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Gazetteer - Yeomanry League

Updated: Jul 22, 2023

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“Freedom is purchased not with gold, but steel.” - Yeoman quote


Intro and history

Twenty young boys and girls are gathered sitting on rocks in a semi-circle with an older man, once a strong warrior, addressing them. “It is important you young folks understand the history of your Country, the lands you will fight for, the country you will keep free at all costs.”


When in -422 cy, the stream of Suel refugees arrived in the Yeomanry, a large number of Suel explorers were already living here for several decades and had well explored our lands. In fact, these Suel explorers might have sent word to their homeland that these lands, and beyond, were fertile. As the Suel refugees migrated east into the Sheldomar Valley, many of their number sought a peaceful existence. These people, primarily lowborn peasantry from the Suel Imperium, settled the high valleys between the Jotens and the Tors and mixed with the local Flan. We are the descendants of the mixture these peoples.


In the century following the migrations, the humble folk who settled our lands were conquered and subjugated by a powerful Suel mage, Lord Asberdies[Az-Burr-Dees] Malhel, who mercilessly swept through the realm from east to west. He ruled our land and people with cold-blooded ruthlessness in a vein attempt to resurrect a vestige of the glory of the Suel Imperium. The tyrant was eventually cast down, after years of dominion, by our Yeoman farmers who used relentless guerrilla tactics…farmers.

Securing our independence, these citizen-warriors realized that they had to form a framework of a government and we became an Independent democratic republic.


In –96 CY, almost two centuries after gaining our liberty, our leaders met with representatives of the expanding kingdom of Keoland to discuss our annexation into the latter. Our leaders were welcomed as members of the Council of Niole Dra, treated as noble peers within the greater realm. Over the next four centuries, we contributed our well-trained warriors to support the efforts of the Greater kingdom, primarily by securing its borders from invaders and marauders. We, the Yeomanry, were instrumental in the efforts of King Tavish I to conquer the southern lands that would become the Hold of the Sea Princes. But this cooperation ended suddenly, in 361 CY, during the reign of Tavish II, when the wars turned from defence to naked aggression. The Yeomanry withdrew its forces from the Keoish armies and closed the borders in protest.


It was over a century later that reconciliation between us and Keoland was finally achieved, when Tavish IV recognized an independent Yeomanry in 460 cy. Thereafter, the Yeomanry settled into a more peaceful existence that has lasted nearly to the present day.




A foreign ambassador sits in conversation with a Yeoman Noble, the latter proudly explaining what the Yeomanry is really like.


Location

The Yeomanry League, also known as the Yeoman Freehold, is situated in a valley between tall mountains and high hills. In the west and southwest, the Crystalmist Mountains, tallest of the Flanaess mountains, towers into the sky, casting long shadows across the realm. While in the north, the Jotens form the border with Sterich. These are the largest spur of the cyclopean Crystalmist chain, and its name is derived from an old word for “giants,” as this is still the home of many antagonistic tribes of ogres, hill giants, and their larger kin.

In the Southeast huge flat-topped series of hills, named the Tors, jutting from the Crystalmist mainly create a border with the Hold of the Sea princes. They are a dangerous place, full of bandits, monsters, and goblin tribes that frequently raid into the Yeomanry. Livestock-killing monsters are a particular problem.

And the eastern border is created by the mighty Javan river, the longest river in the whole of the Flanaess, whereupon boats can sail from the Azure Sea all the way up to the city of Crylor.

Finally, behind the Javan river are The Little Hills, 'little' only in comparison to the mighty mountains that loom nearby though, and are a considerable barrier against Keoland, should they want to claim the yeomanry again in the future.


People


The Yeomanry, hot nearly year-round in the central valley, is a land populated largely by freemen farmers, who are currently mostly a Suel-Oeridian mix, and who mainly use the Keolandish language. Although Aerdi Common is spoken by all as well.

For the most part, the people are self-sufficient. There is an emphasis on livestock such as poultry, sheep, and cows. But the region is very fertile, producing a lot of wine, different fruit trees, avocado-like plants and berry bushes. Vegetables such as squash and beans are supplemented by edible flowers and different leaf plants. Farmers can provide enough for all, without the need to import goods.

The huge number of sheep produces so much wool and the cows produce tons of hides that a whole cloth industry has grown in the country. While those with more coin in their pocket can even buy clothes woven from the Rhea plant. The silver mines are plentiful as well here, hauling Onyx, Zircon, Quartz and the occasional Amethyst out of the mountains.


