Showing posts with label Sheldomar Valley. Show all posts
Showing posts with label Sheldomar Valley. Show all posts

Tuesday, February 9, 2010

Re: Ehlonna and Sheldomar (still long)

Date: Sat, 25 Mar 2000 22:53:26 +1200
From: Craig & Julie
Subject: Re: Ehlonna and Sheldomar (still long)

>
>Date: Fri, 24 Mar 2000 13:12:55 GMT
>From: Paul Looby
>Subject: Re: Ehlonna and Sheldomar (still long)
>
>>So, you're postulating a seasonal "let's all go to the hills" for the
>>entire Sheldomar valley? :-)
>
>Yeah why not - load up granny and the kids on a cart and hit the road! :=
P
>
>No seriously - if you want to put seasonal floods in - then meltwater f=
rom
>the Lortmils in spring is the way to do it. I don't have the map in fron=
t of
>me - but IIRC the Sheldomar has a lot of tributaries sourced in the
>mountains which will catch meltwater runoff in spring.
>
>The magnitude of the effect downstream is another question. The topology=
of
>the river valley and the soil types there would be big factors I think (=
not
>being a geographer). It might not be an all out head for the hills - but
>there probably would be some seasonal flooding.
>That's my take on it - anyone want to add to, subtract from or just plai=
n
>napalm this?
>
>
>> What's the average height of the Lortmils? They are geologically old a=
nd
>> weathered so I'd say not so high (maybe 1000 metres with the odd high=
er
>> peak) so with the exception of a few months (at most over winter) pro=
bably
>> don't get snow very often, so probably not too much run off in spring.
>>
>Pat E wrote:=20
>The Appalacians are old as well, but the presidentials, and green mounta=
ins
>(NH, and VT) get a TON of snow, and contribute to spring flooding along =
local
>rivers (such as the Saco river, east of Mt. Washington).
While Paul Wrote:=20
>Still if you look at places like the mountains of central Spain and sout=
hern
>Italy - they get snow in winter. Not a whole lot, but enough to cause fl=
oods
>occasionally.

Both these examples are in the 40-45 latitudes (approximately the same as the lands of Iuz, while the Lortmils are closer to 30 degrees lat (Shanghai, Israel, Libya). I'm not saying that these lats. don't get snow, they do but in my interpretation of the Lortmils they don't get a lot of snow, not enough anyway to cause spring melt problems in the Sheldomar basin. I have them as similar to my local hills, they get the odd dump of snow over the winter but it seldom lasts more than a day or so, sometimes a week and it doesn't cause too many problems, there is some flooding but
that's mainly due to the rain at lower altitudes than snow. I don't see winter melt as being too much of a problem in the Lortmils. The rivers would flood occasionally but this is probably more due to rainfall than snow melt.

I have the snow line ending further north, maybe somewhere in Furyondy with falls infrequent further South.

>>The Sheldomar starts in Rushmoor and again I don't see this as a major
>>cause of spring run off, it lacks a big Mt catchment to really get a lo=
t of
>>spring melt. The Javan on the other hand probably floods a lot with tho=
se
>>Mt tributaries flowing down from the Crystalmists!
>
>Agreed on the Javan. Doesn't the Sheldomar have three or four tributarie=
s
>sourced in the Lortmils though?=20

Yep, but the Lortmils are a lot lower than the Crystalmists. I'd equate the Javan more in line with the Ganges as its headwaters are in the Flanaesses equivelant of the Himalayas, so I'd see seasonal flooding as being quite a problem in that valley, not so much in the Sheldomar one- well at least not caused by snows. I'd have spring rains causing floods more than snow melt in the Sheldomar Basin, but that's just me.

>
>That's how I see them as well. Wide dry grasslands - rain perhaps in spr=
ing
>and winter (?).
>
>>The Uleks, which I've never really developed, I'd say would again be
>>something similar - perhaps like parts of Victoria or South Australia, =
good
>>for wheat & vineyards. Intensive farming along the river valleys, pator=
al
>>sheep farming in the drier uplands.
>
>I'd go with that - but I also see occasional floods in springtime. The
>rivers might not overflow every year - but every so often they will,
>especially with a particularly wet spring after a hard winter.

Agreed. actually I've just checked my notes on Keoland & found that I've put a reasonable amount of emphasis on spring floods, so may have to reverse my argument :)Oops.

>Paul
>

Probably better you didn't:)
My geography degree has only been good for writing up countries for my AD&D campaigns!

BTW here in my take on the climate of the region, based on my incomplete write up of Keoland.

Climate
Keoland enjoys a temperate, Mediterranean style climate. Summers tend to be long, hot, dry and dusty with the temperatures often reaching into the mid to high thirties (Celsius). Winters tend to be mild with the temperature seldom dipping below freezing, except in the northern provinces.

