The Keller Lands are the territories on the eastern side of the Farspar Mountains that formerly composed the Keller Empire. The region is mostly rugged and hilly, bordered in the south by the Mayhar Jungles, and in the north by the Hillayet Sea. The rugged terrain led to great diversity among the peoples of the Keller Lands, politically and culturally. This makes for quite a contrast to the Pershamon Empire across the mountains. For most of its history, the Keller Lands were fractious and divided among a dozen or more warring kingdoms, several major ethnic groups, and various other factors. Despite this, the entire region shared common linguistic and religious roots, and trade was as common as war. Six hundred years ago, the entire region was united by the warlord Varatos Alikai "The Tyrant", a king from the northern regions. He built a great city on the banks of the Keller River, calling it Keller City. Northern Keller was imposed as the imperial language, and all local potentates were forced to declare allegiance to him. Within one generation, the empire was solidly unified and began expanding southward and across the seas. Keller ships were seen throughout the world, and the Empire grew fat with trade and expansion. Later emperors made the construction and maintenance of a vast network of Imperial roads, canals, and transport centers a high priority, something which helped weave the Keller Lands into a somewhat unified whole.About three hundred years ago Keller troops invaded the Pershamon Empire after years of increasing tensions. After startling initial successes, the Keller armies were pushed back across the mountains, leading to a state of cold war in the Farspar Range. With the economy being sapped by the seemingly endless conflict, discontent grew in the Keller Empire. Several years of poor harvests made things worse. Nobles were unrewarded for their services in battle, and the vital international trade withered completely. Eventually, the overseas colonies withdrew from the empire. Seeing this as an opportunity, several powerful southern dukes rebelled, attempting to overthrow the Alikai Dynasty. The ensuing "Keller Civil War" shattered the empire. Powerful magics were used by all factions, resulting in large-scale devastation. Armies marches instead of tilling fields, and the fabric of society came apart. All the while, the Pershamon Empire watched and waited. Deciding on prudence, they established a few buffer states on the Keller side of the mountains, and then left the Keller to their own devices. Eventually, the modern Keller Lands stabilized, with numerous kingdoms conducting interdomainal trade and war, but no sense of common political identity.
Despite the cultural diversity of the Keller Lands, a few broad statements can be made about the region. Even after the Keller Civil War of the 420's, regional powers kept up the repair and expansion of the old Imperial Roads. To this day, most major cities are connected to their neighbors by well-maintained and often-patrolled roads. Nearly all regions are governed according to traditional "European" feudalism. There are large numbers of small independent baronies between the larger kingdoms and duchies, most with limited population and importance. Women occupy a secondary position in society, though this varies by degrees. Local areas have distinctive accents and dialects, but all speak some intelligible form of Keller Common. Most people resemble modern Europeans; there are many recognizable ethnic types, but they can often be found nearly anywhere in the Keller Lands. Clothing tends to run the gamut of European styles, usually in the 14th-16th century patterns. Needless to say, fancier fashions are worn by the wealthy than by the poor.
The Keller Lands share one common religious tradition, a nameless polytheistic faith based on the worship of numerous gods. There are very few Keller religious fanatics outside of the official clergy; the general pattern is that each deity has a particular area of influence or concern. When a worshiper has need of blessings, they propitiate that deity. The practice of "patron deities", devotion to a single deity, is not uncommon. For example, farmers might devote themselves to a harvest or fertility deity, while warriors might devote themselves to the god of war. This is only done by the truly devoted, however, and most Keller freely pray to whatever deity is most relevant. Keller conceptions of the afterlife are similarly syncretic. After death, they believe that souls are judged by the gods. Most souls simply return to this world, reborn to another life. Certain worthies are elevated to divine status and live among the gods, while others who are renowned for their evil are cast into darkness for eternal torment. This varies from place to place, but the general pattern is easily visible.
Militarily, the Keller tend to follow the European pattern as well, with feudal armies of mercenaries and peasant levies. Individual warriors tend to be more heavily armored than their Pershamon counterparts. Keller knights frequently wear full plate, and the horses they ride tend to be larger and more powerful. Because so much of the Keller Lands is "close terrain" (mountains, forests, etc), individual combat is much more important to the Keller nobility. Massed cavalry actions are rare, and heavily armored footmen make up the bulk of most Keller armies. On open plains, the Keller make use of missiles to protect them from more mobile enemies such as the Pershamon. In close terrain, the sheer weight of arms and armor make Keller armies dangerous foes. Keller armies make use of battle mages in great number, including in the direct-fire role that the Pershamon eschew. A common stereotype is the Keller warmage in full plate on horseback throwing spells in the middle of the fray. Though rare, this does happen.
The Keller Lands are divided among many nations, kingdoms, and principalities. These are described below. Some regions have individual essays.
Northern Keller Lands
Kingdom of Jotun March: This kingdom is centered on the Jotun River. It is small but wealthy, due to its rich gold mines and fur trade. The people of Jotun March tend to be rustic and unconcerned with the events beyond their border, preoccupied with life within their lands. Nonetheless they are known as a friendly people, hospitable and skilled in trade. The current ruler, King Othar Lungorm, maintains good relations with the nearby dwarvish lands, ensuring peace and prosperity for all.
