarfhead Stout (A&EG) 
  � Quicksilver Capsule (CV) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  3 or 4 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats& prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tier One 
  � Dwarfhead Stout (A&EG) 
  � Dwarven Brewmaker (A&EG) 
  � Fast-Donning Straps (RoS) 
  � Masterwork Military Saddle (CV) 
  � Maul (CW) 
  � Quicksilver Capsule (CV) 
  � Riding Straps (RoS) 
  � Shield Sheath (RoS) 
  � Signature Crest (RoS) 
  � Weapon Capsule Retainer (CV) 
  Tier Two (all of Tier One plus the following) 
  � Composite Greatbow (Mighty +2 to +4) (CW)
  � Dragonbite Bitter (A&EG) 
  � Frenzywater (A&EG) 
  � Gnome Goldenlight (A&EG) 
  � Pulsch Brown Ale (A&EG) 
  � Steel Tower Shield (RoS) 
  � Swiftwing Arrow (RoW) 
  � Triple Weapon Capsule Retainer (CV) 
  � Warmace (CW) 
  � Tactical Soldier Prestige Class (MH) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  ERRANTS 
  3 TU; 0 gp 
   
  Tier Two 
  JUSTICE BLADES
  4 TU; 400 gp 
   
  The Justice Blade is one of the benevolent 
  mercenary companies.  They are a group of 
  paladins and other seekers of good that do 
  not fit into normal Keoish society due to race, 
  previous or current vocation, or 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 the Justice Blades that they find a 
  home. 
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the second tier of the Justice 
  Blade as soon as they meet all prerequisites and contact 
  the POC.  PCs may leave the Justice Blade at any time, 
  as long as the POC is contacted. 
  Requirements: ALL 
  Must reside in Keoland 
  Must recount deeds of “Valor, Wisdom and Discretion” – contact 
  POC 
  Cannot be part of the Duelists, any Thieves Guild, or the Stargazers 
  Tier One (ERRANT) 
  Must be of a Good alignment 
  Must be at least 2nd level 
  Minimum Base Attack Bonus (BAB) +1 
  2 ranks in ONE of the following skills: Craft, Diplomacy, Handle 
  Animal, Knowledge (Geography or Religion), Profession, or Ride 
  Tier Two (JUSTICE BLADE) 
  Must be of Lawful Good alignment 
  Must be at least 6th level 
  Minimum Base Attack Bonus (BAB) +6 
  Must have at least ONE level of Paladin 
  5 ranks in ONE of the following skills: Craft, Diplomacy, Handle 
  Animal, Knowledge (Geography or Religion), Profession, or Ride 
  Must have spent 6 months (real) as an Errant 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region___
  _ 
  ________
  Keoland 
  The Justice Blade 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
   
   
  Keoland Meta-Campaign Sourcebook  p.25  
  Version 595.10 
  
  Keoland Dueling Society 
  POC: 
   Rob Recckia 
  E-mail: 
   
  RobWreck@aol.com 
  E-group: 
   
  http://games.groups.yahoo.com/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.  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, namely the resolution of conflict among nobles and the elimination of 
  rivals. 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 an honor duel to the death. 
  Areas of Influence and Available Regions 
  While generally influential throughout Keoland, the four dueling styles of Keoland are localized to four different regions 
  (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.  This left, 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.  
  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, and anyone else he could learn from were hired as tutors.  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.  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 schools in Niole Dra, Flen and Gradsul. As 
  time passed and different sword masters 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 sword masters, 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. 
  Argost – Linnoden (Axewood), Hennen – Cryllor, Illadra – Gradsul, Ulmstard – Niole Dra,  
  Philosophy and Credo 
  The weapon of civilized man is not the clumsy great ax of the battlefield, but one that is elegant and refined.  It is 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.  
   
   
  Keoland Meta-Campaign Sourcebook  p.26  
  Version 595.10 
  
  Sponsors/Major NPCs 
  ◊ 
  Master Vernasci (human male, Suel) – 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 (human male, Suel-Oeridian) – 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 meets his 
  obligations to the Dreadwalker Reserves, of which he’s been a member for the past 15 years. 
  ◊ 
  Master Hennen (human male, Suel) – 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 (human male, Suel-Oeridian) – 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 done in his 
  presence.  
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance through the Duelists as soon as they meet all prerequisites and contact the POC.  PCs may leave the 
  Duelists at any time, as long as the POC is contacted. 
  Keoland Duelist Society Organizational Levels 
  Swordsmen practice and study under a master; students usually need to find somebody to teach them or join a school.  
  Usually, this is how nobles and rich merchants learn how to fight. 
  Swashbucklers may fight duels with opposing schools; but not to the death nor without the Dueling Masters’ permission. 
  Duelists have reached the peak of performance.  They may challenge or duel legally in Keoland.  They may not duel 
  ‘unworthy’ opponents, but can fight to defend themselves as necessary. 
  Special Notes: 
  The rules for Dueling are stringent in Keoland, due to the lawful nature of Keoland society, many a person has been 
  thrown in jail or become a Hunted criminal due to failure in etiquette in a duel.  Ring bearing duelists are the only people 
  who may fight duels for other citizens in Keoland.  Nobles and Military Officers usually fight their own duels over matters 
  of honor; some nobles will hire duelists in order to fight for them. 
  Any Noble or Officer participating in Duel and not using proper dueling etiquette will be forfeit their title, lands and pay for 
  damages caused.  (DC 20 Sense Motive check will need to be made each round in a dueling match to ensure they meet 
  proper etiquette during the match). 
  1) First Blood – a duelist isn’t considered “Blooded” until they have taken enough damage to reduce them below 
  their first level hit points. (i.e. a 4th level fighter with a 14 Con having 36 hit points, can take 24 points of damage, if 
  he takes one more point, he is considered “blooded”) 
  2) First Disarm – the first duelist to lose their weapon within 3 rounds loses the duel 
  3) First Yield – the first to yield, loses the duel (yielding is not always spoke, but a simple gesture with a sword, this 
  is to save some semblance of respect, demanding a person to yield who has already done so, will reap negative 
  consequences). 
  4) First to Fall/First out of the ring – the first person who is struck down (i.e. has received so much damage that he 
  can’t stand loses) or chased out of the dueling arena (the person leaves the arena under their own will) forfeits the 
  duel. 
   
   
  Keoland Meta-Campaign Sourcebook  p.27  
  Version 595.10 
  
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.28  
  Version 595.10 
   
  GP
  Starting GP 
  - 
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1  
  (Swordsman) 
  � +2  
  (Swashbuckler) 
  � +3 
  (Duelist) 
  circumstance bonus to: 
  � Diplomacy with Nobles 
  � Gather Information with Nobles 
  � Bluff when feinting (in combat) 
  � Sense Motive when feinting (in combat) 
  � Knowledge (Nobility and Royalty) 
  � Knowledge (Sheldomar Valley) 
   
  � -1  
  (Swordsman) 
  � -2  
  (Swashbuckler) 
  � -3 
  (Duelist) 
  circumstance penalty to: 
  � Diplomacy with rival dueling schools 
  � Gather Information with rival dueling 
  schools 
   
  Tiers Two and Three 
  (Swashbuckler and Duelist) 
  Automatically succeeds at Knowledge checks 
  regarding dueling etiquette 
  Items Gifted or Discounted 
   
  Tiers Two and Three 
  (Swashbuckler and Duelist) 
  FREE Academy Signet Ring of the 
  appropriate school (100 gp value) 
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  2 or 4 or 9 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tiers One, Two, and Three 
  � Broadblade Short Sword (CV) 
  � Capsule Retainer (CV) 
  � Close Fighting Blade (RoW) 
  � Elven Lightblade Sword (RoW) 
  � Leap Capsule (CV) 
  � Quickblade Rapier (CV) 
  � Stability Capsule (CV) 
  � Strongarm Capsule (CV) 
  � Swiftstride Capsule (CV) 
  � Tumbler’s Breastplate (RoS) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  SWORDSMEN 
  2 TU; 200 gp 
   
  Tier Two 
  SWASHBUCKLERS
  4 TU; 400 gp 
   
  Tier Three 
  DUELISTS 
  9 TU; 500 gp 
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance through the Duelists as soon as they meet 
  all prerequisites and contact the POC.  PCs may leave the 
  Duelists at any time, as long as the POC is contacted. 
  Requirements: ALL 
  Must be a resident of Keoland 
  May not live "off the wild" outside of Keoland 
  Argost:  Must be human, elf, or half-elf resident of Linnoden 
  with a min. 13 Con; Two Weapon Fighting Feat 
  Hennen: Must be human resident of Cryllor with a min. 13 
  Str; Power Attack Feat 
  Illadra:  Must be human resident of Gradsul with a min. 13 
  Dex; Dodge Feat 
  Ulmstard: Must be human resident of Niole Dra with a min. 
  13 Int; Combat Expertise Feat 
  Tier One (SWORDSMAN) 
  Must be at least 2nd level 
  Minimum Base Attack Bonus (BAB) +1 
  1 rank in Jump (Argost or Hennon), Balance (Illadra), or Bluff 
  (Ulmstard) 
  Tier Two (SWASHBUCKLER) 
  Must be at least 5th level 
  Minimum Base Attack Bonus (BAB) +4 
  Must have been a Swordsman for 6 months (real) or be a 
  noble in Keoland 
  1 rank in Knowledge (Sheldomar Valley) 
  2 ranks in Jump (Argost or Hennon), Balance (Illadra), or 
  Bluff (Ulmstard) 
  Tier Three (DUELIST) 
  Must be at least 8th level 
  Minimum Base Attack Bonus (BAB) +7 
  Must have been a Swashbuckler for 6 months (real) 
  1 rank in Knowledge (Sheldomar Valley) 
  1 rank in Knowledge (Nobility and Royalty) 
  4 ranks in Jump (Argost or Hennon), Balance (Illadra), or 
  Bluff (Ulmstard) 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region___
  _ 
  ________
  Keoland 
  The Keoland Duelist Society 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  Dueling School
  (SELECT ONE) 
   
  � Argost 
  � Hennen 
  � Illadra 
  � Ulmstard
  _________________ 
  Home City 
   
  _________________ 
  Home County 
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Knights of the Watch/Knights of the Dispatch 
  POC: 
  Mark Whittaker 
  E-mail: 
  lordkhardrus@yahoo.com
  E-group: 
  http://games.groups.yahoo.com/group/kotdw 
  Heraldry: 
  Sable, an owl displayed argent 
  Motto: 
  None 
  Introduction  
  The Knights of the Watch formed several centuries ago, built upon the foundation an earlier organization based in Gran 
  March. Tasked with protecting Keoland, Gran March, Bissel and Geoff from the incursions of Paynims and westerlings, 
  the Watchers, as they are generally known, hold several castles, fortresses and strongholds along the border with Ket, as 
  well as in the western mountains. The order's strongest bases of power can be found in Gran March (Hookhill), Geoff 
  (Hochoch), and Bissel (Pellak), though members of the knighthood are drawn from the best and wisest of the lands 
  throughout the Sheldomar Valley. 
  The Knights of the Watch are devotees of a near-monastic school of teachings based upon the writings of the philosopher 
  Azmarender, who first chronicled a code of duty and belief known as the Twelve and Seven Precepts. The Twelve 
  Precepts govern how a knight of the order is to carry out his day-to-day activities, with a particular eye toward traditions of 
  battle. The Seven are said to guide the "life beyond the self," to give meaning to the universe beyond the field of battle. 
  These latter precepts are jealously guarded secrets revealed to knights only as they gain station within the organization. 
  The mysterious Seventh Precept, said to reveal ancient secrets about the establishment of the world of Oerth, is known 
  only to the Grandiose Imperial Wyvern, titular head of the knighthood (currently the ailing Hugo of Geoff). 
  The Twelve Precepts 
  Above all others are the Grand Precept and the Precept of Judgment.  The other precepts define how the Knight 
  should behave, but the first two define how he should follow the other ten.  The Grand Precept imbues the Knight who 
  follows it with strength.  The Precept of Judgment grants flexibility.  As with a blade, it is this combination of traits that 
  makes the Knight the exceptional weapon that he is. 
  The Grand Precept: A Knight is known by his actions. There is no higher calling and no greater duty; therefore, a Knight 
  will lay down his life rather than violate a Precept.  
  The Precept of Judgment: The Precepts are of mortal hand; therefore, they may conflict.  A Knight will always remain 
  true to the spirit of the Precepts and use the judgment granted him to know the right path. A Knight will never allow 
  legalism to excuse any action. 
  The Precepts of Duty 
  The Precept of Duty to One’s Order: A Knight’s Order defines his place in the world. A Knight will remain true to the 
  rules of his Order and will follow the commands of the leaders of his Order.  
  The Precept of Duty to One’s God: A Knight’s God has granted him the greatest gift of all, the life of a Knight. As such a 
  Knight must remain true to his God’s teachings and to those who represent his God in this world. 
  The Precepts of Courage 
  The Precept of Bravery: Battle and defense are the purpose of the Knight in this world. As such, a Knight may never flee 
  battle unless failure to do so shall place those in his charge in greater harm. A Knight must never allow another to place 
  himself in danger when the Knight can accept the danger himself. However, the Knight should also not allow dishonor to 
  come to his companions by denying them their rightful share of glory. 
  The Precept of Chivalry: A Knight must never doubt his prowess or his worth and he must not allow others to think that 
  he has done so. Therefore, a Knight must not take unfair advantage of any opponent, but must strive to show the 
  rightness of his cause by victory in the fairest fight possible. 
  The Precepts of Demeanor 
  The Precept of Deference: A Knight has been placed in his position in the world for a purpose. To question this is to lack 
  faith. Therefore, a Knight must pay appropriate honor to those placed above him in his Order, his State, and his Church. A 
  Knight must ensure that those placed below him observe this, so that disrespect for the Precept is not created. 
  The Precept of Mannerliness: A Knight’s behavior, manners, and etiquette must be above reproach lest dishonor fall on 
  his Order.  
  The Precepts of Honor 
  The Precept of Oath-Taking: A Knight’s word must be trusted. Therefore, a Knight will not violate an oath that he has 
  sworn nor should a Knight swear an oath the he knows he cannot keep. 
  The Precept of Retribution: It is a duty of a Knight to ensure that any Knight who has broken an oath is brought to 
  justice, lest all Knights’ words become meaningless. 
   
   
  Keoland Meta-Campaign Sourcebook  p.29  
  Version 595.10 
  
  The Precepts of Charity 
  The Precept of Service: The poor, the oppressed, the widowed, the orphaned, those who seek after justice – these all 
  are worthy of a Knight’s service. A Knight should not deny it. 
  The Precept of Property: A Knight owns nothing. All material things are simply held by him in trust to fulfill his purpose. 
  Therefore, a Knight must be generous in all things and disdain the gaining of wealth for its own sake. 
  As befits the mysticism that dwells at the heart of their organization, the Watchers are known internally by a selection of 
  fanciful titles. General knights, the lowest in rank, are called Vigils, with minor ranks adding to the base title (Stalwart Vigil, 
  Resilient Vigil, Radiant Vigil, etc.). As knights ascend in rank, a number of adjectives are added to their titles, with "vigil" 
  replaced by the names of fantastic beasts (manticore, hippogriff, griffon, etc.), such that a mid-level commander is known 
  as the Magnificent Elder Gorgon. Few outside the order understand the ranking-system of the Watchers, a fact that gave 
  rise to the peasant saying "frightful as a Watcher's title" to denote someone who wishes to appear grander than he truly is. 
  Prior to the Greyhawk Wars, the Knights of the Watch claimed more than 6,500 members. War trimmed that number by 
  more than half. Currently, 2,500 Knights of the Watch roam the Sheldomar Valley, protecting the interests of their nations 
  and sussing out agents of the hated west. 
  The Greyhawk Wars brought a new development for the knighthood, as well, a factionalization of the order into two 
  distinct branches, the traditional Knights of the Watch and the new Knights of Dispatch. The Watchers continue much as 
  they always have. The Dispatchers, however, have eschewed traditional rites of battle, often forming themselves into 
  scouting bands to range within conquered Geoff (and, until recently, Sterich). The Knights of Dispatch have traded their 
  hatred of the west for a deep loathing of the humanoids who have caused their homelands so much trouble in the last 
  decade. While some within the greater order despise the "cowardly" tactics of this new branch, the leaders of both 
  organizations have pledged support for each other, and share the same (confusing) hierarchy. 
  Areas of Influence and Available Regions 
  The current knight headquarters is in Pellak, in Bissel.  They also maintain strongholds in Hookhill (Gran March) and 
  Hochoch (Geoff).  In addition, they maintain chapter houses in a few other major cities throughout the Sheldomar Valley.  
  The two principle chapter houses in Keoland are Ravonnar High (Mandismoor) and Fortress Goarada (Linth).  
  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 – The order is closely aligned with the government and military of Gran March, and with the church of 
  Heironeous.  In addition, it considers as its formal allies all the nations of the Sheldomar Valley (though those 
  nations do no necessarily reciprocate).  The Darkwatch, a sister organization based in Keoland, is also counted 
  an ally.   
  ◊ 
  RIVALS – Grand Duke Owen of Geoff has recently dealt several affronts to the order, including kidnapping 
  several of its leaders temporarily, as a political ploy.  While there has been some grumbling that the order ought to 
  allow the giants to overrun what’s left of Geoff, the leadership is firm in their conviction that the order’s sacred 
  duty will absolutely not permit them to concede Geoff to the giant invaders. 
  ◊ 
  ENEMIES – The order counts as its foes all goblinoids, orcs and similar creatures, giants, and Hextorians.  They 
  also consider most Baklunish in the same category (though there are a handful of Knights of Baklunish descent, 
  mostly those who had some reason to renounce their heritage). 
  Sponsors/Major NPCs 
  ◊ 
  Grandiose Imperial Wyvern Hugo of Geoff (currently in Bissel) 
  ◊ 
  Lord Watcher Lugh Narthistle, Loyal Banshee (Commandant of Keoish KotW/D) 
  ◊ 
  Lord Watcher Althon, Most Stoic Owlbear (Margrave of Mandismoor) 
  ◊ 
  Princess Dispatcher Kialla Skotti, Determined Sparrow (Daughter of the Deceased King Kimbertos) 
  Advancement, Forms & Leaving the Meta-Org 
  Advancement within the Knights of the Watch / Dispatch is confidential.  Please contact the POC for additional information 
  or check here for the Knights of the Watch / Dispatch Public Document. 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.30  
  Version 595.10 
  
  Knights of the Malgari 
  POC: 
  Harold Austin 
  E-mail: 
  HaroldRAustin@gmail.com 
  E-group: 
  http://games.groups.yahoo.com/group/LG-Darkwatch 
  Heraldry:  
  Ermine cendree with tails sable, a rose sable a top a sword to base between two 
  wings conjoined 
  Motto:  
  None Known 
  Introduction  
  This Neheli-based organization is dedicated to the destruction of all unnatural imitations of Life, especially in the areas 
  around the Rushmoors.  This group has a strong aversion to necromancers and any that would practice the dark arts, 
  those that would control and create such monstrosities this organization was created to destroy. 
  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.  The Rhola King, Tavish II (the Blackguard), attached this sect to the 
  Suel House Neheli in a political maneuver lost to time.  As the centuries have passed, the Malgari has had its original 
  charter expanded to include the hunting of necromancers and other evil undesirables throughout the Neheli lands. 
  Knights of the Malgari are occasionally called Darkwatch.  It is unclear whether this name is due to splintering away from 
  the Watch and the Watcher being a good organization, making the previously secret order the “Darkwatch.”  Or because 
  these Knights came in the darkest hours of the night in order to capture their suspects, unlike the Watch, who are noble 
  and forthright. 
  Recent events have shown a schism in the organization, some turning to torture of innocent bystanders to glean some 
  knowledge of these necromantic imitations of Life.  Others have continued upon their path in the hopes that this dark 
  chapter will pass.  A third group has taken action, patrolling the borders, preventing the abuse of people and striving to 
  excel in the arts of knightly grace. 
  The rigid structure is the same throughout the organization, with each performing similar duties.  Lower-ranking members 
  spend their time patrolling the Rushmoor borders, guarding the various fortifications, and keeping a watchful eye on the 
  general population.  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.  
  Areas of Influence and Available Regions 
  The Malgari 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 veteran knight of the Malgari, they are banned in 
  the Grand Duchy of Geoff. 
  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 Rhennee. 
  ◊ 
  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. 
  Sponsors/Major NPCs 
  ◊ 
  Duke Cedrian III of Dorlin, House Neheli (human male, Suel) – Until recently, Cedrian was the de facto head of 
  both the Malgari and House Neheli, and considered a candidate for the throne due to his revival of Neheli 
  fortunes.  His recent illness, however, has removed him, at least temporarily, from the public eye. 
  ◊ 
  Lord Holphin Neheli (human male, Suel) – Son of Count Orloc, Cedrian’s chief rival within the Neheli household, 
  he has risen to prominence within the Malgari.  His current disappearance at the hands of the Silent Ones, after 
  his assassination of King Kimbertos Skotti, has caused a bitter rift amongst the Knights of the Malgari. 
  Caldor Neheli (human male, Suel) – Although a member of the Malgari, it is
  ◊ 
   quietly rumored that this Knight has a 
  ◊ 
  lee Neheli (human male, Suel) – This Shelspring Baron leads a faction of the Malgari 
  dedicated to Lydia. 
  penchant for drink, and only his blood ties to Cedrian have protected him. 
  Baron Jharmok Red
   
   
  Keoland Meta-Campaign Sourcebook  p.31  
  Version 595.10 
  
  Advancement, Forms and Leaving the Meta-Org 
  The Knights of the Malgari are a HUNTER meta-org, and all levels beyond Man-At-Arms require additional, player-based 
  responsibilities.  The Knights of the Malgari are a HUNTER meta-org, and PCs who wish to leave suffer the 
  consequences accordingly.  
  Mail to:  
   
            Harold Austin 
  18 Fleetwood Avenue 
  Albany, NY 12208 
  Malgari Organizational Levels 
  Man At Arms is the lowest level of the Malgari.  They guard the prisoners, patrol the Neheli lands, and report suspicious 
  activities to their superiors. 
  *Benefits for Man-At-Arms has been suspended, all members who are Men-At-Arms are dismissed from service, without 
  negative consequences. 
  Squires have been promoted from Man At Arms to the next level.  They act as apprentices to Knights, learning and 
  assisting the Knights in their daily activities.  They also lead the Man At Arms in their daily activities. 
  Knights (Elite) are granted this level by proving themselves to the Neheli Nobles.  They lead assaults into the 
  Rushmoors, find spies in villages and train Squires.  They destroy necromancers and other evil forces tied to an ancient 
  Ur-Flan civilization. 
  Knight Commanders (Elite) are the elite in the Malgari; expanding the influence of the Knights into the other regions, 
  destroying all necromantic creatures and evil outsiders. 
   