The climate is driest in the central and western regions; areas close to the two main river valleys, the Sheldomar and the Javan, use irrigation and canals to bring water to the crops during the driest months. Gradsul and the southern coast has the highest annual rainfall. In most areas precipitation occurs mainly during the spring months when the moisture heavy south-easterly winds sweep in from the Azure Sea bringing the rains which replenishes and nourishes the soil. Summer is dry often bringing droughts especially to the inland regions. In both spring and autumn the plains are swept by fierce thunderstorms. Cumuli-nimbus clouds tower up into the stratosphere, bringing heavy rains and sometimes even tornados.

Keoland's climate is due both to its geographic location and the prevailing long term synoptic weather patterns in Greyhawk. In the winter months the prevailing winds in the Flanaess come from the north-east, sweeping down across the central kingdoms into Keoland, bringing snow to many of the more northerly kingdoms but having spent most of their force by the time they reach the Lortmils they bring little more than cold dry winds, with little or no rain to Keoland. However they do deposit some snow on the higher peaks of the Lortmil Mountains and bring frosts and cold temperatures to the northern provinces of the kingdom.

In spring the south east trade winds arrive, blowing in from the Solnor Ocean and Azure Sea and pushing the winter winds back northward. The south easterlies are warm and moisture laiden and as they meet the cold dry northerly winds they bring rain to the lands. These spring fronts bring heavy rains to Keoland and the other nations of the Sheldomar Valley for about a month during Planting but as quickly as they arrive the rains depart and the long hot summer begins.

As well as having heavier rainfall the coastal regions are also more humid than the central and northern provinces, due to the influence of the Azure Sea. Another feature of the climate of Keoland is the hot, dry Fohn wind, called the Dragon's Breathe by locals, that blows in from the Sea of Dust beyond the Crystalmist Mountains. This super-dry wind dries the land, sucking the last of the moisture out of the air as it blows down from the high mountain valleys. The Dragon's Breathe (Note: I have to come up with a better name than that one day:) brings high winds, dust clouds and scorching temperatures to Keoland during summer.

Keoland's climate has a definite north-south and east to west gradient. The central and northern regions tend to be both hottest and driest during the summer months and the coolest during winter as they are furthest from the moderating influences of the Azure Sea and so have the greatest extremes in temperature. Summers tend to be coolest in the Good Hills where the higher elevation brings cooler temperatures. During winter these hills sometimes get a sprinkling of snow but it seldom remains for more than a day or two

Geography
Keoland is a large kingdom in the South West portion of the Flanaess. The
Rushmoors form the nominal western boundary of the kingdom while in Azure Sea, some 600 miles south of these marshes form the southern boundary. To the east the mighty Sheldomar River is the kingdoms eastern border while the Javan River bounds it to the west. In the far north western corner of the kingdom the most recent acquisition to the lands, the County of Javan lies on the western shore of the Javan and this province stretches as far west as the Stark Mounds.

Most of the kingdom lies within the Sheldomar River Basin and consists of a huge plain that stretches from Gradsul in the South to the Thornwood, the capital of Bissel far to the north, a distance of some 1,000 miles.

The country generally slopes from west to east slowly rising in elevation the further west one travels. The vast plains of Keoland barely rise more than 300' in height from the Sheldomar River to the foot hills of the Good Hills, some 250 miles further west. These highlands are the only hills of any note in Keoland, and reach a peak of some 1500 feet above sea level. They are named the Good Hills for they are both fertile and have a favourable climate for growing crops and for orchards as well. Apples, pears, apricots, peaches, olives and even some citrus fruits are all grown in the valleys and slopes of the Good Hills. Beyond the hills the land falls away sharply as the hills drop down the Javan River Valley.

The most fertile soils are found closest to the Javan and Sheldomar River's where the annual floods deposits alluvial material that supplies the sustenance for the regions cops. The further north and west one travels from the Sheldomar the drier and stonier the soils get and the less suitable they become for arable farming. Instead the northern and central areas tend to rely more upon the raising of livestock, especially sheep and goats, for their livelihood.

Because the richest soils tend to be located nearest the Sheldomar Valley it isn't surprising to find that the majority of the kingdom's population live near this vital waterway, in fact more than 60% of the population live within 100 miles of the Sheldomar river, in the three main provinces of Gradsul, Sheldomar and Middlemarch. Population density is lessens in the central and western areas of the these provinces. The least populated provinces are in the far northern borderland provinces of (Javan, Rushmoor and Northmarch as well as the Southern Marches which lie between Dreadwood and the Azure Sea. The cooler, more temperate climate of the Good Hills, with its fertile soils, is also a favourable place to live so this region tends to be quite densely settled as well.

