TEXT: The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  1 of 14
  The Bandit Lands are the most chaotic and
  uncontrolled of all Iuz’s captured domains. This
  is due to their sheer size. If one includes the
  Fellreev Forest, these lands are larger than the
  Horned and Shield Lands combined. it is simply
  impossible for any occupier to fully control this
  territory, just as no single bandit chieftain, no
  matter how powerful, could ever have ruled them
  all in the two centuries of their existence prior to
  the wars.
  Rather, Iuz’s forces have secured key cities,
  towns and settlements, and recruited as many of
  the generally evil bandits to their cause as
  possible. Some 10,000 of the bandits have
  become part of Iuz’s troops and raiders, swelling
  his armies considerably. However, there are
  great swathes of the land where only chaos
  reigns. In some areas, Iuz’s forces may only have
  been seen once or twice in all the time since the
  wars began. In others, bandits are left to their
  own lives as long as they don't dare to oppose the
  might of Iuz.
  Rulership of the Lands
  Iuz’s writ runs no farther than his forces can
  impose themselves, for the most part, and the
  Bandit Lands are bedeviled by petty conflict
  among the priesthood and mages of Iuz. Just as
  the bandit chieftains competed to possess the
  largest forces, the biggest city base, and the
  largest herds of livestock, so do the puppets of
  Iuz now in Rookroost, Riftcrag, Stoink and
  elsewhere. Indeed, as the map shows, all three
  have been designated regional capitals, though
  the regions have not been specified by Iuz.
  Cranzer, a Lesser Boneheart mage, is stationed
  at Riftcrag and is technically the ruler of the
  lands in Iuz’s name. What this actually means is
  that if anything goes wrong and Iuz learns of it,
  Cranzer gets the blame. Thus, the mage spends
  much of his time covering up the problems
  which the key resources, locations and peoples
  of land face him with frequently. His position is
  tricky indeed, for the rulers of Rookroost and
  Stoink are both ambitious themselves and
  frequently ignore orders Cranzer sends them or
  "interpret" them to their benefit. Worse still,
  Archmage Null and Jumper are frequent visitors
  and 
  they 
  often 
  "drop 
  in" 
  on 
  Cranzer
  unannounced. They generally like to leave him
  with the feeling that the job he's doing in the Rift
  Canyon isn't quite up to snuff and that they
  would 
  like 
  to 
  see 
  some 
  improvement
  immediately.
  In many areas of the Bandit Lands, the "ruler"
  is whomever has the troops to enforce his rule.
  Further, some areas of the Bandit Lands have no
  settlements larger than hamlets of one to two
  hundred people. The typical way of life of all but
  the largest bandit groups does not include
  settling down in towns and cities. This is
  especially true of the western margins of the
  lands, as the color map shows.
  Iuz’s commanders adopt a wide range of
  strategies dealing with the Bandit Lands. They
  vary wildly, from one local commander to
  another, from time to time, and certainly on the
  nature and size of the bandit groups being dealt
  with. Leaders may try to recruit "free" bandits,
  ally with them, hire them as mercenaries, force
  them into submission, try to wipe them out, or
  just warn them away from important roads,
  cities, towns and fortifications. The bandits
  respond in a variety of ways, as noted below, but
  in very few cases can they actually offer stiff
  opposition to Iuz’s forces, especially in the
  controlled castles and cities. Thus, Iuz hasn't
  fully subdued the lands, but they offer him little
  in the way of stern opposition and aggression.
  Humanoids in the Bandit Lands
  The indigenous humanoids of these lands come
  mostly from the Rift Canyon and the Bluff Hills,
  but half-orcs in particular have been readily
  accepted into most bandit gangs. The cities of
  Stoink and Rookroost had a significant half-orc
  enclave before the wars. Iuz’s priests have
  generally made a special effort to recruit these
  half-orcs, placing them in positions of seeming
  authority and using their local knowledge to
  good effect. There are tensions between the half-
  orcs and the humanoids imported from Land of
  Iuz and the Horned Lands though, and
  controlling those is an all-too-familiar problem
  for the priests and warriors Iuz places as local
  rulers.
  Urzun ores are important in Riftcrag and the
  Leering Keeps which serve as watchposts over
  the Rift Canyon. Because they are trained with
  local orcs, a combination of magical duress and
  suitable instillation of terror from fiendish
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  2 of 14
  sources is used to keep the groups from ripping
  each other's throats out. Elsewhere in the land,
  Horned Lands hobgoblins are used at distant
  garrisons and on patrols in areas where few local
  humanoids are found, such as the Fellreev
  camps.
  Goblins form a larger percentage of humanoid
  troops serving Iuz in this land than they do
  elsewhere. The goblins are easily cowed and
  bullied, and they dare not oppose their orc
  leaders, whether indigenous or imported from the
  West.
  Humans in the Bandit Lands
  Before the wars, nearly a hundred thousand
  humans lived in these lands. Now there are not
  many more than half that number. Many have
  fled to the Fellreev, Tangles, Rift Canyon or
  abroad to escape the invaders from the west. For
  those who remain, understanding their current
  lives can only be done by understanding how
  they lived previously.
  Most outsiders thought of the people from the
  Bandit Kingdoms as marauding raiders and
  pillagers who rode across their lands taking
  whatever they could by banditry. However, it is
  obvious that 100,000 people could not survive in
  such a manner within their own land.
  While there were raiding horsemen aplenty,
  there were also many thousands who lived a
  semi-nomadic life, travelling with large herds of
  livestock who foraged on the generally poor
  grazing. To be sure, they would take to arms if
  their chieftain commanded, if their honor was
  impugned, or if they saw a chance for an
  opportunistic strike, but the bandits were
  certainly not all blood-crazed, parasitic pillagers.
  The Bandit Kingdoms had cities, and within
  them artisans and craftsmen could be found.
  Even if sages and men of learning weren't
  exactly common, mages were. Magic gives a
  keen advantage in strife and struggle, and no few
  foreign mages found that bandits respected
  wizardry and had a healthy fear of it. As a result,
  settling here and building a tower or stronghold
  was attractive to them.
  In the last two to three years, Iuz’s forces first
  drew bandits to their service to swell the armies
  striking into the Horned Society and Shield
  Lands. This was quite to the taste of the bandits,
  especially in the latter case, since the Shield
  Lands nobles were great enemies of the more
  powerful bandit groups. Some bandits still serve
  in Iuz's occupation forces in those western lands.
  However, Iuz’s forces began progressively to
  exert control over the Bandit Kingdoms
  themselves, securing the vital silver mines of the
  Rift Canyon, establishing bases to pursue
  escaping men in the Fellreev Forest, and taking
  control of the cities. In a piecemeal way, the
  bandits had to come to terms with this.