   
  Keoland Meta-Campaign Sourcebook  p.32  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.33  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
  FREE in Keoland Events 
  (Interactives and Modules) 
   
  � Rich 
  (Knight) 
    
  � Luxury  (Knight Commander) 
  -
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +2  (Squire) 
  � +3  (Knight) 
  � +4 
  (Knight Commander) 
  circumstance bonus granted 
  in Neheli Lands to: 
  � Diplomacy 
  � Intimidate 
  Items Gifted or Discounted 
   
  4 FREE Flasks of Holy Water upon first 
  joining as a Squire 
   
  Churches will cast divine spells at LGCS cost 
   
  � 10% (Knight)  � 20% (Knight Commander) 
  off the following items: 
  � Dragonbreath Arrows (RoW) 
  � Holy Water 
  � Quicksilver Capsules (CV) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  5 or 8 or 12 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tiers One, Two, and Three 
  � Armorbright (SS) 
  � Battleplate (RoS) 
  � Dragonbreath Arrows (RoW) 
  � Extreme Shield, Wooden or Steel (RoS) 
  � Composite Greatbow (Mighty +1 to +4) (CW) 
  � Keepcool Salve (SS) 
  � Longaxe (CV) 
  � Maul (CW) 
  � Masterwork Saddle (CV) 
  � Priest Bullets (LM) 
  � Quickflame (CV) 
  � Quickfrost (CV) 
  � Quickspark (CV) 
  � Quicksilver (CV) 
  � Shield Gauntlet (RoS) 
  � Triple Weapon Capsule Retainer (CV) 
  � Warmace (CW) 
  Tier Two (all of Tier One plus the following) 
  You are non-landed noble of Keoland, with all rights 
  pertaining to your status 
  Tier Three (all of Tier One plus the following) 
  You are landed noble of Keoland, with all rights 
  pertaining to your status 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier Zero 
  MAN AT ARMS
  (suspended) 
   
  Tier One 
  SQUIRES 
  5 TU; 0 gp 
   
  Tier Two 
  KNIGHTS 
  (ELITE) 
  8 TU; 400 gp 
   
  Tier Three 
  KNIGHT 
  COMMANDERS 
  (ELITE) 
  12 TU; 1,000 gp 
  Advancement, Forms, and Leaving the Meta-Org 
  The Knights of the Malgari are a HUNTER meta-org, and all 
  levels beyond Man-At-Arms require additional, player-based 
  responsibilities.  The Knights of the Malgari are a HUNTER 
  meta-org, and PCs who wish to leave suffer the consequences 
  accordingly. 
  Requirements: ALL 
  1 rank in Knowledge (Sheldomar Valley) 
  2 ranks Knowledge (Religion) 
  Cannot join any other Organization 
  Tier One (SQUIRE) 
  Must get Triad Permission before Advancing (contact 
  HaroldRAustin@gmail.com) 
  Must be at least 4th level 
  Must have been a Man At Arms for 6 months (real) 
  Cannot join any other Organization 
   
  Tier Two (KNIGHT) 
  Requires POC approval 
  Must be at least 7th level and No Obvious Flaws 
  Must have been a squire for 6 months (real) 
  2 ranks in ONE of the following Skills: Search, Sense Motive, or 
  Spot 
  Must have fought Undead or Evil Outsiders 
  Tier Three (KNIGHT COMMANDER) 
  Requires POC Approval and Special Mission (Contact Triad) 
  Must be 10th level and No Obvious Flaws 
  Minimum Base Attack Bonus (BAB) +8 
  Must have been a Knight for 12 months (real) 
  3 ranks in ONE of the following Skills: Search, Sense Motive, or 
  Spot 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The Knights of the Malgari 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Lion Braich 
  POC: 
  Duncan McNeill-Burton 
  E-mail: 
  duncanmb@comcast.net 
  E-group: 
  http://games.groups.yahoo.com/group/Keoland_Military 
  Heraldry:  
  Argent, a chief gulles, a lion dormant gulles voided sable 
  Motto:  
  “Old Soldiers Never Die...” 
  Introduction  
  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 cavalry officer named Bradon Habeny, who lost his arm fighting in Istivin and was unable to 
  afford the regeneration spell necessary, founded the unit.  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. 
  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. 
  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 weapon masters in noble and high merchant households. 
  Sponsors/Major NPCs 
  ◊ 
  Lord Kharn of Middlemead (human male, LN) - While some of the funding for the Lion Braich comes from paid-
  for-hire jobs, the bulk of the Lion Braich funding comes from the most powerful representative of the Council of 
  the Land and head of the Oeridian faction. 
  ◊ 
  Bradon Habeny (human male, LN) - This leader organizes his 200-odd soldiers from his base on a small manor 
  house near Middlebridge (Capital of Middlemead province)]. 
  Advancement, Forms and Leaving the Meta-Org 
  Members of the Lion Braich have no place to advance to.  Either they are unable to meet the rigid qualifications of the 
  Imperial Military Academy, or they have been placed into mandatory retirement.   
  Lion Braich Organizational Levels 
  Lion Patriots are the soldiers that march off to do battle, while the Courts of the Land debate on what to do.  Protectors of 
  Keoland’s foreign and internal interests do this out of loyalty to the ideals of the kingdom and knowing that they are paving 
  the way to a new era of the Keoland Empire. 
   
   
  Keoland Meta-Campaign Sourcebook  p.34  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.35  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � _________ AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
  FREE Rich Lifestyle Upkeep 
  in Keoland Events 
  (Interactives and Modules) 
  -  0 or 1,000 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  +4 circumstance bonus with 
  Hospitalers, Justice Blades, Lion 
  Patriots, Mountain Lions, Stargazers, 
  and the Keoland Military to:  
  � Diplomacy  � Gather Information 
   
  -3 circumstance penalty with Nobles to: 
  � Diplomacy  � Gather Information 
  Items Gifted or Discounted 
   
  10% off the following items: 
  � Antitoxin Vials 
  � Dragonbreath Arrows (RoW) 
  � Quicksilver Capsules (CV) 
  � Tanglefoot Bags 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  8 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  � Antitoxin Capsule (CV) 
  � Capsule Retainer (CV) 
  � Close Fighting Blade (RoW) 
  � Dragonbreath Arrows (RoW) 
  � Fast-Donning Straps (RoS) 
  � Ironman Capsule (CV) 
  � Leap Capsule (CV) 
  � Masterwork Military Saddle (CV) 
  � Netcutter Spikes (RoW) 
  � Quickflame Capsule (CV) 
  � Quickfrost Capsule (CV) 
  � Quicksilver Capsule (CV) 
  � Quickspark Capsule (CV) 
  � Riding Straps (RoS) 
  � Serpentstongue Arrows (RoW) 
  � Shield Sheath (RoS) 
  � Signature Crest (RoS) 
  � Stability Capsule (CV) 
  � Swiftwing Arrows (RoW) 
  � Triple Weapon Capsule Retainer (CV) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  LION PATRIOTS
  (ELITE) 
  8 TU; 1,000 gp 
   
  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. 
  Lion Patriots are the soldiers that march off to do 
  battle, while the Courts of the Land debate on what to 
  do.  Protectors of Keoland’s foreign and internal 
  interests do this out of loyalty to the ideals of the 
  kingdom and knowing that they are paving the way to a 
  new era of the Keoland Empire. 
  Advancement, Forms, and Leaving the Meta-Org 
  Members of the Lion Braich have no place to advance 
  to.  Either they are unable to meet the rigid 
  qualifications of the Imperial Military Academy, or 
  they have been placed into mandatory retirement. 
  Requirements: 
  Tier One (LION PATRIOT) 
  Must be at least 7th level 
  Must have been in a military organization for 6 
  months (real) 
  May not belong to any other military organization 
  Needs POC approval 
  May not “live off the wild” 
  2 ranks in Knowledge (History) 
  1 rank in Knowledge (Sheldomar Valley) 
  1 rank in Profession (Soldier) 
  Feat: Weapon Specialization (any Weapon) 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  The Lion Braich 
  A Keoland Metaplay Organization 
  Event: ________________ Date: ________ 
  Home Region_KEOLAND
  DM:_______________________________ 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Military – Local (City Guard and Local Militia) 
  POC: 
  Duncan McNeill-Burton 
  E-mail: 
  duncanmb@comcast.net 
  E-group: 
  http://games.groups.yahoo.com/group/Keoland_Military 
  Heraldry:  
  Gulles, piles argent en chief, a lion rampant argent, a laurel wreath argent 
  Motto:  
  Gradsul –“First and Best” 
   
  Cryllor – “No crime too small” 
   
  Niole Dra – “Enforcing the Council’s Peace” 
   
  Flen – “One Law for All” 
  Overview 
  The Military is broken into three parts.  The Local level, which is supported by nobles, through taxes; the Royal Army, 
  which is supported by the Council of the Land and is lead by the King, and the Imperial Military Academy, which is 
  supported by powerful and rich nobles (members of the Council). 
  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. 
  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.  
  The Local Militia deals with local problems outside the big cities, becoming specialized in their specific regions. From 
  bandits on the Steel Road between Flen and Niole Dra, to river pirates along the Sheldomar and Javan, to owlbears in the 
  Dreadverge, the citizens of Keoland work to protect what is rightfully theirs. 
  The everyday objectives and duties of both forms of local military are very simple: maintaining the peace and keeping the 
  populace safe. 
  Areas of Influence and Available Regions 
  City Guards are found exclusively in Keoland’s four major cities: Cryllor, Flen, Gradsul, and Niole Dra. 
  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. 
  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
  ◊ 
  st) - the Return of the Wyrm 
  Niole Dra (Growfe
  Spo
  o
  ns rs/Major NPCs 
  SALTMARSH - Will Stoutley (human male, Fighter/Cleric) - A survivor of the Scarlet Brotherhood invasion du
  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 Saltma
  ◊ 
  ring 
  rsh, 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 manages 
  ◊ 
  retired Dreadwalker, she has taken it upon 
  ◊ 
   
  ecorated and well-respected.  Her 
  r. 
  g)  
  ◊ 
  Niole Dra – Constable Quervis Drachen (human male, Suel, Ari/Ftr) 
  to keep in line the various assorted sheriffs, deputies, and Lambic-makers of the province 
  OAKROOT – Mama Truehand (human female, Flan, Druid/Expert) – A 
  herself to organize Oakroot’s militia after the bold orc raids of CY 591. 
  Cryllor; Deputy Constable Merla Henning (human female, Ftr/Rog) - One of Keoland’s most well-known authority
  figures, while not the only uncorrupted constable in Cryllor, she is the most d
  efforts have garnered her special attention with the Lady Regent of Cryllo
  ◊ 
  Flen, Inspector (Constable) Porthos Stoutmane (halfling male, Ftr/Ro
   
   
  Keoland Meta-Campaign Sourcebook  p.36  
  Version 595.10 
  
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance to the second tier or into the military as soon as they meet all prerequisites and contact the POC.  PCs 
  may leave the City Guard or the Local Militia at any time, as long as the POC is contacted. 
  City Organizational Levels 
  Watchmen are there to protect Keoland citizens from their fellow citizens; they exist to dissuade potential crimes, and 
  catch lawbreakers.  Occasionally, one will rise in the ranks to become a WatchCaptain, or even join the Keoish Military 
  with their experience. 
  WatchCaptains are the Detectives and Investigators inside the City, working on crimes and acting as administrators in 
  the City’s law enforcement bureau. 
  Local Militia Organizational Levels 
  Militiamen are the mainstay of the Keoland militia.  They provide security for towns, thorpes, and villages.  Some of the 
  militiamen rise up in the ranks and might actually enter the Imperial Military Academy. 
  Deputies or Sheriffs are appointed or have proven their worth and earned a promotion.  A Sheriff gets more complicated 
  duties (escorting Heralds, dealing with belligerent people, etc.) 
   
   
  Keoland Meta-Campaign Sourcebook  p.37  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.38  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
  -  
  0 GP
  GP Spent 
   
  GP
  Subtotal 
  +0, 25, or 45 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +2  (Watchman) 
  � +3  (WatchCaptain) 
  circumstance bonus granted to 
  each of the following Skill checks: 
  � Diplomacy 
  � Gather Information 
  � Search 
  Items Gifted or Discounted 
   
  Tier One (Watchman) 
  FREE upon first joining as a Watchman: 
  1 Sap, 1 Signal Whistle, 1 Masterwork 
  Manacles with Very Simple Lock 
  25 gp per year (paid at beginning of year) 
   
  Tier Two (WatchCaptain) 
  FREE upon promotion: 1 Antitoxin vial  
  45 gp per year (paid at beginning of year) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 or 5 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  ALLTiers (All membes have acces to these items) 
  � Earthsilk Jersey (RoS) 
  � Fast-Donning Armor (RoS) 
  � Flash Pellet (CV) 
  � Quicksilver Capsule (CV) 
  � Shield Sheath (RoS) 
  � Signature Crest (RoS) 
  Tiers One 
  � Blunt Arrows (RoW) 
  � Mancatcher (CW) 
  � Sun Shades (SS) 
  � Weapon Retainer (CV) 
  Tier Two 
  � Forgery Kit (CV) 
  � Quickflame Capsule (CV) 
  � Sun Lenses (SS) 
  � Triple Weapon Retainer (CV) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  WATCHMEN 
  4 TU; 0 gp 
   
  Tier Two 
  WATCHCAPTAINS
  5 TU; 0 gp 
   
  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. 
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the second tier or into the military 
  as soon as they meet all prerequisites and contact the 
  POC.  PCs may leave the City Guard at any time, as 
  long as the POC is contacted. 
  Requirements: ALL 
  Must be a resident of Keoland  
  Must be a resident of one of the following four cities: 
  Cryllor, Flen, Gradsul, or Niole Dra 
  Tier One (WATCHMAN) 
  Must be at least 2nd level 
  Must be proficient with at least one martial weapon 
  1 rank in Knowledge (Sheldomar Valley) 
  Tier Two (WATCHCAPTAIN) 
  Must be at least 6th level 
  Must be proficient with all martial weapons 
  Must have been a Watchman for 12 months (real) or use a favor 
  with a noble (AR # _____ ) 
  2 ranks in Knowledge (Sheldomar Valley) 
  5 ranks in ONE of the following: Diplomacy, Forgery, Gather 
  Information, Intimidate, Search, Sense Motive, or Spot 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region___
  _ 
  ________
  Keoland 
  The City Guard (Military, Local) 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  City Branch 
  (SELECT ONE) 
   
  � Cryllor 
  � Flen 
  � Gradsul 
  � Niole Dra
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.39  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
  -  
  0 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +2  (Militiaman) 
  � +3  (Deputy or Sheriff) 
  circumstance bonus granted to 
  each of the following Skill checks: 
  � Diplomacy 
  � Gather Information 
  � Search 
  Items Gifted or Discounted 
   
  Tier One (Militiaman) 
  FREE upon first joining as a Militiaman: 
  1 Suit Studded Leather Armor, 1 Heavy 
  Wooden Shield, 1 Heavy Crossbow,  
  30 bolts, and 1 Longsword 
  Tier Two (Deputy or Sheriff) 
  FREE upon promotion: 1 Antitoxin vial  
  30 gp per year (paid at beginning of year) 
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 or 5 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tiers One and Two 
  � Animal Training Kit (CV) 
  � Antitoxin Capsule (CV) 
  � Blunt Arrows (RoW) 
  � Capsule Retainer (CV) 
  � Flash Pellet (CV) 
  � Leap Capsule (CV) 
  � Stability Capsule (CV) 
  � Shield Sheath (RoS) 
  � Signature Crest (RoS) 
  � Sun Lenses (SS) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  MILITIAMEN 
  4 TU; 0 gp 
   
  Tier Two 
  DEPUTIES OR 
  SHERIFFS 
  5 TU; 0 gp 
   
  The Local Militia deals with local problems, 
  becoming specialized in their specific region and 
  problems. From bandits on the Steel Road 
  between Flen and Niole Dra, to river pirates 
  along the Sheldomar and Javan, to owlbears in 
  the Dreadverge, the citizens of Keoland work to 
  protect what is rightfully theirs. 
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the second tier or into the military 
  as soon as they meet all prerequisites and contact the 
  POC.  PCs may leave the Loacl Militia at any time, as 
  long as the POC is contacted. 
  Requirements: ALL 
  Must be a resident of Keoland  
  Must NOT be a resident of one of the following four cities: 
  Cryllor, Flen, Gradsul, or Niole Dra 
   
  (which are the jurisdiction of the City Guard) 
  Tier One (MILITIAMAN) 
  Must be at least 2nd level 
  Must be proficient with at least one martial weapon 
  1 rank in Knowledge (Sheldomar Valley) 
  Tier Two (DEPUTY or SHERIFF) 
  Must be at least 5th level 
  Must be proficient with all martial weapons 
  Must have been a Militiaman for 12 months (real) or pay 50 gp per 
  month not met (up to 6 months) 
  2 ranks in Knowledge (Sheldomar Valley) 
  5 Ranks in ONE of the following: Balance, Climb, Jump, Survival, 
  Swim, or Tumble 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region___
  _ 
  ________
  Keoland 
  The Local Militia (Military, Local)
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Military - Keoish Royal Standards (KRS) 
  POC: 
  Duncan McNeill-Burton 
  E-mail: 
  duncanmb@comcast.net 
  E-group: 
  http://games.groups.yahoo.com/group/Keoland_Military 
  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. 
  The Royal Standards are well-trained soldiers, and, as such, their origins predate Keoland itself.  However, it was during 
  the reign of Tavish I (a.k.a. ‘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 that, border 
  these elven strongholds.  They are outfitted with composite bows, short swords, mithral armor, bucklers, and their mounts 
  (if they are mounted archers) wear chain shirt or mithral breastplate (chainmail) barding.  They use the light cavalry tactics 
  if mounted, or just pepper the slower enemy units with arrows. 
  Cavalry - dominated by the Heartland Oeridians, who have bred unusually sturdy, durable mounts trained to carry riders 
  into battle. 
  ◊ 
  Light Cavalry are outfitted 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 outfitted with light crossbows, lances, longswords or battleaxes, breastplate, 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. 
  ◊ 
  Heavy Cavalry are outfitted with light crossbow, lance, greatsword or greataxes, half-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. 
  Infantry - the mainstay of any army, every province in Keoland has an infantry unit.   
  ◊ 
  Light Infantry are usually armed with javelins, shortspears, club or heavy mace, leather or studded leather armor 
  and light shields or tower shields.  Light Infantry are usually the troops that take ground quickly, but don’t 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, chain shirt or 
  chainmail and bucklers (or heavy shields if they use longswords an
  ◊ 
  d battleaxes).  They act as re-enforcements 
  ◊ 
  e 
  rce, usually slow to move but strong and steady in a combat.  They also act as great guards for 
  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 th
  elite fighting fo
  fortifications. 
  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 genera
  hire out for dangerous journeys across the Azure Sea. They are usually armed with heavy crossbows, longswords, 
  battleaxes, rapiers, short swords or clubs, wearing
  lly 
   light or no armor and bucklers.  They fight on ships trying to kill as 
  many pirates or scarlet brotherhood as possible. 
  Scouts - are built for reconnaissance and speed.  This includes halfling outriders and other demihuman cavalry units, 
  rangers, and druids.  The windrider units assigned to the First Siege of Gorna in CY 593 died to a man trying to protect 
  the withdrawal 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 they have begu
  earnestly working towards that end.  Scouts are usually armed with a bow, longsword, short sword or battleaxe, light or 
  mithral medium armor, bucklers and light or medium mithral barding for mounts (if th
  n 
  ey use mounts).  They look for enemy 
  positions, detect ambushes, and assist with the intelligence gathering of the enemy 
   
   
  Keoland Meta-Campaign Sourcebook  p.40  
  Version 595.10 
  
  Regiments of Renown 
  1st Royal Halberdiers 
  This 125 man heavy infantry standard is recruited from the most proud and disciplined soldiers Niole Dra has to offer.  
  The regiment’s sole duty is the defense of the Royal Palace and the security of the king and his kin while they are within 
  Niole Dra. 
  Aside from the normal red and black tabard of a Royal Standard, and their plate mail armor, the Royal Halberdiers are 
  known for their distinctive tall, red and black plumed, dragon-winged closed faced helms, their fur trimmed, floor length red 
  cloaks, and their glowing enchanted halberds.  The requirements to join the elite and highly visible unit are stricter than 
  those of any other unit in the kingdom.   
  Because they are an eternally visible symbol of the strength of the kingdom, seen by visiting diplomats and nobility on a 
  daily basis, the physical requirements are very exact, to ensure that every Royal Halberdier perfectly fits the ideal that the 
  kingdom wishes to present.  Applicants are required to be between 6’2” and 6’4” in height, and between 220 and 240lbs in 
  weight.  They must be of 15/16th pure Suel or Oeridian descent, fully human, without any deformities or physical 
  impairments, and between 16 and 19 years old. 
  In the wake of the king’s assassination, the Royal Halberdiers launched a massive investigation into their own procedures 
  and training methods, and rumor has it that drastic changes were made, though no one outside the elite regiment is 
  talking about what those changes were. 
  The Lion Claws 
  The Lion Claws are the original five Combative Magics Standards mustered when King Kimbertos Skotti decreed their 
  formation.  Like most Combative Magics regiments, the Lion Claws are organized into Standards of 25 men, with a squad 
  of 4 and a Lieutenant attached to a Royal Halberdiers Standard. 
  Since the Lion Claws were absorbed into the garrison of Niole Dra, the regiment requires that its’ membership conform to 
  the same sort of requirements that the Royal Halberdiers must meet, though certain concessions are made to the other 
  requirements of being one of the king’s spellswords.   
  Lion Claw recruits must be of either pure Suel or pure Oeridian descent, fully human, without any deformities or physical 
  impairments, and between 16 and 22 years old.  They must also be at least 5’10”, and at 180lbs, and pass a battery of 
  rigorous physical fitness and mental acuity tests. 
  Lion Claws stand out from their fellow Combative Magics soldiers because each wears their hand weapon on a sash of 
  lion skin. 
  The Black Pike Riders 
  This medium cavalry regiment recruits from the cavalry of the baron of Mill Creek, and is compromised almost entirely of 
  the sons of the local nobility.  Thanks to their proximity to the elven strongholds of the Axewood, the unit shared an 
  unfriendly, but civil rivalry with Baron Anladon’s Windriders.  This rivalry died at the walls of Gorna, when the entirety of 
  the Windriders were slain defending the withdrawing Army of Liberation during the giant counterattack.  Aside from the 
  elves to the south, the Riders are mounted archers without peer, and they won their glory in a series of bloody battles with 
  Ketite light horse at the tail end of the Greyhawk Wars. 
  Their ornate breastplates, black quiver sashes, and their single spiked gauntlet worn on the bow hand quickly identify 
  members of the regiment. 
  Iron Bombard 
  This siege regiment hailed from the County of Flen, and won renown for themselves in the Greyhawk Wars, where their 
  catapults and ballistae reduced the giant fortifications around Istivin to rubble in mere days, all while fighting off 
  skirmishing goblin units. 
  Like many siege regiments, the Iron Bombard is heavily dwarven and gnomish, drawing most of its membership from the 
  residents of the Good Hills, and its’ leaders from the Royal Siege Engineering Academy, located in Flen. 
  Aside from their massive ironshod siege engines, the stylized smithing aprons they wear over their armor, and the grey 
  bandanas they wear on their heads identify members of the regiment. 
  3rd Gradsul Marines 
  Recruited from the meanest, most dedicated, and deadly of the sailors to be found in the largest port city of the 
  Sheldomar Valley, this regiment has the distinction of having captured and scuttled more enemy ships in a single day of 
  action than any other in the Empire’s history.  In the hit and run raid on Monmurg lead by Lord High Admiral Luschan 
  Sellark VIII, this regiment disabled and burned six separate Sea Princes ships in mouth of the harbor, preventing the 
  Scarlet Brotherhood forces from pursuing the withdrawing armada after the highly successful and destructive raid. 
   