Cheers

Craig Courtis

Sunday, December 13, 2009

Keoland's Climate & Geography

Subject: [GREYTALK] Keoland's Climate & Geography
Date: Thu, 20 May 1999 07:16:36 +0900
From: Craig & Julie
Reply-To: The GREYtalk Discussion List

Hi curently developing Keoland for use in an upcoming caampaign (U1-3) and have ben working on the regions geography and climate. If anyone hs aany suggestions or feedback I'd love to hear from you. I'm also looking for information on Gradsul- ruler, maps, anything would be fine. Anyway here is my taake on Keoland's geography & climate...

Climate
Keoland enjoys a temperate, Mediterranean style climate. Summers tend to be long, hot, dry and dusty with the temperatures often reaching into the mid to high thirties (Celsius). Winters tend to be mild with the temperature seldom dipping below freezing, except in the northern provinces.

The climate is driest in the central and western regions; areas close to the two main river valleys, the Sheldomar and the Javan, use irrigation and canals to bring water to the crops during the driest months. Gradsul and the southern coast has the highest annual rainfall. In most areas precipitation occurs mainly during the spring months when the moisture heavy south-easterly winds sweep in from the Azure Sea bringing the rains which replenishes and nourishes the soils. Summer is dry often brings droughts especially to the inland regions. In both spring and autumn the
plains are often swept by fierce thunderstorms, cumuli-nimbus clouds tower up into the stratosphere, bringing heavy rains and sometimes even tornados.

Keoland's climate is due both to it's geographic location and the prevailing long term synoptic weather patterns in Greyhawk. In the winter months the prevailing winds in the Flanaess come from the north-east, sweeping down across the central kingdoms and into Keoland, bringing snow to many northern regions. These cold winds bring little or no rain or snow to Keoland but do deposit some snow on the Lortmil Mountains and bring frosts and cold temperatures to the northern provinces of the kingdom.

In spring the south east trade winds arrive, blowing in from the Solnor Ocean and Azure Sea and pushing the winter winds back northward. The south easterlies are warm and moisture laiden and as they meet the cold dry northerly winds they bring rainfall to the lands. These spring fronts bring heavy rains to Keoland and the other nations of the Sheldomar Valley for about a month during Planting but as quickly as they arrive the rains depart and the long hot summer begins.

As well as having heavier rainfall the coastal regions are also more humid than the central and northern provinces, due to the influence of the Azure Sea. Another feature of the climate of Keoland is the hot, dry Fohn wind, called the Dragon's Breathe by locals, that blows in from the Sea of Dust beyond the Crystalmist Mountains. This super dry wind dries the land as it sucks the last of the moisture out of the air as it blows down from the high mountain valleys. The Dragon's Breathe brings high winds, dust clouds and scorching temperatures to Keoland during summer.

Keoland's climate has a definite north-south and east to west gradient. The central and northern regions tend to be both hottest and driest during the summer months and the coolest during winter as they are furthest from the moderating influences of the Azure Sea as so have the greatest extremes in temperature. Summers tend to be coolest in the good Hills where the elevation affects the temperature and during winter these hills are sometimes blanketed in snow but such snow seldom remains for more than a day or two.

Geography
Keoland is a large kingdom in the South West portion of the Flanaess. The Rushmoors form the nominal western boundary of the kingdom while in Azure Sea, some 600 miles south of these marshes form the southern boundary. To the east the mighty Sheldomar River is the kingdoms eastern border while the Javan River bounds it to the west. In the far north western corner of the kingdom the most recent acquisition to the lands, the County of Javan lies on the western shore of the Javan and this province stretches as far west as the Stark Mounds.

Most of the kingdom lies within the Sheldomar River Basin and consists of a huge plain that stretches from Gradsul in the South to the Thornwood, the capital of Bissel far to the north, a distance of some 1,000 miles.

The country generally slopes from west to east slowly rising in elevation the further west one travels. The vast plains of Keoland barely rise more than 300' in height from the Sheldomar River to the foot hills of the Good Hills, some 250 miles further west. These highlands are the only hills of any note in Keoland, and reach a peak of some 1500 feet above sea level. They are named the Good Hills for they are both fertile and have a favourable climate for growing crops and for orchards as well. Apples, pears, apricots, peaches, olives and even some citrus fruits are all grown in the valleys and slopes of the Good Hills. Beyond the hills the land falls away sharply as the hills drop down the Javan River Valley.

The most fertile soils are found closest to the Javan and Sheldomar Rivers where the annual floods deposits alluvial material that supplies the sustenance for the regions cops. The further north and west one travels from the Sheldomar the drier and stonier the soils get and the less suitable they become for arable farming. Instead the northern and central areas tend to rely more upon the raising of livestock, especially sheep and goats, for their livelihood.