  As noted, some bandits have become part of
  Iuz’s armies within the Bandit Lands. This often
  allows them to even up old grudges against other
  bandit groups who have not allied with Iuz.
  Some bandits have come to an understanding of
  sorts with Iuz's leaders. This is especially
  common in the eastern lands, where bandits raid
  into Urnst, Nyrond, the Pale and Tenh with the
  full consent of Iuz's priests, who then feign to
  those other nations through Iuz's ambassador in
  Greyhawk that such actions are due to rogue
  elements beyond their control. In return, the
  raiding bandits do not raid Iuz's cities, camps, or
  supplies. Sometimes, even Iuz's forces must
  respect the strength of those they seek to
  subjugate by force. The events of Hellstone are
  fresh in the minds of many still.
  A few bandits are dispatched abroad as spies.
  Because they cannot be fully trusted, they are
  often deliberately given false information by
  Iuz's taskmasters so that if they turn traitor, those
  they inform will be misled. Finally, around 3,000
  Grosskopf bandits have been assembled into the
  grandiosely-styled "Marauders of the North" and
  set loose upon the Rovers of the Barrens.
  Thus, the bandits have made their peace with
  Iuz one way or another in most cases, but by no
  means all. There are some 20,000 exiles who
  have fled across the Flanaess to avoid Iuz. Many
  of them have taken to raiding in the lands they
  now live in, everywhere from the fringes of the
  Hold of Stonefist to Urnst and even as far east as
  the fringes of old Aerdi. However, a fair few
  look to the day when they may return to their
  homeland. Others fled to the forests and the Rift.
  Some still roam the lands themselves, actively
  seeking to strike at Iuz. This is most true in the
  western lands, where few forget the atrocities of
  Iuz’s troops at Steelbone Meadows.
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  3 of 14
  Religion in the Bandit Lands
  Favored cults among the bandits are those of
  Olidammara and Ralishaz and they have not
  been opposed by Iuz’s priests. The few priests of
  these faiths have simply been told, quietly, who
  is boss. Other previously favored faiths such as
  those of Hextor, Erythnul, and Nerull are not
  acceptable, by and large, to Iuz’s priests and
  their priests and clerics have fled, been banished
  or slain. Few still survive, although simple
  worship of these evil deities is not uncommon
  among ordinary bandit warriors.
  Across the Borders
  The Bandit Lands border on many eastern states
  and Iuz’s attitude to each is important. Broadly,
  Iuz does not seek to escalate conflict with his
  neighbors at this time. His control of the Bandit
  Lands is not secure enough and his armies are
  not numerous enough to strike eastward yet.
  Tenh: Tenh is occupied by Stonefist men
  allied to Iuz and is described in a later chapter.
  County of Urnst: The County is a rich and
  powerful state. It has a number of very strong
  fortifications along the Artonsamay, notably the
  Charn Castles. Its troops are not excessively
  numerous, but they are well-trained, have very
  good morale, and are exceptionally well
  equipped and supplied. For these reasons, raids
  by bandits serving Iuz into the County are few
  and far between. Cranzer and Renfus in Stoink
  are well aware that any significant skirmish
  would invite a crushing counter-blow from the
  County, so they bide their time. The County
  refuses to trade with the Bandit Lands, with a
  handful of local exceptions, which angers
  Cranzer since he badly needs the food which is
  so abundant in Urnst.
  Theocracy of the Pale: There is a tiny border
  area at the meeting of the Artonsamay and the
  Yol rivers.  The attitude of Iuz and the
  Theocracy to each other can be summed up in
  one word: contempt. Both sides despise and
  virtually ignore the existence of the other.
  Nyrond: For some eighty miles of the
  Artonsamay’s length south of the Nurtherwood,
  Iuz and Nyrond face each other, with Starkwall
  anchoring Nyrond’s defenses. Iuz is aware of
  Nyrond’s weaknesses, no concerted attacks are
  made here because of the distance from Iuz’s
  homeland and center of control. However,
  skirmishes are not uncommon and are growing
  in frequency given Renfus’s liking for raids.
  They are random, hit-and-miss affairs involving
  humanoid and bandit troops which often lack
  experienced, powerful leaders.
  Lands and Locations
  Four broad areas of land are considered first,
  together with any special locations within them.
  Specific locations elsewhere in the Bandit Lands
  are detailed subsequently.
  The Western Lands
  These can broadly be taken to include the lands
  west and north of the Tangles and south of
  Fleichshriver. The map shows a complete lack of
  any significant settlements here and population
  density is very low. There are but 5,000 nomadic
  bandits here. The bandits of these lands are
  deeply hostile to Iuz, for one terrible, historical
  reason.
  In late 584 CY, when the Pact of Greyhawk
  had been drafted and the war was ended but for
  skirmishing in the far-distant lands of the
  Pormarj, Ratik, and the margins of the Lost
  Lands, the priest Bernel of Hallorn commanded a
  gathering of bandit forces drawn from these
  western lands at what is now called Steelbone
  Meadows. 
  Bernel 
  was 
  certainly 
  paranoid,
  possibly completely insane. Ten thousand
  bandits gathered to celebrate the war's end,
  expecting to be given instructions for the new
  campaigns of pillage they looked forward to after
  the winter. As most of them slept in their huge
  tented campsite, Bernel, who believed that the
  bandit leaders intended to turn against Iuz and
  reclaim their lands from Iuz’s control, had over
  half of them slaughtered by fiends, orc assassins,
  and lethal magic. The survivors fled in all
  directions. They currently eke out a perilous
  living in these infertile, poor plains lands.
  Unfortunately, the survivors own chaotic evil
  disposition prevented them from allying against
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  4 of 14
  their oppressor. Many of them turned on each
  other, claiming that the other had cooperated
  with Bernel, betraying his fellows to ensure his
  own survival. Thus, the roaming bandit gangs
  are as likely to attack and kill each other as they
  are to strike against Iuz’s forces, who rarely
  patrol these lands any more. Bernel was swiftly
  replaced by Iuz and is now a prisoner in
  Dorakaa's dungeons. The new commander at
  Hallorn has suffered a strange fate of his own.
  Perhaps the dying curses of the men slain at
  Steelbone Meadows have affected one victim, at
  least.
  Steelbone Meadows
  This site of the infamous massacre is still littered
  with untold thousands of weathered bones and
  rusting armor and equipment. Rotting tarpaulins
  and decomposing, bloodied furs flap in the cold
  winds from the north. The site is plagued with
  undead, especially wraiths, wights and ghosts.
