Bandit Kingdoms
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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.
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[edit] History
[edit] Geography
The Bandit Kingdoms are generally located in the central portion of the Flanaess. They are bordered by the Feelreev 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 Count 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).
[edit] People
[edit] 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.
[edit] Religion
Worship of Iuz is promoted by the Old One's occupying forces. But left on thier 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.
[edit] Languages
The most widely-spoken languages in the Bandit Kingdoms include Common, Orcish, and Halfling.
[edit] 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".
[edit] 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
[edit] Economy
[edit] 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.
[edit] 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).
[edit] Transportation
[edit] Military
[edit] References
- Gygax, Gary. The World of Greyhawk (TSR, 1980).
- Gygax, Gary. World of Greyhawk Fantasy Game Setting (TSR, 1983).
- Holian, Gary, Erik Mona, Sean K Reynolds, and Frederick Weining. Living Greyhawk Gazetteer (Wizards of the Coast, 2000).