Because the richest soils tend to be located nearest the Sheldomar Valley it isn't surprising to find that the majority of the kingdom's population live near this vital waterway, in fact more than 60% of the population live within 100 miles of the Sheldomar river, in the three main provinces of Gradsul, Sheldomar and Middlemarch. Population density is lessens in the central and western areas of the these provinces. The least populated provinces are in the far northern borderland provinces of (Javan, Rushmoor and Northmarch as well as the Southern Marches which lie between Dreadwood and the Azure Sea. The cooler, more temperate climate of the Good Hills, with its fertile soils, is also a favourable place to live so this region
tends to be quite densely settled.

(Note I've divided the realm into 9 provinces & am intending to start a write up on each soon).

Hope you enjoyed this

Craig Courtis

Saturday, November 14, 2009

Re: The Isles of Woe

Subject: Re: [GREYTALK] The Isles of Woe
Date: Mon, 21 Jun 1999 21:35:46 -0400
From: "d.k. tetreault"
Reply-To: The GREYtalk Discussion List

On Mon, 21 Jun 1999, Scott Casper wrote:

> Denis "Maldin" Treteault wrote us a lovely story about the Isles of Woe this morning.

Why, thank you. ;-)

> It is quite clear that both the Isles,

For those not on the "other" GH list, my post was in reply to a query for information on the subject from Sir Clarence, and not spontaneous.

> and Keldreth's safety, are important to him.

Not really. ;-) I just used Roger's mention of Keldreth in GH:TAB as a way to poke a little fun at all the flamewars that Kel seems to be invariably embroiled in. ;-)

> Why does it necessarily follow that Yagrax couldn't have constructed something that led to the destruction of his kingdom? This seems entirely consistent with how powerful magic works, as anyone who's had their flesh or clay golems turn on them can attest.

The 1st Edition DMG states clearly that Yagrax "discovered" the tome, and hence it existed prior to that time. I was just searching for a story-telling way to say it, rather than "the DMG says....bla bla". I DO agree with you that arcane creations do get away from their creators in a variety of possible ways... its just not the case in this example. As a wizard himself, perhaps Maldin "chooses" to believe that this almost never happens. ;-) [Yes... Maldin has had "accidents" before! ;-)]

> And when will you reveal your reasoning for this? Do you assume Vecna's tower must be further west to be closer to Tovag-Baragu (sp?)? Perhaps you underestimate the size of Vecna's empire.

Ah, well.... That would not be me. Tovag was a tool he used in Vecna Lives, but as far as I am concerned he has no birthright to or natural affinity with Tovag. Its my own personal belief (from the majority of info available from Vecna Lives) that his empire was centered in, and should be limited to, the Sheldomar Valley. Your mileage may vary. And please...people DON'T have to point out that all the info can be taken different ways depending on which conflicting lines you choose to believe. One thing IS certain.... there is nothing (other than GH:TAB) that even suggests Vecna had ANY relationship to the Isles of Woe.

As for the line about "other research", I had a two-fold purpose. One was to poke a little fun at the numerous lively discussions we've all had in the past about Vecna's details. The other is something that I (Denis) REALLY can't reveal just at this time because of other promises. But stay tuned! Suffice it to say that some mysteries will be resolved once and for all. ;-) Ok... I'm teasing just a bit. ;-)

> You also curiously failed to mention that the Isle of Woe sank because it lacked proper canals...

Strange, that. ;-) Don't know HOW that could have happened.

> Yak-Men -- building the canals to a better future.

Everyone knows that if the Yakmen were to be given stewardship of the canals, they would quickly fill them up with yakturds.

Thursday, February 19, 2009

The Annotated Duchy of Ulek, Part 3

Date: Thu, 11 Nov 99 17:30PM PST
From: Gary Welsh Add To Address Book Add To Junk Mail Blocker
To: GREYTALK@MITVMA.MIT.EDU
Subject: [GREYTALK] The Annotated Duchy of Ulek, Part 3

MILITARY: The military of the Duchy is small but effective, and is noted for its many high elven fighter/mages. The most common activity performed by the army is patrolling the plains of the Duchy, and at most times some 25% of the total force is out on patrol. At any given time, the size of the army ranges from 1000 to 2000 strong. Perhaps half of this total is comprised of humans, another quarter high elves, and the other races of the Duchy make up the balance. About 30% of the total force are comprised of medium cavalry, and heavy and light cavalry make up an additional 15% each. The Duchy is renowned for its cavalry, and it serves the needs of the country quite well.

Another 30% of the total force comprises mixed infantry, who serve to defend cities and fixed positions, or hold ground allowing the cavalry to engage an enemy. Elven infantry tend to prefer the long sword and bow, while human troops tend to be crossbowmen and billmen. The halflings and gnomes troops use short swords and hand axes (although halfling troops also carry slings).