Duchy of Frostwall: Ruled by Clan Dornan for several generations, this is a moderately sized, moderately wealthy domain on the northern edge of the Hillayet Sea. It is a series of valleys ruled by clans, each with hot springs and some farmland. These clans war amongst each other frequently, but all acknowledge the leadership of the Duke. More so than most, Frostwall is plagued by dragons, orcs, and other such beasts from the polar wastes. Consequently, they tend to be a bit suspicious of outsiders.
Sannath Khai: Despite being located in the center of the Keller Lands, the inhabitants of Sannath Khai are not Keller at all. They are a distinct people, distantly related to the Sevastin. Sannath Khai is isolated by climate and elevation, ruled by a theocracy of monks and clerics, unapproachable and thus far unconquerable. Few people travel in and out of the cold plateau, and those who do tell wild and contradictory stories. What is known is that conventional magic is weak and unreliable there, and that the Keller and Pershamon gods do not appear to respond to prayers in Sannath Khai.
Pine March: A small land ruled by various feudal lords, Pine March is fairly isolated from most of the Keller Lands. Not particularly wealthy or culturally advanced, they are best known for its towering pines, which are widely sought after for ship construction further south.
Republic of Mismallon: A moderately sized but impoverished state on the headwaters of the Kell River, Mismallon has always been a backwater region, even during the heyday of the Keller Empire. It is primarily noteworthy for being a representative democracy, governed by a ruling council of elected prelates. Suffrage is limited to free land owners, who still make up a large part of the populace. Mismalloni are quiet and aloof, and seem to be related to the Sevastin culturally. The southeastern part of Mismallon was forcibly annexed by the Keller Empire and Tempelhoff during the 726 Tempelhoff War.
Principality of Durham: Located on the Keller end of the Lesser Farspar Trail, the Principality of Durham large and wealthy, its coffers swelling from the volume of trade. Durham is best known as a source of Dwarven goods, purchased from the kingdoms in the Farspar mountains. The city of Durham is unique in that it is built on and in a mountain, much like a Dwarven citadel. As a result, it is nearly impregnable. It is also well known for the quality of its guns. Durham muskets are worth half-again as much as other types.
Maritime Keller Nations
Nonadir Heirate: A small, militaristic state on the eastern shores of the Hillayet Sea, this land was settled originally by the Yanoshi. Though brought into the empire, they were never fully "civilized". In modern times, they have reverted to the Yanoshi ways, with several castes and a violent character. The Nonadir Heirate is small and fairly backwards; its economy is based on fishing, lumber, and hiring out as mercenaries. Nonadir pirates are a constant menace along the Keller coasts.
Kingdom of Moon Shoals: This is a proud land, long known for its sense of separate identity. It is small but wealthy, spreading along the length of the Sussiran River. Moon Shoals is named for the large reefs off the river's mouth, presenting a natural barrier to invaders. The palace in the city of Moon Shoals is truly one of the wonders of the Keller Lands, famous for its towers. Moon Shoals is best known for its "Sky Galleons", magically propelled zeppelins used for war. There are five, all constantly on patrol. Subjects of Moon Shoals are thought to be haughty and stand-offish, but highly cultured.
Ascendant Keller Empire: Retaining the form of the halcyon days of the Empire, the "Ascendant Keller Empire" is large, wealthy, and powerful. It retains pretensions that it still rules, and many of it's nobles still style themselves the rulers of nonexistent provinces. Nevertheless, Alikai City remains the largest city in the Keller Lands, and is the center of gravity for Keller culture. Alikai City is a massive sprawl, best known as the large harbor in the Known World. All things foreign can be found here, and the city's residents pride themselves on their cosmopolitan ways. Currently, the Keller Empire is rebuilding its military, especially the "beast-legions", dinosaur mounted cavalry.
Kathros Isle: Kathros Isle is large island in the middle of the Hillayet Sea, inhabited by a mix of Noladen natives, Keller settlers, and numerous humanoid tribes. It is a poor and backward land, home to numerous pirate bands that prey on shipping in the Keller Sea and Hillayet Sea regions. Due to these predations, local nations have long made punitive raids against the island and its inhabitants. In 728 KY, the Keller Empire dispatched a large invasion fleet, landing troops on the island and claiming it as the newest province. The installed governor now has a guerrilla war on his hands, diverting imperial attentions from the west.
Eastern Keller Lands
Kingdom of Alastin: Alastin is a large, poor, and aggressive kingdom ruled by King Darian III. Its coffers have been bled dry by the King's frequent wars, and the people of Alastin suffer terribly. Alastin is best known for using dinosaurs as beasts of burden and war, in the fashion of the Keller Imperial Legions, though not nearly as effectively. Despite all of the hardships they face, the Alastin are known for being warm and generous. They are also distinctive for their distinctive garb. Both sexes wear long dress-like garments, split up the middle and exquisitely embroidered. In the past, the Alastin were known as being great fighters. This is still true to some extent, but not so much.
Hyspedes League: A collection of eclectic city states, discussed in it's own separate article.