   
  Keoland Meta-Campaign Sourcebook  p.41  
  Version 595.10 
  
  Like most Royal Standard Marine regiments, the 3rd Gradsul are afforded a great deal more flexibility in their personal 
  weapons than is seen among the infantry and cavalry, though the regiment differs from most Marines in that they all fight 
  with a pair of matched short swords, each set with a single pearl in the pommel. 
  Thundering Macemen of Mandismoor 
  This regiment bears the dubious honor of being the last Obsidian Leo awarded to a Royal Standard.  The regiment was 
  destroyed to a man fighting a holding action against the giant reinforcements that arrived to break the siege of Gorna in 
  the fall of 593.  The Thundering Hammers, along with three other heavy cavalry regiments, and the Axewood Windriders 
  were completely destroyed, and five other regiments were so heavily depleted that they were demoted to garrison status 
  while being reinforced to fighting strength.  The sacrificed of almost one thousand Oeridian heavy and medium cavalry, 
  along with two hundred Pegasus riders allowed what was left of the Army of Liberation to escape the envelopment. 
  The regimental uniform included, in addition to the expected platemail armor and platemail barding, burgundy sashes 
  bearing the device of the Margrave of Mandismoor and the motto “Until None Stand Before Us”.   
  Few who saw the regiment upon the field of battle made light of the motto, as until the end of the siege of Gorna, no force 
  had withstood a charge from the warmace wielding heavy cavalry.  Before its’ destruction at Gorna, the regiment earned 
  an Aurum Leo in the Greyhawk Wars for charging into the thick of an undead army of the Old One, smashing through the 
  horde of zombies to get to the necromancers driving the force.  On reaching the vampiric commander of the army, Lord 
  Knight-Captain Sir Aggrin Tymp personally slew the necromantic general with a single stroke of his flaming silvered mace. 
  The Cloud of Death that Darkens the Sky 
  Though this Auxiliary Standard’s name is long and pompous sounding in the common tongue, its’ elven form is far shorter 
  and more elegant.  Led by, and composed primarily of sylvan elves, this Standard of bowmen from the Barony of Greyhill 
  are semi-permanently stationed in Nume Eor, manning the walls around Jaedrae, ready at a moment’s notice to unleash a 
  volley of arrows that will blot out the sun. 
  The regiment earned their most recent Aurum Leo in late summer of 591CY, when it came to the aid of a tiny logging 
  village in the western Dreadverge.  Surrounded on all sides by orcs, the bowmen held their ground, firing until their fingers 
  bled.  In time, the dead orcs grew so numerous that the elves withdrew down off the town walls and reverted to firing blind 
  volleys into the carnage to slay the raiders as the orcs struggled over the mountains of their own dead. 
  Members of the regiment can be distinguished by their gleaming chain mail armor, worn under their red and black 
  tabards, along with their high crested, open-faced helms.   
  Ghosts of the Highlands 
  This scout regiment is composed entirely of Halflings recruited from the militias of the Good Hills.  Sharp of eye, nimble of 
  foot, and slight of frame, these scouts make superb infiltrators, able to track and assay the strengths of opposing forces 
  almost with impunity.  Operating in squads of 3 and a sergeant, they go places that no other Royal Standard can, survive 
  in the wilderness for longer, and in the face of overwhelming odds, melt into their surroundings better than any other force 
  at the Lion Throne’s command. 
  The Ghosts earned their fifth Aurum Leo in the fall of 593, shortly after the halfling village of New Kilm was wiped out by 
  giants from the Jotens, under the command of a man known as the Green Warlock. 
  The regiment ventured out into the wilderness in search of the rampaging band of humanoids and giants.  They located 
  the force within a day, which, to be fair, was not particularly difficult.  However, they maintained visual contact with the 
  force, often moving inside of its’ own outriders to assess unit strengths, identify the chain of command, and even 
  assassinated two hobgoblin shaman and a bugbear chieftain to sow chaos and dissention among the army.   
  As the army marched east, the Halflings sent animal messengers to the smaller hamlets along the way, allowing the 
  inhabitants to evacuate, and allowing the kingdom’s forces to marshal their strength.  Eventually, the army was met 
  outside Crookhollow, engaged by an overwhelming force of Royal Standards, militiamen, and volunteers, and destroyed 
  almost in detail, with virtually no damage to Crookhollow, and very few innocent lives lost. 
  In a nod to the subterfuge and stealth required by their battlefield role, the Ghosts wear tabards of deep maroon and 
  black, rather than the strong crimson of their fellow Royal Standards.  In addition, each member of the regiment has a 
  tattoo on the inside of his left forearm of a burning bootprint that is given as part of initiation into the Standard. 
  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 unite, they become an unstoppable force.  Unfortunately, it requires a very powerful leader to get 
  the army to unite. 
  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 
   
   
  Keoland Meta-Campaign Sourcebook  p.42  
  Version 595.10 
  
  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 Unit Types can be found in various regions 
  1. Royal District of Niole Dra – Medium Infantry, Heavy Infantry and Combative Magics 
  2. Duchy of Dorlin – Medium Cavalry and Light Infantry 
  3. Duchy of Gradsul – Heavy Infantry and Navy 
  4. Earldom of Gand – Medium Cavalry and Medium Infantry 
  5. Earldom of Linth – Light Cavalry and Heavy Infantry 
  6. County of Nimlee – Medium Cavalry and Medium Infantry 
  7. County of Marlbridge – Medium Cavalry and Light Infantry 
  8. County of Flen – Light Infantry, Heavy Infantry and Siege Units 
  9. County of Cryllor – Light Infantry, Heavy Infantry and Scout Units 
  10. Good Hills Union – Light Infantry, Scout Units and Siege Units 
  11. March of Mandismoor – Light Cavalry, Heavy Cavalry and Light Infantry 
  12. March of Mareman – Heavy Cavalry and Heavy Infantry 
  13. March of Sedenna – Heavy Cavalry and Heavy Infantry 
  14. March of Middlemead – Heavy Cavalry and Heavy Infantry 
  15. March of Blerfield – Heavy Cavalry and Heavy Infantry 
  16. Barony of Sayre – Medium Cavalry, Heavy Cavalry and Heavy Infantry 
  17. Barony of Greyhill – Medium Infantry, Auxiliary Units and Scout Units 
  18. Barony of Westgate – Medium Infantry and Heavy Infantry 
  19. Barony of Riverwatch – Light Infantry, Medium Infantry and Heavy Infantry 
  20. Barony of Axewood – Medium Infantry, Auxiliary Units and Scout Units 
  21. Barony of Mill Creek – Medium Cavalry and Light Infantry 
  22. Barony of Dilwych – Offers no Keoish Royal Standards 
  23. Barony of Raya – Light Cavalry, Medium Cavalry and Medium Infantry 
  24. Viscounty of Salinmoor – Light Infantry and Naval Units 
  25. Viscounty of Nume Eor – Light Infantry, Medium Infantry and Heavy Infantry 
  26. Dreadwood Reserve – Medium Infantry, Auxiliary Units and Scout Units 
  27. Hool Marsh Protectorate – Offers no Keoish Royal Standards 
  28. Westkeep – Light Infantry and Heavy Infantry 
  Awards of Merit 
  The Gorget Adamant 
  During their great migration west, the Keogh eventually encountered the Paynim riders and other assorted Baklunish 
  westerlings.  In the initial clashes with Baklunish medium and heavy horse, the westerlings, armed with falchions and 
  massive scimitars, demonstrated remarkable skill at decapitating the Oeridian chieftains in a single stroke.  To the highly 
  tribal Keoghs, the sight of their leaders so effortlessly slain was a devastating blow to their morale, and the early battles 
  were tenuous affairs.  After a bloody summer of battle, the warlords of the wandering Oeridian horde took steps to 
  address the problem. 
  To better protect the chieftains from the massive, curved slashing blades of the Ketite horse, they replaced their steel 
  gorgets with ones forged of adamantine.  The denser, stronger metal proved extremely adept at turning killing strokes into 
  glancing blows that served only to dull the Baklunes’ blades.  Large quantities of adamantium were diverted from the 
  weaponsmiths to the armorsmiths, as more and more battlefield leaders changed to this upgraded armor.  In time, the 
  westerlings were pushed back, and the Keogh continued their migration into the Sheldomar Valley, and eventually joined 
  with the Suel migrants to form Keoland. 
  Centuries later, during the campaign to conquer what would become the March of Bissel, again, the westerling 
  cavalrymen wrought havoc by decapitating the leadership of the Keoish armies.  Taking guidance from the victories of the 
  past, the officers began wearing adamantine gorgets again.  The results were equally as effective as they had once been, 
  and the tradition spread until it became army doctrine.  In time, as the campaign wore on, fresh Imperial Military Academy 
  graduates were each issued their adamantine gorget before being sent to their first assignment. 
  A century and a half later, the tradition continues, and the dark metal devices serve as badges of military rank, and an 
  announcement that the bearer has graduated from the finest officer-training program in the Sheldomar.  However, as time 
  has passed, and the devices have gone from a necessity of war to a decoration of rank, they have gradually been made 
  lighter and lighter, and their ability as protective devices has been reduced to being no greater than a conventional steel 
  gorget. 
   
   
  Keoland Meta-Campaign Sourcebook  p.43  
  Version 595.10 
  
  Argent Leo 
  The Argent Leo has the distinction of being the sole commendation award to individual Royal Standards, rather than to a 
  unit as a whole.  The award is given to soldiers for the recovery of remains of fallen brethren.  While the award is 
  technically given to individual soldiers, barring extreme circumstances, one will be awarded to the entirety of a squadron, 
  or possibly even a whole Standard, depending on the circumstances of the recovery of the fallen soldiers. 
  The entirety of the assault force that recaptured Westkeep during the Greyhawk Wars received this commendation, as 
  retaking the keep allowed for the recovery of the remains of the original garrison,  who died to a man defending the 
  fortress. 
  The device granted to recipients of the award is a three quarters profile of a lion’s head of pure silver, fully two inches in 
  diameter.  Below it is a banner inscribed with the motto “None are Abandoned”. 
  Aurum Leo 
  This citation is awarded to units for uncommon valor in the face of the enemy.  Unlike most nations in the Flanaess, the 
  Royal Standards generally do not award individual heroism, focusing on the deeds of squadrons and Standards, rather 
  than on individual soldiers.  In this way, every soldier who serves in a unit becomes a part of the legion’s history.   
  By inheriting the legacy of the valor of those who came before him, it is believed that the individual soldier will go to 
  greater lengths to defend and uphold the reputation that his Standard has built.  This also drives the individuals to press 
  each other harder to be better soldiers, as no one wants to see the lackluster performance of a companion tarnish the 
  Standard any more than he wants to see a mediocre soldier endanger the lives of the Standard. 
  The device granted for units that earn an Aurum Leo is a gilded dire lion fang, fully eight inches in length.  Attached to it is 
  a ribbon, embroidered with the date and location of the action that earned the citation.  The whole device is attached to 
  the banner of the Standard, starting at the top, and moving from left to right.  Some of the older and more decorated 
  Standards have accumulated dozens of these, to the point that a second or third row of them is added below the first. 
  Obsidian Leo 
  This award, like the Aurum Leo, is a unit citation, rather than an individual citation.  It is award to Royal Standards who are 
  wiped out in the defense of their brethren on the field of battle, in recognition of their sacrifice. 
  The device takes the shape of a ruby-eyed lion rampant, eighteen inches tall, carved from a single piece of obsidian.  It is 
  mounted on a plaque of a hardwood native to the region that the regiment hailed from, and inscribed with the date and 
  location of the action that saw the regiment destroyed. 
  However, unlike other unit citations, when an Obsidian Leo is awarded, it is not normally attached to the Standard’s battle 
  banner.  It is instead hung on the wall of the grand vestibule that leads into the council chamber of the Court of the Land, 
  a silent reminder of the conviction with which the ideals of the Kingdom of Keoland are defended by her soldiers.  In the 
  rare cases that the battle banner is recovered, the plaque is attached to the crosspiece, and the entire banner is placed on 
  display. 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance to the third tier of the Royal Standards as soon as they meet all prerequisites and contact the POC.  
  Alternatively, they may decide to forgo the life of a soldier in pursuit of a career as a command officer by re-enrolling in the 
  Imperial Military Academy (an ELITE unit; contact the Keoland Triad Meta-Org POC directly).  PCs may leave the KRS at 
  any time, as long as the POC is contacted. 
  Keoish Royal Standards Organizational Levels 
  Soldiers are the rank and file of the Keoland military. 
  Sergeants (Elite) are the non-knighted leaders of the Royal Standards and are normally the epitome of what a soldier in 
  the regiment should be.  When not at war, sergeants oversee the day-to-day training and duties of the soldiers.  
  Sergeants lead squads, the smallest unit (normally 6 men units, 5 soldiers and 1 Sergeant) in a regiment. 
  Knight-Lieutenants (Elite) are the lowest ranking commissioned officers of the units.  They have either earned their 
  commissions in service in the Royal Standards, or appointed to them via the nepotistic traditions of the kingdom. Each 
  commands a squadron of 24 men (20 soldiers and 4 sergeants).  Most of the time their occupation is administrative 
  (scheduling/planning training, coordinating day-to-day duties and resolving minor disciplinary matters). 
  Knight-Captains (Elite) are the highest-ranking knighted officers that are not officially part of the Imperial Military 
  Academy.  All have earned their ranks, though whether their initial Lieutenant’s commission was for merit or by family 
  favor varies from officer to officer.  They command Standards of 125 men (100 soldiers, 20 Sergeants and 5 Knight-
  Lieutenants).  Most of the time their occupation is administrative (overseeing training schedules and logistical issues, 
  handling any major disciplinary matters and tending to court politics).  On the field of battle, they are responsible for 
  maneuvering squadrons in their standards. 
   
   
  Keoland Meta-Campaign Sourcebook  p.44  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.45  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � Promoted 
  AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
  Soldiers and Sergeants receive Free 
  Standard Upkeep 
  Knight-Lieutenant and Knight-Captain 
  receive Free Rich Upkeep 
  In Keoland Events 
  (Interactives and Modules) 
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
   GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  � +1 (Soldier or Ensign) 
  � +2 (Sergeant) 
  � +3 (Knight-Lieutenant) 
  � +4 (Knight-Captain) 
  circumstance bonus to: 
  � Handle Animal  � Knowledge (Geography) 
  � Ride 
  +2 circumstance bonus for Knights toward 
  � Knowledge (History) 
  Items Gifted or Discounted 
  Churches will cast divine spells at LGCS cost 
  Tier One (Soldier or Ensign) 
  50 gp per year (paid at beginning of year) 
  Tier Two (Sergeant) 
  100 gp per year (paid at beginning of year) 
  Tier Three and Four (Knight-) 
  Free Sash designating officer status in the 
  Cavalry and is now a Knight of the 
  Realms 
  Adamantine Gorget indicating rank and 
  Knighthood, granting a +2 circumstance 
  bonus to: 
  � Diplomacy  �  Gather Information 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  6  8  9  10 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tiers, All 
  � Capsule Retainer (CV) 
  � Composite Greatbow (Mighty +1 to +4) (CW)
  � Dragonbreath Arrow (RoW) 
  � Fast-Donning Straps (RoS) 
  � Ironman Capsule (CV) 
  � Leap Capsule (CV) 
  � Masterwork Military Saddle (CV) 
  � Netcutter Spikes (RoW) 
  � Quickflame Capsule (CV) 
  � Quickfrost Capsule (CV) 
  � Quickspark Capsule (CV) 
  � Quicksilver Capsule (CV) 
  � Shield Sheath (RoS) 
  � Signature Crest (RoS) 
  � Swiftwing Arrow (RoW) 
  � Triple Weapon Capsule Retainer (CV) 
  � Warmace (CW) 
  � Tactical Soldier Prestige Class (MH) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  SOLDIERS & 
  ENSIGNS 
  6 TU; 0 gp 
   
  Tier Two 
  SERGEANTS 
  8 TU; 0 gp 
   
  Tier Three 
  KNIGHT-
  LIEUTENANT 
  (ELITE) 
  9 TU; 400 gp 
   
  Tier Four 
  KNIGHT-CAPTAIN
  (ELITE) 
  10 TU; 400 gp 
  Requirements: ALL 
  Cannot be “Wanted” or “Hunted” in Keoland 
  Cannot be of a chaotic alignment 
  1 rank in Knowledge (Sheldomar Valley) 
  5 rank in Ride and Handle Animal 
  Tier One (SOLDIER) 
  Must be at least 5th level with a Minimum BAB +4 
  Must have spent 6 months (real) in the Militia or City Guards 
  Must have THREE of the following Feats:  Endurance, 
  Mounted Archery, Mounted Combat, Point Blank Shot, 
  Ride-by-Attack and Weapon Focus 
  Tier Two (SERGEANT) 
  Must be at least 7th level with a Minimum BAB +6 
  Must have spent 6 months (real) in the KRS as a Soldier 
  Must read, write, and speak Keoish 
  Must have Endurance Feat 
  Must have FOUR of the following feats: Mounted Archery, 
  Mounted Combat, Point Blank Shot, Ride-by-Attack, 
  Spirited Charge, Weapon Focus and Weapon Specialization 
  Tier Three (Knight-Lieutenant) Elite Status 
  Must be at least 6th level with a Minimum BAB +5 
  Must have spent 6 months (real) in the KRS as a Soldier or a noble 
  No Obvious Flaws 
  Cannot be a half-orc and requires POC approval 
  Must read, write, and speak Keoish 
  Must have THREE of the following feats: Mounted Archery, 
  Mounted Combat, Point Blank Shot, Ride-by-Attack, Spirited 
  Charge and Weapon Focus 
  Tier Three (Knight-Captain) Elite Status 
  Must be at least 10th level with a Minimum BAB +8 
  Must have spent 6 months (real) in the KRS as a Knight-Lieutenant 
  No Obvious Flaws 
  Cannot be a half-orc and requires POC approval 
  Must read, write, and speak Keoish 
  Must have THREE of the following feats: Mounted Archery, 
  Mounted Combat, Point Blank Shot, Ride-by-Attack, Spirited 
  Charge and Weapon Focus 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  The Keoish Royal Standards (Cavalry) 
  A Keoland Metaplay Organization 
  Event: ________________ Date: ________ 
  Home Region_KEOLAND
  DM:_______________________________ 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.46  
  Version 595.10 
  Meta Play Record#
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  � Promoted 
  AR # ___ 
  595 CY
   
  GP
  Starting GP 
  Lifestyle 
   
  Soldiers and Sergeants receive 
  Free Standard Upkeep 
  Knight-Lieutenant and 
  Knight-Captain receive 
  Free Rich Upkeep 
  In Keoland Events 
  (Interactives and Modules) 
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  � +1 (Soldier or Ensign) 
  � +2 (Sergeant) 
  � +3 (Knight-Lieutenant) 
  � +4 (Knight-Captain) 
  circumstance bonus to: 
  � Intimidate  � Knowledge (History) 
  � Profession (Marine, Sailor or Soldier) 
  See “Adamantine Gorget” in 
  Items Gifted below for Knight-Officers. 
  Items Gifted or Discounted 
  Churches will cast divine spells at LGCS cost 
  Tier One (Soldier or Ensign) 
  50 gp per year (paid at beginning of year) 
  Tier Two (Sergeant) 
  100 gp per year (paid at beginning of year) 
  Tier Three and Four (Knight-) 
  Adamantine Gorget indicating rank and 
  Knighthood, granting a +2 circumstance 
  bonus to: 
  � Diplomacy  �  Gather Information 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  6  8  9  10 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tiers, All 
  � Capsule Retainer (CV) 
  � Composite Greatbow (Mighty +1 to +4) (CW)
  � Dragonbreath Arrow (RoW) 
  � Extreme Shield, Wooden  (RoS) 
  � Fast-Donning Straps (RoS) 
  � Ironman Capsule (CV) 
  � Leap Capsule (CV) 
  � Netcutter Spikes (RoW) 
  � Quickflame Capsule (CV) 
  � Quickfrost Capsule (CV) 
  � Quickspark Capsule (CV) 
  � Quicksilver Capsule (CV) 
  � Shield Sheath (RoS) 
  � Signature Crest (RoS) 
  � Swiftwing Arrow (RoW) 
  � Triple Weapon Capsule Retainer (CV) 
  � Warmace (CW) 
  � Tactical Soldier Prestige Class (MH) 
  O r g a n i z a t i o n
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  � Promoted 
  AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  ______________________________ 
  � Left  
  AR # ___ 
  Tier One 
  SOLDIERS & 
  ENSIGNS 
  6 TU; 0 gp 
   
  Tier Two 
  SERGEANTS 
  8 TU; 0 gp 
   
  Tier Three 
  KNIGHT-
  LIEUTENANT 
  (ELITE) 
  9 TU; 400 gp 
   
  Tier Four 
  KNIGHT-CAPTAIN
  (ELITE) 
  10 TU; 400 gp 
  Requirements: ALL 
  Cannot be “Wanted” or “Hunted” in Keoland 
  Cannot be of a chaotic alignment 
  1 rank in Knowledge (Sheldomar Valley) 
  1 rank in Profession (Marine, Sailor, or Soldier) 
  Tier One (SOLDIER or ENSIGN) 
  Must be at least 5th level with a Minimum BAB +4 
  Must have spent 6 months (real) in the Militia or City Guards 
  Must have THREE of the following Feats: Combat Expertise, 
  Combat Reflexes, Endurance, Point Blank Shot, Power Attack 
  and Weapon Focus 
  Tier Three (SERGEANT) 
  Must be at least 7th level with a Minimum BAB +6 
  Must have spent 6 months (real) in the Militia or City Guards 
  Must read, write, and speak Keoish 
  Must have Endurance 
  Must have THREE of the following Feats: Combat Expertise, 
  Combat Reflexes, Point Blank Shot, Power Attack and 
  Weapon Focus 
  Tier Three (KNIGHT-LIEUTENANT) Elite Status 
  Must be at least 6th level with a Minimum BAB +5 
  Must have spent 6 months (real) in the KRS as a Soldier or a noble 
  Must spend an influence point with a noble (AR # _____) 
  Cannot be a half-orc and No Obvious Flaws 
  No obvious flaws (All ability scores 10 or greater naturally) 
  Must read, write, and speak Keoish 
  Must have any two fighter feats and Weapon Focus 
  Tier Four (KNIGHT-CAPTAIN) Elite Status 
  Must be at least 10th level with a BAB +8 
  Must have been a Lieutenant for 6 months (real) 
  Must spend anonther influence point with a noble (AR # _____) 
  Cannot be a half-orc and No Obvious Flaws 
  No obvious flaws (All ability scores 10 or greater naturally) 
  Must read, write, and speak Keoish 
  Must have any two fighter feats and Weapon Focus 
   
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  The Keoish Royal Standards (Infantry) 
  A Keoland Metaplay Organization 
  Event: ________________ Date: ________ 
  Home Region_KEOLAND
  DM:_______________________________ 
  Event: ________________ Date: ________ 
  Signature
  RPGA # 
  DM:_______________________________ 
  Signature
  RPGA # 
   
  TU 
   
  GP
  Starting GP 
  Starting TU 
  TU Cost 
  - 0 or 400 GP
   
  TU 
  GP Spent 
  Added Costs / 595 
  Refund
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
  TU REMAINING 
   
   
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Imperial Military Academy (IMA) 
  POC: 
  Duncan McNeill-Burton 
  E-mail: 
  duncanmb@comcast.net 
  E-group: 
  http://games.groups.yahoo.com/group/Keoland_Military 
  Heraldry:  
   
  Motto:  
  Noble Sons for Noble Causes 
  Introduction 
  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 caused the IMA to discontinue the policy.  Modeled after the now destroyed Furyondy War Academy, it 
  produces the most companies of trained Officers in the entire Sheldomar Valley. 
  Officers are taught the history of warfare, as well as tactics and cooperation with different companies.  While every Royal 
  Standard officer studies at the Academy before being commissioned, only those men and women who have already 
  proven their skill at arms and worth as leaders on the field of battle are accepted to the various schools for officer’s 
  training. 
  The duty of the Imperial Military Academy is to train officers for Keoland’s Military.  Keoish Royal Standards spend some 
  time in the IMA when training as an officer. 
  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 District, just outside of the city of Niole Dra. 
  Sponsors/Major NPCs 
  ◊ 
  Lord Warmaster Sir Madoc ap Llyr (human male, Flan, Ftr/Mo) – This graduate of the IMA Command school is 
  also head of the monastery dedicated to St. Cuthbert, located in the Earldom of Gand. 
  ◊ 
  Lady Warmaster Dame Samirra Solei (human female, Oeridian, Wiz) – This IMA commander spends her time 
  split between teaching classes at the NAW and IMA, in addition to her duties at the head of the Keoland Army in 
  Westkeep. 
  ◊ 
  Lord Warmaster Sir Morgan Armitage (human male, Oeridian, Ftr) – A Warmaster that resides in Cryllor and is 
  keeping the Giant and Orc threat at bay, without breaking the agreement with the Yeomanry. 
  ◊ 
  Lord Knight-Commander Sir Durrick Parg (human male, Suel, Ftr) – This former commander of the prestigious 
  Royal Halberdiers Heavy Infantry Standards (the four regiments that make up the Royal Guard of Niole Dra) was 
  transferred to command of the largely Light Infantry of Salinmoor early 594, and quietly hates every morning that 
  he wakes up in Saltmarsh. 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may enter any school of the IMA, when they qualify and contact the POC for approval.  Unlike the Royal Standards, 
  PCs may maintain lifetime membership as a military officer.  Leaving the IMA is restricted and does not come without 
  cost; contact the POC directly for further details. 
  Imperial Military Academy Organizational Levels 
  Knight-Majors (ELITE) are officers who belong to one of the Schools of the IMA.  They generally serve as secondaries to 
  Knight-Colonels, coordinating the specific orders to the various Knight-Captains to ensure that the army as whole moves 
  in the intended directions. 
  Knight-Commanders (ELITE) are effectively senior Knight-Majors who have joined more than one of the IMA schools.  
  While the position does carry the added prestige of a command with little or no presence of direct superiors, it is seen as 
  something of a dead end career, since the Warmasters are loathe transferring successful Knight-Commanders. 
  Knight-Colonels (ELITE) belong to a command school, giving them more extensive experience in combining units to 
  better effect.  On the field of battle, they are responsible for dictating the maneuver of armies or assisting a warmaster if 
  one is present. 
  The Calvary School of Regin – training the cavalry riders in the varied tactics; skirmish fighting with light warhorses to 
  full frontal assault with heavy armored warhorses and which units compliment the terrain and situations.  The scout camp 
  has been condensed into this school in order to familiarize officers with scouting. 
  The Land Knight’s Academy – trains infantry and auxiliary officers in the tactics of large-scale warfare, finding 
  defensible sites and managing the building of temporary fortifications.  They are also trained to uses units that compliment 
  the terrain and situation. 
   