The final 10% are considered specialists, and include rangers and archers from the Axewood and Silverwood, as well as priests, mages, scouts and gnomish sappers. These forces do not include city guardsmen or personal guards of either the leadership or the nobility.

In addition to this, each elven noble house (of which there are quite a few) generally has a household force which may number from 30 to 100 men at arms.
These troops are armed by the whim or need of the elven lord or lady to whom they owe allegiance. In addition to this, it is possible for Duke to issue the call for the "Grand Host of Ulek". This includes all of the forces of the elven lords and an additional 25 to 50 civilian men or women from each noble's holding capable of bearing arms holding. This force may number up to 5,000 strong.

The Duchy is loath to spend money on mercenaries to train new troops, and instead recruits veterans from the military to spend one-year rotations in training camps as instructors. This saves the Duchy money as well as promoting trust and morale among the army. And rather than maintaining expensive (and unnecessary) fortresses throughout the Duchy, patrols normally billet with local city guards or form camps near smaller towns and villages. The primary training base of the Duchy's forces is known as The Crossroads. This fortified town is centrally located at the intersection of the Sheldomar Pike and the Duke's Road, and the wide open grasslands are excellent for training young horsemen and raising steeds to serve in the cavalry. The expansive plains of the eastern Sheldomar Valley also provide excellent opportunities to work on combined tactics and maneuvers, including battlefield magic. Most patrols originate from this base, and at any given time nearly half of the strength of the army is located here. When a particular formation or unit is preparing for a tour of the Pomarj border, they will frequently train in this area prior to deploying to the Principality of Ulek.

Since the Greyhawk Wars, there has been an additional military burden taken up by the Duchy: forwarding a force to assist in patrolling and maintaining the Principality of Ulek's border with the Pomarj. This force is typically about 200 members strong, and is comprised of the same percentage makeup as the rest of the army. This force typically rotates every six months and is self-supporting while in Corond's lands, though the Principality is responsible for any additional supplies or medical aid.

The elves of the Silverwood and the demihumans and woodsmen of the Axewood maintain their own patrols within the woodlands, but may request assistance from the army on rare occasions. Since the Greyhawk Wars more effort has been put forth in recruiting mages and priests to serve in the military, but this has met with limited success. Other than the elven fighter/mages, wizards have little interest in being subject to the whims of some knight on horseback. The predominant faiths within the borders of the Duchy don't exactly lend themselves to the war effort either, but this is changing, as a slow and steady influx of immigrants from the Gran March and the Lost Lands have brought their more militaristic clergy with them. Such faiths are slowly building a presence especially in and around Waybury.

RELIGION: In keeping with the Duchy's very cosmopolitan and multi-cultural setting, many deities are worshipped here. The Duchy is unique among lands of the Flanaess with respect to the collection of Powers venerated by humans. Few and far between are the worshippers of lawful or martial deities, as the Duchy has had a relatively trouble free existence since the end of the Short War. Nature deities such as Beory, Ehlonna, Phyton, and Velnius join the brothers Celestian and Fharlanghn among the powers venerated throughout the Duchy. Most of the deities favored by bards also suffer no shortage of worshippers in this fair land, as Lydia, Lirr, Myhriss, Olidammara, and even the elven demigod Ye'Cind have followers in the cities [23].

Of the elven gods, Corellon Larethian is the most favored by the High Elves, and Sehanine and Hanali Celanil are also widely worshipped. Among the Sylvan folk, Solonor Thelandira and the human Power Ehlonna [24] have many followers, and there are a few who venerate Erevan Ilesere and Rillifane Rallathil. The gnome's most favored deities are Garl Glittergold and Baervan Wildwanderer, although Baravar Cloakshadow and Segojan Earthcaller also enjoy some adherents. The halfling communities tend to worship all members of the Children of Yondalla equally.

The priests within the Duchy are all given respect due their social status as in other lands of the Flanaess, but unlike many other regions, the priests have little political power, and probably don't desire any. Political machinations and intrigues generally don't concern the clergy of the aforementioned powers.

CULTURE: The cosmopolitan culture of the Duchy of Ulek is a result of the mixture of the best of many races. The cities and towns reflect the fine elven architecture, and the more traditional "tree-cities" of the sylvan elves in the Silverwood are among the wonders of the region. Utility and beauty are balanced in most things produced in the Duchy, and the citizens are immensely proud of this. Each town, city, and stronghold is graced with fine parkland carefully tended by its inhabitants, and each of these parks or gardens has in its center one roanwood tree [25].

One branch of people who prosper here are the half-elven. Half-elves are perhaps more common here than in any other place in the Flanaess, because the Duchy of Ulek is one of the few places where the strengths of both humans and elves are appreciated [26]. The human and half-elven bards of Ulek are among the finest in all of the lands due to their close association with elven minstrels. Courts of other lands often seek these bards, and to have a bard who is from the Duchy is thought to be a great coup for rulers across the Flanaess [27].