  While a few magical items and some treasure
  may be scattered about, the risks of trying to
  obtain them are too great for any to venture into
  this accursed place. The undead here cannot be
  commanded by priests of Iuz due to their history
  and the endless hate they bear against them. An
  intriguing possibility is that they could be
  commanded by a priest of another evil deity or
  ally with him, if a plan of vengeance was
  presented and their mortal remains were laid to
  rest here.
  The Tangles
  This forest stands right at the northern fringes of
  the barrens around the Rift Canyon. Despite
  standing so close to barren land, the forest is
  very thick and has very dense undergrowth.
  However, the wood is of no great size and this
  fact, together with its impenetrable floor cover
  and proximity to Riftcrag and the Leering Keeps,
  means that few bandits have sought to hide out
  here. There are probably no more than three to
  four hundred humans in the woods.
  However, the Tangles have received some
  very intriguing visitors of late. Three Furyondian
  fighter-priests of Trithereon have made their way
  here using a plane shift spell, and they are
  training the bandits in guerilla warfare tactics
  and bringing in supplies of food and weapons.
  One of the Furyondians also has expert
  knowledge of forest plants from living in the
  Vesve and has been able to help the bandits stay
  alive from the forest flora and the trapping of
  small animals. The bandits resist conversion to
  Trithereon's faith, but they're glad for any help
  they can get. The priests have an opportunity for
  revenge strikes against Iuz with a freedom
  denied to them in Furyondy itself. This is a
  strange alliance, but it seems to be working.
  How long these people can survive is anyone's
  guess. Iuz's troops are instructed simply to raze
  the Tangles, using axe and fire to destroy it,
  although the wood resources are also useful and
  are shipped to Riftcrag and Hallorn. Oddly, the
  Tangles regenerates damage very swiftly, so
  some renewing magic must be at work here,
  though it cannot keep pace with such pillage for
  ever. Also, the Tangles hold some lyrannikin,
  mobats and other dangerous monsters who
  present an ever-present menace to the human
  fugitives therein.
  The Rift Canyon and the Barrens
  The Rift Canyon is probably unique in all Oerik.
  This huge, near-200 mile long fissure is over a
  mile deep in places, with great sheer rock faces,
  scrub-wooded screes, paths which only the most
  agile can clamber down, honeycombs of caves,
  caverns, and warrens, and dark things slithering
  in its deepest recesses. In this unpromising place,
  nearly 6,000 bandits manage to survive in the
  caves and passages. The original 2,000 settlers
  have been joined by 4,000 exiles who have
  promised faithful service to the self-proclaimed
  Plar of the Rift, Durand Grossman. The exiles
  are 
  mostly 
  Reyhu 
  men, 
  angry 
  at 
  their
  displacement from rulership by Iuz's priests.
  They have joined an extraordinary society.
  The way in which the bandits negotiate and
  travel within the Rift Canyon is astonishing
  enough in itself. Virtually all are effectively
  expert rock-climbers, have the Rope Use
  proficiency for group travel and belaying, and
  have become skilled in the use of slings, sling-
  staffs, light crossbows, lariats and similar
  hillsmen's weapons. They have developed a very
  complex system of signs involving rock-
  marking, scratches on moss and lichen patches,
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  5 of 14
  and the use of plant stains and such to signify
  safe and unsafe paths and the presence of Iuz’s
  forces. The bandits have shown real resilience by
  surviving here
  The Plar doesn't just have humans to call upon,
  either. Hobgoblins, orcs and half-orcs native to
  the Rift have allied with him, and the Plar has
  some other monstrous aid too. A pair of trained
  adult hippogriffs are sent aloft with agile riders
  to spy and the Plar himself has almost a dozen
  "pet" displacer beasts. Most startlingly, the Plar
  is able to call on the services of a deep-laired
  gorgimera in times of real need. A handful of
  hell hounds, kept well away from the displacer
  beasts, are used to protect tunnel entrances which
  lead to major eaves and caverns around the Rift.
  The loyalty of these creatures may in part be due
  to the services of the ex-Aerdi mage Menfri
  Rauveen, who is researching the magical secrets
  of the Rift. He is also good for morale. Seeing an
  invading warband of orcs toasted by chain
  lightning is an awesome sight for bandits, many
  of whom have never seen such mighty mages
  before.
  Survival in the Rift
  However, these survivors are beset with
  problems. Cranzer is determined to wipe out as
  many as possible, mostly because the vital silver
  mines scattered around the area of Riftcrag are
  the only material resource worth having in the
  Bandit Lands. To secure their safety, his troops
  ruthlessly exterminate all bandits seen within
  some 30 miles of Riftcrag, where the mines are
  located. Others may be captured, in the hope of
  getting them to yield information about safe
  pathways. Since such routes are often sabotaged,
  booby-trapped, and then renewed by the Plar’s
  men, any information which is so obtained by
  Iuz’s men is soon rendered out of date.
  Nonetheless, Cranzer employs goblins and orcs
  for mass attacks in warbands of 200 and more.
  Well-equipped strike parties of orcs, orogs and
  hobgoblins with priests and mages are used for
  more important actions against the Plar.
  The second problem the Rift bandits have is
  simple: just getting enough to eat to stay alive.
  The Rift itself has fish, lizards, and the like in the
  caves and their pools and springs, and some
  hardy goats on the hilly surfaces of the canyon
  and even the barrens beyond. Trapping yields a
  few birds, hares and other small animals. But this
  is meager fare and the bandits are forced to raid
  beyond the Rift in search of food. The Tangles
  provides some, and raids on supply trains headed
  for Riftcrag, Balmund or Hallorn provide more,
  but starvation is a very real threat.
  A third problem is the bizarre weather of the
  Rift. Highly localized, swirling, gale-force winds
  can sweep men away from rock faces in the blink
  of an eye. In the winter, bitter frosts make any
  traversing of the rocks very dangerous indeed
  and Iuz’s forces have learned most of the direct
  passage routes to the surface by now and stand
  guard over them. Drifting mists can make rock
  moist and as hazardous as ice and frost.
  Rockfalls are common, and cave-ins are hardly
  uncommon. This is dangerous terrain, to be sure.
  Finally, the most inaccessible parts of the Rift,
  both on the Rift floor and in the deepest caves,
  have many monsters still, though bandits and
  humanoids have wiped out most of those which
  lived along the sides of this great crevasse over
  the last hundred or so years. Around a hundred
  ogres, though, still hang on to possession of one
  cluster of eaves due north of Sheerwatch and
  represent a real threat to anyone approaching
  their domain. Behirs, carrion crawlers, cave
  fishers, giant lizards, and gelatinous cubes are
  among some of the more-commonly reported
  hazards. A singular annis, a beholder, and,
  allegedly, a small group of illithids present more
  formidable, if thankfully rarer, threats. It is also
  very likely that passages to Underdark are to be
  found in some part of the Rift and there have
  been reports of dinosaur-like and prehistoric
  beasts in some of the very deep caverns below
  the Rift.