   
  Keoland Meta-Campaign Sourcebook  p.47  
  Version 595.10 
  
  The School of Combative Magics – unlike the other schools, this school is open to anybody who is part of the Standards 
  and qualifies for entry.  Unlike the other schools of the Imperial Military Academy, this school does not confer any of the 
  above titles on the character instead they gain the title of Knight-Arcane.  This school trains arcane casters in the art of 
  magical warfare, training the soldiers to take out magical corps and auxiliary units first.  They are different from the other 
  units due to their size (25 instead of the 125-man standard) and their loyalty to the King (several members have sworn an 
  Oath to King Kimbertos Skotti). 
  The School of Leadership and Tactics – trains the warmasters of Keoland’s army.  They are trained in the operations of 
  large armies, incorporating mercenaries and foreign armies in the daily operations of the Army.  They are also trained in 
  the tactical usage of Siege Regiments, Arcane Units and combining different units together into a cohesive fighting force. 
   
   
  Keoland Meta-Campaign Sourcebook  p.48  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.49  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
  -      200 
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  Cavarly School of Regin - 
  � Handle Animal 
  � Knowledge (Nobility & Royalty) 
  � Ride 
  Land Knights Academy  
  � Knowledge (Architecture & 
  Engineering) 
  � 
  Knowledge (Nobility & Royalty) 
  +2 Circumstance Bonus to the above skills for 
  the appropriate school
  Items Gifted or Discounted 
  Golden Hawk Medal (Cavalry School)   
  Golden Bear Medal (Land Knight) 
  conferring a +1 bonus to Leadership 
  Score (this does not stack with the 
  leadership score, if the character already 
  gets the +1 bonus for ‘Special Powers’) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  The Cavalry School of Regin 
  � Animal Training Kit (CV) 
  � Armorbright (SS) 
  � Battle Plate (RoS) 
  � Camouflage Kit (CV) 
  � Close Fighting Blade (RoS) 
  � Earthsilk Jersey (RoS) 
  � Elvencraft Bow (RoW) 
  � Keepcool Salve (SS) 
  � Rider’s Shield (RoS) 
  � Riding Straps (RoS) 
  The Land Knights Academy 
  � Armorbright (SS) 
  � Battle Plate (RoS) 
  � Close Fighting Blade (RoS) 
  � Dwarven Buckler-Axe (RoS) 
  � Earthsilk Jersey (RoS) 
  � Elvencraft Bow (RoW) 
  � Extreme Shield (Wooden and Metal) (RoS) 
  � Keepcool Salve (SS) 
  � Steel Tower Shield (RoS) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  THE CALVARY 
  SCHOOL OF 
  REGIN 
  (ELITE) 
  4 TU; 200 gp 
   
  THE LAND 
  KNIGHT’S 
  ACADEMY 
  (ELITE) 
  4 TU; 200 gp 
   
  Separate ARs for Schools 
  Two, Three, and Four 
  Requirements: THE LAND KNIGHT’S ACADEMY 
  Must be at least 7th level with a BAB of  +7 
  Must read, write, and speak Old Oeridian 
  Cannot be “Wanted”, “Hunted”, half-orc or a half-elf 
  Must be of a lawful alignment and No Obvious Flaws 
  Must be a Knight in the Keoland Military or a member of the 
  Knights of the Watch or Dispatch 
  Must spend an influence point with a Keoland noble (AR # 
  _____ ) 
  2 ranks in TWO of the following skills: Knowledge 
  (Architecture & Engineering), Knowledge (Geography), 
  Knowledge (History), or Knowledge (Nobility & Royalty) 
  Must posses THREE of the following Feats: Combat 
  Expertise, Diehard, Improved Critical, Improved Rapid 
  Shot, Manyshot, Power Attack, or Weapon Specialization 
  Military Rank (SELECT ONE) 
  � Knight-Major 
  � Knight-Commander - Must belong to multiple IMA 
  schools 
  � Knight-Colonel - Documentation AR # ____ 
  Requirements:   THE CAVALRY SCHOOL OF REGIN 
  Must be at least 7th level with a Minimum BAB of +7 
  Must read, write, and speak Old Oeridian 
  Cannot be “Wanted”, “Hunted”, half-orc or a half-elf 
  Must be lawful alignment and No Obvious Flaws 
  Must be a Knight in the Keoland Military or a member of the 
  Knights of the Watch or Dispatch 
  Must spend an influence point with a Keoland noble (AR # _____ ) 
  5 ranks in Handle Animal and Ride 
  2 ranks in TWO of the following skills: Hide, Knowledge 
  (Geography), Knowledge (History), Knowledge (Nature), 
  Knowledge (Nobility & Royalty), Move Silently, or Survival 
  Must posses THREE of the following Feats: Endurance, Mounted 
  Archery, Spirited Charge, or Weapon Specialization 
  Military Rank (SELECT ONE) 
  � Knight-Major 
  � Knight-Commander 
  - Must belong to multiple IMA schools 
  � Knight-Colonel 
  - Documentation AR # ____ 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The Imperial Military Academy (Military)
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Metra Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  Keoland Meta-Campaign Sourcebook  p.50  
  Version 595.10 
  CURRENT  XP TOTAL 
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
  -  
  0 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  Comative Magics 
  +2 circumstance bonus granted to 
  each of the following Skill checks: 
  � Concentration 
  � Knowledge (Arcana) 
  � Knowledge (Planes) 
  Items Gifted or Discounted 
  Combative Magics – access to all 
  LGCS Core abjuration, conjuration, 
  evocation, and transmutation spells 
   
  Leadership and Tactic School - +2 
  to Leadership score for Stronghold 
  (This does not stack with any other 
  Leadership Bonus via base of 
  operations, stronghold, etc.) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 or 7  
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Combative Magics 
  � Gnome Battle Cloak (RoS) 
  � Thistledown Padded (RoW) 
  � Thistledown Suit (RoW) 
  � Sudden Maximize Feat (CA) 
  � Sudden Silent Feat (CA) 
  � Sudden Still Feat (CA) 
  � Spellbook Material Access: 
  o Covers 
  � Leather (CA, Core) 
  � Metal, Soft (CA) 
  � Dragonhide (CA) 
  � Slipcase (CA) 
  o Pages (100) 
  � Parchment (CA, Core) 
  � Paper, Linen (CA) 
  � Vellum (CA) 
  � Metal Foil (CA) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  THE SCHOOL OF 
  COMBATIVE 
  MAGICS 
  7 TU; 0 gp 
   
  THE SCHOOL OF 
  LEADERSHIP 
  AND TACTICS 
  (ELITE) 
  4 TU; 0 gp 
   
  Separate ARs for Schools 
  One, Two, and Three 
  Requirements: 
   THE SCHOOL OF COMBATIVE MAGICS 
  Must be at least 5th level 
  Must be capable of casting 2nd level Arcane Spells 
  Must be either a Soldier in the Keoland Military or a member 
  of the National Academy of Wizardry 
  Cannot be “Wanted” or “Hunted” in Keoland 
  Cannot be a half-orc 
  Must swear fealty to the King of Keoland (or current Regeant) 
  1 rank in Knowledge (Sheldomar Valley), and Profession 
  (Soldier) 
  5 ranks in TWO of the following skills: Concentration, 
  Knowledge (Arcana), or Spellcraft 
  Any TWO of the following Feats: Any Item Creation, Any 
  Metamagic, Combat Casting, Skill Focus (Concentration), 
  or Weapon Focus 
   
  Military Rank 
   
  � Knight-Arcane 
   
  Requirements:  
   THE SCHOOL OF LEADERSHIP AND TACTICS 
  Must be at least 10th level 
  Minimum Base Attack Bonus (BAB) +10 
  Must read, write, and speak Ancient Sueloise 
  Cannot be “Wanted” or “Hunted” in Keoland 
  Must be of a lawful alignment 
  No obvious flaws (All ability scores 10 or greater naturally) 
  Cannot be a half-orc nor a half-elf 
  5 ranks in Diplomacy 
  Must also be a member of The Land Knight’s Academy or The 
  Cavalry School of Regin 
   
   
  Military Rank (SELECT ONE) 
   
  � Knight-Major 
  � Knight-Commander 
  - Must belong to multiple IMA schools 
  � Knight-Colonel 
  - Documentation AR # ____ 
   
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The Imperial Military Academy (Military)
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Mountain Lions 
  POC: 
  Duncan McNeill-Burton 
  E-mail: 
  duncanmb@comcast.net 
  E-groups: 
  http://games.groups.yahoo.com/group/Cryllor 
  http://games.groups.yahoo.com/group/Keoland_Military 
  Heraldry:  
  Gules, a bordure and chevron sable, a lion rampant or in collar point, and a tower  
  proper in base point 
  Motto:  
  “To save the Land, protect its Spine.” 
  Introduction  
  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 within the Jotens and survey the mountains for new deposits of precious metals.  With the 
  return of Count Manz to power, the Guilds have ceased there funding, not wanting to antagonize the volatile Lord.  The 
  Mountain Lions have not disbanded, however.  Considering their activities to be vital to the peoples of the region, they 
  continue to serve as an independent military force. 
  Areas of Influence and Available Regions 
  The Mountain Lions are much more focused and are found almost exclusively in the County of Cryllor, County of Flen and 
  the bordering Joten Mountains.   
  Duties, Objectives, and Day-to-Day Activities 
  Mountain Lions patrol the Joten Mountains, protect mining camps and guide caravans through the dangerous border 
  regions of Cryllor and Flen. 
  Sponsors/Major NPCs 
  ◊ 
  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 renowned for his uncanny ability to find precious veins of adamantine and mithral 
  within the Joten mountains. He is considered the foremost tracker and guide to the mountains west of Cryllor 
  Advancement, Forms and Leaving the Meta-Org 
  A PC may advance to the second tier of the Mountain Lions as soon as they meet all of the prerequisites and contact the 
  POC.  PCs may leave the Lion Braich or Mountain Lions at any time, as long as the POC is contacted. 
  Mountain Lion Organizational Levels 
  Mountain Scouts are the foot soldiers in the battles against the humanoids in the Jotens and act as prospectors for the 
  guilds interested in mining those very hills. 
  Mountaineering Lions are the “officers” that lead scouting parties into the Jotens, marking spots of potential monetary 
  benefits.  Occasionally, they will do quick and harsh strikes against the monstrous humanoids in the Jotens. 
   
   
  Keoland Meta-Campaign Sourcebook  p.51  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.52  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
  -  
  0 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +2  
  (Mountain Scout) 
  � +4 
  (Mountaineering Lion) 
  circumstance bonus granted in 
  mountainous terrain to each of 
  the following Skill checks: 
  � Hide 
  � Spot 
  � Survival 
  Items Gifted or Discounted 
   
  Tier One (Mountain Scout) 
  FREE upon first joining as a  
  Mountain Scout: 
  1 Climber’s Kit 
  100 feet of Silk Rope 
   
  Tier Two (Mountaineering Lion) 
  100 gp per year (paid at beginning of year) 
  10% off Quickflame Capsules (CV) and 
  Quickspark Capsules (CV) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 or 6 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tiers One and Two 
  � Antitoxin Capsule (CV) 
  � Camouflage Kit (CV) 
  � Capsule Retainer (CV) 
  � Leap Capsule (CV) 
  � Quickflame Capsule (CV) 
  � Quickfrost Capsule (CV) 
  � Quickspark Capsule (CV) 
  � Suregrip (CV) 
  � Triple Weapon Capsule Retainer (CV) 
   
  Tier One 
  � Longaxe (CV) 
   
  Tier Two 
  � Warmace (CW) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  MOUNTAIN 
  SCOUTS 
  4 TU; 0 gp 
   
  Tier Two 
  MOUNTAINEERING 
  LIONS 
  6 TU; 0 gp 
   
  Originally funded by the Guildhouses of the 
  counties Cryllor and Flen, the Mountain Lions’ 
  mission was two-fold, seek out and destroy 
  enemy encampments within the Jotens and 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.  Considering 
  their activities to be vital to the peoples of the 
  region, they continue to serve as an independent 
  military force. 
  Advancement, Forms, and Leaving the Meta-Org 
  A PC may advance to the second tier of the Mountain Lions 
  as soon as they meet all of the prerequisites and contact the 
  POC.  PCs may leave the Lion Braich or Mountain Lions at 
  any time, as long as the POC is contacted. 
  Requirements: ALL 
  Must be a resident of Keoland 
  Minimum Base Attack Bonus (BAB) +1 
  1 rank in Survival 
  Tier One (MOUNTAIN SCOUT) 
  1 rank in Knowledge (Sheldomar Valley) 
  5 ranks in ONE of the following skills: Climb, Hide, Move 
  Silently, Knowledge (Geography), Knowledge 
  (Sheldomar Valley), Profession (Mountaineering), or 
  Survival 
  Tier Two (MOUNTAINEERING LION) 
  Must have been a Mountain Scout for 6 months (real) 
  2 ranks in Knowledge (Sheldomar Valley) 
  9 ranks in ONE of the following skills: Climb, Hide, Move 
  Silently, Knowledge (Geography), Knowledge 
  (Sheldomar Valley), Profession (Mountaineering), or 
  Survival 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region___
  _ 
  ________
  Keoland 
  The Mountain Lions 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  National Academy of Wizardry (NAW) 
  POC: 
  Paul Duggan 
  E-mail: 
  p.duggan@verizon.net 
  E-group: 
  National_Academy_of_Wizardry 
  Heraldry:  
  Sable, a spellbook open or voided sable in chief, a lion rampant gules 
  Motto:  
  Magic Made Good Through Noble Deeds 
  Introduction  
  During the reign of Tavish I (the Great, 287-346 CY), he made sweeping changes throughout Keoland.  Recognizing the 
  need for arcane support in the military, he swiftly ended some of 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.  Its 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 untrained. 
  Witch burnings are not as popular as they have been, but they still do happen.  Tavish II (the Blackguard, 346-395 CY) 
  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 
  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.   
  The guild houses are safe havens for the wayward gifted child or person who is seeking safety from the citizens who fear 
  such abilities.  Once a member of the Academy, they are trained in the ways of the arcane, learning the history of 
  Keoland, the laws that dictate the use of magic in Keoland and basic survival training.  As members of the NAW, they 
  have access to the library, which is public resource of magic in Niole Dra.  Higher-ranking members may be assigned to 
  military units or attached to noble houses, while others may be assigned to regions in Keoland, where they may provide 
  more useful service. 
  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. 
  Sponsors/Major NPCs 
  ◊ 
  Lashton (Human, Male, Suel-Oeridian) – 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. 
  ◊ 
  Diedrick Lorentage (Human, Male, Suel) – 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). 
  Eustanious Rhola (Human, Male, Suel)
  ◊ 
   – Dean of Abjuration and Aristocratic Etiquette, like a fish out of water, 
  this Rhola so far north, Eustanious has had to hone his diplomatic skills to perfection, and regularly uses them to 
  ◊ 
  advance the causes of NAW.  
  Keiara of the Axewood (Half-elf, Female) – Dean of Transmutation and Weapons master of the NAW, this 
  ting 
  and approval. Characters may leave the NAW at any time, but as long as they contact the POC prior to doing so. 
  bladesinger is a descendant of Anladon. 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance to the Outer Circle upon meeting the qualifications, but afterwards must contact the POC for tes
   
   
  Keoland Meta-Campaign Sourcebook  p.53  
  Version 595.10 
  
  National Academy of Wizardry Organizational Levels 
  Apprentices study in the schools, assist teachers with projects and devote their time to practicing and learning magic. 
  Outer Circle Members spend their time studying the varied magical types, assisting teachers in projects, and making fun 
  of the Apprentices (without the knowledge of the teachers). 
  Median Circle Members begin receiving administrative duties, on top of their regular education.  They are the members 
  that deal with nobles, assist with Chapterhouses, and train apprentices. 
  Inner Circle Members (ELITE) are those assigned specific regions to oversee the activities of the NAW.  They also 
  function as teachers, Deans, Assistant Deans, and Researchers of Arcane Lore. 
   
   
  Keoland Meta-Campaign Sourcebook  p.54  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.55  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � Promoted 
  AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
  - 0 or 200 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1 (Apprentice)    � +2 (Outer Circle) 
  circumstance bonus to: 
  �Knowledge (Arcana) �Knowledge (History) 
  � Spellcraft to learn  
  1st and 2nd level spells (Apprentice) or 
  1st through 3rd level spells (Outer Circle) 
   
  � -1 (Apprentice)     � -2 (Outer Circle) 
  circ. penalty with non-nobles in Keoland to: 
  � Diplomacy � Gather Information 
  Items Gifted or Discounted 
   
  FREE 100 gp Brooch 
  (Signifying current rank in the NAW) 
   
  Tier Two (Outer Circle Member) 
  Library grants access to Core Spells of  
  3rd level and lower 
  (must pay scribing costs) 
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 or 6 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One and Two 
  � Focusing Candle (CV) 
  � Sashling (RoW) 
  � Thistledown Padded (RoW) 
  � Spellbook Material Access: 
  o Covers 
  � Leather (CA, 
  Core) 
  � Wood, Thin (CA) 
  � Slipcase (CA) 
  o 
  Pages (100) 
  � 
  Parchment (CA, 
  Core) 
  � 
  Paper, Linen (CA) 
  � 
  Vellum (CA) 
  Tier One 
  � Framed Pack (A&EG) 
  � Parasol (SS) 
  Tier Two 
  � Sudden Silent Feat (CA) 
  � Sudden Still Feat (CA) 
  � Spellbook Material Access: 
  o Covers 
  � Metal, Soft (CA) 
  � Metal, Hard (CA) 
  o Pages (100) 
  � Metal Foil (CA) 
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  APPRENTICES 
  4 TU; 0 gp 
   
  Tier Two 
  OUTER CIRCLE 
  MEMBERS 
  6 TU; 200 gp 
   
  Separate AR for Tiers 
  Three and Four 
   
  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. 
   
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the Outer Circle upon meeting the 
  qualifications, but afterwards must contact the POC for 
  testing and approval. Characters may leave the NAW 
  at any time, but as long as they contact the POC prior 
  to doing so. 
  Requirements: 
   
  Tier One (APPRENTICE) 
  Must be able to cast Arcane Mark 
  4 ranks in Knowledge (Arcana) or Spellcraft 
   
  Tier Two (OUTER CIRCLE MEMBER) 
  Must have been an Apprentice for 2 months (real) 
  Must be able to cast 3rd level Arcane Spells 
  7 ranks in Knowledge (Arcana) or Spellcraft 
  5 ranks in Concentration 
   
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The National Academy of Wizardry (NAW) 
  A Keoland Metaplay Organization 
  DM:_______________________________ 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.56  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � Promoted 
  AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
  FREE in Keoland Events 
  (Interactives and Modules) 
   
  � Standard (Median Circle) 
    
  � Rich  
  (Inner Circle) 
  -
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  � +1 (Median Circle)    � +2 (Inner Circle) 
  circumstance bonus to Knowledge: 
  � (Arcana) � (Hi tory) � (Planes)  
  s
  � (Nobility & Royalty) � (Sheldomar Valley) 
   
  Spellcraft circ. bonus to learn spells of level 
  � +3 (MC): 1st - 5th    � +4 (IC): 1st - 7th  
   
  � -3 (Median Circle)     � -4 (Inner Circle) 
  circ. penalty with non-nobles in Keoland to: 
  � Diplomacy � Gather Information 
  Items Gifted or Discounted 
   
  FREE 100 gp Brooch 
  (Signifying current rank in the NAW) 
   
  Library grants access to Core Spells of  
  �  (Median Circle)   7th level and lower 
  �  (Inner Circle)  
   9th level and lower 
   (must pay scribing costs) 
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  8 or 10 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tiers Three and Four 
  � Focusing Candle (CV) 
  � Sashling (RoW) 
  � Thistledown Padded (RoW) 
  � Sudden Empower Feat (CA) 
  � Sudden Maximize Feat (CA) 
  � Sudden Silent Feat (CA) 
  � Sudden Still Feat (CA) 
  � Spellbook Material Access: 
  o Covers 
  � Leather (CA, Core) 
  � Wood, Thin (CA) 
  � Metal, Soft (CA) 
  � Metal, Hard (CA) 
  � Dragonhide (CA) 
  � Slipcase (CA) 
  o Pages (100) 
  � Parchment (CA, Core) 
  � Paper, Linen (CA) 
  � Vellum (CA) 
  � Bone or Ivory (CA) 
  � Metal Foil (CA) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier Three 
  MEDIAN CIRCLE 
  MEMBERS 
  8 TU; 600 gp 
   
  Tier Three 
  INNER CIRCLE 
  MEMBERS 
  10 TU; 1,000 gp 
   
  Separate AR for Tiers 
  One and Two 
   
  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. 
   
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the Outer Circle upon meeting the 
  qualifications, but afterwards must contact the POC for 
  testing and approval. Characters may leave the NAW 
  at any time, but as long as they contact the POC prior 
  to doing so. 
  Requirements: 
   
  Tier Three (MEDIAN CIRCLE MEMBER) 
  Must have been an Outer Circle Member for 6 months (real) 
  Must be able to Cast 5th level Arcane Spells 
  Must Pass an Interview with Dean Diedrick Lorentage 
  10 ranks in Knowledge (Arcana) or Spellcraft 
  5 ranks in Concentration 
   
  Tier Four (INNER CIRCLE MEMBER) 
  Must have been a Median Circle Member for 12 months 
  (real) 
  Must be able to cast 6th level Arcane Spells 
  Must pass interview with the Head Archmage of NAW 
  10 ranks in Knowledge (Arcana) or Spellcraft 
  10 ranks in Concentration 
   
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The National Academy of Wizardry (NAW) 
  A Keoland Metaplay Organization 
  DM:_______________________________ 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Nature’s Sentinels 
  POC: 
  Brian Eberhardt 
  E-mail: 
  thecabanaman@optonline.net 
  E-group: 
  http://groups.yahoo.com/group/Keoland_Natures_Sentinels 
  Heraldry:  
  Gules, a lion rampant sable, a pair of eyes or on a chief vert raguly 
  Motto:  
  There is Balance in all Things. 
  Introduction  
  Nature’s Balance is a close-knit group of Keoland loyalists dedicated to protecting and preserving the natural wonders in 
  Keoland.  These individuals assist the noble house in all areas involving nature.  Examples are breeding Keoland War 
  Bred Mounts, explaining why draining the Hool Marsh can’t be done & allowed to stay that way and improving irrigation 
  systems. 
  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. 
  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. 
  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; members are not to reside in cities (Niole Dra, Gradsul, Cryllor or Flen).  Members of this organization must 
  have Keoland Citizenship. 
  Sponsors/Major NPC 
  ◊ 
  King Kimbertos Skotti (deceased) 
  ◊ 
  Queen Jaedrae Skotti (deceased) 
  ◊ 
  f Balance. 
  Awenyddion:  Suel Animal Breeder/Trainer (Druid 14) She is the Arbiter o
  ◊ 
  Shaloughb: Gnoll Verdant Lord (Druid 9/Verdant Lord 5)]: Neutral Good. 
  ◊ 
  Muddleberry Sharptooth Gnome Tamer of Beasts (Druid 9/Tamer of Beasts 5) Neutral Good 
  ll prerequisites and contact 
  the POC.  PCs may leave Nature’s S
  cted. 
  Apprentices
  ◊ 
  Huyudotorupu: Crab Apple Treant 
  Advancement & Forms and Leaving the Meta-Org 
  PCs may advance to the second and third tiers of Nature’s Sentinels as soon as they meet a
  entinels at any time, as long as the POC is conta
  Nature’s Sentinels Organizational Levels 
   
  roam the heart of Keoland, helping farm the land, raise the animals and keep an eye out for problems. 
  Keepers 
  bless the fields, train animals, heal animals and use their magic to nourish the earth. 
  Sentinels  
  seek to make sure that Nature is kept balanced. 
   