The Duchy is also known for its fine gnome gem-cutters, whose works are considered to be extraordinarily beautiful. Both semi-precious and precious gems from the Lortmils adorn the work of jewelry crafters, and the work (especially when set against silver worked by the elves of Celene) is very sought after, even in cities as familiar with fine work as Greyhawk.

A note should be made about currency within the Duchy. The primary currency found within the Duchy is that of the Keoish variety, which is not surprising, given the political and geographic relationship between the Duchy and the Old Country. The only coins that are minted by the Duchy are large silver coins known as silveroans. Within the borders of the Duchy they are equivalent in value to a gold piece, as they are very beautiful and have a smattering of platinum in them. The front of the coin displays the shield of the Duchy, except that an effigy of the Duke holds the cluster of arrows high above his head. Around the perimeter of the coin it reads "His Noble Radiance, Grenowen". On the back of the coin is displayed an intricate roanwood tree and the inscription in elvish "One Tree, Many Branches". These coins are prized among collectors, as they are some of the most well minted coins in the Flanaess, not minted in great batches, and are often worth more as a piece of art than as a mere silver piece elsewhere. Another interesting coin to be found in various places within the Sheldomar Valley is the Jurnrese bronze piece, equivalent to a copper piece in value, and honored within the Duchy's borders. This coin, like the Jurnrese silver and gold piece, has a square hole in the center of the coin. The unicorn sigil of an old Suel noble house (also evident on the County's coat of arms) is repeated around the periphery of the coin five times, and the obverse bears the motto
"Peace in Strength" in ancient Suel [28].

_______________________________________

NOTES

[23] I am not sure why Ye'Cind was added to the list of deities (GH98). She does fit in with the musical theme of the Duchy of Ulek. I just don't know why the name was deified by the game designers.

[24] I think it is an error to refer to Ehlonna as a "human power." According to the Guide, p. 66, she is patroness of all good sylvan folk "elven, human, or otherwise" and she typically appears as either a human or elf.

[25] The author makes the Duchy of Ulek sound like a fantasy utopia… Is it too perfect? Too cloying? You can almost imagine the elves, half-elves, gnomes and halflings singing together, joining in an impromptu musical performance as they go about their daily tasks and welcome visitors. But this is always the problem with detailing good-aligned places. How do you make it interesting, without introducing discord and conflict of some sort? A fine example is Tolkien's Rivendell, which is a "good place" that is neither boring to read about nor disgusting in its goodness. Unfortunately, Tolkien's vision is so mimicked that it has become cliché in the fantasy field (what an understatement). But it is still closest to my view of places like the Duchy of Ulek and Highfolk. The single roanwood tree in the center of every town is a nice touch.

[26] Here is the important reference to the high numbers of half-elves and people with elven blood in the Duchy of Ulek. It might make for interesting reading to do an essay about the varied life spans of those with mixed-blood..
A wonderful, fresh treatment of half-elves, and fairy creatures in general, can be found in Jack Vance's Lyonesse trilogy. Such an unconventional vision might work wonders for this setting.

[27] I like the addition of the skill of Uleki minstrels (my new idea for a magic item: the Uleki ukulele). I would like to see more on song-based magic in the WORLD OF GREYHAWK. Who are the most powerful magic-wielding bards? The "Rhymers of the Blackfens" (from Dance of Demons, p. 26)? The idea of powerful music-related magic hearkens back to the Finnish and other Scandinavian mythological elements of fantasy. Notice the similarity in the names Mordenkainen and Vainamoinen, of Finnish myth.

[28] It is nice to see this Suel motto, considering the predominant human racial strain is Suel. According to the Guide, p. 14, the human strain is more Suel than anything else, then Flan, then Oeridian. And the humans are sublimated to the large demihuman population as well (human racial strain is given in parentheses).

Wednesday, February 18, 2009

The Annotated Duchy of Ulek, part 2

Date: Thu, 11 Nov 99 17:29PM PST
From: Gary Welsh Add To Address Book Add To Junk Mail Blocker
To: GREYTALK@MITVMA.MIT.EDU
Subject: [GREYTALK] The Annotated Duchy of Ulek, Part 2

ECOLOGY: The forests of the Duchy of Ulek are in geographical positions that give them the best mixture of tree species from both what are considered typically Central and Southern woods in the Flanaess [14]. The following list details the most important species to be found within the Duchy: apple, apricot, ash, bay, beech, briar, bronzewood, camphor, cedar, cherry, chestnut, chokecherry, crabapple, elder, elm, fig, galda, grapefruit, gum, hawthorne, hickory, hornwood, ipp, ipt, kara, larch, lemon, lime, locust, mangrove, maple, mulberry, myrtle, oak, olive, orange, peach, pear, phost, pine, plum, poplar, roanwood, thorn, tulip tree, usk, walnut, willow, yarpick, and yew. There are also the semi-intelligent and carnivorous plants to be found in remote areas of the forests. Choke creepers, hangmen trees, giant sundews and kampfults won't hesitate to end the life of an unwary or wounded adventurer.

