Bandit Kingdoms: Difference between revisions

From Greyhawk Wiki
Jump to navigation Jump to search
Kenneth the Sage (talk | contribs)
No edit summary
m 1 revision imported: Imported from Canonfire! GH GLoG
Line 1: Line 1:
'''Bandit Kingdoms''' or later under [[Iuz]] rule the Bandit Lands lies west of the [[Zumker]] and [[Artonsamay]] Rivers, east of the [[Ritensa River]], and is bounded in part by the [[Fellreev Forest]] and [[Bluff Hills]]. This region is actually made up of a number of warlord fiefs.
{{Greyhawk Realm
|image = [[image:BanditKingdoms01.jpg]]
|caption = The arms of the Bandit Kingdoms, as depicted in the ''[[Living Greyhawk Gazetteer]]'' (2000).
|name = Bandit Kingdoms
|motto =
|region = [[Empire of Iuz]]
|ruler = [[Iuz]] (in theory)
|government = Various petty dictatorships theoretically owing fealty to Iuz
|capital = None; [[Hallorn]], [[Riftcrag]], [[Rookroost]], and [[Stoink]] function as "regional capitals"
|major towns = Hallorn, Riftcrag, Rookroost, Stoink
|provinces =
|resources = silver ([[Riftcanyon]])
|coinage = No national coinage; some fiefs produce their own coinage
|population = 
|races =
|languages = Common, Orcish, Halfling
|alignments =
|religions = Iuz, [[Olidammara]], [[Erythnul]], [[Norebo]], [[Hextor]], [[List of Greyhawk deities#Orcish deities|orcish pantheon]], [[Nerull]], ­[[Ralishaz]], [[Kurell]], [[Fharlanghn]], [[Pholtus]], [[Trithereon]], [[Rudd]], various [[List of Greyhawk deities#Goblin deities|goblinoid gods]].
|allies =
|enemies =
}}
In the ''[[World of Greyhawk]]'' campaign setting for the ''Dungeons & Dragons'' role-playing game, the '''Bandit Kingdoms''' is a political state of the [[Flanaess]].  It was formerly known as the '''Combination of Free Lords''', and sometimes called the '''Bandit Lands'''.


== History ==
==History==
The Bandit Kingdoms were a collection of petty holdings founded between 300-350 CY. Originally, each little kingdom was ruled by a bandit chieftan laying claim to a noble title, although no kingdom had much territorial stability. The dominant fiefs within the lands were those of [[Reyhu Grosskopf]], [[Dimre]], [[Johrase]], and the city of [[Rookroost]], each of which had rulers strong enough to hold their territories against rivals. Bandits lived by raiding Tenh, the Shield Lands, Urnst, Nyrond (more rarely), the Theocracy of the Pale, and each other. Sometimes, rival rulers would temporarily ally to fend off retributive attacks from those nations.
This area was settled, if not very well, by Oerdians as they pushed eastward and fell under the rule of the Great Kingdom of the Aerdy, though it was never very tightly held.  When [[Furyondy]] revolted in 254 CY, this area fell under control of local petty nobles.  Eventually, they united as the 'Confederation of Free Lords', an alliance to stop outside invasions; it didn't stop them squabbling. By the early 300s, the [[Shield Lands]] were created to stop raids from this group.


These lands have been almost wholly occupied by the forces of Iuz since the war. The bandit forces themselves are greatly divided. Some, notably the more evil, have taken service with Iuz, who uses them to crush the last vestiges of the Rovers of the Barrens and, disclaiming responsibility, to skirmish into the Theocracy and Urnst.
In 513 CY, the western Confederation was overrun by the Iuz-sponsored [[Horned Society]]. In 579, the Shield Lands launched a successful invasion, only to themselves be defeated by the [[Empire of Iuz|Empire of Iuz in 583]], who occupied all of the old Bandit Kingdoms.    It remains under Iuz's control, though his power is weaker here than at home.  Now, thousands of bandits are looking for a leader to lead them in revolt, as they want their freedom for petty thuggery back!