   
  Keoland Meta-Campaign Sourcebook  p.57  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.58  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
   
  - 0 or 200 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1 
  (Apprentice) 
  � +2  
  (Keeper) 
  � +3 
  (Sentinel) 
  circumstance bonus granted to 
  each of the following Skill checks: 
  � Diplomacy in Keoland 
  � Handle Animal 
   
  Items Gifted or Discounted 
   
  FREE Insignia Pin 
  (100 gp value) 
   
  Churches will cast divine spells 
  at LGCS cost 
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 or 6 or 9 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  � 
  Animal Training Kit (CV) 
  � 
  Camouflage Kit (CV) 
  � 
  Healer’s Balm (CV) 
  � 
  Masterwork Riding Saddle (CV) 
  � 
  Quickflame Capsule (CV) 
  � 
  Quickfrost Capsule (CV) 
  � 
  Quickspark Capsule (CV) 
  � 
  Weapon Capsule Retainer (CV) 
  � 
  Wildwood Chain Shirt (RoW) 
  � 
  Wildwood Breastplate (RoW) 
  � 
  Sudden Silent Feat (CA) 
   
  Tier Two (all of Tier One plus the following) 
  � 
  Fast-Donning Armor (RoS) 
  � 
  Filter Mask (SS) 
  � 
  Forestwarden Shroud (RoW) 
  � 
  Leafweave Studded Leather – Druid Friendly (RoW) 
  � 
  Longstaff (CV) 
  � 
  Masterwork Military Saddle (CV) 
  � 
  Nature’s Draught (CV) 
  � 
  Quicksilver Capsule (CV) 
  � 
  Riding Straps (RoS) 
  � 
  Sashling (RoW) 
  � 
  Spiderlily Essence (RoS) 
  � 
  Triple Weapon Capsule Retainer (CV) 
  � 
  Sudden Still Feat (CA) 
   
  Tier Three (all of Tiers One and Two plus the following) 
  � 
  Armor Insulation (CV) 
  � 
  Drill (SS) 
  � 
  Honey Leather Pup Ten Small & Medium (RoW) 
  � 
  Portable Hut (FB) 
  � 
  Restful Candle (A&EG) 
  � 
  Silk Swathes (SS) 
  � 
  Stoneplate (RoS) 
  � 
  Sun Lenses (SS) 
  � 
  Sudden Empower Feat (CA) 
  � 
  Sudden Maximize (CA) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  APPRENTICES 
  4 TU; 0 gp 
   
  Tier Two 
  KEEPERS 
  6 TU; 200 gp 
   
  Tier Three 
  SENTINELS 
  9 TU; 200 gp 
  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. 
   
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the second and third tiers of 
  Nature’s Sentinels as soon as they meet all 
  prerequisites and contact the POC.  PCs may leave 
  Nature’s Sentinels at any time, as long as the POC is 
  contacted. 
  Requirements: ALL 
  Cannot cast arcane spells 
  Must not live in a city 
  1 rank in Knowledge (Nobility and Royalty) or Knowledge (Sheldomar Valley) 
   
  Tier One (APPRENTICE) 
  Must be at least 2nd level 
  Casts 1st level Divine Spells (as Druid, or Worship a Nature god) 
  5 ranks in ONE of: Concentration, Handle Animal, Heal, Knowledge (Nature), Profession 
  (Falconer, Herbalist, Veterinarian or appropriate profession), Spot, or Survival 
   
  Tier Two (KEEPER) 
  Must be at least 5th level 
  Must have been an Apprentice for 6 Months (real) 
  Must be of any Neutral alignment combination 
  Minimum Base Attack Bonus (BAB) +4 or Casts 2nd level Divine Spells (as Druid, or 
  Worship a Nature god) 
  8 ranks in ONE of: Concentration, Handle Animal, Heal, Knowledge (Nature), Profession 
  (Falconer, Herbalist, Veterinarian or appropriate profession), Spot, or Survival 
   
  Tier Three (SENTINEL) 
  Must have been a Keeper for 6 Months (real) 
  Minimum Base Attack Bonus (BAB) +6 or Casts 4th level Divine Spells (as Druid, or 
  Worship a Nature god) Must speak Sylvan 
  10 ranks in ONE of: Concentration, Handle Animal, Heal, Knowledge (Nature), Profession 
  (Falconer, Herbalist, Veterinarian or appropriate profession), Spot, or Survival 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The Nature’s Sentinels 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  New Silverdeep 
  POC: 
  Dave Guerrieri 
   
  E-mail: 
  dguerrieri@adelphia.net 
  E-group: 
  http://groups.yahoo.com/group/Keo-meta-newsilverdeep 
  Heraldry:   
  Azure and Gules chequy, a castle proper in nobril point, two crescents 
  argent in chief 
  Motto:  
   
  Introduction  
  The town of New Silverdeep is a new settlement, created in the last several years by adventurers who wanted to help out 
  the Geoff refugees, the Olman, and others who are good people that have had a run of bad luck. There was one too many 
  proud person asking for handouts, and no one doing anything about it. So as long as you have a craft, a profession, or 
  some skill, attitude or knowledge that you can bring to New Silverdeep, and are willing to pitch in, roll up your sleeves, and 
  help out wherever needed, you’re welcome in New Silverdeep. 
  Currently, it is primarily a mining and agricultural village, but does have a number of shops and crafts already set up, 
  including a sage and a brewery, with many more in the planning stages. Rumor has it some adventurer’s that are ready to 
  give up the life are going to open up a training academy of some kind for potential adventurers.  New Silverdeep is 
  currently appealing to Niole Dra to be officially recognized as a town of the Empire, and hopes to have a representative on 
  the Good Hills Council. 
  Areas of Influence and Available Regions 
  Being just established, New Silverdeep has very little political power in the machine that is Keoland. What little influence it 
  does have is primarily due to the high concentration of adventurers that call New Silverdeep home, and the influence that 
  they have with others. It also has a large ratio of demihumans, especially dwarves, due to the number of Geoff refugees 
  that settled here.  
  It is located in the very northern section of the Good Hills, allowing easy travel and transport for goods as well as people. 
  It is also very close to the Downlands, the newly settled portion of Geoff. New Silverdeep is less cultured than the rest of 
  Keoland, much like the rest of the Good Hills, and is very much a frontier area. 
  Sponsors/Major NPCs 
  ◊ 
  Thyrnbryn of Silverdeep ():  a former adventure who became rich enough to settle down. 
  Advancement, Forms & Leaving the Meta-Org 
  Advancement in this meta-org is through long-term residency.  Please contact the POC if you are interested in becoming 
  a resident. 
  New Silverdeep Organizational Levels 
  Newcomers are individuals trying to establish a home in New Silverdeep. 
  Residents of New Silverdeep are interested in building up the local community and supporting the Good Hills overall. 
   
   
  Keoland Meta-Campaign Sourcebook  p.59  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.60  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
  FREE Standard Lifestyle 
  Upkeep in Keoland Events 
  (Interactives and Modules) 
   
  (Home Purchased) 
   
  - 0 or 200 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  0 or 1,000 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +2 (Newcomer)    � +4 (Resident) 
  circumstance bonus to: 
  � Craft (all) 
  � Gather Information 
  � Profession (all) 
   
  � -1 (Newcomer)     � -2 (Resident) 
  circumstance penalty 
   with NPCs from Cryllor and Haven to: 
  � Diplomacy 
  Items Gifted or Discounted 
   
   
  Churches will cast divine spells 
  at LGCS cost 
   
  Home only 1,000gp or 5 TU 
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  3 or 4 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tiers One and Two 
  � Animal Training Kit (CV) 
  � Dwarven Brewmaker (A&EG) 
  � Fast-Donning Straps (RoS) 
  � Miner's Helmet (A&EG) 
  � Quickflame Capsule (CV) 
  � Quicksilver Capsule (CV) 
  � Shield Sheath (RoS) 
  � Signature Crest (RoS) 
  � Weapon capsule retainer (CV) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  NEWCOMERS 
  3 TU; 0 gp 
   
  Tier Two 
  RESIDENTS 
  4 TU; 200 gp 
   
  New Silverdeep is a new town created by 
  Keoland adventurers that have retired after 
  several years of wandering Oerth.  This sleepy 
  little town can be found in the Good-Hills. 
   
  Advancement, Forms, and Leaving the Meta-Org 
  Advancement in this meta-org is through long-term 
  residency.  Please contact the POC if you are interested 
  in becoming a resident. 
   
  Requirements: ALL 
  Must reside in Keoland 
  1 rank in Craft, Knowledge, Profession, or Survival 
  (Any Craft, Knowledge or Profession will do, but 
  something small townish is preferred). 
  Tier One (NEWCOMER) 
  1,000 gp (one time cost) or 5 Time Units of public 
  service (one time cost) to own a home in New 
  Silverdeep 
  Tier Two (RESIDENT) 
  Must be at least 5th level 
  Must have spent 12 months (real) as a Newcomer 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region___
  _ 
  ________
  Keoland 
  New Silverdeep 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Nudarmilesti 
  POC: 
  Russell Warshay 
  E-mail: 
  Nudarmilesti-owner@yahoogroups.com 
  E-group: 
  http://groups.yahoo.com/group/Nudarmesti 
  Heraldry:  
  Vert, a Pegasus rampant embraced by the Moon of Corellon in fesse point, an arrow 
  to sinister in a scroll in base point 
  Motto:  
  The elven bond for a hopeful world 
  Introduction  
  The Nudarmilesti seek to strengthen and protect the Sheldomar Valley’s Elven communities, improve their relations, and 
  to improve diplomatic relations between Sheldomar governments and external domains. 
  Areas of Influence and Available Regions 
  The Nudarmilesti are located throughout the Sheldomar Valley, but are concentrated in, and around, large cities, as well 
  as in Elvish and Half-Elvish towns and villages. 
  Origins & History 
  The Hospitalers serve a strange purpose, as they do not actively pursue combat.  They escort refugees to the safe 
  borders of Keoland (and back home, when things are peaceable), help the general populous (plagues, blights, etc.) and 
  act as the military medical units.  The support from the Hospitalers is derived from donations and the Keoland military 
  contracts.  Their history is obscured with times and deeds; however, historians have pointed towards “The 
  Excommunication”, a decision by the Divinity Council to make the nobles anathema and the nobles used their resources 
  to show the lack of need for the Churches and Divinity Council, creating the Hospitalers. 
  Sponsors/Major NPCs 
  ◊ 
  Lord Anladon II of the Axewood (half-elf male): Anladon allowed this group to bloom under his guidance in order 
  to raise the problems of the various elven communities. 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance to the second tier of The Nudarmilesti as soon as they meet the prerequisites and contact the POC. 
  PCs may leave The Nudarmilesti at any time, as long as the POC is contacted 
  Nudarmilesti Organizational Levels 
  Envoys observe the state of Elvenkind throughout the Sheldomar Valley, spread goodwill and act as the eyes and ears of 
  the Nudarmilesti. 
  Diplomats promote the awareness of the Elves in the Sheldomar Valley, intervene in disputes involving Elves, Half-Elves 
  and Ruathar for peaceful solutions. 
   
   
  Keoland Meta-Campaign Sourcebook  p.61  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.62  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � _________ AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � _________ AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � Left  
  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
   
   
  -
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1  
  (Envoy) 
  � +2  
  (Diplomat) 
  circumstance bonus granted to 
  each of the following Skill checks: 
  � Diplomacy 
  � Gather Information 
  � Knowledge 
   
  (Sheldomar Valley) 
  Items Gifted or Discounted 
   
   
   
  (see Special Note above) 
   
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  3 or 4 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  � Blunt Arrows (RoW) 
  � Elven Courtblade (RoW) 
  � Elven Hand Harp (RoW) 
  � Elven Lightblade (RoW) 
  � Elven Thinblade (RoW) 
  � Elvencraft Bow (RoW) 
  � Leafweave Studded Leather (RoW) 
  � Serpentstongue Arrows (RoW) 
  � Thistledown Padded Armor (RoW) 
  � Wildwood Breastplate (RoW) 
  Tier Two (all of Tier One plus the following) 
  � Aleeian Wine (A&EG) 
  � Darkwood Buckler (RoW) 
  � Darkwood Heavy Shield (RoW) 
  � Dragonbreath Arrows (RoW) 
  � Elven Moondrop (A&EG) 
  � Forestwarden Shroud (RoW) 
  � Lynxpaw (RoW) 
  � Signature Crest (RoS) 
  � Swiftwing Arrows (RoW) 
  � Wildwood Full Plate (RoW) 
  � Ruathar Prestige Class (RoW) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  ENVOYS 
  3 TU; 0 gp 
   
  Tier Two 
  DIPLOMATS 
  4 TU; 200 gp 
   
  The Nudarmilesti seek to strengthen and protect 
  the Sheldomar Valley’s Elven communities, 
  improve their relations, and to improve 
  diplomatic relations between Sheldomar 
  governments and external domains. 
   
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to the second tier of The Nudarmilesti as 
  soon as they meet the prerequisites and contact the POC. PCs 
  may leave The Nudarmilesti at any time, as long as the POC is 
  contacted. 
   
  Special Note: 
  Ruathar prestige class is offered in the Nudarmilesti 
  Organization.  The character must pay 2,800 gold pieces for 
  the party and spend 1 Time Unit to attend.  The Character 
  receives one of the following items at no expense: Boots of 
  Elvenkind, Cloak of Elvenkind, +1 Longsword, +1 Rapier, or 
  +1 Composite Longbow (+1 to +4 Str bonus). 
  Requirements: ALL 
  Must be an elf or half-elf (cannot be related to the Drow or Valley 
  elf) OR may use influence with an Elven 
  Organization/Community, AR # _____ 
  Must speak Elven 
  Must be of a good alignment 
  Must reside in the Sheldomar Valley (but you still need to play at a 
  Keoland Event to join) 
  May not be a Seeker of the Misty Isles 
  1 rank in Knowledge (Sheldomar Valley) 
   
  Tier One (ENVOYS) 
  1 rank in Diplomacy 
   
  Tier Two (DIPLOMATS) 
  Must be at least 5th level 
  Must have been an Envoy for 6 months (real) 
  3 ranks in Diplomacy 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The Nudarmilesti 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Religious Organizations of Keoland 
  POC: 
  Steve Schaeffer 
  E-mail: 
  HybridLock@aol.com  
  E-group: 
  http://groups.yahoo.com/group/ keo-meta-churches 
  Heraldry:  
  Azure, a chief gulles, a cross botony azure 
  Motto:  
  By church 
  Introduction  
  This Organization is oriented toward serving the citizens of Keoland under the supervision of the nobles.  The Churches 
  are supported by the nobility and are 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.  Most 
  good and some evil deities are represented in Niole Dra.  The daily activities are healing the sick, escorting militia patrols 
  and working for the local nobles. 
  During the establishment of Keoland and throughout its early history, 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 events throughout Keoland history has made nobles cautious of giving the churches any form of 
  independence or power.  One recent event that has had an impact was the Trithereon Riots in Niole Dra (and the 
  subsequent banning of the proselytizing for Trithereon within Keoland). 
  Since churches cannot own land, they must suffer both the taxation, as well as the will of the noble whose land they rent.  
  Note, however, because of Niole Dra’s political prowess and high volume of foreigners, there is a Temple with chapels to 
  several gods (the chapel to Trithereon is closed).  More recently, a church to Pelor has been constructed in Upper Flen 
  over the past two years. 
  Areas of Influence and Available Regions 
  Religion is, by decree, generally unorganized in Keoland; if there is no local monastery, or a noble who follows a divine 
  path, Keoish citizens follow the most popular gods as appropriate to their chosen profession or craft.  The ten faiths that 
  have gained the strongest footholds are Ehlonna, Fharlanghn, Heironeous, Lydia, Osprem, Kord, Norebo, Olidammara, 
  Phaulkon, and Zilchus. 
  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. 
  Sponsors/Major NPCs 
  ◊ 
  Countess Allita Elgarin of Flen (human female, Oeridian, Neutral, Cleric of Xerbo) - rumors that the vivacious 
  Countess is seeking a worthy young husband are well founded. 
  ◊ 
  Countess Lissa Rheyd of Nimlee (human female, Oeridian, NG, Cleric of Lydia) - The relationship between the 
  Oeridian countess and the Malgari Neheli within her borders are currently stable, if strained. 
  ◊ 
  Baroness Lobana Pross of Shelspring (human female, Suel, 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 next tier of the Churches as soon as they meet all prerequisites and contact the POC.  
  Alternatively, they may choose to transfer to the Divinity Council, if they choose to be actively promoting religion by 
  playing along in Keoish politics. 
  Religious Organization Levels 
  Devotees 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, in the hopes to expand their influence. 
  Acolytes administer to the churches needs, helping the devotees, preparing the church for service and assisting the 
  curates in minor functions of the churches. 
  Curates are the senior administrators of the churches; they perform the church services, pay the taxes and direct the 
  acolytes in minor functions of the churches. 
  Councilors are the faces of the religious Keoland in the nobles eyes.  They represent the churches and the churches 
  needs.  The Councilor spends their time working towards a more faithful Keoland and eventually a more influential Divinity 
  Council. 
   
   
  Keoland Meta-Campaign Sourcebook  p.63  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.64  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  -
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  � +1  
  (Devotees) 
  � +2  
  (Acolytes) 
  � +3 
  (Curates) 
  � +4 
  (Councilor) 
  circumstance bonus granted to 
  each of the following Skill checks: 
  � Diplomacy (non-nobes) 
  � Heal 
  � Knowledge (Religoin) 
  � -2 (Devotees, Acolytes and 
  Councilors) 
  � -4  
  (Curates) 
  Penalty to Diplomacy checks with 
  nobles in Keoland. 
  Items Gifted or Discounted 
  Churches will cast divine spells at LGCS cost 
  Devotees receive the following items: 
  � 1 Free Silver Holy Symbol 
  � 50 Free Wooden Holy Symbols 
  � 10% off Healer’s Kit 
  � 10% off Holy Water 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  3 or 5 or 6 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  DEVOTEES 
  3 TU; 200 gp 
  Tier Two 
  ACOLYTES 
  5 TU; 200 gp 
  Tier Three 
  CURATES 
  6 TU; 200 gp  
  Tier Four 
  COUNCILORS 
  (ELITE) 
  6 TU; 400 gp 
   
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  Religious Organiztions 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  The Religious Organizations in Keoland are varied, and most 
  of them work together in the hopes to rise to a more 
  influential position in Keoland Society. 
  Tier Two (ACOLYTE) 
  nd
  Must be 2  level Cleric or Paladin (must worship a non-evil diety, 
  excluding Tritheron) 
  1 rank in ONE of the following skills: Diplomacy, Gather 
  Information or Sense Motive 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance to the next tier of the Churches as soon as 
  they meet all prerequisites and contact the POC.  
  Alternatively, they may choose to transfer to the Divinity 
  Council, if they choose to be actively promoting religion by 
  playing along in Keoish politics. 
  2 ranks in Knowledge (Religion) 
  Tier Three (CURATE) 
  th
  Must be 5  level Cleric or Paladin  (must worship a non-evil diety, 
  excluding Tritheron) and 6 months (real) as an Acolyte 
  3 rank in ONE of the following skills: Diplomacy, Gather 
  Information or Sense Motive 
  Requirements: ALL 
  Must be a resident of Keoland 
  5 ranks in Knowledge (Religion) 
  Tier One (DEVOTEE) 
  Tier Four (COUNCILOR) 
  1 rank in Knowledge (Religion) 
  th
  Must be 8  level Cleric or Paladin (worship one of the following 
  gods: Heironeous, Phaulkon, St. Cuthbert, Fharlanghn, Ehlonna, 
  Lydia, Osprem, Zilchus, Kord, Xerbo, Norebo, Olidammara, elf 
  Pantheon) and must have been a Curate for 6 months (real) 
  5 rank in ONE of the following skills: Diplomacy, Gather 
  Information or Sense Motive 
  Lifestyle 
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  FREE in Keoland Events 
  All feats & prestige classes listed are Access: Any 
  (Interactives and Modules) 
  Cross off all access NOT gained 
  � Rich  
  (Councilors) 
  Tier Two 
  � 
  Fast-Donning Straps (RoS) 
  � 
  Healer’s Balm (CV) 
  � 
  Holy Text (A&EG) 
  � 
  Holy Water Sprinkler (LM) 
  � 
  Priest’s Bullet (LM) 
  � 
  Quick Escape Armor Enhancement (A&EG) 
  � 
  Restful Candle (A&EG) 
  � 
  Shield Gauntlet (RoS) 
  � 
  Tent, Pavilion (A&EG 
  � 
  Far Horizon Feat (RoD) 
  � 
  Law Inviolate (RoD) 
  Tier Two (all of Tier One plus the following) 
  � Sudden Still Feat (CA) 
  � Sudden Silent Feat (CA) 
  Tier Three (all of Tiers One and Two plus the following) 
  � Sudden Empower Feat (CA) 
  _________________ 
  � Sudden Maximize Feat (CA) 
  Home County 
   
  Special Access
   
   
  Sacred Exorcist class is open to all who are in the Religious 
  Organizations of Keoland as a Curate or higher to the 
  following dieties: Arvoreen, Berronar Truesilver, 
  Callarduran Smoothhands, Corellon Larethian, Cyrollalee, 
  Garedal Ironhand, Heironeous, Lydia, Sehanine Moonbow 
  and Yondalla.  (You lose access to the Prestige Class if you 
  leave this organization) 
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  The Royal Explorers’ Society of Keoland 
  POC: 
  Matt George 
  E-mail: 
  MaddMattG@PittsburghRPGA.com 
  E-group: 
  http://groups.yahoo.com/group/Keoland_RoyalExplorersSociety 
  Heraldry:  
  Vert, a dimunitive bordure or, a lion rampant or atop a roundel sable, surrounded by 
  compass points countercharged sable and or, with 4 roundels of the second at 4 
  split compass points 
  Motto:  
  So, you say it’s never been found.... 
  Introduction 
  "Keoland monarchs enjoy learning of other lands and cultures, but pressing matters of state often keep them tied to their 
  throne rooms. So for years, they have sponsored crack teams of explorers who travel the length and breadth of the world, 
  then return to deliver reports on faraway wonders. Accordingly, the royal library of Keoland has the best selection of maps 
  in the world, as well as a fascinating series of journals known as the Minutes of the Royal Explorers Society.  Because the 
  Minutes are often used in geography lessons, many a noble's child lies awake at night, dreaming of climbing mountains 
  along with Ahn Balic or hunting albino dire wolves with Istai Sunblessed. However, the entrance examinations for the 
  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 also impress the society's admissions 
  committee with verifiable tales of a particularly noteworthy exploration." (Song and Silence page 13) 
  Formally chartered by Tavish I in 288 CY, the Royal Explorers Society's official lineage traces back through cartographers 
  and scouts of the Kingdom allegedly all the way to the Great Migration.  Noble patrons and supporters of the Royal 
  Explorers’ Society usually benefit from their investment into the organization; in educational value or monetary benefits or 
  both.  Every member must send in a report once a year in order to maintain their good standing.  Volumes of the Society’s 
  Minutes grace the stacks of the Great Library of Greyhawk, the Keoland Royal Library in Niole Dra, as well as other 
  investors in the Royal Explorers. 
  The Royal Explorer’s aren’t your normal adventurers, as they take an open-minded interest in all the cultures that they 
  interact with.  Whether it be the barbaric lands of the Baklunish, into the savage lands of the Amedio, or wherever they 
  find adventure, their primary interest is in discovering and learning about new cultures, ideas and people. 
  Areas of Influence and Available Regions 
  The Royal Explorers are one of the few Meta-Orgs whose power comes from abroad and the discoveries and adventures 
  found therein. 
  Duties, Objectives, and Day-to-Day Activities 
  While the Society has its Indiana-Jones type of dungeon delvers and adventurers, the mainstay of the Society is the 
  precise cataloging of information. 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance to Associate level of the Royal Explorer’s Society as soon as they meet all prerequisites and contact 
  the POC (Note that this involves an IC report)].  PCs may leave the Royal Explorers’ Society at any time, as long as they 
  contact the POC before doing so.  PCs may leave the Royal Explorers’ Society at any time, as long as the POC is 
  contacted. 
  Royal Explorers Organization Levels 
  Discoverer are people who have chosen to join the Royal Explorers, relating news outside the Sheldomar Valley and 
  showing new discoveries found in foreign lands.   
  Associates act as observers to foreign cultures, explorers to new regions and interact with the natives; they are the 
  researchers and chroniclers of the Royal Explorer’s Society.  They report back new findings and publish reports for the 
  various libraries across the Flanaess. 
  Fellows research potential new areas (that have been reported to the Society by adventuring troupes, new members, 
  etc.), organize expeditions to exotic places and act as administrators of the Royal Explorer’s Society of Keoland.  They 
  review and validate reports published by the Associates. 
   