  Magical Secrets of the Rift
  Legend tells that the Rift was created in a battle
  between greater Powers. Which ones varies from
  version to version of the tale, but it is said that a
  great axe or hammer smote the ground and
  sundered it. Be that as it may, it is certain that
  the very deepest recesses of the Rift hold
  powerful and wild magical forces and probably
  certain relics too. Again, there are legends that a
  primordial giant race used the Rift as a burial
  ground and their immense, cavern tombs can be
  found below the Rift. The bandits have always
  had enough to do fending off the monsters from
  these deeps without trying to retrieve such
  magic, and as yet Menfri's researches have not
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  6 of 14
  been able to pinpoint any specific locations of
  these reputed magical relics and artifacts.
  Riftcrag and the Leering Keeps
  Once the home of the leaders of the Reyhu
  bandits, Riftcrag has been occupied by Iuz’s
  forces in a heavy-handed manner unlike Stoink
  or Rookroost. Humanoid soldiers prowl the
  streets, stomping up and down the Martial
  Square of the inner walled keep district, and only
  some 2,500 humans remain. The workshops of
  the town district known as  the Smithy" are
  undermanned now, and the smelting of ores from
  the silver mines is slow. Still, Riftcrag is an
  almost impenetrable fortress with is double-
  walled design, both sets of walls bristling with
  towers, ballistae and catapults. The inner town
  walls are nearly twelve feet thick and the greatest
  attention was always given to defensive detail,
  from murder holes to archery slits. As the home
  of the only precious metal mines in the country,
  that was essential.
  Cranzer fumes at his problems here. The
  productivity of the mines has been reduced for
  several reasons, including lack of skilled labor
  and the maraudings of the Rift bandits are an
  eternal problem. Trying to organize defenses
  with the forces of Sheerwatch in the Shield
  Lands is virtually impossible, and warbands in
  the Rift have suffered severe casualties from
  time to time. Cranzer commands but a handful of
  fiends among his troops and his half-dozen mid-
  level mages cannot often be spared for patrols or
  skirmishes, being needed to secure the mines.
  Riftcrag’s defensive role is secured, but trying to
  conquer the Rift bandits and avoid their attacks
  on supply trains is very difficult. Much effort has
  to be expended on patrolling known exit routes
  from the Rift Canyon, and with a canyon length
  of nearly 200 miles and incompetents stationed
  to the south, commanded from Balmund, this is a
  thankless task.
  The Bluff Hills
  The Bluff Hills formed part of the Bandit
  Kingdoms simply because no-one else bothered
  to claim this monster-infested land. Ferocious
  hill ogres, trolls, hill giants, and flying monsters
  from the Griffs dissuaded most attempts to mine
  the silver and copper said to lie below them.
  There are deep mines worked by svirfnebli, but
  they lie far below the surface. The Bluff Hills
  also boast groups of the Eiger tribe of orcs,
  separated from the main body of their people, but
  proudly independent, resisting all attempts to
  recruit them into Iuz’s armies. Around 1,500 free
  bandits roam through these hills too. They are
  very ill-equipped, but mount raids with the
  desperation of those with nothing much to lose.
  Groucester
  This town (pronounced gr-ow-ster) is the eastern
  watch over the Felreev, but its commander,
  priestess Xavendra, also looks to the Bluffs for
  any signs of mining activity or free bandits. She
  has a rare resource, a dozen trained griffons who
  fly over the Bluffs with warrior-riders from Iuz's
  lands. With her ring of human influence, she has
  been able to get the native bandits of the town to
  join her orcs. She restricts the bloodthirstier
  rituals of Iuz’s cult to private ceremonies in the
  dungeons below the town keep. Groucester is
  also a departure point for fiends heading into the
  Northern Barrens to maraud. Xavendra as a
  magical ring which has a resonance with Iuz’s
  own gate in Dorakaa, so that fiends gated there
  can be instantly transported here. She has
  detected the mines at Perdition and is biding her
  time for a strike there to occupy the mines.
  Groucester is also curiously notable for its
  seemingly civilized veneer. Xavendra has
  relatively few humanoid troops here and has
  maintained the richer houses as quarters for her
  human officers. Baron Kerzinen of Rookroost
  often visits here. He and the priestess walk the
  spacious hall of the town's newly-established
  library where paintings and other objets d'art
  taken from the sack of the Shield Lands provide
  a fine decor. To walk herein would be to enjoy a
  place of refinement and quiet pleasures if one
  were not aware of the true darkness of
  Xavendra's heart and the poisonous nature of her
  personal household, an alu-fiend infested pit of
  debauchery and depravity.
  Perdition
  This is the one known active silver mine in the
  Bluff Hills, save for a tiny handful of pitiful
  gnomish endeavors on the brink of extinction.
  Perdition has a formidable Guard of over two
  hundred ogres who will fight to the death
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  7 of 14
  (Morale of 20) against any seeking to take
  possession of it. The history of Perdition is a
  strange one indeed.
  Bandits fleeing from the advance of Iuz began
  to infiltrate the hills two years ago. Among them,
  a rare mage located the silver vein by divination.
  The valley also had the advantages of pure water
  from a spring, fair grass for grazing, and a
  plentiful supply of small animals which could he
  trapped. However, the area was swarming with
  ogres and this seemed an insurmountable
  problem until the mage hit on a bright idea. He
  polymorphed himself into ogre form and
  announced himself as a priest of Grolantor, the
  patron Power of hill giants and many ogres.
  Emphasizing this with some showy magic, the
  mage also cast a charm spell on the ogre leader.
  Since that time, the ogres leave followed the
  mage/ogre with the zeal of the truly faithful.
  The mage/ogre has told his newfound
  followers that Perdition is a sacred site to
  Grolantor and the ogres must Protect it. Buried
  in the mines, the shafts of which are too small
  for ogres to enter comfortably or safely, there is
  sacred club which, if retrieved, will lead the
  ogres to great battle victories. The humans, the
  mage/ogre claims, are his slaves and they can
  find the club which will remain untouched until
  the ogre's chieftain takes it into his own hands.
  At times, the ogres appear somewhat unhappy
  that the club has taken so long to find, but on the
  other hand their new "priest" has used magic to
  great effect. At least half a dozen of them owe
  their lives to his holding a rogue fomorian
  attacking 
  them. 
  The 
  ogres 
  are 
  deeply
  superstitious and reverential of this Power-given
  magic. The mage/ogre skillfully manipulates
  their gullible natures while his bandit colleagues
  manage to retrieve some silver from the mine.