Although the Duchy is a relatively safe land, there are the odd encounters with dangerous life-forms. Humanoids are virtually non-existent within the borders of this country, and large groups of humanoids haven't walked the plains of the Duchy since before the Hateful Wars. There do remain hidden pockets of some humanoid races, though none are larger than orcs or bugbears..

The smaller races, such as kobolds, jermalaine, xvarts, and goblins tend to fare better, though the most common humanoid plaguing the forests are the elusive kech. Igundi, skulks, kenku, adherers, and dopplegangers have also found a niche in various parts of the Duchy. Needlemen plague the Silverwood like few other places in the Flanaess, thriving on the predominance of elves..

Also among the tiny creatures of the land are gremlins, fremlins, galltrits, killmouli, and booka, though the latter two are much more tolerable than the members of the gremlin family. It is more common to encounter wild herd animals on the plains, and on occasions, their monstrous variants. Predatory animals, such as brown bears, wolves, lions, cougars, and coyotes can also be found in more isolated areas of the Duchy.

Among the true monsters, there is no shortage of isolated hazards. Anhkegs and ant lions are known to grab unwary travelers on the plains, and in the depths of the forest, owlbears can make short work of loggers, elves, and adventurers alike. In addition, encounters with stag, slicer, or the fearsome deathwatch beetle are not unheard of either. Finally, zygraats are a bizarre looking creature that can be found in both woodlands, as they prey on the faerie creatures within. The truly worrisome monsters are few and far between. On occasion, a solitary wyvern will terrorize the hillsmen and their herds. There are rumors that a red dragon or two may still lair within the Lortmils, but such creatures would have to be crafty and secretive indeed to avoid the attentions of their eternal enemies, the dwarves. It is highly doubtful that any dragons reside in either the Axewood or the Silverwood. If such a beast did, however, it would be unusually intelligent, powerful, and careful, to be able to avoid the attention of the elves and the good aligned creatures of those woods. Whether or not any Greyhawk dragons have taken up residence in Tringlee or Waybury is another unknown.

There are no large, stationary bodies of water within the borders of the Duchy, and the Sheldomar River and its tributaries are well traveled and safe. There is an abundance of fish species, and fisherman and adventurers alike should be aware of the dangers presented by some of the giant members of certain of these fish, notably catfish. In the slower moving shallows below Niole Dra, dragonfish are also a lethal hazard to unprotected feet wading in the water. Nereids and water nagas are not unheard of in some of the remote areas of the rivers, especially where the Sheldomar passes through the Axewood. Fortunately, there is not much to fear from more exotic and dangerous water-based predators, as there is little room and even less tolerance by the people who inhabit the shore communities for such creatures..

Perhaps the most common "monster" that rears its ugly head every so often is the giant snapping turtle, and crocodiles bask on the banks of the Kewl below Silverbend. There are exceptions to this, when some ocean going monster travels north up past Gradsul and into the Sheldomar.

Sylvan and faerie creatures thrive in this land. Brownies, buckawns, atomies, grigs, sprites, quicklings, pixies, mites, snyads, faux faeries, leprechauns, and stwingers all inhabit the forested areas of the eastern Sheldomar Valley, seeming to exist for the sole purpose of harassing the forest's larger two-legged inhabitants. Pseudodragons and faerie dragons also haunt the woods, and dryads, nymphs, and korred reside in remote glens [15]. There is also a significant population of centaurs and voadkyn, and no shortage of treants within the Silverwood [16]. A truly lucky soul might even catch a glimpse of the rare unicorn, which also is known to inhabit that rich woodland

POLITICS: When the Duchy became independent of Keoland, the high elves elected Grenowen to the office of Duke and established the capital in the old provincial seat of Tringlee [17]. Although members of the other races within the Duchy have always contributed their part to governing the land, there is no doubt that the high elves collectively, and the high elven nobility specifically, are the true political force. The Duchy of Ulek is therefore fairly representative of the high elven philosophy of government and the Duke will continue to hold power only as long as the majority of elven nobility supports him. If this support falters, any other elven noble could be elevated to the position of Duke or Duchess of Ulek (although it would take a lot for this to happen, and Grenowen has yet to face a serious threat to his office). And the nobles would then be responsible for naming a new candidate to head the nation [18].

The Duke and his cabinet are responsible for handling matters which affect the entire realm, such as international relations and trade, and the maintenance of a national military [19]. The local nobility of a given area, be they of whatever race, are responsible for all local governance. Waybury is of note in this regard, as over the years as it has increased in population it has increased its political influence, and is considered a seat of human influence within the Duchy [20].