   
  Keoland Meta-Campaign Sourcebook  p.65  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.66  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  (N/A) 
   
   
   
   
  -
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  � +1 (-1) 
  (Discoverer) 
  � +2 (-2) 
  (Associates) 
  � +4 (-4) 
  (Fellows) 
  circumstance bonus with the NAW, Nobles, Sea 
  Mages and Religious Organizations 
  � 
  Diplomacy and Gather Information 
  � 
  Survival checks outside the Sheldomar 
  Valley 
  Penalty on Diplomacy checks with the 
  Dreadwalkers, Malgari and Silent Ones 
  Items Gifted or Discounted 
  All Members receive 
  � Free pin designating membership level 
  � 1 Free Antitoxin 
  � 5 Free Sunrods 
  � 10 Tindertwigs 
  � 2 oz. of Ink 
  � 20 sheets of Parchment 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  3 or 5 or 6 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  � Alchemical Tooth, Antitoxin Capsule, Capsule Retainer (CV) 
  � Collapsible Grappling Hook, FishingTackle (A&EG) 
  � Flash Pellet, Focusing Candle (CV) 
  � Frostbite Salve (FB) 
  � Heat Suit Outfit (SS) 
  � Ice Axe (FB) 
  � Insect Netting (A&EG) 
  � Keepcool Salve (SS) 
  � Leap Capsule, Stability Capsue (CV) 
  � Mess Kit, Navigator’s Kit (A&EG) 
  � Parasol, Sun Lenses (SS) 
  � Percolator, Spelunker’s Outfit (A&EG) 
  Tier Two (all of Tiers One plus the following) 
  � Blunt Arrows (RoW) 
  � Distillation Kit, Filter Mask (SS) 
  � Fur Clothing (FB) 
  � Honey Leather, Big Tarpaulin (RoW) 
  � Instant Rope (A&EG) 
  � Mancatcher (CW) 
  � Polar Skin, Snow Googles, Winter Full Cloth (FB) 
  Tier Three (all of Tiers One and Two plus the following) 
  � Animal Training Kit (CV) 
  � Cargo Glider, Carry Net, Forestwarden Shroud (RoW) 
  � Honey Leather Tarpaulin - small and small pup tent (RoW) 
  � Crampons, Skis and Poles (FB) 
  � Earthsilk Jersey (RoS) 
  � Sand Tube (SS) 
  � Flotation bags (A&EG) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  DISCOVERER 
  3 TU; 200 gp 
  Tier Two 
  ASSOCIATES 
  5 TU; 200 gp 
  Tier Three 
  FELLOWS 
  6 TU; 600 gp 
  The Royal Explorers’ Society of Keoland has 
  existed for several hundred years, when the 
  monarchs of Keoland were interested in foreign 
  cultures and ideas.  This Society has continued to 
  function sending articles and reports to various 
  nations, personages of interest and academics. 
  Advancement, Forms, and Leaving the Meta-Org 
  PCs may advance to Associate level of the Royal Explorer’s 
  Society as soon as they meet all prerequisites and contact the 
  POC (Note that this involves an IC report)].  PCs may leave 
  the Royal Explorers’ Society at any time, as long as they 
  contact the POC before doing so.  PCs may leave the Royal 
  Explorers’ Society at any time, as long as the POC is 
  contacted. 
  Requirements: ALL 
  Must Reside in the Sheldomar Valley and visited two regions 
  outside the Sheldomar Valley 
  Tier One (DISCOVERER) 
  2 ranks in TWO of the following skills: Decipher Script, Knowledge  (Geography), 
  Profession (Cartographer) or Survival 
  Read, Write and Speak 1 non-native non-planar language 
  Tier Two (ASSOCIATES) 
  Must be 5th level and a Discoverer for 6 months (real) 
  5 ranks in TWO of the following skills: Decipher Script, Knowledge  (Geography), 
  Profession (Cartographer) or Survival 
  1 of the TWO feats: Alertness and Endurance 
  Read, Write and Speak 2 non-native non-planar language 
  Must send in a report of a foreign region (contact POC) 
  Tier Three (FELLOWS) 
  Must be 8th level and an Associate for 6 months (real) 
  5 ranks in: Decipher Script, Knowledge  (Geography) and Survival 
  8 ranks in Profession (Cartographer) 
  The following two Feats: Alertness and Endurance 
  Read, Write and Speak 3 non-native non-planar language 
  Must send in a report of a foreign region (contact POC) 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  Royal Explorers’ Society of Keoland 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Saltmarsh, The Town 
  POC: 
  Mike Schleigh 
  E-mail: 
  schleigh_rpga@verizon.net 
  E-group: 
  http://games.groups.yahoo.com/group/saltmarshdevelopment 
  Heraldry:  
  Per pall inverted vert, azure, and argent, in the first two fish in pale the upper most to 
  canton, the lower to sinister, in the second a galleon proper, and in the third, cattail 
  proper 
  Motto: 
  Introduction  
  The town of Saltmarsh is one of the more active towns in Keoland History.  Renowned for its past smuggling operations, 
  one of the central focal points in dealing with the Sahuagin and the Lizardfolk, and the assault of the Scarlet Brotherhood, 
  the town has seen little time to recuperate, since the last 5 years various areas of the town has been methodically 
  destroyed by invading sea monsters. 
  The Town, strangely enough, is a big draw for adventuring parties and individuals who don’t want to be found.  This is 
  where the town gets most of its income from, along with the cranberry bogs, the milling, and the small port that is 
  constantly under repairs through the military funds. 
  Saltmarsh is constantly under a heavy fog, that burns off sometime in the mid-afternoon and quickly comes back during 
  the evening hours.  While this strange weather phenomena isn’t attributed to any other place in Keoland, the people of 
  Saltmarsh take this in stride, some people even prefer it this way. 
  Areas of Influence and Available Regions 
  In the Salinmoor region, a days ride from Bale Keep (which is on the border of the Hool Marsh), and a few days away 
  from the Capital of Salinmoor (Seaton). 
  Duties, Objectives, and Day-to-Day Activities 
  This town has strategic military value and is renowned for its cranberry wines (though not a popular commodity in 
  Keoland).  With the military interest turning towards the Hool Marsh, the activity in the town has gradually increased, 
  disturbing the general population to some degree.  The town is under constant repair, since there has been a constant 
  disturbance, which has wrecked portions of this town.  Some of the town is in outright ruin or has been abandoned for 
  nearly a decade – creating an environment for more unsavory types. 
  Advancement, Forms and Leaving the Meta-Org 
  The only way to advance in this meta-org is through a roleplaying exercise held by the POC at one of the conventions 
  held in Keoland 
  Town of Saltmarsh Organization Levels 
  Townsperson are the residence of Saltmarsh. 
  Councilmembers are Townspersons elected to act on the board of Councilmembers 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.67  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.68  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
  FREE in Keoland Events 
  (Interactives and Modules) 
   
  � Standard (Townperson) 
    
  � Rich  
  (Councilmember) 
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  � +2  
  (Townsperson) 
  � +4  
  (Councilmember) 
  circumstance bonus granted to each of 
  the following Skill checks: 
  � Bluff, Diplomacy 
  � Gather Information 
  +4 circimstanc bonus to Craft/Profession 
  checks to earn income 
  Items Gifted or Discounted 
  Townsperson 
  � 25 gold pieces (starting 2006) 
  � Free Masterwork Artisan Tools 
  Townsperson 
  � 100 gold pieces (starting 2006) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
   
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  All Tiers (Townspeople and Councilperson) 
  � FalseBook (A&EG) 
  � Flash Pellet (CV) 
  � Flotation Bags (A&EG) 
  � Quick Escape Armor Enhancement (A&EG) 
  � Smuggler’s Boots(A&EG) 
  Tier One (Townspeople) 
  � Acender/Slider (A&EG) 
  � Bolt Cutters (A&EG) 
  � Boot Sheath (A&EG) 
  � Collapsible Grappling Hook (A&EG) 
  � Coral Armor (A&EG) 
  � Defoilator (A&EG) 
  � Fishing Tackle (A&EG) 
  � Insect Netting (A&EG) 
  � Lamellar (A&EG) 
  � Navigator’s Kit (A&EG) 
  � Roll of Twine (A&EG) 
  � Shell Armor (A&EG) 
  � Sashling (RoW) 
  � Swimmer’s Kit (A&EG) 
  � Wrist Sheath (A&EG) 
  Tier Two (Councilmember) 
  � Earthsilk Jersey (RoS) 
  � Focusing Candle (CV) 
  � Forgery Kit (CV) 
  � Sun Lenses (SS) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  TOWNPERSON 
  3 TU; 0 gp 
  Tier Two 
  (CHOOSE ONE)
  COUNCIL 
  MEMBERS 
  8 TU; 0 gp 
   
  7 TU; 200 gp 
   
  6 TU;400 gp 
   
  5 TU;600 gp 
   
  4 TU;800 gp 
  The Town of Saltmarsh exists by the sheer will of 
  the citizens, the swords of adventurers and the 
  financial aid from the nobles.  This town has had 
  a lot of history in Keoland, being the first town to 
  discover the lizardmen in Keoland History, 
  cranberry bogs, taken over by the Scarlet 
  Brotherhood, and being a town that had an 
  aboleth hiding in the ruins of an old house. 
  Advancement, Forms, and Leaving the Meta-Org 
  The only way to advance in this meta-org is through a 
  roleplaying exercise held by the POC at one of the 
  conventions held in Keoland 
   
  Requirements: ALL 
  Must be a resident of Keoland 
  Tier One (TOWNPERSON) 
  Must Own a house in Saltmarsh 
  Tier Two (COUNCILMEMBER) 
  Must Own a house in Saltmarsh 
  Must have been a Townsperson for 12 Months (real) or pay 
  1,000 gp in lieu of the one year 
  House in Saltmarsh 
  Saltmarsh has plenty of empty homes, unfortunately they 
  also need a lot of care in order for them to be liveable.  You 
  may select any house within the town, that is not currently 
  being used and purchase it, fix it and begin residing in it.  
  This cost for the house and repairs is 1,000 gp or if you 
  happen to have some time on your hands, you can fix it 
  yourself spending 5 Time Units in lieu of the 1,000gp. 
  Raiding the other houses for materials. 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  Town of Saltmarsh 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Sea Mages 
  POC: 
  Kevin Lawson 
  E-mail: 
  kevinjlawson@hotmail.com  
  E-group: 
  http://games.groups.yahoo.com/group/Keoland_seamages 
  Advancement: 
  POC Notification 
  Heraldry:  
  Per fess engrailed argent and azure, a lymphad in action sable, a scroll open. 
  Motto:  
  “The power of the seas is ours” 
   
  Introduction  
  This free-mages guild is more fraternity than arcane order.  The Sea Mages seem to thrive with such a chaotic 
  organization (organization being a very loose term).  While nobody can point to how this group began, everybody knows 
  that the recent events in Southern Keoland and the Azure Sea have made the Sea Mages the most fashionable 
  organization to join in the Duchy of Gradsul.  These members work closely with the royal navies and mercantile 
  companies to ensure Gradsul’s security and free access to trade through the Azure Sea. 
  Areas of Influence and Available Regions 
  The Sea Mages are based in Gradsul City. Home region must be along the coast of Keoland. 
  Sponsors/Major NPCs 
  ◊ 
  Duke Luschan VIII – Lord High Admiral of Keoland’s Navy, ruler of Gradsul and aspirant to the throne 
  ◊ 
  Archmage Drawmij – member of the Circle of Eight rumored to reside in a keep at the bottom of the Azure Sea 
  ◊ 
  Curate Lathendor – this cleric of Osprem is an honorary member of the Sea Mages 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance through the Sea Mages as soon as they meet all prerequisites and contact the POC. PCs may leave at 
  any time after the POC is contacted.  ARs and Library Card forms can be found in the files section of the e-group. 
  Sea Mages Organizational Levels 
  Fellows are the new members to this organization, or members who never learned how to use magic. 
   
   
  Keoland Meta-Campaign Sourcebook  p.69  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.70  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
  FREE in Keoland Events 
  (Interactives and Modules) 
   
  (None Given) 
   
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  -1 Diplomacy and Gather Information 
  checks with the Neheli and the NAW 
  +2 circumstance bonus granted to each of 
  the following Skill checks: 
  � Profession (Sailor) and Swim 
  � Diplomacy (Rhola Lands and 
  Sheldomar Waterways) 
  Items Gifted or Discounted 
  Gifted from the Sea Mages: 
  � 1 Free Antitoxin 
  � 1 Free Thunderstone 
  � 2 Free Acid Flasks 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  6 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  � Broadblade Short Sword (CV) 
  � Capsule Retainer (CV) 
  � Earthsilk Jersey (RoS) 
  � Fareye Oil (CV) 
  � Flotation Bags (A&EG) 
  � Hawk’s Ointment (CV) 
  � Leafweave Studded Leather, Druid Friendly (RoW) 
  � Leap Capsule (CV) 
  � Longbreath (A&EG) 
  � Quickblade Rapier (CV) 
  � Quickfrost (CV) 
  � Quickspark (CV) 
  � Quicksilver (CV) 
  � Smuggler’s Boots (A&EG) 
  � Stability Capsule (CV) 
  � Swiftwing Arrow (RoW) 
  � Suregrip (CV) 
  � Swimmer’s Kit (A&EG) 
  � Thistledown Padded (RoW) 
  � Weapon Capsulte Retainer (CV) 
  Special Access (1 TU more for access to the feats below) 
  � Sudden Still Feat (CA) 
  � Sudden Sitent Feat (CA) 
  Special Access (2 TU more and must be 7th level or higher)
  � Sudden Empower Feat (CA) 
  � Sudden Maximize Feat (CA) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  FELLOWS OF 
  THE SEA MAGES
  6 TU; 0 gp 
  A fraternity of sailors who work closely with the 
  royal navies and mercantile companies to ensure 
  Gradul’s security and free access to trade through 
  the Azure Sea. 
  Advancement, Forms and Leaving the Meta-Org 
  PCs may advance through the Sea Mages as soon as 
  they meet all prerequisites and contact the POC. PCs 
  may leave at any time after the POC is contacted.  ARs 
  and Library Card forms can be found in the files 
  section of the e-group. 
   
  Requirements: FELLOWS 
  5 ranks in TWO of the following Skills: Balance, 
  Climb, Concentration, Knowledge (Arcnaa), 
  Knowledge (Geography), Knowledge (History), 
  Knowledge (Nature), Perform, Profession (Sailor), 
  Sleight of Hand, Swim, Survival or Use Rope 
   
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The Sea Mages 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Silent Ones 
  POC: 
  Sam Weiss 
  E-mail: 
  samwise1@msn.com 
  E-group: 
  http://games.groups.yahoo.com/group/Silent Ones 
  Heraldry:  
  Sable, a Purpure triangle and roundel superimposed on a white triangle and purpure 
  roundel with a rim of white runes on purpure rays 
  Motto:  
  Never Again 
  Introduction  
  Arcane spellcasters who hail from the Sheldomar Valley in the Flanaess, the Silent Ones are an eldritch order dedicated 
  to uncovering and safeguarding ancient secrets of magic and arcane history.  Unlike other organizations, no government 
  is able to exercise authority over these ostensible servants of a secret cause, even the Founding Charter of the Land 
  gives limited authority to the King over this order.  
  They believe that magic in the hands of the unprepared is dangerous to the extreme.  It should be possessed by those 
  who not be tempted to abuse the power. 
  An Aspirant petitions to join this secluded order.  Once accepted, the Aspirant goes through rigid training, learns the strict 
  edicts of the order, and goes through a year long trial.  A Wanderer’s daily activities are simple; seek out powerful magic 
  items, spells or knowledge, then return it to the Tower of Silence (also known as the Lonely Tower).   The other ranks of 
  this order are unknown, except for the leader who is referred to as the “Wyrd”. 
  The Tower is made of a bluish-gray stone, erupting straight out of the ground for 100s of feet, with no visible support.  
  This architectural wonder dominates the surrounding land, and can be seen as far Niole Dra.  No architect will deny that 
  this would be a nearly impossible to build without powerful magic. 
  Areas of Influence and Available Regions 
  The Silent Ones are a Sheldomar Metaregional Meta-Org, but their influence spreads throughout the Flanaess. 
  Sponsors/Major NPCs 
  ◊ 
  The Wyrd (human male) - the Wyrd IS the Silent Ones.  Very few ever meet The Wyrd.  If they do, it is a serious 
  situation indeed. 
  ◊ 
  Wilmot (human male) – One of the many Wanderers that people may have met. 
  ◊ 
  Celesta Shadeflower (halfling female) -  This oddity for some reason seems to be associated with the Silent One 
  in some form. 
   
  Advancement, Forms and Leaving a Meta-Org 
  Silent One PCs must fill out reporting forms to maintain their membership in the Meta-Org and not become Hunted.  PCs 
  may not leave the Silent Ones without being Hunted, contact the POC for details.  Leaving the Silent Ones is not 
  advisable, as the secrets members have learned will surely lead to retribution by this secretive organization.  (Contact the 
  POC and Triad before leaving the Silent Ones.  Your character will be hunted and if caught removed from the campaign.) 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.71  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.72  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
  FREE in Keoland Events 
  (Interactives and Modules) 
   
   
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
   
   
  (N/A) 
   
   
  Items Gifted or Discounted 
   
   
   
  (N/A) 
   
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  0 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  �  
   
  Tier Two (all of Tier One plus the following) 
  �  
   
  Tier Three (all of Tiers One and Two plus the following)
  �  
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
   
  0 TU; 0 gp 
   
  Tier Two 
   
  0 TU; 0 gp 
   
  Tier Three 
   
  0 TU; 0 gp 
   
   
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The Silent Ones 
  DM:_______________________________ 
  A Sheldomar Valley Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Stargazers 
  POC: 
  Steve Zwanger 
  E-mail: 
  szwanger@fragment.com 
  E-group: 
  http://games.groups.yahoo.com/group/keo-stargazers 
  Heraldry:  
  Azure, six estoiles argent in chevron 
  Motto:  
  (translated) We read the stars to find hope. 
  Introduction  
  The Stargazers function somewhat like mercenaries, but with a more honorable bent, typically donating half their profits to 
  charitable organizations such as orphanages or the Hospitalers.  Peculiarly, they often use rituals which they call "reading 
  the stars" to determine how to most effectively execute their missions. 
  They help all who are in need and use the stars to reveal the time for judicious actions.  Members are normally hired for 
  missions of protection, defending caravans and act as bodyguards.  Champions spend some of their time interpreting 
  prophecies and portents from the motions of the heavenly bodies.  Disciples keep precise agenda of duties to be 
  performed and quests that must be undertaken. 
  The Stargazers are known to act with very specific goals in mind, usually protecting individuals and seeking obscure 
  knowledge, through interpretations of the movement of the stars.  Such activities may seem small and inconsequential to 
  an outsider but they lack the insight to see that small achievements further the eventual good of all.  When traveling, the 
  stargazers are outgoing and helpful; they realize the importance of having friends in local communities and sometimes the 
  most trivial information can be of great importance. 
  They have minor requirements in order to make this organization open to all.  They reason that each person’s place will 
  be revealed in time.  They observe the four festival seasons, because Celene (the Lesser Moon) comes into full glory. 
  Areas of Influence and Available Regions 
  The Stargazers have little influence within Keoland.  Their activities are concentrated along the western border. 
  Sponsors/Major NPCs 
  ◊ 
  Lady Grimuuara TheodelindusFemale Human, who spent time fighting in the Shield Lands. 
  Advancement, Forms and Leaving Meta-Org 
  PC members may advance to the second tier as soon as they meet the requirements and inform the POC.  Leaving the 
  Metaorg requires notification of the POC. 
  Stargazers Organizational Levels 
  Disciples of Celene are initiates of this strange mercenary company, learning the rituals and methodology of this 
  organization. 
  Champions of Luna are lawful good members of the Stargazers, who use the rituals taught to them by their superiors to 
  combat evil using the information gleaned from the stars. 
    
   
   
  Keoland Meta-Campaign Sourcebook  p.73  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.74  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
   
  None 
   
   
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses (Circumstance) 
  � +1 (Disciple of Celene) 
  � Gather Information 
  � Knowledge (Arcana and Religion) 
  � +2 (Champion of Luna) 
  � Bluff, Diplomacy and Sense Motive 
  � Gather Information 
  � Knowledge (Arcana, Nobility and 
  Religion) 
  � To Detect Forged Documents 
  Items Gifted or Discounted 
   
   
   
  (N/A) 
   
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  2 or 3 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier One 
  � Barbed Bolas (CW) 
  � Broadblade Shortsword (CV) 
  � Flash Pellet (CV) 
  � Greatspear (CW) 
  � Healer’s Balm (CV) 
  � Longaxe (CV) 
  � Masterwork Military Saddle (CV) 
  � Mancatcher (CW) 
  � Maul (CW) 
  � Signature Crest (RoS) 
  Tier Two (all of Tier One plus the following) 
  � Antitoxin Capsule (CV) 
  � Capsule Retainer (CV) 
  � Focusing Candle (CV) 
  � Might Composte Greatbow (+2-+4) (CW) 
  � Quicksilver (CV) 
  � Stability Capsule (RoS) 
  � Strongarm Capsule (CV) 
  � Triple Weapon Capsule (CV) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  DISCIPLE OF 
  CELENE 
  2 TU; 0 gp 
   
  Tier Two 
  CHAMPIONS OF 
  LUNA 
  3 TU; 400 gp 
  The Stargazers function somewhat like 
  mercenaries, but with a more honorable bent, 
  typically donating half their profits to charitable 
  organizations such as orphanages or the 
  Hospitalers.  Peculiarly, they often use rituals 
  which they call "reading the stars" to determine 
  how to most effectively execute their missions. 
  Advancement, Forms and Leaving Meta-Org 
  PC members may advance to the second tier as soon as 
  they meet the requirements and inform the POC.  
  Leaving the Metaorg requires notification of the POC. 
   