A number of minor servitors of Iuz control the recruited bandits and humanoids originally from the Horned Society and Iuz itself within these lands. Other bandits have fled to Urnst, granted amnesty in return for enlisting as troops or mercenaries. They often present problems for the rulers of the lands they have fled to, due to their strongly chaotic natures, drunkenness, and poor discipline. Some, including the most chaotic, continue to exist as
==Geography==
bandits within these lands, especially in and around the Rift Canyon and the Fellsreev Forest, and these include many from the five old powerful fiefs who still display their shields proudly. These bandits are skilled horsemen and gutsy warriors despite knowing when to cut and run. They are mostly untrustworthy, but they adhere to the belief that their enemy’s enemy is their friend and if they give a blood oath, they will die rather than go back on their word. The women of these lands are outnumbered by the men, but share their characteristics. including swaggering arrogance and love of strong drink.
The Bandit Kingdoms are generally located in the central portion of the Flanaess.  They are bordered by the [[Fellreev Forest]] to the north, and by a somewhat undefined border with the [[Shield Lands]] to the south. To the west, the Ritensa River divides the Kingdoms from the [[Empire of Iuz]] proper, while the Artonsamay River forms the eastern border, starting in the Fellreev, and arching through the [[Phostwood]] before passing between the Shield Lands and the [[County of Urnst]].  
 
In the heart of the Bandit Kingdoms lies the vast [[Rift Canyon]], more than 180 miles long and up to 30 miles wide.  Formed by forces unknown, it is surrounded by a rocky wasteland. Near the southwest end of the canyon rises [[White Plume Mountain (mountain)|White Plume Mountain]], a volcano whose tunnels until recently housed the evil wizard [[Keraptis]].  And to the north of the canyon lie the Tangles, a small, yet dense forest where bandits opposed to Iuz's force reside.
 
As of 591 CY, the most populous towns are Rookroost (pop. 17,500), Stoink (pop. 13,300), Kinemeet (pop. 7,300, though orcs outnumber humans over 2-to-1), Riftcrag (pop. 5,000), and Alhaster (pop. 4,700).
 
==People==
===Population===
As of 591 CY, the population of the Bandit Kingdoms totaled 475,200 persons.  Approximately 80% of those native folk are of primarily [[Oeridian]], [[Flan|Flan]], and [[Suloise|Suel]] extraction, with somewhat less common [[Baklunish]] ancestry.  [[Half-orc]]s make up almost another 10%, with the remainder of the population consisting of  [[Halfling|halflings]], [[Elf|elves]], [[Gnome|gnomes]], [[Dwarf|dwarves]], and half-elves in gradually decreasing numbers.
 
===Religion===
Worship of [[Iuz]] is promoted by the Old One's occupying forces.  But left on their own, the Bandit Kingdoms native folk will also worship [[Olidammara]], [[Erythnul]], [[Norebo]], [[Hextor]], the [[List of Greyhawk deities#Orcish deities|orc pantheon]], [[Nerull]], ­[[Ralishaz]], [[Kurell]], [[Fharlanghn]], [[Pholtus]], [[Trithereon]], [[Rudd]], various [[List of Greyhawk deities#Goblin deities|goblinoid gods]].
 
===Languages===
The most widely-spoken languages in the Bandit Kingdoms include Common, Orcish, and Halfling.
 
==Government==
There is no one central government within the Bandit Kingdoms; most of the territories are petty dictatorships whose alliances can shift as quickly as the wind.  In theory, the various warlords all pay homage to Iuz and his forces, since these lands were claimed by Iuz as his own during the [[Greyhawk Wars]].  However, for most of the Bandit Kings, this fealty is a charade.
 
As the Bandit Kingdoms are an occupied land, there is no official national capital. Hallorn, Riftcrag, Rookroost, and Stoink function as "regional capitals".
 