The Yeomanry is one of the few representative democracies in all the Flanaess. All citizens of age who have fought for the Yeomanry or have military service, referred to locally as raising the spear, are given the right to purchase land from either the state or another landowner, should that opportunity arise. But most of all, they are entitled to elect spokesmen for their district or become one themselves.


Let me briefly explain the way government works.


Shortly after gaining their liberty, the land was divided into 36 districts, of which five are high districts, centred around the largest towns governing large domains, and 31 are low districts, made up of the more rural areas and their scattered villages. Some districts have become quite wealthy, while others are poorer, less populous, and more remote. However, all the districts still have the same amount of representation despite these obvious differences. Therefore, there has been recent political tension in the otherwise orderly political atmosphere of the Yeomanry.


Spokesmen elect three representatives who serve for 5 years in the Council of Common Grosspokesmen, a legislative organization of 108 members, that decides the affairs of state. This Council then turns to select a Freeholder who was essentially an administrator elected to run the government, commander of the Free Captains, and conduct foreign policy for a term length of eight years. They select this person from the Greater Landowners of the Yeomanry.


In the early history of the Yeomanry, there were a considerable number of independent landowners within its borders. As the state and the system of government matured over the last two centuries, the district borders stabilized, and each district has one Greater Landowner who has been the most successful in the development of their lands. As a result, communities have sprung up around their castles or keeps, and they have become Lords of a sort, although not in name. Their primary role is to oversee the daily commerce and development of the district. Success of the commoners results in the success of the landowners.


Despite its wealth and strength, the Yeomanry does not seek political muscle outside their borders and distrusts Keoland because of its historical ambitions on the land. The only direct and free support is to the demihumans in the hills and mountains around its borders. Talking about demihumans, besides a strong human culture there are also Hill Dwarf communities mining for silver in the mountains, and several halfling communities who enjoy the rural districts of the Yeomanry. The ‘Little Hills’ are also home to some Gnomish folk who mine and cut gems and although a minor community, they are vital to the economy.


We are not particularly religious but that does not mean we do not pay homage to several Suel and Oeridian deities.


Son, if you can lift my spear then you are a man. - Yeoman father to his son

The Escarpment:

Before we go any further, know that the Yeomanry is divided by a fault in the land, an escarpment that divides the country in a western highland and a river-filled lowland. These lowlands might be quite hilly, it is a subtropical valley that ends when it reaches the Little Hills.

by Raphael Lacoste

Some say it was an earthquake or volcanic activity in ages past that created it, others believe it was shifted by elemental earth and a few say it was created by the Archmage Slerotin himself. Whatever its creation, it created a sheer cliff, ranging from 80 feet at its ends to 150 feet high in the centre. It runs from the northern town of North Reach down to just beyond Hardwick Falls. At Hardwick, the escarpment draws visitors from all over the Yeomanry, as a river tumbles down the rock, creating a huge waterfall.

More or less in the middle of the escarpment, at the bottom of the cliff, is a thick swampland, a marsh that never runs dry. Rumours have it that it is fed by a huge underground lake hidden under the high lands. More than one explorer went spelunking for that lake but never returned.

Furthermore, the face of the Escarpment is dotted with countless caves. Most of them are so small that only birds can lair therein, but others are much larger and potentially could house something much more dangerous.



High Crags

The High Crags are another prominent feature, this spur of the Jotens has steep and rugged cliffs. Numerous animals make their home here today, but various monsters used to make their home here before we killed them all. What danger that remains, can only hide in the abandoned dwarven mines underneath the Crags. These mines have been sealed for some time now, so there’s no reason for worry.

North Reach (pop. 3,700)


Welcome to North Reach! Resting in a valley bordering the High Crags and the Jotens in the northern Highlands of the Yeomanry. Not only is it in a temperate climate due to the escarpment, it can also get cold when the winds blow down from the Jotens. The city has seen three kinds of inhabitants. Centuries ago, it was a dwarven mining town which prospered for nearly 300 years, although the original dwarven name for the city has been lost in antiquity. These dwarves discovered a rich vein of mithril in the nearby mountains and word spread of these bountiful mines, dwarves from the surrounding regions migrated towards them in hopes that they would benefit from this newfound wealth. Some elegant buildings were constructed, and the vast wealth was protected by a highly skilled militia and strong walls.

Once the supply of valuable metal had become depleted, most of the dwarves left for more profitable areas. What remained was a ghost town where only a few hopeful souls continued to hope for another "mother lode." Shortly thereafter, the city was seized and occupied by a tribe of orcs, the Iron Fangs, who preceded to destroy much of the beautiful dwarven art and architecture until they left some fifty years later.