  Requirements: ALL 
  Must reside in Keoland 
  Cannot be a member of the Justice Blade 
  Tier One (DISCIPLES OF CELENE) 
  Minimum BAB of +1 
  5 ranks in ONE of the following skills: Bluff, Knowledge (Arcana), 
  Knowledge (Religion) or Ride 
  Tier Two (CHAMPIONS OF LUNA) 
  Must be Lawful-Good with a BAB of +6 
  Must have been a Disciple of Celene for 6 months (real) 
  9 ranks in ONE of the following skills: Bluff, Knowledge (Arcana), 
  Knowledge (Religion) or Ride 
   
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  Stargazers 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Thieves’ Guild 
  POC: 
  Tony Antioch 
  E-mail: 
  drexel12002@yahoo.com 
  E-group: 
  http://games.groups.yahoo.com/group/keothieves 
  Heraldry:  
  Half moon crossed by a dagger; or the Gradsul lion (gold coin) with the Lion X’ed 
  Motto:  
  “It’s only business, so don’t take it personally.” 
  Introduction  
  The Kingdom of Keoland is one of the richest, most metropolitan regions in the Sheldomar Valley. It is only natural that 
  such gathering of resources, wealth and power would also yield the most powerful thieves guilds in all of Oerth. However, 
  the delicate balance of power amongst the four cities has kept any one group from exerting too much control. Whenever it 
  seems that a branch might be getting too rich or well off, the other three invariably come together to “renegotiate” the 
  contracts of “doing business” in Keoland. 
  Areas of Influence and Available Regions 
  There are four major Thieves Guilds in the Kingdom of Keoland. Each is stationed in one of the major cities of Cryllor, 
  Flen, Gradsul and Niole Dra. There are also several localized guilds and gangs including the Laughing Bandits and the 
  Shadowdark but these pay some form of tribute to one of the major four organizations. It is rumored that these four 
  branches work under one major “Guildfather”; but this has never been proven or confirmed. The branches are somewhat 
  specialized, and operate within their boundaries in the interest of good business relations with the other cities. The Cryllor 
  guilds are made up of many demi-humans, and operate throughout the Good Hills and the city. A healthy river trade and 
  gemstones market keeps them in contention. The Flen guilds have a strong lock on masterwork weapons and 
  blacksmithing operations, as well as river trade. Troubles along the Geoff border have cut into their profits of late, as has 
  the influx of poor refugees into their area. However there is always a use for cheap labor.  Gradsul hosts a strong 
  merchant and sea trade and virtually runs the city through its labor unions and various business fronts. Niole Dra has also 
  come under some tough times recently, as their guild thrives and ebbs according to the power of the throne. Information 
  peddling, blackmail and bribery are their specialty. The Thieves Guilds of Keoland enjoys healthy trade and strong 
  relations with other thieves’ guilds in the Sheldomar Valley, as well as the City of Greyhawk. 
  Sponsors/Major NPCs 
  · 
  The Iron fist, Guildmaster of Flen 
  ·    Silverdraught, halfling Guildmaster of Cryllor 
  · 
  The Laughing Bandit, werewolf/highwayman 
  · 
  Vexander, ½ elf Mayor of Haven /Niole Dra informant 
  · 
  Don Blanko, Guildmaster of Gradsul 
  · 
  The Guildfather-legendary unifier of the 4 branches 
  · 
  Luigi Lightfingers, bawd and informant in Gradsul 
  Advancement, Forms & Leaving the Meta-Org 
  Guildmembers can only belong to one branch of the Thieves Guild. While there are four branches of the thieves’ guild, 
  members use the same organizational levels tier system for access. Guildmembers can communicate to their branch 
  organizers and the POC of the guild through the E-Group. Members who leave the group lose their benefits immediately, 
  but still incur the penalties throughout their adventuring career. Contact the POC for details.  Law enforcement groups 
  such as the Keoish Royal Standards, City Guardsmen, Knights of the Malgari and Militia are all considered enemies of the 
  Thieves Guild.  
  Thieves’ Guild Organizational Levels 
  Cutpurses choose one of the four Cities to ally with. (Cryllor, Flen, Gradsul, Niole Dra or Shadowdark).  Information of 
  choice should be sent to the POC and marked on the proper Adventure Records (the first AR of every year, as well). 
  Burglars have shown significant skills in crime or used connections to gain access to more lucrative opportunities. 
  Sharpers are leaders of the prominent figures in the criminal world and occasionally the social world.  Cutpurses and 
  Thieves usually act as their ears and eyes on the streets, while they gather information about operations in the higher 
  social circles. 
  Master Thieves have earned the respect of the Guild Master, while not actually a Guild Master themselves; they are very 
  prominent individuals in the criminal world (as well as the world of law enforcement). 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.75  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.76  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
  FREE in Keoland Events 
  (Interactives and Modules) 
  � Standard (Cutpurse & Burglar) 
  � Rich  
  (Sharper) 
  � Luxury 
  (Master Thief) 
  -
  GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  -  
  0 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
  � +1 (Cutpurses) Diplomacy, Intimidate 
  and Sleight of Hand 
  � +2 (Burglar) Gather Information and 
  Intimidate 
  � +3 (Burglar) Sleight of Hand 
  � +3 (Sharper) Diplomacy, Gather 
  Information, Intimidate 
  � +4 (Sharper) Sleight of Hand 
  � +4 (Master Thief) Diplomacy, Gather 
  Information, Intimidate and Sleight of 
  Hamd 
  Items Gifted or Discounted 
  Burglars get 10% off of: Camouflage Kit 
  (CV), Disguise Kit (PHB), Flash Pellet 
  (CV) andForgery Kit (CV) 
  Sharpers get 10% off of: Camouflage Kit 
  (CV), Disguise Kit (PHB), Forgery Kit 
  (CV) and Quick Spark (CV) 
  Master Thiefs get 10% off of: Disguise 
  Kit (PHB), Forgery Kit (CV), Quick 
  spark (CV) and Tumbling Bolt (A&EG) 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  2  3  4  5 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
  Tier Two 
  � Blend Cream (CV) 
  � Camouflage Kit (CV) 
  � Catstink (CV) 
  � Flash Pellet (CV) 
  � Focusing Candle (CV) 
  � Forgery Kit (CV) 
  � Longspoon Thieves Tools (CV) 
  � Sashling (RoW) 
  � Smuggler’s Boots (A&EG) 
  � Wrist Sheath (A&EG) 
  Tier Three & Four (all of Tier Two plus the following)
  � Barbed Dagger (CV) 
  � Earthsilk Jersey (RoS) 
  � Gnome Quickrazer (RoS) 
  � Quickblade Rapier (CV) 
  � Quickflame (CV) 
  � Quickspark (CV) 
  � Shield Sheath (RoS) 
  � Tumbler’s Breastplate (RoS) 
  � Weapon Capsule Retainer (CV) 
  � Wrist Sheath (A&EG) 
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  CUTPURSES 
  2 TU; 200 gp 
   
  Tier Two 
  BURGLARS 
  3 TU; 400 gp 
   
  Tier Three 
  SHARPERS 
  4 TU; 800 gp  
   
  Tier Four 
  MASTER THIEF
  5 TU; 1,000 gp 
   
  Requirements: ALL 
  Must reside in a city of their chosen Guild 
  (Shadowdark are exempt 
  Tier  One (CUTPURSES) 
  5 ranks in FOUR of the following skills: Appraise, 
  Bluff, Climb, Dimplomacy, Disable Device, Disguise, 
  Forgery, Gather Information, Hide, Intimidate, Listen, 
  Move Silently, Open Locks, Search, Sleight of Hand, 
  Spot, Tumble or Use Magic Device 
  TierTwo (BURGLAR) 
  Must have been a Cutpurse for 6 months (real) 
  8 ranks in FOUR of the following skills: Appraise, 
  Bluff, Climb, Dimplomacy, Disable Device, Disguise, 
  Forgery, Gather Information, Hide, Intimidate, Listen, 
  Move Silently, Open Locks, Search, Sleight of Hand, 
  Spot, Tumble or Use Magic Device 
  Tier Three (SHARPER) 
  Must have been a Burglar for 12 months (real) 
  12 ranks in FOUR of the following skills: Appraise, Bluff, 
  Climb, Dimplomacy, Disable Device, Disguise, Forgery, 
  Gather Information, Hide, Intimidate, Listen, Move Silently, 
  Open Locks, Search, Sleight of Hand, Spot, Tumble or Use 
  Magic Device 
  Tier Four (MASTER THIEF) 
  Must have been a Sharper for 12 months (real) 
  Must be appointed by POC, only 
  15 ranks in THREE of the following skills: Appraise, Bluff, 
  Climb, Dimplomacy, Disable Device, Disguise, Forgery, 
  Gather Information, Hide, Intimidate, Listen, Move Silently, 
  Open Locks, Search, Sleight of Hand, Spot, Tumble or Use 
  Magic Device 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  Thieves Guild 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Two Fold Path 
  POC:   
  Mike Schleigh 
  E-mail: 
  schleigh_rpga@verizon.net 
  E-group: 
  http://games.groups/yahoo.com/groups/two-fold_path
  Heraldry:  
  Argent, Interlocking Symbols of Fharlanghan & Celestian 
  Motto:  
  It is not the destination, but the path. 
  Introduction  
  Keoland has very few monasteries in its region, even fewer monks that travel from them.  The most popular adventuring 
  monks in the area are the members of the Two Fold Path.  A group of missionaries that protect travelers, maintain 
  religious shrines and spread information about the goings-on in the Flanaess.  Even though this organization is fairly 
  recent it has had an increasing membership for nearly 5 years recruiting members through all walks of life. 
  The various mantras and fables used in this organization, teach the members that the end of the trip is not the goal, but 
  how one gets there; Charity isn’t something one does on a whim, but should be practiced often; to help a fellow traveler 
  reach their destination, isn’t out of the way, but a road that should be traveled.  Very rarely these monks travel alone, as 
  they prefer to be in the company of others, acting as guides, guards, mentors or entertainers. 
  Areas of Influence/Available Regions 
  Followers can be found on any road in Keoland let alone anywhere in the Flanaess 
  Advancement, Forms and Leaving the Meta-Org 
  Players must contact the POC when joining, before advancing their characters and when leaving the meta-org. 
  Two Fold Path Organization Levels 
  Pupils are the members who have just been introduced to the Two-Fold Path and are learning more about the 
  organization. 
  Masters are members who have traveled far and wide throughout the Flanaess.  They have also proven that they 
  understand the code of conduct of this organization and have progressed to the next level. 
   
   
   
  Keoland Meta-Campaign Sourcebook  p.77  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.78  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Promoted 
  AR # ___ 
  Meta Play Record#
  � Promoted 
  AR # ___ 
  595 CY
  � _________ AR # ___ 
  This Record Certifies that 
  � Left 
  AR # ___ 
  O r g a n i z a t i o n
  ______________________________ 
  � HUNTED!  AR # ___ 
   
   
  GP
  Starting GP 
  Lifestyle 
   
   
  None 
   
  -  
  0 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  - 0 or 100 GP
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +2  
  (Pupils) 
  � +3  
  (Master) 
  circumstance bonus granted to 
  each of the following Skill checks: 
  � Diplomacy 
  � Gather Information 
  � Perform (any and all) 
   
  Items Gifted or Discounted 
   
  Religious Organizations of Keoland 
  will cast divine spells at LGCS cost 
   
  Masters get 100 gp for services 
  rendered to the various regions 
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  4 or 6 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
  Tier One and Two 
  � Butterfly Sword (A&EG) 
  � Capsule Retainer (CV) 
  � Framed Pack (A&EG) 
  � Holy Text (A&EG) 
  � Leap Capsule (CV) 
  � Longstaff (CV) 
  � Percolator (A&EG) 
  � Sashling (RoW) 
  � Stability Capsule (CV) 
  � Tiger Claws – Nekode (A&EG) 
  � Far Horizon Feat (CV) 
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  PUPIL 
  4 TU; 0 gp 
   
  Tier Two 
  MASTER 
  6 TU; 0 gp 
  Tier One (PUPIL) 
  1 rank in Knowledge (Religion) and Knowledge 
  (Arcana) 
  4 ranks in ONE of the following skills: Balance, 
  Climb, Diplomacy, Escape Artis, Jump, Perform, 
  Swim or Tumble 
  Tier Two (MASTER) 
  2 ranks in Knowledge (Religion) and Knowledge (Arcana) 
  8 ranks in TWO of the following skills: Bance, Climb, 
  Diplomacy, Escape Artist, Jump, Perform, Swim or Tumble 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  The Two-Fold Path 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Kura Il-hes 
  POC:   
  Unknown 
  E-mail: 
  None 
  E-group: 
  Not Available 
  Heraldry:  
  Blank red shield 
  Introduction  
  You have somehow gained information on this secret organization.  So, secret few people know about it.  This 
  organization seems to be open to everyone, while not showing motivations or desire to any single goal.  All they want to 
  know is what is going on in the Sheldomar Valley.  Whether this is a group of gnomes playing a joke, Rumplebottom 
  Rumors Mill method of getting the latest article or potentially something more sinister is unknown. 
  Areas of Influence/Available Regions 
  Members can be anywhere or anybody, is it the person next to you or possibly a close friend or ally.  It is hard to tell. 
  Advancement, Forms and Leaving the Meta-Org 
  There is no advancement or forms.  People join and leave whenever they get bored. 
  Kura Il-hes Organization Levels 
  Agents are people who report the going ons in the Sheldomar Valley and Keoland.  You spend your time learning to do 
  message drops and coding you messages.  Otherwise, the benefits seem nice and you really aren’t doing anything illegal. 
   
   
  Keoland Meta-Campaign Sourcebook  p.79  
  Version 595.10 
  
   
   
  Keoland Meta-Campaign Sourcebook  p.80  
  Version 595.10 
  Org Notes: 
  � First Joined AR # ___ 
  � Left 
  AR # ___ 
  Meta Play Record#
  � HUNTED!  AR # ___ 
  595 CY
   
  GP
  Starting GP 
  Lifestyle 
   
   
  - 0 or 400 GP
  GP Spent 
   
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
  GP
  Subtotal 
  - 100 
  GP 
  GP Spent 
   
   
  GP
  FINAL GP 
  Skill Bonuses and Penalties 
   
  � +1 Circumstance Bonus to 
  � 
  Bluff 
  � 
  Decipher Script 
  � 
  Sense Motive 
  When communicating or 
  deciphering a secret message. 
  Items Gifted or Discounted 
   
  100 gp Cash 
   
   
  Previous Keoland 
  regional module, 
  introductory module, 
  or interactive: 
  AR # ______
  CURRENT  XP TOTAL 
   
   
  XP
   
  TU 
  Starting TU 
  2 
  TU Cost 
   
  TU 
  Added Costs / 595 
  Refund
  TU REMAINING 
   
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items listed are Access: Regional (Keoland) 
  All feats & prestige classes listed are Access: Any 
  Cross off all access NOT gained 
   
   
  O r g a n i z a t i o n
   
  L E V E L  O F  
  O r g a n i z a t i o n
  & Annual Costs 
  (CIRCLE ONE) 
  Tier One 
  AGENT 
  2 TU; 0 gp 
  You have joined a Secret Society/Organization.  
  You are best to try and keep it a secret, you may 
  have enemies out there that you don’t know 
  about.  Good luck! 
  Must be a resident of Keoland. 
   
  This Record Certifies that 
  ______________________________ 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  _______________________
  _______________________
  _______________________
  _______________________
  _______________________
  _______________________ 
  Has Joined 
  Event: ________________ Date: ________ 
  Home Region____________ 
  Kura Il-hes 
  DM:_______________________________ 
  A Keoland Metaplay Organization 
  Signature
  RPGA # 
  _________________ 
  Home County 
   
   
  This AR does not 
  count when 
  determining  
  Access: Adventure. 
  
  Appendix 1 
  Keoland Law and Attitude 
  Keoland is a society of strict rules and carefully observed social oriented rituals.  People, who stray from the norm, are 
  usually looked down upon and have a harder time adjusting to Keoish Society.  Some People rebel against the strict 
  nature of Keoland laws and work to more materialistic ends.  Others sacrifice everything for the power which many of the 
  people in Keoland fear.  Judges must inform players when their character is about to partake in Criminal Activities 
  or Forbidden Acts, this means informing the player that being a member of an organization or prestige class may 
  have dire consequences before starting the module.  (They would get such warnings when making their way into 
  Keoland, realistically.) 
  Nobility of Keoland 
  The nobility of Keoland is as complicated as the laws can allow.  While some may earn noble status and others are born 
  to the privilieged station, very few enjoy the full protection of Keoland Laws.  The key problem with becoming a noble and 
  getting the protection of the law, is to know what that protection is and how to take advantage of it.  To make things simple 
  nobility is broken down into the following categories. 
  Citizen of Keoland has general protection, rights and liberties granted by the Founding Charter.  The right to be free (and 
  not be indentured or enslaved), the right to be educated, health and safety granted by the Landed Nobility.  Unfortunately, 
  not many of the Citizens of Keoland are aware of what is in the Founding Charter and nobles take advantage of that 
  ignorancy. 
  Unlanded Gentry are minor nobles (usually knights and ladies), who have distant blood ties to nobility.  These nobles are 
  the most common with some rights (i.e. to wed another noble, defend their honor in a duel, etc.)  Most of these nobles 
  barely know their rights and privileges, making them easy to ignore by their fellow nobles. 
  Unlanded Nobility has noble status in the eys of their peers, but do not benefit from the protection of the laws.  These 
  nobles are common, since this is the easiest form of nobility to receive.  They are given some noble rights (i.e. to wed 
  another noble, defend their honor in a duel, etc.).  Again, very few of these nobles know their rights and privileges, so the 
  other nobles can ignore them without worry. 
  Landed Gentry are minor nobles (usually knights and ladies or a rich merchant that could by a title) with a small parcel of 
  land.  They meet and deal with other Landed Gentry, sitting in the lesser courts, which petitions the Court of the Land for 
  more benefits, rights and freedoms. 
  Landed Nobility control large pieces of land (Barons, wealthy knights/ladies and merchants) and work closely with the 
  landed gentry in order to maintain the peace in the region.  They commission unlanded nobles to act as peacemakers and 
  help manage the lesser courts that the Landed Gentry maintain. 
  High Nobility acts as the ruling body of Keoland and anybody they consider their peer.  They have seats on the Council of 
  the Land and oversee the daily operatiosn of Keoland’s government.  This is the uppercrust of nobility amd assaulting one 
  of these people is a crime, let alone anybody they offer their protection too.  It is highly discouraged that characters kill 
  any of these people, as the punishment will be severe. 
  Suspect Activities 
  Suspect Activities are when someone’s appearance, actions, or possessions make people wary, whether it is physically 
  or emotionally detectable (for example, the person has an Aura of Evil or Chaos or is openly displaying an item that is 
  questionable).  Some examples would include: the Scepter of the Netherworld, which has glyphs on it that promise power 
  over the undead, but only adds in turning and rebuking checks; the Robe of Eyes, which looks very strange but only 
  enhances the user’s ability to see; or the Spiteful Imp which is shield with the visage of an Imp, but does not meet the 
  requirements to be considered forbidden.  Being suspect is not against the law, nor should the character be treated as a 
  criminal.  Penalties for suspect behavior are listed below and may accumulate up to a total of a –10 circumstance penalty.  
  This penalty applies to Bluff, Diplomacy, Gather Information and Perform checks made within Keoland.  This penalty does 
  not apply to interactions between members of the same race. 
  Penalties for Suspect Activities: 
  • 
  -2 circumstance penalty for being one of the following races: Half-orc (excluding Viscounty of Nume Eor), Half-elf 
  (excluding Viscounty of Nume Eor, Dreadwood Preserve, and the Barony of Axewood), Baklunish, Olman, and 
  Touv.   
  • 
  -2 circumstance penalty for having a noticeable magical effect or an obvious magical item in your possession. 
  Examples include having a floating Animated Shield, being bleached white, a glowing magical weapon, etc. 
  • 
  -2 circumstance penalty for casting a spell with no visible effect or mimicking casting a spell (+2 circumstance 
  bonus to Intimidate checks in Keoland, unless the viewer makes a DC 24 Spellcraft check). 
  • 
  -6 circumstance penalty for not looking like an appropriate playable race when interacting with people (Druids in 
  wolf form making a Diplomacy check, individuals under the affects of a Polymorph Any Object spell, etc.) 
   
   
  Keoland Meta-Campaign Sourcebook  p.81  
  Version 595.10 
  
  Criminal Activities 
  Criminal Activities are when someone attempts to undermine the social efforts of trying to keep order, destroys property, 
  or harms innocents.  Effects that change a person’s attitude, harm a person (physically or mentally), or hinder the 
  person’s ability to defend themselves are also considered criminal acts.  The use of any of the following types of spells or 
  items that results in a criminal activity as defined above is also considered a criminal act and may result in special 
  penalties: 
  Spells and items: 
  a. of a Necromantic nature not already listed as Forbidden, 
  b. that result in the immediate (and unnatural) termination of life, 
  c. that visibly involve evil extraplanar creatures, 
  d. that mentally intrudes or subjugates someone, or  
  e. that cause property damage. 
  Determining if a character is reported for a criminal activity: 
  a. Did the action (including spell or item use) mentally or physically harm an innocent person, or damage property? If 
  Yes, continue.  
  b. Is there an NPC who witnessed the action or an innocent survivor?  If Yes, the NPC reports the character, go to 
  Penalties.  If No, then the Criminal Act is not reported. 
  Penalties for Criminal Activities 
  a. Payment for damages to all damage done to buildings, including collateral damage, adjacent buildings catching 
  on fire, etc. (5 gp per 5 ft cube of building space damaged or value of the house). 
  b. Payment for damaged items (up to a 100 gp maximum). 
  c. Payment of 1 gp per hit point of damage done to an innocent person. 
  d. Payment of 50gp per spell level to anyone assaulted by magic (this includes court fees) and 1 TU per person 
  assaulted to account for time spent in jail and courts. 
  e. Payment of Raise Dead or Resurrection costs (on top of any fines for assaults) and 2 TUs per innocent person 
  killed.  
  In addition, the use of spells or magic items may result in the following penalties if used in the commission of a crime: 
  a. The item is forfeited.  No compensation for the item is given. 
  b. The spell is removed from the spellbook of the caster, if applicable. 
  c. A penalty of 5gp per spell level is paid. 
  Special Penalties: 
  Assault on a Noble NPC: 1 TU for each 5 hp of lethal damage, 1 TU for each 10 points non-lethal damage (round down, 
  Minimum of 1 TU). 
  Death of a Noble NPC: Execution.  If the character is ‘Raised’, they become Hunted. 
  Whimsical Spellcasting: Whimsical Spellcasting is using magic in public without a good reason.  The spell is removed 
  from any spellbook and a 5 gp fine per spell level is assessed.   
  Forbidden Activities 
  There are many curses, items, knowledge(s), spells, taints and secret enemy organizations/orders that are considered 
  Forbidden within the borders of Keoland.  Hunter Organizations (Silent Ones, Knights of the Malgari, and the 
  Dreadwalkers) exist in order to protect the people in Keoland from powerful and dangerous magics by searching out 
  Forbidden materials, watching for suspect/criminal activities and enforcing the strict laws of Keoland.  Anyone entering 
  Keoland with something Forbidden is at great risk. Participating in these activities, whether it is the casting of forbidden 
  spells, the possession of forbidden items, membership in forbidden groups, or access to forbidden knowledge, is 
  considered a high crime and the penalties are severe.  Even nobles are not exempt from the penalties that result from 
  forbidden acts.   
  Forbidden Spells 
  Forbidden Spells are those that: 
  • 
  Involve the creation/control of undead or lycanthropes 
  • 
  Tap into the Plane of Shadow 
  • 
  Create or maintain a bridge to another plane.   
  • 
  That kill or target Good or Lawful persons 
  • 
  Are Necromantic and have no obvious beneficial effects.   
  These guidelines should be used to determine if spells from new resources should be considered Forbidden, as the final 
  decision on a spell not found on the Forbidden Spell List. 
  Forbidden spells should not be used for any reason in Keoland.  If a judge wishes to report a character for casting 
  Forbidden spells contact the Triad with the details (i.e. your name, player name, character name, RPGA #, the Keoland 
  Module name, the spell cast and as much detail regarding this as possible.)   
   