  They use some for trade in Tenh, purchasing
  weapons and supplies there, and hope to be able
  to excavate enough from the mine to leave as
  wealthy men in a year or two.
  Other Locations and Settlements
  Camp Arnsten
  This large camp is a ramshackle settlement of
  hobgoblin soldiers who are charged with
  patrolling the Artonsamay and the borders of the
  Phostwood. Since Tenh, with its "friendly"
  Stonefist occupiers, lies across these borders, the
  hobgoblins are under permanent instructions
  from Granzer not to maraud across the border.
  However, if they do it at night and don't get
  caught, Cranzer doesn't mind looking the other
  way. Morale is very poor here, with skirmishes
  and fights being common. Supplies of food are
  not of the best quality and disease outbreaks
  occur from time to time. Arnsten was actually
  the site of a mutiny in Readying, which was put
  down with fiendish aid and great cruelty. Since
  that time, Arnsten has 30 fiends permanently
  stationed there, many of whom polymorph/shape
  change into hobgoblins to spy on the troops.
  Edge
  This square tower is so-named because of the
  razor-sharp stone edges of the construction and
  the weapon enchantments crafted by its resident
  mage, Gennen. After the events at Hellstone,
  Cranzer decided against trying to force the mage
  into servitude and settled for a deal which
  provided enchanted weapons for his officers.
  Gennen supplies one +1 weapon per month, one
  +2 every two months or one +3 every three
  months in return for being left alone and paid
  with supplies of food and some raw materials for
  his work. Gennen is a highly unusual man in that
  he appears as a pureblood Flan, but he only
  communicates with Iuz's forces through his
  gnome craftsman/apprentice and is very rarely
  seen.
  Fleichshriver
  This grim citadel is of fiendish design and
  construction, with twisted towers and walls,
  viciously barbed iron railings, and grotesquely
  obscene fountains and decorative stonework. The
  castle houses a sizeable force of humanoids, used
  as scouts and skirmishers in the Fellreev forest.
  Troops rotate between this place and the three
  unnamed northern camps below the Fellreev.
  Jebli orcs and hobgoblins are less common than
  Uroz in these camps.
  Fleichshriver 
  also 
  has 
  another 
  purpose.
  Boneheart members Jumper, Null and Haiga all
  visit here, researching new spells and magical
  effects. Something of the magic of the Abyss
  itself seems to infest this forsaken place, and
  many of its dungeons are chambers with magical
  qualities of their own. Here, the mighty
  spellcasters can experiment with profoundly
  destructive magic while remaining safe, since
  many chambers "dampen" magical effects. This
  isolated place was chosen for such work
  precisely because of its isolation. There are few
  to see the acidic smokes which drift from its
  spires, the toxic effluent oozing from the castle's
  cesspools, or the twisted remnants of monster-
  modification experiments which crawl away to
  expire in agony on the surrounding plains.
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  8 of 14
  While the results of these experiments are left
  for the DM to develop, at least two lines of
  research have been known to bear fruit here.
  Jumper has been able to devise spells which
  create shadow monsters and demi-shadow
  monsters, though not yet shades with an
  unusually malign effect. As the shadow monsters
  inflict damage on an opponent, they are
  strengthened in force, so that for every 5 hp of
  damage inflicted, the shadow monster itself
  gains an extra 10% of the strength (HD/ hit
  points) of a normal monster of its type. These
  pseudo-vampiric shadow monsters, as yet, only
  function within two miles of Fleichshriver itself,
  but Jumper should soon be able to project them
  into the Fellreev to hunt its occupants.
  Worse than this, however, is Halga's success
  with the resident ring of seven priests here in
  developing a wraithblade spell which calls upon
  the energies of the Negative Material plane to
  infuse a sword or similar edged weapon with the
  ability to energy drain those it strikes. As yet,
  this spell is hazardous, because its casting can
  energy drain the priest casting it unless that
  priest is of 14th or higher level. At least, that is
  Halga's estimation at this time. If this problem of
  channeling the Negative Material energies can be
  overcome, Iuz’s priests will have a truly
  formidable 
  spell 
  to 
  deploy 
  against 
  their
  opponents.
  Finally, Fleichshriver has a gate to the Abyss
  which can only be utilized if an Archmage or
  High Priestess is present. Summoned fiends are
  mostly 
  used 
  for 
  divinatory, 
  information-
  gathering purposes, but rarely some bar-igura are
  summoned to strengthen the forces entering the
  Fellreev Forest.
  Behind its forbidding walls and phalanxes of
  zombie and wight guardians, Fleichshriver holds
  many secrets. None who do not serve Iuz have
  ever returned after entering it and the place
  defies most magical scrying attempts.
  Hallorn
  A small village on the western edge of the
  Tangles, Hallorn is a backwater more or less
  forgotten by Cranzer. Its ruler, the priest
  Rilstone, has become wholly insane and
  managed to slay every living person in this
  place, even his own troops, with the aid of a
  renegade group of nabassu who have allied with
  him for their own purposes. Now, the entire
  population of the village is composed of
  zombies. Rilstone sits gibbering and drooling
  into the drugged wine he drinks from morning
  until night, fearing arrival of Granzer's armies.
  Incredibly, troops passing through here, usually
  headed for Fleichshriver , have not rally noticed
  the curious state of the village guards. Most
  people detour around the village anyway given
  its relative proximity to Stahzer where the
  warring fiends dissuade visitors.
  Hellstone
  In early 584 CY, Cranzer marched to Hellstone
  and demanded the surrender of the mage known
  to live in the tower complex there. Cranzer
  offered good payment in return for the mage's
  services, but his bullying and arrogant manner
  cost him dearly. The mage appeared atop the
  central tower, invited the troops to enter by the
  opening metal gates, and as they marched he
  vanished. A split-second later, the tower simply
  blew apart in a tremendous explosion, killing
  nearly seven hundred orcs and bandits, and
  nearly destroying Cranzer in the bargain. Where
  the mage vanished to is entirely unknown.
  All that is left here now are chunks of blasted,
  blackened stonework and rock scattered over
  many square miles. The base of the tower is
  visible as a ring of stone which seethes, boils and
  radiates tremendous heat (radiant damage is
  1d10 hp/ round within 10 yards). Certainly,
  magic of some kind still remains in the dungeons
  below the base, but its nature is unknown.
  Kinemeet
  When the bandit chieftains of old had something
  resembling a peace between them, perhaps
  because they allied to fight off reprisals from
  Nyrond or Urnst, and could trust each other
  enough to meet on neutral ground, Kinemeet was
  often the place chosen. Richfest was the time
  meeting and the chieftains would present their
  finest oxen and stallions and compete for
  trophies. Being judge at Kinemeet was a
  misfortune. Losers many times held grudges for
  a lifetime.