When humans in the southern fertile plains were continually harassed by humanoids, the tribal leaders of the human settlements, our ancestors, decided to flee…relocate… north, towards the mountains. They reoccupied the abandoned dwarven ruins and rebuilt it, naming it North Reach. The 30ft high, formidable walls and stone caves of the ruined city provided considerably more protection for them, and they established a moderately successful community based on quarrying and mining. Peace did not last long however, and it has been razed a number of times. The steadfast people always manage to rebuild her. In fact, many sections of North Reach have been built on top of older, destroyed sections. This process of rebuilding has resulted in a vast system of catacombs and chambers beneath the surface of the current town, many of which have been forgotten for centuries.

North Reach currently serves as the home for some 3,700 hardy souls, most of whom live within the confines of its walls. Of these (3,700), some 800 are dwarves – families who can trace their lineage back to the early days of the Dwarven city.

Despite being relatively large, it is small and compact in area, with its citizens tightly packed together. Houses and lofts have been built atop one another, and three-and-four story buildings, unusual in other cities, are commonplace in North Reach. A side effect of such construction is that there are several dark, winding alleys scattered throughout the large town, and a newcomer to North Reach can easily become lost without assistance. Its streets are steep and hilly, further contributing to the town’s rather ramshackle appearance.


Mining within the city is not what it used to be, and stone is what is most quarried from the surrounding mountains. The primary source of income is agriculture. The lands south of North Reach, a valley, has rich soil and hundreds of farms and small villages are scattered within a day's ride of the town; thus, North Reach serves as a hub for these farmers. Their wares are sold in a huge market outside of the town’s permanent walls, and not surprisingly the farmer's guild in North Reach is quite influential. The primary crops grown by the surrounding farmers include barley, fruit, and vegetables.


Unlike Longspear, North Reach is a relatively quiet and conservative town. Centuries of invasion have made the residents quite cautious - even paranoid at times. They are slow to trust others, and they prefer to depend upon themselves and their family first and foremost. While there are exceptions to this rule within the town, the constant stares of the watch keep most rabble-rousing in check.


Laws within North Reach are quite rigid. Insubordination is not tolerated within its walls, and the spreading of propaganda or false rumours is tolerated even less. Punishments tend to be harsh to avoid repeat offenses. Patrols and the watch are ever-present, hence the crime rate is low. However, it is likely that clandestine activity of all sorts takes place within North Reach because it is impossible for the watch to patrol everywhere, especially within its extensive network of underground chambers and tunnels. As such, it is rumoured that there is a well-established thieves' guild within the city that has quite a bit of political pull.


Kendeen valley and Harsh pass

We have come to the Western League of our great country. Harsh Pass, or Kendeen Pass as some call it, is a long and very dangerous pass to cross the Hellfurnaces. It was used by the Suel who fled their increasingly erratic empire from -457 CY onwards. The pass was lost by heavy volcanic activity and what remains now is Kendeen Valley. The valley might not be a safe place however and the eerie sounds carried on by cold, sometimes icy, wind fuel the rumour of lingering ghosts of ancient past.


Kendeen River:

The wild, ice-cold Kendeen river flows down the mountains and through Kendeen Valley. Only when it reaches the Wick River does it lose some of its coldness.


Wick River:

Wick River is the smallest of the Yeomanry's major rivers, the Wick begins in the western Jotens and winds southwards through Loftwick and eventually merges into Burn River. The Wick is a narrow, swift-flowing river suitable for only small merchant vessels.


Loftwick (capital pop. 8,400)

The walled city of Loftwick, at the southernmost end of the High Crags, is surrounded by large sharp ridges hills. The capital of the Yeomanry is located in the Highlands and thus enjoys a temperate climate with even some seasonal cold and ferocious winds howling through the hills.

Surrounded by their high walls, and by high peaks, Loftwick is a commanding presence in the western League. Firstly, because it is the city of the Council of Common Grosspokesmen, called together during each festival week, to decide on the affairs of the nation. Several buildings such as the archives, council chambers, Hall of justice and other administration buildings make up the centre of government. These streets are filled with lawmakers of all ranks as well as those petitioning the council for justice.

Secondly, it serves as ‘the’ trading centre of the Western League with all roads connecting to it while extensive docks line the edge of the Wick River just south of the city. Tens of barges and small trading vessels are docked here at all times, loading and unloading goods.

Within the city, various guilds make their home, but the Loftwick Smith’s Guild is the most famous and most lucrative in the city. It has drawn more dwarves and gnomes to settle in this city than any other in the Yeomanry.