   
  Keoland Meta-Campaign Sourcebook  p.82  
  Version 595.10 
  
  Determining if a Spellcaster is caught casting a Forbidden Spell: 
  1) Was the spell cast where it could be witnessed by an NPC? (If Yes Continue) 
  2) Is an NPC present that recognizes the spell to report the spellcasting? (If Yes, the offense is reported.) 
  Penalties Incurred for Forbidden Spells Cast: 
  • 
  Forbidden spells are removed from the spellbook, and the caster must pay 50 gp per spell level for each Forbidden 
  Spell in their Spell Book. 
  • 
  Character is held for 18 Time Units and forfeits all Forbidden Items (6 TUs for each additional Forbidden Item). 
  • 
  Character loses all experience and gold from the module.  (Character’s memory is removed, ergo no XP) 
  Forbidden Spell List 
  Animate Dead (PHB) 
  Arrow of Bone (CA) 
  Bestow Curse (PHB) 
  Binding (PHB) 
  Blackfire (CA) 
  Blasphemy (PHB) 
  Blight (PHB) 
  Chain of Eyes (CD) 
  Circle of Death (PHB) 
  Clone (PHB) 
  Command Undead (PHB) 
  Contagion (PHB) 
  Contagious Touch (CD) 
  Control Undead (PHB) 
  Corpse Candle (CA)  
  Create Greater Undead (PHB) 
  Create Undead (PHB) 
  Curse of Lycanthropy (CD) 
  Curse Water (PHB) 
  Cursed Blade (CW) 
  Death Knell (PHB) 
  Desecrate (PHB) 
  Destruction (PHB) 
  Doomtide (CD) 
  Energy Drain (PHB) 
  Enervation (PHB) 
  Evard’s Black Tentacles (PHB) 
  Eyebite (PHB) 
  Fiendform (CA) 
  Finger of Death (PHB) 
  Gate (PHB) 
  Ghoul Touch (PHB) 
  Horrid Wilting (PHB) 
  Hound of Doom (CW) 
  Imprisonment (PHB) 
  Infestation of Maggots (CD) 
  Insanity (PHB) 
  Living Death (MH) 
  Maddening Scream (CD) 
  Magic Jar (PHB) 
  Modify Memory (PHB) 
  Nightmare (PHB) 
  Otyugh Swarm (CD) 
  Plague of Rats (CD) 
  Planar Ally, All (PHB) 
  Revenance (CD) 
  Scare (PHB) 
  Scourge (CD) 
  Shadowform (CV) 
  Shadow Spells (All, PHB) 
  Simulacrum (PHB) 
  Slay Living (PHB) 
  Song of Discord (PHB) 
  Slime Wave (CD) 
  Soul Bind (PHB) 
  Speak with Dead (PHB) 
  Spectral Weapon (CV) 
  Sphere of Ultimate Destruction 
  (CA) 
  Spiritwall (CA) 
  Storm of Vengeance (PHB) 
  Summon Monster, All (PHB) (Evil 
  creatures only)  
  Symbol (Necromantic spells only 
  (PHB)) 
  Sword of Darkness (CA) 
  Time Stop (PHB) 
  Trap the Soul (PHB) 
  Unhallow (PHB) 
  Unholy Aura (PHB) 
  Unholy Blight (PHB) 
  Vampiric Touch (PHB) 
  Wail of Banshee (PHB) 
  Wail of Doom (CV) 
  Withering Palm (MH) 
  Word of Chaos (PHB) 
  Wrack (CD) 
  Wracking Touch (CV) 
  Forbidden Items 
  Forbidden Items usually duplicate the effects of forbidden spells and follow the same guidelines as Forbidden Spells. Any 
  item that allows a Forbidden Spell to be cast or duplicates the effect is also Forbidden. Any cursed items and any evil relic 
  or item is also considered forbidden. 
  At the beginning of any Keoland Module a PC may surrender Forbidden Items to the Silent Ones without fear of being 
  punished for possession of the item.  The PC loses the Item, and may continue the module without losing Time Units, 
  Gold (characters do not need to purchase the spell required to remove the item) and experience, unless the PC caught 
  using the Criminal Act or the Forbidden List.  If the PC is under a Curse and no item removal is necessary, then the PC 
  needs to go through a Special Mission to remove the curse. 
  1) Was the item used were an NPC witness could see it? (If Yes, go to next question 
  2) Did the item used make the PC suspect? (If Yes, the PC gets reported) 
  Penalties Incurred for Possession of Forbidden Items: 
  • 
  Forbidden spells are removed from spell book, and the caster must pay 50 gp per spell level for each Forbidden Spell 
  in their Spell Book. 
  • 
  Character is held for 24 Time Units and forfeits all Forbidden Items (6 TUs for each additional item beyond the first). 
  • 
  Character loses all experience and gold from the module.  (Character’s memory is removed, ergo no XP) 
  Forbidden Item List 
  Amulet of Aberrant Empathy (CV) 
  Arrows of Slaying (Dwarf, Elf, 
  Gnome, Halfling, Human) (DMG) 
  Assassin’s Dagger (DMG) 
  Badge of Kesh Urvail 
  Badge of Valesh Kern 
  Bagpipes of the Damned (LM) 
  Bale Eye Armor (AEG) 
  Baatorian Green Steel, weapons made 
  of (AEG) 
  Balor’s Sword of Flame (AEG) 
  Balor’s Sword of Lightning (AEG) 
  Balor’s Sword of Smiting (AEG) 
  Balor’s Sword of Soul Stealing (AEG) 
  Blackrazor (AEG) 
  Bone Blood Scalpel 
  Book of Blood (CA) 
  Candle of Invocation (if Gating) 
   
   
  Keoland Meta-Campaign Sourcebook  p.83  
  Version 595.10 
  
   
  Keoland Meta-Campaign Sourcebook pg.84  
  Date & Time last edited: 10/19/05  7:11 PM 
  Chasuble of Fell Power (CA) 
  Cloak of the Arachnida (DMG) 
  Cloak of the Salamander (MH) 
  Cubic Gate (DMG) 
  Currency of Tharizdun 
  Cyviawnder (Justice)  
  Dagger of Venom (DMG) 
  Darkskull (DMG) 
  Death’s Kiss 
  Demon Armor (DMG) 
  Dimensional Chalk Holder (AEG) 
  Efreeti Bottle (DMG) 
  Exoskeleton Armor (LM) 
  Fearsome Armor (AEG) 
  Figurine of Wondrous Power – Ivory 
  Goats (DMG) 
  Gauntlet of Utterdeath (CW) 
  Gehennan Morghuth-Iron, weapons 
  made of (AEG) 
  Ghost Shroud (LM) 
  Ghoul Gauntlets (LM) 
  Ghoul Shell Armor (LM) 
  Golem Manuals (DMG) 
  Grafts, All (LM and FF) 
  Greater Strand of Prayer Beads (if 
  summoning Avatar - DMG) 
  Hand of Glory (DMG) 
  Hand of the Mage (DMG) 
  Hands of Yagrax 
  Heart of Yagrax 
  Husk Globe (LM) 
  Insatiable Locust (AEG) 
  Libram of Flesh (AEG) 
  Life Drinker (DMG) 
  Mace of Terror (DMG) 
  Mask of the Skull (DMG) 
  Medallion of Dis 
  Mirror of Life Trapping (DMG) 
  Mirror of Opposition (DMG) 
  Necrotic Manuscripts (LM) 
  Necrotic Focus Weapons (LM) 
  Night Caller (LM) 
  Nine Lives Stealer (DMG) 
  Orb of Storms (DMG) 
  Pearl of Secrets (AEG) 
  Pipes of Pain (DMG) 
  Plague Spreader (AEG) 
  Planar Forks (excluding the Prime 
  Material) 
  Profane Weapons (LM) 
  Profane Burst Weapons (LM) 
  Raxor’s Bite  
  Robe of Bones (DMG) 
  Robe of Vecna  
  Rod of Rulership (DMG) 
  Rod Undead Mastery (LM) 
  Rod of the Viper (DMG) 
  Shadowveil (LM) 
  Shirt of the Bone (MH) 
  Shirt of Demonskin (MH) 
  Shirt of Slaadskin (MH) 
  Sphere of Annihilation (DMG) 
  Spider Dagger  
  Spider Shield (AEG) 
  Staff of Fiendish Darkness (CA) 
  Staff of Night (CA) 
  Staff of Skulls (CA) 
  Sword of Life Stealing (DMG) 
  Talisman of the Sphere (DMG) 
  Thinaun, weapons made of (CW) 
  Undead Controlling Armor or Shield 
  Unholy Shrouds (LM) 
  Vampire Hide (LM) 
  Vial of the Last Gasp (CV) 
  Vicious Weapons (DMG)  
  Vorpal Weapons (DMG) 
  Warlock Scepter (CA) 
  Well of Many Worlds (DMG) 
  Wight Shield (LM) 
  Wounding, Greater Weapons 
  Wrapped Tower (LM) 
  Zombie Hide (LM)
  *Note:  Items that do not have source references are from modules.  
  Forbidden Organizations and Knowledge 
  Forbidden Organizations means that a person has declared themselves an enemy of Keoland and allied themselves with 
  organizations that are seeking to harm Keoland’s best interests.  Members of these organizations are suspected of killing 
  members of the Dreadwalkers, Knights of the Malgari and Silent Ones.  Membership in any of these organizations is 
  Forbidden in Keoland. 
  Forbidden Knowledge is the use of knowledge that has corrupted so many people that it is no longer legal to practice 
  these arts in Keoland.  Anything that manifests necromantic or extraplanar abilities is Forbidden in Keoland.  The skill 
  Knowledge (Planes) is not Forbidden, since it does not manifest any extraplanar abilities, and it helps citizens to identify 
  threats which can be reported to the proper authorities. 
  Determining if a person is caught: 
  1) Was the player suspected of being a member of a Forbidden Organization by an NPC? (If Yes, they are reported.) 
  2) Was the player suspected of having Forbidden Knowledge by an NPC? (If Yes, they are reported) 
  Penalties Incurred for Forbidden Organizations and Knowledge: 
  • 
  Any spellbooks are removed from the character’s possession. 
  • 
  The character is held for 36 Time Units and forfeits all Forbidden Items (plus 6 TUs for each item removed). 
  • 
  The character loses all experience and gold from the module.  (The character’s memory is removed, ergo no XP) 
  Forbidden Organizations and Knowledge List
  Scarlet Brotherhood 
  The Seekers 
  Dustdiggers 
  Cult of the Earth Dragon 
  Cult of the Black Flame 
  Lords of the Elder Elements 
  Black Brotherhood 
  Cult of Vecna (The Hand and Eye Sect) 
  House Malhel 
  Acolytes of the Skin 
  Alienists 
  Blood Magi 
  Master Transmogrifists 
  Black Flame Zealots 
  Blighters 
  Entropomancers 
  Ur-Priests 
  Ravagers  
  
   
  Keoland Meta-Campaign Sourcebook pg.85  
  Date & Time last edited: 10/19/05  7:11 PM 
  Appendix 2 
  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 which 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 level 
  available) 
  Divine Members 
  (lowest caster level 
  available) 
  Divine (x2) 
  (lowest caster level 
  available) 
  Break Enchantment 
  400 gp (lvl 10) 
  450 gp (lvl 9) 
  900 gp (lvl 9) 
  Cure Critical Wounds 
  400 gp (lvl 10) 
  280 gp (lvl 7) 
  560 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)  (Bard) 
  150 gp (lvl 5) 
  300 gp (lvl 5) 
  Dispel Magic, Greater 
  650 (lvl 13)  (Bard) 
  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)  (Druid) 
  300 gp (lvl 5)  (Druid) 
  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 
  210 gp (lvl 7)  (Bard) 
  150 gp (lvl 5) 
  300 gp (lvl 5) 
  Remove Disease 
  Not Available 
  150 gp (lvl 5) 
  300 gp (lvl 5) 
  Restoration 
  Not Available 
  460 gp (lvl 9) 
  920 gp (lvl 7) 
  Restoration, Greater 
  Not Available 
  3,410 gp (lvl 13) 
  6,820 gp (lvl 13) 
  Restoration, Lesser 
  Not Available 
  60 gp (lvl 3) 
  120 gp (lvl 3) 
  Resurrection 
  Not Available 
  See Below 
  See Below 
  Stone to Flesh 
  675 gp (lvl 11) (W) 
  Not Available 
  Not Available 
  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 (Any); Wish 
  Specific Spells - Costs and Requirements 
  Limited Wish (13th Level Sor/Wiz, 2 TUs and 2,500 gp) - This spell can only be cast by NPC members of the NAW 
  (Niole Dra only) or the Sea Mages (Gradsul only).  You must spend one influence point (Rhola, Neheli, NAW, Sea Mages 
  or Military).  Members of the NAW or Sea Mages may spend 2 Time Units with their fellow adventurer in order to remove 
  the mandatory influence.  Members of the NAW and Sea Mages in need of a Limited Wish must spend either the one 
  influence or extra two time units. 
  Raise Dead (9th Level Cleric) – Members aligned to the churches, needing a Raise Dead, can spend 4 TUs and 5,450 
  gp.  Non-members of the churches needing a Raise Dead, can spend 6 TUs and 5,900 gp.  If the character lacks the 
  funds, the church of Zilchus will front the money and you will reimburse them, using the rules per the LGCS (Chapter 6 
  Beyond the Core Rules, page 49 in the 4.1 version). 
  Reincarnate (7th Level Druid, 1 TU and 1,280) - If a module involves the Dreadwalkers or Nature’s Sentinels, a 
  character may use an influence with Dreadwalkers or Nature’s Sentinels to have a Reincarnate cast upon them if they 
  died in that module. 
  Resurrection (13th Level Cleric, 4 TU and 10,910 or 11,820 gp) -. Members of the religious organization of Keoland, 
  needing a Resurrection, can spend 6 TUs and 10,910 gp.  Non-members of the of the religious organization of Keoland 
  needing a Resurrection can spend 8 TUs and 11,820 gp.  If the character lacks the funds, the church of Zilchus will front 
  the money and you will reimburse them, using the rules per the LGCS (Chapter 6 Beyond the Core Rules, page 49 in the 
  4.1 version). 
  
   
  Keoland Meta-Campaign Sourcebook pg.86  
  Date & Time last edited: 10/19/05  7:11 PM 
  Low-Level Spells at Higher Caster Levels 
  If PCs require lower level spells (i.e. Remove Curse) to be cast at higher than minimum levels, use the chart below to 
  determine travel time. 
  ♦ 1 TU - 5th level (Arcane) and 3rd level (Divine) spellcasters - Any small town or village in Keoland 
  ♦ 2 TU - 9th level spellcasters - Any Provincial capitals (except for Dilwych and the Hool which add another 2 TUs) 
  ♦ 4 TU - 15th level spellcasters - Niole Dra and Gradsul only 
   
  
   
  Keoland Meta-Campaign Sourcebook pg.87  
  Date & Time last edited: 10/19/05  7:11 PM 
  Appendix 3 
  Noble Template 
   
  Character’s relations to nobility may be no higher than baron and they may not be directly related (4 steps away) from any of 
  the NPCs already created.  Characters cannot inherent land or titles from their parents (must have NPC siblings who will be able to 
  fulfill stated requirements.)  The questions are guidelines, if you have questions contact the Keoland Triad. 
  Player Name: 
  Region Player Resides in: 
  Character Name: 
  Family Name: 
  Region the Family Reside in: 
  Living Members of immediate family (Parents and Siblings – including half relations and step-parents): 
  -Father & Mother 
   
  What are your parents like? 
   
  How did they meet? 
   
  Anything else you feel is important? 
  -Brother/Sister 
   
  What is this person like? 
   
  How do you feel about them? 
  -Brother/Sister 
   
  What is this person like? 
   
  How do you feel about them? 
  -Brother/Sister 
   
  What is this person like? 
   
  How do you feel about them? 
  -Brother/Sister 
   
  What is this person like? 
   
  How do you feel about them? 
  -Brother/Sister 
   
  What is this person like? 
   
  How do you feel about them? 
  Family Lineage/Origin (Oeridian or Suel): 
   
  How did your family become a noble? 
   
  Where does your family come from? 
   
  What else do you feel is important and falls into this category? 
  Recent History: 
   
  Why are you adventuring? 
   
  Are their any problems at home? 
   
  What’s new with you and your family? 
  Family Ties: 
   
  Who else are you related to (distantly)? 
   
  Anything else that you feel is appropriate for this category? 
  General duties of the noble family:  
  How does your family earn money? (Farming, merchants, ranching, etc.) 
  Does your family have political duties? (Seat on the council – barons only, no Knights!) 
  Who manages your family home?  (Sibling, Herald or Parent) 
  What do they do when managing? (Resolve disputes, run the house, manage the lands or let somebody else do the work.) 
  Family Objectives and Interests: 
   
  What Political objectives is your family interested in?  (Anybody want to become King?) 
   
  What Issues is family most interested in? (Save the whales, save the farms, save the Keobred Horses?) 
   
  How does your family plan to achieve their goals? (Bribery, talking, wheeling-dealing, just hope it works out.) 
   
  What type of government does your family prefer (More towards the council or more towards the King or something else all 
  together?) 
  
  Appendix 4 
  Gentleperson of the Empire 
  (This counts as a Keoland Regional Certificate) 
  This here bequeaths the Title of Gentleperson of the Empire onto _____________________________________ 
  (Inser PC Name) on the date of Wealsun the 15th Common Year _____.  This person is heretofore considered a 
  noble with all privileges and responsibilities of this position. 
  The individual must be in good standing in the eyes of the nobles and the Court of the Land.  (No characters 
  with outstanding criminal records in the Sheldomar Valley). 
  The individual must show an interest in politics of the land and must not work against the current government.  
  (If your character is caught working against the government to aid a foreign power, your character will be 
  executed as a traitor and a noble.  The body will be destroyed after the execution, requiring a True Resurrection 
  to bring the character back.  If the character is brought back from the dead, the character is “Hunted”) 
  This individual has shown the ability to become a noble Gentleperson through deed and action (Character must 
  make a single donation of 1,000 gp) entitiling the individual to be called “Sir” or “Lady”. 
  You have gained the right to citizenship in Keoland. 
  You have gained the right to defend your honor in a duel. 
  You have gained the right to marry into noble lineage. 
  You have gained the right to stand before nobles of equal level (you don’t need to bow or supplicate yourself to 
  nobles of your level or less.) 
   
  Signed by 
  A Representative of the Lawful Authority of Keoland 
  ___________________________________  
  _______________ 
  ______________ 
  ________ 
  (Judges Signature) 
   
   
   
  (Judge’s RPGA #) 
   
  (Date)  
     (AR #) 
  (Any judge from any region can sign this form as long as the money was donated to Keoland.  The player should contact the Triad, as 
  this has an incampaign effect on certain activities done in Keoland, specifically, financing Keoland’s Army to help foreign 
  governments.) 
   
   
  Keoland Meta-Campaign Sourcebook pg.88  
  Date & Time last edited: 10/19/05  7:11 PM 
  
  Appendix 5 
  Philanthropic Society of Keoland 
  (This couts as a Keoland Regional Certificate) 
  To ______________________________________________________________________________________: 
   
   
  (Insert Character Name and Titles) 
  This letter bestows upon the recipient, the recognition of their donation to the Keoland Philanthropic 
  Society of Keoland.  Your donation is appreciated and will ensure the aid that so many people need, will 
  continue to reach them.  Your donation aids, refugees throughout the Sheldomar Valley, enabling us to treat and 
  care for them, educating those that have fled into our lands amd helping out the various communities that have 
  fallen on hard times; the run-down town of Saltmarsh, Gradsul’s community of Ilbosok, etc. 
  Thank you for your contribution to a better Keoland. 
  Sincerely, 
  _________________________________________ 
  (Judges Signature and RPGA #) 
   
  _________________________________________  
  _______________ 
  ______________ 
  (Player Name)  
   
   
   
   
   
   
  (Player RPGA #)  
  (AR# donation made) 
   
  The Philanthropic Society has existed in Keoland for a long time, but the Society has recently become 
  organized to help other regions in the Sheldomar Valley.  With the purpose to aid those less fortunate in the 
  Sheldomar Valley, Keoland, being the greatest and oldest nation of Oerth, has so much to offer to people in the 
  way of healing, food, shelter and education.  The best expression of power is by compassionate understanding 
  of the needs of others, and it is with this kindness that Keoland had grown, influencing so many nations and 
  people.  Our hope is to rebuild the empire through the example of Tavish the Great, and to create a united 
  Sheldomar Valley once more. 
  Supporters are those that donate enough to be noticed in polite Keoland Society, they are invited to fine parties 
  and enjoy Luxury lifestyle for a short while. 
  Donation 
  400 gold pieces per year and 2 Time Units per year 
  Benefits 
  +2 circumstance bonus on Diplomacy and Gather Information checks with Keoland nobles 
   
  Letter of thanks for you contribution on fine parchment 
   
  Luxury lifestyle upkeep for one Keoland module or interactive (one round only) 
  Benefactors are people who show a great interest in the community and are well on their way of becoming 
  important leaders of the community.  They are invited to more parties and enteratianments, enjoying the high 
  life a little longer than those who are Supporters. 
  Donation 
  5,000 gold pieces per year and 4 Time Units per year 
  Benefits 
  +4 circumstance bonus on Diplomacy and Gather Information checks with Keoland nobles 
   
  Letter of thanks for you contribution on fine vellum 
   
  Luxury lifestyle upkeep for two Keoland module or interactive (one round only) 
   
  A character residing in Keoland gains a +1 bonus to their Leadership score for fairness and 
  generosity (for the year the money and time is donated, the Leadership bonus is lost the next 
  year if a donation is not made). 
   
  Keoland Meta-Campaign Sourcebook pg.89  
  Date & Time last edited: 10/19/05  7:11 PM 
  
   
  Keoland Meta-Campaign Sourcebook pg.90  
  Date & Time last edited: 10/19/05  7:11 PM 
  Glossary & FAQ 
  Meta Play Organizational Questions: 
  Q1) What happens if my character no longer qualifies for the tier or organization? 
  A1) Your character retains their present rank in the Meta Play Organization.  You will not be able to advance to the next 
  level without meeting the requirements for your present rank. 
  Metaregionals and Adventure Record Items access: 
  Q1) When and where can one 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, somebody can purchase meta-org items after a Core or a Metaregional module set in the region. 
  Q4) What happens to the item that I own and I lose access to in the Meta-Orgs (animals and other benefits)? 
  A4) You retain the item or feat that the meta-org offered.  Keep a copy of the previous meta-org document (at least the 
  page that offered the item, feat, spell for tracking purposes). 
  Crafting Items from Adventure Records: 
  Q1) Can somebody craft items that are on Adventure Records? 
  A1) As long as the item is offered in the lower half of the Adventure Record and does not require a favor to get access to. 
  Forbidden Items Question: 
  Q1) Can somebody remove pages with forbidden spells without destroying the entire spellbook? 
  A1) Yes, all changes to a spellbook (removing pages or erasing spells) must be noted on the AR.  You lose access to 
  spells that you remove from the spellbook. 
  Q2) What does “Hunted” mean on? 
  A2) “Hunted” means that your character has done something gravely wrong.  If your character sets foot on Keoland soil, 
  your character life is forfeit.  Nobody will help you or attempt to save you.  (Your character is removed from the campaign 
  if you play any module taking place in Keoland.  If you are playing a metaregional module, your character cannot 
  participate in the parts that take place in Keoland, you gain no experience points for that part.)  Nobles lose their noble 
  status when they become “Hunted”. 
  Cursed Question: 
  Q1) May some one also remove a curse or is it just cursed items? 
  A1) Characters may get an actual curse removed, if the curse has a caster level or states how the curse can be removed.  
  You must pay the appropriate costs to get the curse removed.  Removing cursed items is free in Keoland, because the 
  item is then confiscated by the Silent Ones. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Keoland/Keoland MetaOrg Book 4.00.pdf