Three times a year, the Convocation of Lords is held. During this time, matters of national concern are presented to the elven nobility, and they give suggestions to the Duke on how to handle matters. The Duke also announces any policies he has decided upon which affect the entire realm. There are also influential advisers of other races that Grenowen may call upon, and the Duke is quite good in tapping the experience and wisdom of others [21].

During the month of Lacysnows the third meeting of the year, the Convocation of Branches, is held. Here the nobility votes on whether or not they will continue to support the Duke by laying switches from the prized ipt trees on the ground in two piles-one for those who favor the Duke, and one for those opposed. Although it is entirely possible for any individual noble house to oppose the Duke actively, this has never carried to the point of warfare. The Duke may resign his post at any time he desires, at which point in time a special Convocation of Selection would be called.

The Duke is responsible for appointing a cabinet to oversee national matters..
This cabinet may be composed of any number of officers that the ruler deems necessary to deal with the issues facing the country. Cabinet members must be selected from the Elven nobility, and their upkeep is provided by their family (national taxes in Ulek are only for keeping up ambassadors and a standing army, all other taxes are set by and paid to local nobility). At present the Duke's Cabinet includes The Lord of War, The Lord of the Treasury, The Lord of Merchants and Trade and The Lord of Embassy. This last member of the cabinet is responsible for keeping track of ambassadors to the Duchy and for appointing ambassadors and keeping up embassies from the Duchy..

Some have speculated that these offices are often little more than figureheads, as any important decisions are often laid before all the nobles for debate [22]. And as in other things, the Duke often calls upon members of other races throughout the Duchy for their opinions and advice.

There are no hostile nations bordering the Duchy, as they maintain good relations with Keoland and The Old Country's other former lands, from the Gran March to the Principality of Ulek. In addition, the Duchy of Ulek maintains a working relationship with many of the dwarven clans of the Lortmils and of course, has always had a strong kinship with the elven nation of Celene, though this has been subject to internal strain since the Greyhawk Wars.

Although several hundred miles away, Grenowen is well aware of the danger the Empire of the Pomarj presents to all of the Ulek states. Many troops and adventurers journey southeast from the Duchy to aid the forces of the Principality of Ulek in their struggles with Turrosh Mak. Another tangible threat to the Duchy of Ulek - and all good lands of the Flanaess - is the Scarlet Brotherhood. After the Greyhawk Wars, everyone took note of this sinister organization, including Duke Grenowen. Lastly, there are those who remember Keoland's imperialistic era, and are wary that some future king might want to return Keoland to its former glory.

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NOTES

[14] Although it is a very minor point, I disagree with this. The Duchy of Ulek is in the 30-34 degrees latitude range, at a fairly high altitude. This makes it a pretty temperate zone. I take the Southern Woods of the Flanaess (as given in the Guide) to mean trees from those areas we would call subtropical - or Mediterranean - and warmer. Olive trees, for example, won't grow that far inland/away from the sea.

[15] This listing of creatures seems appropriate, considering the standard encounters for Axewood and Silverwood use the Faerie encounter tables (Glossography, p. 12).

[16] Treants also appear in the Silverwood encounter tables, in the Glossography, p. 12.

[17] There's that word elected, again. I think it is more likely that they did not establish a new seat of government, but rather just transformed the old provincial capital into the new sovereign capital.

[18] This sounds a bit closer to a fantasy medieval style of government. A group of noble peers (lacking a clear sovereign) very well might gather to appoint one of their own to the most preeminent position.

[19] This sentence makes the Duchy sound awfully modern. Maintaining a national military? I think it is better to say they have the liege-vassal system. The manpower of the standing army is contributed to by the vassals, in men-at-arms or a substitution fee (like scutage). As far as international relations -- I'd rather think the Duke has heralds and envoys, and trusted advisors, but not a cabinet.

[20] Another facet of the Duchy's politics that could be mentioned is the high number of half-elves and humans who have elven blood. In the Guide, p. 39: "Many of the inhabitants of the land are partially elven, and the remainder are well-disposed to demihumans." It is important to stress the full political integration of races in the Duchy of Ulek - the author does address this point later in the "Culture" section.

[21] I like the idea of the Convocations, or noble councils. Three a year may be a lot, for elvenfolk.

[22] As I've said before, I don't like the idea of this 'cabinet' at all. It is too modern, or Renaissance-sounding, for my tastes. Let's keep it more medieval and vital. The nobles have battle-readiness as their primary function and purpose. They are the ones who command the troops, collect the taxes, and oversee trade and local justice. The Duke himself (or a noble on his behalf) receives foreign embassies or visits foreign sovereigns, to decide on affairs of state.

[CONTINUED FROM HERE IN PART 3]