===Administrative divisions===
[[Image:Bandit Kingdoms 576 CY00.jpg|right]]
1. [[Unified bands of the Warfields]]
 
2. [[Barony of Wormhall]]
 
3. [[Mighty Freehold]]
 
4. [[Abbarra]]
 
5. [[Earldom of the Tangles]]
 
6. [[Men of the Rift]]
 
7. [[Great Lands of Reyhu]]
 
8. [[Principality of Redhand]]
 
9. [[Duchy of the Artonsamay]]
 
10. [[Free City-State of Stoink]]
 
11. [[Grand Theocracy of Dimre]]
 
12. [[Kingdom of Johrase]]
 
13. [[Stronghold of the Midlands]]
 
14. [[Defenders of the Greenkeep]]
 
15. [[Free City of Rookroost]]
 
16. [[Fellands]]
 
17. [[Grand Clans of Groskopf]]
 
===Heraldry===
Due to the independent nature of the various groups within the Bandit Kingdoms, no one standard has been adopted as representative of the entire region.  However, several of the fiefs have traditionally carried their own  devices:
 
*[[Dimre]]: ''Azure, a roundel or voided gules between two chevronels of the second''
*[[Johrase]]: ''Per bend argent and or, a morningstar erect sable''
*[[Reyhu]]: ''Argent, a quatrefoil vert voided or, a chief ermines''
*[[Rookroost]]: ''Argent, a rook passant sable within a bordure gules''
 
==Economy==
===Resources===
The Bandit Kingdoms have little in the way of natural resources, though a fair amount of silver is produced from mining operations in the Rift Canyon.
 
===Currency===
The Bandit Kingdoms as a whole do not maintain any standard coinage of their own, though individual fiefs within the Kingdoms will produce their own currencies (or will use coins looted from nearby nations).
 
==Transportation==
 
==Military==
 
==See also==
*[[:Category:Characters of the Bandit Kingdoms]]
 
==Bibliography==
*[[Gygax, Gary]]. "From the Sorceror's Scroll." ''[[Dragon (magazine)|Dragon]]'' #56. Lake Geneva, WI: TSR, 1981.
*-----. "Where the Bandits Are." ''[[Dragon (magazine)|Dragon]]'' #63. Lake Geneva, WI: TSR, 1982.
*-----. ''The World of Greyhawk''. Lake Geneva, WI: TSR, 1980.
*-----. ''[[World of Greyhawk Fantasy Game Setting]]''. Lake Geneva, WI: TSR, 1983.
 
*[[Gary Holian|Holian, Gary]], [[Erik Mona]], [[Sean K. Reynolds]], and [[Frederick Weining]]. ''[[Living Greyhawk Gazetteer]]''. Renton, WA: Wizards of the Coast, 2000.
 
*[[Carl Sargent|Sargent, Carl]]. ''[[Iuz the Evil]]''. Lake Geneva, WI: TSR, 1993.
 
[[Category:Greyhawk realms]]

Revision as of 17:46, 6 December 2018

Greyhawk Realm
Bandit Kingdoms
The arms of the Bandit Kingdoms, as depicted in the Living Greyhawk Gazetteer (2000).
General information
Region:Empire of Iuz
Government
Ruler:Iuz (in theory)
Government:Various petty dictatorships theoretically owing fealty to Iuz
Demographics
Capital:None; Hallorn, Riftcrag, Rookroost, and Stoink function as "regional capitals"
Languages:Common, Orcish, Halfling
Groups
Religions:Iuz, Olidammara, Erythnul, Norebo, Hextor, orcish pantheon, Nerull, ­Ralishaz, Kurell, Fharlanghn, Pholtus, Trithereon, Rudd, various goblinoid gods.
Miscellaneous
Resources:silver (Riftcanyon)
Coinage:No national coinage; some fiefs produce their own coinage

In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game, the Bandit Kingdoms is a political state of the Flanaess. It was formerly known as the Combination of Free Lords, and sometimes called the Bandit Lands.

History

This area was settled, if not very well, by Oerdians as they pushed eastward and fell under the rule of the Great Kingdom of the Aerdy, though it was never very tightly held. When Furyondy revolted in 254 CY, this area fell under control of local petty nobles. Eventually, they united as the 'Confederation of Free Lords', an alliance to stop outside invasions; it didn't stop them squabbling. By the early 300s, the Shield Lands were created to stop raids from this group.