  Now, Kinemeet is a garrison overlooking the
  western Tangles and providing patrols for the
  highways to Rookroost and Riftcrag. The
  garrison commander is an enormous Celbit orog
  warrior known as "The Mammoth" to troops on
  account 
  of 
  his 
  prodigiously-sized 
  tusks.
  Kinemeet is virtually an orcish city, and it has
  been thoroughly vandalized and pillaged. The
  orcs are very warlike and maraud into the
  Tangles constantly.
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  9 of 14
  Larn’s Tower/ Salfrayfields
  The mage Larn is playing a treacherous and
  dangerous game from his home here. He has
  made a peace of sorts with Renfus of Stoink,
  being left alone in return for conducting trade
  with the Urnst town of Jedbridge. Larn buys
  food and basic equipment there that is in short
  supply in Stoink. In return, he sells the fragrant
  salfray herb from the village he protects to the
  north, which has been likewise left alone by
  Iuz’s forces. Salfray is a powerful benison, since
  it neutralizes natural animal venoms, such as
  those from snakes, spiders and similar poisonous
  animals, not monster venoms. A small sachet of
  dried herb will fetch 10 gp in Urnst. Larn takes a
  share of the money he receives in Jedbridge and
  in return has protected the villagers of
  Salfrayfields from attacks by bandit gangs. The
  people of the village themselves have settled
  down to a good living under the mage's rule and
  their marauding days are over. Many of the
  villagers are old men and women, and Larn
  watches over them protectively.
  Larn is also a spy for Urnst. He sends
  information to the burghers of Dryburgh, telling
  them all he learns. He has heard of events in
  Stoink, where he takes goods and some money to
  Renfus's agents, and around the Rift Canyon,
  which he often hears from Rift Canyon bandits
  giving up the struggle and attempting to escape
  across the river. The appearance of a pair of
  fiends recently, prowling the edges of Larn's
  lands, suggest that someone may suspect the
  truth about Larn's cross-river trips.
  Rookroost
  The oldest of the Bandit Kingdoms' cities,
  Rookroost is a four-walled city with three
  internal, concentric city walls, each with their
  own gates, within the exterior walls. In the
  central heart of the city stands the palace of “The
  Baron." Before the war, he was "The General,"
  but cambion Kerzinen, who had the previous
  ruler quietly done away with and now
  impersonates him, prefers to use his true title.
  Kerzinen has adopted a strategy not unlike that
  of Althea in Molag, by feigning that "General
  Pernevi," the ruler, still lives. But he rarely meets
  with the powerful bandit thieves, warriors and
  assassins who still control much of Rookroost.
  Most are content to ally with Iuz, but this is a
  city of true chaotic evil and there are treacheries
  aplenty in its back streets and alleyways. Half-
  orcs and even a handful of ogres, goblins and the
  odd hill giant can found among Rookroost's
  populace. The soldiery here are mostly imported
  humanoids from the Horned Lands and the Land
  of Iuz, including 100 superb orogs. Their
  barracks have been walled off from the rest of
  the city. Town patrols are manned by the
  original, pre-war police as cut-throat and corrupt
  a bunch as one could find anywhere.
  Kerzinen's major concern is with control of the
  eastern Fellreev forest and protecting the trade
  route running to the village of Marsakeer and
  downriver to Senningford, Narleon and on to
  Nevond Nevnend, where Kerzinen obtains food,
  some Tenha slaves, and a little equipment.
  Kerzinen's dominion lies from the Artonsamay to
  the Fellreev, from the Bluff Hills to the Zumker
  and he has many troops constantly prowling
  these lands and stationed along the trade route.
  Within the city, Kerzinen adopts a velvet
  glove/iron fist policy. Most of the time,
  Rookroost's residents can get on with life as they
  did before the wars, save that their raids are
  directed now mostly against "free" bandits, the
  Fellreev, and into the Northern Barrens. What
  happens in Rookroost society is of no interest to
  Kerzinen, though temples of Powers other than
  Iuz have been closed down around the city, not
  that there were ever that many. But if, as
  happened on the third Moonday of Fireseek this
  year, two priests of Iuz are found with their
  throats cut in a back alley, Kerzinen acts
  decisively. Four prominent members of the
  Thieves' Guild were rounded up and tortured to
  death by fiends in public and their screams still
  echo in some people's nightmares at night.
  Thus, Kerzinen has control over Rookroost
  through potential extreme force. He doesn't need
  to use or display it on a daily basis. Further, alu-
  fiends in Kerzinen's service have charmed an
  increasing number of the more influential
  Rookroost bandits and succubi have availed
  themselves of the bandits naturally carnal
  instincts. As a result, Kerzinen has "orphanages"
  full of growing young alu-fiends around
  Rookroost, 
  all 
  deeply 
  loyal 
  to 
  their
  acknowledged cambion master. In years to come,
  the ambitious Baron will have a powerful force
  at his disposal.
  Kerzinen considers Cranzer weak, and while
  he is polite to his face, he mocks him with the
  alu-fiends, succubi and two glabrezu of his inner
  court of advisers. The resident priests of Iuz,
  who lack effective leadership here, accept
  Kerzinen as leader and do not question his
  orders. They are far enough from Iuz's homeland
  to be pragmatic about the situation.
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  10 of 14
  Stoink
  Stoink's character has survived all the events of
  the wars, although a new despot has taken
  control of the city after the previous ruler
  tragically choked to death on his supper. That his
  supper was rammed down his throat with a
  quarterstaff might have had something to do with
  this, of course. Stoink has always been a bawdy,
  drunken, brawling city, its people deliberately
  ill-mannered ruffians, though real violence such
  as murders and assassinations were actually
  rather uncommon. Stoink is still the same.
  Despite the presence of a large number of Iuz’s
  priests and no few fiends, the vast figure of
  Renfus the Mottled is the undisputed ruler here.
  He actually commands the troops and sends
  them out on raids and patrols as he wishes. When
  Iuz’s men set out determined to terrify him into
  submission, they return submerged by the
  avalanche of words and colorful oaths Renfus
  yells at eardrum. bursting intensity. The magical
  protections and influences Renfus carries have
  much to do with this, as they do with his
  seeming lack of fear at a visit from a fiend.
  Stoink is the only city in Oerik where a glabrezu
  sent to bully a man into servitude can crawl back
  on all fours along the gutters, reeking of brandy
  and unable to speak.