Duchy of Riordan: Riordan is a land that broke away from the Keller Empire generations ago, and has been starving since then. Its people are primarily fishermen and sailors, with little to trade. The county is ruled by a despotic mage, Duke Marin D'Blaine, who hopes to someday rule this region. This is not likely to happen soon, but the Duke keeps trying anyhow.
Verdil Isle: Located off the coast, Verdil Isle is immensely wealthy. It is ruled by a council of powerful mages, who live in splendor while being served by a large mundane underclass. The mages form a priesthood devoted to Kharumlai, a god of magical knowledge somewhat like Thoth. They maintain a fleet of Sky Galleons, and are frequently at war with the Kingdom of Moon Shoals to the north. Verdil Isle itself is all High Mana, and is stunningly beautiful to boot. Surprisingly, foreign visitors are welcome on the island, whose residents take great pride in the natural and supernatural beauty of the land. Verdil's armies are mainly staffed with animated skeletons, who are fearless and disposable, and so preferred to live troops.
Principality of Halleck: Halleck is a vast but poor land, torn by internal strife. It is ruled by Prince Malmon, first among the several warring dukes. Halleck is best known as being a good place to be a mercenary, for there is always work to be found. Little else can be said about the land or its people, who are as close to "average Keller" as can be found anywhere. If nothing else, Hallecks (as they are known) are ardent colonists, traveling and settling far from their homeland. Hallecks have a distinctive lilting accent, similar to "Irish". The typical Halleck is religious and distrustful of magic, argumentative but jovial. The Principality itself is almost constantly at war with nearby Verdil Isle, always coming out the worse for it.
Western Keller Lands
Duchy of Silverwater: A cosmopolitan land, bridging the gap between Keller and Pershamon.
Gemric: Formerly a wealthy mercantile state, Gemric has fallen under the sway of a military government, and is now ruled by Tyrant Marquin Moskei, who came to power after the last was with the Kingdom of Alastin. Though trade is still Gemric's main focus, more and more money is being funneled into the army and navy. As a result, the economy is suffering. Many believe that the Tyrant has pretensions on ruling the world, starting with southern Keller. Despite this, Gemric's position at the mouth of the Talbot River and its excellent harbor make it a frequent stop for traders. Even the Tyrant's secret police haven't dampened the natural exuberance of the citizens of Gemric, yet...
Principality of Tempelhoff: The Principality of Tempelhoff is a feudal republic, where all nobles above the rank of Baron hold a seat in the Grand Council. The Grand Council elects a Prince from it's own ranks, one who serves for a ten year term. Tempelhoff is moderately wealthy but suffers from fairly chaotic internal politics. Tempelhoff holds fast to old Keller ways, which brings it into constant clash with the more cosmopolitan Duchy of Silverwater. Tempelhoff is a good place to hire mercenaries, as it frequently fights border skirmishes with most of its neighbors. Because it is constantly involved in border conflicts, it maintains good relations with the rump Keller Empire to the east.
Nyremi: The Principality of Nyremi is a landlocked country roughly the size of Wisconsin. It acts as a major trading route to the Keller Sea region from the west. Nyremi is something of a cultural anomaly - though squeezed between Halleck, Gemric, Tempelhoff, and Sarradastros, it is culturally distinct from its neighbors. The Nyremians are closely related to the Alastin and the Hyspedeans, speaking a similar dialect of Keller Common to both. It is believed that the Nyremians migrated here in centuries past, and established themselves here as a distinct people.
Highspire: Formerly part of the "Great Kingdom of Sarradastros", which collapsed in the aftermath of the Keller Civil War in 430KY, Highspire is now a middling kingdom of no great power. It serves primarily as a buffer state between the Keller Lands and the Pershamon Empire. It enjoys good relations with its neighbors, but remains largely isolated.
Jastros: Another part of the now-extinct "Great Kingdom of Sarradastros", which collapsed in the aftermath of the Keller Civil War in 430KY, Jastros is a moderately powerful kingdom with pretenses of unifying Sarradastros once more. It is currently preoccupied with Tempelhoff and the Keller Empire, which now sits on its border once again.
Anadastros: A "Grand Duchy" that constitutes the southern marches of Sarradastros, Anadastros is wealthy and powerful, but in a dangerous location. It is sandwiched between Gemric and the Keller Empire to one side, and Terathmin to another. Anadastros is politically unstable, with numerous nobles vying for domination. It is most famous as a launching point for expeditions into Terathmin... indeed, the current ruling Grand Duke has pretensions to both the thrones of Terathmin and Sarradastros, and would see the region unified once more.
Cursed Terathmin: Once a prosperous and advanced land, Terathmin was destroyed in the Keller Civil War in 430 KY. Since that time, Terathmin has been regarded as a cursed and, abandoned by all good and sane people. This is fairly accurate. The inland regions are inhabited only by small Montoc tribes, and occasional Terathmin enclaves which live in fortified compounds isolated from the outside world. Most of the Terathmin survivors fled southward, where they now live in towns along the coast. These towns typically hug the water, with large defensive works built to isolate them from the interior. Most of these towns are snake-pits, desperate little places eking out a living on fishing and piracy.