In 513 CY, the western Confederation was overrun by the Iuz-sponsored Horned Society. In 579, the Shield Lands launched a successful invasion, only to themselves be defeated by the Empire of Iuz in 583, who occupied all of the old Bandit Kingdoms. It remains under Iuz's control, though his power is weaker here than at home. Now, thousands of bandits are looking for a leader to lead them in revolt, as they want their freedom for petty thuggery back!

Geography

The Bandit Kingdoms are generally located in the central portion of the Flanaess. They are bordered by the Fellreev Forest to the north, and by a somewhat undefined border with the Shield Lands to the south. To the west, the Ritensa River divides the Kingdoms from the Empire of Iuz proper, while the Artonsamay River forms the eastern border, starting in the Fellreev, and arching through the Phostwood before passing between the Shield Lands and the County of Urnst.

In the heart of the Bandit Kingdoms lies the vast Rift Canyon, more than 180 miles long and up to 30 miles wide. Formed by forces unknown, it is surrounded by a rocky wasteland. Near the southwest end of the canyon rises White Plume Mountain, a volcano whose tunnels until recently housed the evil wizard Keraptis. And to the north of the canyon lie the Tangles, a small, yet dense forest where bandits opposed to Iuz's force reside.

As of 591 CY, the most populous towns are Rookroost (pop. 17,500), Stoink (pop. 13,300), Kinemeet (pop. 7,300, though orcs outnumber humans over 2-to-1), Riftcrag (pop. 5,000), and Alhaster (pop. 4,700).

People

Population

As of 591 CY, the population of the Bandit Kingdoms totaled 475,200 persons. Approximately 80% of those native folk are of primarily Oeridian, Flan, and Suel extraction, with somewhat less common Baklunish ancestry. Half-orcs make up almost another 10%, with the remainder of the population consisting of halflings, elves, gnomes, dwarves, and half-elves in gradually decreasing numbers.

Religion

Worship of Iuz is promoted by the Old One's occupying forces. But left on their own, the Bandit Kingdoms native folk will also worship Olidammara, Erythnul, Norebo, Hextor, the orc pantheon, Nerull, ­Ralishaz, Kurell, Fharlanghn, Pholtus, Trithereon, Rudd, various goblinoid gods.

Languages

The most widely-spoken languages in the Bandit Kingdoms include Common, Orcish, and Halfling.

Government

There is no one central government within the Bandit Kingdoms; most of the territories are petty dictatorships whose alliances can shift as quickly as the wind. In theory, the various warlords all pay homage to Iuz and his forces, since these lands were claimed by Iuz as his own during the Greyhawk Wars. However, for most of the Bandit Kings, this fealty is a charade.

As the Bandit Kingdoms are an occupied land, there is no official national capital. Hallorn, Riftcrag, Rookroost, and Stoink function as "regional capitals".

Administrative divisions

1. Unified bands of the Warfields

2. Barony of Wormhall

3. Mighty Freehold

4. Abbarra

5. Earldom of the Tangles

6. Men of the Rift

7. Great Lands of Reyhu

8. Principality of Redhand

9. Duchy of the Artonsamay

10. Free City-State of Stoink

11. Grand Theocracy of Dimre

12. Kingdom of Johrase

13. Stronghold of the Midlands

14. Defenders of the Greenkeep

15. Free City of Rookroost

16. Fellands

17. Grand Clans of Groskopf

Heraldry

Due to the independent nature of the various groups within the Bandit Kingdoms, no one standard has been adopted as representative of the entire region. However, several of the fiefs have traditionally carried their own devices:

  • Dimre: Azure, a roundel or voided gules between two chevronels of the second
  • Johrase: Per bend argent and or, a morningstar erect sable
  • Reyhu: Argent, a quatrefoil vert voided or, a chief ermines
  • Rookroost: Argent, a rook passant sable within a bordure gules

Economy

Resources

The Bandit Kingdoms have little in the way of natural resources, though a fair amount of silver is produced from mining operations in the Rift Canyon.

Currency

The Bandit Kingdoms as a whole do not maintain any standard coinage of their own, though individual fiefs within the Kingdoms will produce their own currencies (or will use coins looted from nearby nations).

Transportation

Military

See also

Bibliography