The capital is also known for its many religious buildings, from the Shrine to Kord, god of strength and courage, to the temple of Phaulkon, god wind and clouds. But the temple to Zilchus is most prominently centred in the city where it doubles as a bank.


A sharp spear needs no polish. - Yeoman Warrior code

Westburn (pop. 2,500)

Welcome to the town that is Westburn, where the folk are hardworking, honest, and industrious. Besides the human population, some 250 dwarves and a few gnome families make up the majority of the demihuman presence.

Westburn is one of the biggest processing facilities in the entire country. Livestock, ore, raw stone, trees, and fish can all be found nearby. The Westbruns, as the locals are named, have a strong work ethic and turn these resources into worked goods of high, some would say extraordinary, quality. Bolts of woven cloth, clothes, leather, metal tools and worked wood are carted all over the Yeomanry and parts beyond. Their pride is ‘Westburn Steel’, forged

through dwarven techniques and of high quality and durability. More often than not, when a Yeoman ‘Raises the Spear’, it was made in Westburn by one of its master weaponsmiths.

Livestock is another major industry, with food prices usually half the normal going rate due to ease of availability and high supply. No part of an animal is wasted in Westburn, with hides, fur, meat, and bones all used to their fullest extent.


If anything could be said to be in short supply it would be grain, for though the soil is excellent for trees and grasses, heavy grains grow poorly, and open farmland is a rare commodity. The town thus operates strong grain silos to combat the problem and in recent times, there has been no noteworthy shortage.

As for discipline, like elsewhere in the Yeomanry things are quite strict. Disrespect in any form is not tolerated and the people of Westburn grow up polite and honest. Common courtesy does away with most of the need for legal recourse but is swift when it must occur. Serious crimes have extremely harsh penalties, and the death penalty is not unheard of and when it must be carried out, it is done in private.


Nowadays, Westburn is far more accurately described as a fortress, not by design but by necessity. Over a century ago, dwarves from the southern Crystalmist mountains, designed and created ‘The Wall’ to protect both the citizenry and dwarven interests from the darkness that lives within the mountain. T


his bulwark, a thick network of scaffolds and sheet stone, is designed to withstand tremendous force through the ingenious use of silt-filled 'chambers' within the rock. Solid panels of buttressing on the outside and inside hold the chambers together and when ruptured, the silt absorbs so much force that a breach is almost impossible to cause. The Wall is always protected by ground forces and archers on top. This has stopped vile creatures from the Southern Crystalmist mountains time and again.

The Bastion that is Westburn has trained some of the finest defensive troops in the Yeomanry and the tough ‘Wall Guard’ is one such force. It was, however, not enough to keep the darkness at bay, and in 490 CY, formal training began for a noble elite force to protect the outlying towns that fall under Westburns protection. These were named the ‘Gatekeepers’, a name that would be more appropriate than they first thought, and only a dozen of the prestigious warriors graduate each year from its training academy. To explain their importance, we turn our eye to the small town of Dark Gate.



Dark Gate

Bastion that is Westburn is a township of about 500 people, located in a lightly wooded area just north of the Hellfurnaces some 12 miles southwest of Westburn and has received much interest in the Yeomanry over the last decade.


In 579 CY, a tunnel was discovered at the foot of the mountains that reportedly ran for miles to emerge in the Sea of Dust leagues to the west. It is said that this is the passage of the last mage of power Slerotin, the spell he had cast to hide the entrance would last a thousand years and those years have now gone. Furthermore, the tunnel might link with deep, subterranean caverns that hold indescribable horrors and supposedly, great riches. As such, Dark Gate was created, in a short span of only a few years, as a sort of frontier town that catered to the wants and needs of those who wish to explore the Passage of Slerotin.

The prestigious ‘Gatekeepers’ added the protection of Dark Gate Town to their duties, educated themselves in Underdark Lore and started mapping the underground tunnels. These brave men and women form the first line of defence against the creatures below. Each time the town is burned down or overrun, they rebuilt it. But the town has brought increased attention to the Yeomanry from all around Oerth, and much of it is unwanted.


Melkot Pass

East from the Town of Darkwood, south of Burn River is Melkot Pass. The Hold of the Sea Princes once thought they found a pass to secretly attack and conquer the Yeomanry, but they were gravely mistaken. The Southern pass that separates the Tor Hills from the last spur of the Crystalmist Mountains is not uninhabited. For one, the realm of Melkot is located at the southern end of the pass with the walled city of Melkot housing about 4000 people. That alone would hold back any army but

within Melkot pass itself, looming over the southern entrance, is the immense Melkotia Castle as well. Perched high atop a dormant volcano its almost 600-year history demonstrated to the Sea Princes that Melkot Pass is not a weak gateway into the Yeomanry.