  Renfus is no fool. He constantly encourages
  his troops o pillage and loot, but takes care never
  to raid the same places too often so as to invite
  reprisals. He is especially wary of raiding into
  Urnst, given the forbidding castle and garrisons
  of Ventnor to the south. He would rather send
  raiders into Nyrond than risk reprisals from
  Urnst. Renfus is shrewd and he doesn't push the
  priests of Iuz to far. When they need something
  done as a matter of urgency, he attends to it. He
  has, so far, managed to keep the bandits of
  Stoink as happy in their drunkenness as they
  were before the wars.
  The Wormcrawl Fissure
  A mile-long ravine away from the main body of
  the Rift Canyon, Wormcrawl Fissure is said to
  have been the home of the infamous evil priest
  Kyuss. What lies in the fissure's depths is
  unknown, but certainly Sons of Kyuss prowl the
  lands for some 10 miles around, attacking any
  sentient creature they see. Within the fissure
  itself, there are reports of Favored Sons, very
  strong (18/76 Strength) and of unusual toughness
  (6+6 HD), who are able to breathe clouds of
  stinking fumes as per a stinking cloud 1/day,
  while remaining unaffected, in addition to their
  radiate fear effect.
  A regular punishment for junior clerics and
  priests of Iuz throughout the Bandit Lands, if
  they have disappointed or offended their seniors,
  is to be sent to this area to bring back Sons of
  Kyuss as zombies. This can be done by casting
  remove curse or cure disease on a Son, but that
  means touching the horror, of course. The
  zombies are useful for the undead legions of the
  land, but the risk to the junior is considerable.
  Fortunately, the order is rare and a special
  compensation must be given to use such a
  repellent spell, only available in rare scroll form.
  The Sons themselves are very resistant to turning
  or commanding effects (treat as Special undead).
  Iuz's priests would dearly like to ascertain the
  nature of the necromantic magic they have
  detected at the base of the fissure, but the hazard
  of trying to reach it is too great. A hundred
  troops and six junior priests have already
  swollen the ranks of the Sons by attempting to
  descend into the fog-filled, reeking lands which
  lie at the foot of this great fissure.
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  11 of 14
  Armies of Iuz
  Camp Arnsten
  Orc: -
  E. Orc: -
  Orog: -
  E. Orog: -
  Hobgob: 160
  Goblin: 100
  Other: -
  Gt. Type: 18
  Warrior: 180
  Priest: 12
  Shaman: 17
  Wiz: 8
  M Undd: 400
  G. Undd: 140
  Fiends: 30
  Fleichshriver (including Fellreev camps)
  Orc: 800
  E. Orc: 70
  Orog: 50
  E. Orog: 50
  Hobgob: 160
  Goblin: 100
  Other: - 
  Gt. Type: 18
  Warrior: 180
  Priest: 18
  Shaman: 6
  Wiz: 21
  M Undd: 400
  G. Undd: 140
  Fiends: 30
  Note: minor undead are Zombies, 75% of Greater are
  wights. All undead are in Fleichshriver, not the camps.
  Groucester
  Orc: -
  E. Orc: -
  Orog: -
  E. Orog: -
  Hobgob: 170
  Goblin: 50
  Other: -
  Gt. Type: -
  Warrior: 270
  Priest: 12
  Shaman: -
  Wiz: 8
  M Undd: 210
  G. Undd: 40
  Fiends: 55
  Kinemeet
  Orc: 550
  E. Orc: 45
  Orog: 35
  E. Orog: 12
  Hobgob: -
  Goblin: 120
  Other: -
  Gt. Type: 15
  Warrior: 120
  Priest: 8
  Shaman: 11
  Wiz: 6
  M Undd: 40
  G. Undd: -
  Fiends: -
  Riftcrag
  Orc: 350
  E. Orc: 40
  Orog: 40
  E. Orog: 16
  Hobgob: -
  Goblin: 120
  Other: -
  Gt. Type: 40
  Warrior: 450
  Priest: 10
  Shaman: 18
  Wiz: 14
  M Undd: 120
  G. Undd: 30
  Fiends: few
  Rookroost
  Orc: 400
  E. Orc: 100
  Orog: 100
  E. Orog: 250
  Hobgob: 250
  Goblin: 300
  Other: 80
  Gt. Type: 40
  Warrior: 400
  Priest: 11
  Shaman: 15
  Wiz: 10
  M Undd: 220
  G. Undd: 80
  Fiends: 95
  Stoink
  Orc: -
  E. Orc: -
  Orog: -
  E. Orog: -
  Hobgob: 250
  Goblin: 150
  Other: 50
  Gt. Type: 30
  Warrior: 700
  Priest: 24
  Shaman: 5
  Wiz: 11
  M Undd: 220
  G. Undd: 80
  Fiends: 50
  Wraithkeep
  Orc: -
  E. Orc: -
  Orog: -
  E. Orog: 30
  Hobgob: -
  Goblin: 50
  Other: -
  Gt. Type: 24
  Warrior: 180
  Priest: 5
  Shaman: -
  Wiz: 5
  M Undd: 290 G. Undd: 100 Fiends: 40
  Notes: Priests are of levels 4-10, 60% of warriors are
  veterans, all Greater undead are wraiths (75%) or
  spectres.
  Villains and Heroes
  Cranzer of Riftcrag (14th-level Mage)
  AC –1 (ghastrobe, ring of protection +3); MV
  12; hp 34; THACO 16; *AT 1; Dmg 1d4+3
  (dagger +3); Str 8, Dex 16, Con 15, Int 18, Wis
  14, Cha 12; AL NE (CE). Spells (wizard) 5 each
  of 1st through 3rd- levels, 4 4th-level, 4 5th-level, 2
  6th-level, 1 7th-level.
  Cranzer is a small, 5’4” tall balding grey-
  eyed man who wears very dark blue robes and
  garments, with blood-red and gold edging and
  patterning. He is a perpetually hassled man,
  having to placate Iuz, Null and Jumper by
  keeping the Rift Canyon relatively problem-free
  and silver flowing into Iuz’s coffers, while
  finding his technically-junior rulers at Stoink and
  Rookroost far from helpful, and the commanders
  at Balmund hopelessly inefficient. Cranzer has
  actually done a fair job, eliminating trouble in
  the Tangles so far and closing off most escape
  routes from the Rift Canyon. His system of
  Leering Keeps makes the Plar’s bandits prefer
  raiding into the Shield Lands, so things fare
  reasonably well for Cranzer at the present time.
  Cranzer doesn’t like, and doesn’t trust, the
  priesthood of Iuz and may well be stacking up
  trouble for himself on this score, even within
  Riftcrag. His own personal bodyguard of orog
  fighters is charmed to the hilt and he doesn’t let
  them leave his sight most of the time. Cranzer ‘s
  long-term goal is to become a member of the
  Greater Boneheart, and to this end he has been
  known to go adventuring with large warbands,
  acquiring the extra experience needed for level
  advancement and the development of more
  magical powers.