Burn river

From out of the southwestern mountains, near Dark gate, several small mountain rivers combine into what is known as Burn River. The river flows all the way eastward until it merges into the Javan River near the city of Newick. Swift-running in many places but also wide and stable enough to accommodate small and medium-sized vessels. The river is however choked with silt running off from the mountains and the lake, located halfway, stores most of that silt. Many species of organisms thrive in slick, silty soil and on the banks of the lake can be found lotus plants with attractive flowers. Frogs and similar creatures love the silt, as it provides nutrition and insulation. Silty soil is usually more fertile than other types of soil, meaning it is good for growing crops and has a higher water retention and air circulation. Local druids make sure this knowledge is not lost and farmers prosper because of it.


Newick (2,100 residents)

Where the Burn River flows into the Great Javan stands the walled frontier town of Newick.

Although the Hool Marshes start not far east from the township, the population can still make their living from farming, fishing, and light forestry without much trouble from what hides in the marshes.

Newick has historically been vital in keeping the Yeomanry free and still is a frontier town, with refugees coming in daily. Due to this often-transitional population, Newick can get a bit rough at times, and the militia has built a reputation for treating lawbreakers harshly.



Longspear (pop. 7,700)

That leaves the city you are standing in now. The walled city of Longspear is located along the North-eastern border of the Yeomanry, at the edge of the Little Hills. This Subtropical city, known as the "Gateway to the Jotens", is perched above the nearby Javan River, which also happens to be the border with the great Kingdom of Keoland.

The city is built against a hill and is comprised of two towns. First, Hightown, on the steep slope above the river, and Lowtown, along the Javan itself and in a flat and sometimes flooded river plain. Both are separately walled by sturdy 10' thick and 25' high stone wall with battlements and the Javan gate connects the two. Lowtown, built later, is focussed on the river and the commercial exchange with foreigners while Hightown has the more important buildings as well as the centre of productive industry.

Longspear is the largest provincial capital within the Yeomanry and its trading centre draws all kinds of people and professions looking for hard, honest work. This has attracted demihumans to settle here as well to ply their trade, dwarves being the most numerous. Because there are no districts, the dwarves and the places they hang out at, are scattered across the town. So numerous are they that the Longspear Dwarven Cuisine is famous all the way to the Lortmill mountains. It should be noted that dwarven cuisine is a great deal spicier than most human palates are accustomed to, but locals of Longspear eat it so regularly that they are accustomed to it.


The Little Hills bless the city with a strong economy in gems and silver while a bustling clothes industry of mostly hardy rather than fashionable clothes brings more than one trading caravan to trade. Due to the incentives that a person receives for serving in the Yeomanry militia, the Yeoman government has never had any trouble meeting their needs for manpower.

Because of its voluntary nature, morale is high, and the soldiers are both proud and energetic in their work. Longspear specifically excel in the creation and sale of armaments and armour. The strong warrior culture brings with it a strong business in mercenary work and the Mercenary Guild has considerable sway in the city and the politics of the country. Distrust of its neighbours, combined with a strong sense of pride and nationalism, means that the Yeomanry refuses to import mercenaries to defend its people and resources, although it is a fairly common sight to see refugees from Sterich complementing Yeoman regulars. In Longspear itself, no fewer than 300 men-at-arms are available for hire at any given time.


Anyone not accused or convicted of a crime is free to openly carry weapons, though it should be warned that if a visitor draws steel rashly, the punishment is swift and harsh. Justice in Longspear is generally fair, with trials guaranteed by law for the accused. If found guilty, however, sentences tend to be harsh, following the "an eye for an eye" mantra. Organized criminal activity does not exist here.


Forests of the Yeomanry

Throughout history, the inhabitants of this land have cut down trees for progress and war. Although freedom and a strong society was gained, there is hardly any forest left.

Ironwood is only a mere 20 square miles and located in a valley just northeast of North Reach. It is an ancient forest and even has a few tall, strong Roan and Bronzewood trees.

Between the lake of Burn River and hugging the hills south of this lies ‘River wood’, a thinly sparse forest which is a wetland forest for the most part.

The forest of ‘Thornwood’ is located south of Newick, near the Tors and is named for the thorns on the branches and trunk of these semi-tropical trees.

Where these forests are in a subtropical climate, there is a temperate leafy forest far to the west. This is Green Forest, and it is temperate because it is located higher than the eastern league and it clings the slopes of the crystalmist mountains. Where the forest climbs higher up the mountain slopes, evergreens dominate the area.




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