  Cranzer takes his pick of magical items from
  the raids of his troops into Rift Canyon and
  beyond, should they find anything he can use. He
  is known to have a  bonewand, a wand of fire (35
  charges), rings of free action and invisibility, and
  a brazier of commanding fire elementals. He is a
  skilled alchemist, knowing the recipes for many
  potions. His bodyguards have potions of giant
  strength, and he uses these as a reward and a
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  12 of 14
  loyalty bribe for powerful evil human warriors in
  his garrison.
  Cranzer is a controlled, careful man, with
  considerable patience despite his alignment, and
  he is a good organizer to boot. The one quality
  he lacks is a steel will. He tends to take easy
  options, and is as likely as not to back down
  from confrontation with a mage or priest of equal
  or even slightly lower rank if that individual is
  forceful.
  (Baron) Kerzinen of Rookroost: Baron
  Cambion (Str 19, Dex 18, Con 19, Int 18, Wis
  16, Cha 19); AC –6 (plate mail +2, shield +2);
  HD 6; hp 57; SA hide in shadows 80%, move
  silently 80%; charm person, detect, magic, fear
  at will, spell abilities of 6th-level mage; SD 30%
  magic resistance, climb walls 95%; levitate
  7/day, polymorph self 3/day, never surprised; AL
  CE. Kerzinen is a son of one of Graz’zt’s own
  balors and, as such, regards himself as noble
  indeed. Graz’zt has commissioned him into Iuz’s
  service for twenty years and twenty days, and
  Kerzinen now poses as Baron Pernevi, ruler of
  Rookroost. Given his charisma, charm, and fine
  mental faculties, Kerzinen is enjoying life duping
  bandits, watching Tenh, and having all the slaves
  and troops he could want. He quietly amasses
  treasurers which can be used to bribe yugoloths
  for the Blood War and grooms his young
  alufiends for the same purpose. By doing this,
  Kerzinen becoming a favored, adopted son of
  Graz’zt, and his position in the hierarchy of the
  Abyss has benefited accordingly. While he
  serves Iuz, he does so “creatively.” If he doesn’t
  like orders coming from Cranzer in Riftcrag, he
  ensures that they didn’t arrive in the form in
  which they were dispatched or implements the
  spirit of orders in ways he chooses.
  When posing as a human, Kerzinen is cool and
  collected, well-mannered and even capable of
  being gracious, though no more than a bandit
  should be, of course. He is forceful with bandits
  and human underlings, with a repertoire of yells,
  stamps, and his fist-pounding the people of
  Rookroost expect. Lastly, he has a particular
  interest in Tenh, seeing it awash with slaves and
  souls who could be swept into the forces of the
  Abyss to great effect. He is eager to occupy
  Tenh, which causes friction with Iuz’s more
  conservative priests.
  Skannar Hendricks: 13th-level fighter (Str
  18/36, Con 16, Int 15, Cha 16); AC –2 (chain
  mail+3, shield +3); hp 85; AL CN; Skannar is a
  wily, charismatic man of 44. His left eye is
  useless, opaque and ruined by a smashing mace
  strike and this give shim a –2 to ranged attacks.
  However, he is still handsome in a gruff, ruffian-
  like way, with his thick tousled brown hair, long
  hands, and graceful mannerisms. Skannar is an
  unusual bandit; he drinks wine rather than ale,
  prefers the cool beauty of silver to opulent gold,
  and needs time to himself to ponder and reflect
  by a woodland stream in his new Fellreev home.
  Perhaps the elves have responded to the
  surprising pleasantness of this man. Skannar
  claims he has never slain an innocent or
  defenseless man in his life, and he is furious at
  any man who lifts hand or weapon to strike at a
  woman or child. Woe betide any such villain,
  and woe betide any of his men who try to cheat
  or strike down the wood elves they share the
  land with.
  Skannar is very thoughtful. He thinks the
  Fellreev is large enough to be defensible for
  years to come, but in the long run, he suspects
  Iuz will overwhelm it, remorselessly. The wood
  elves do not take this view, so Skannar hasn’t
  anyone to discuss this anxiety with. He really
  doesn’t know what to do in the longer term, so
  he throws his energies into the short-term fray
  with the eastern orcs.
  Skannar owns a dozen applications of dust of
  invisibility and this, together with his carpet of
  flying (four person capacity) gives the bandits
  useful information about large warbands headed
  for the Fellreev. Skannar’s wand of enemy
  detection has a 180’ range, but with only 22
  charges remaining, it is a valuable resource to be
  used sparingly.
  Xavendra: 10th-level priestess of Iuz (Dex 17,
  Int 15, Wis 18, Cha 16); AC –4 (bracers of
  defense AC4, cloak of displacement, ring of
  protection +3); hp 56; AL CE. Xavendra is a
  beautiful woman indeed. She stands a proud 60
  in height, is slim and lithe of build, and her ivory
  skin is enhanced by her thick, raven-black hair
  and full red lips. Her grey eyes cannot conceal
  her coldness and hateful nature, however.
  Xavendra is happy with her lot. She rules in one
  of the farthest-flung regions of Iuz’s empire and
  there she can debauch herself as she pleases. She
  has a bonewand (44 charges), a ghastrobe (rarely
  word; she hates the smell) and a staff of
  withering, together with a ring of human
  influence  and a chime of hunger with 38
  charges. She herself is immune to its effects, but
  she enjoys using it at the grossly self-indulgent
  feasts she holds in honor of exalted visitors.
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  13 of 14
  Xavendra is dangerous. She has plans to ally
  with Kerzinen of Rookroost to establish the
  lands north of the Artonsamay ass her own fief.
  She is a cruel and coldly sadistic woman,
  enjoying suffering for its own sake as a
  spectacle, and she delights in the company of
  succubi and alu-fiends. She has megalomaniacal
  dreams of allying with an Abyssal Lord in her
  own right, commanding her own loyal legions of
  such monsters, overwhelming the Bluff Hills and
  the ineffectual rulers of Tenh and the north-
  western Bandit Lands. To that end, Xavendra
  might ally with anyone powerful enough to be
  able to support her dreams of domination. Those
  seeking to exploit this personality weakness of
  hers 
  should 
  beware 
  of 
  her 
  intelligence.
  
  The Bandit Lands
  Excerpt from Iuz the Evil by Carl Sargent, pp. 47-54, 81, 86-96
  Copyright © 1993 TSR, Inc.
  Distribution limited for use only in the RPGA Living Greyhawk campaign.
  14 of 14
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/Bandit Kingdoms Gazetteer/The Bandit Lands.pdf