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Bandit Kingdoms

A ruthless and ever-shifting land of warlords, thieves, and mercenaries, the Bandit Kingdoms are a chaotic collection of feuding petty states where betrayal is the only certainty. Though its rulers constantly vie for dominance, the region remains lawless and fiercely independent, held together only by the promise of plunder and the threat of outside invasion.


History

The Bandit Kingdoms are a lawless collection of petty holdings and independent freeholds that emerged between 300 and 350 CY. Once part of a broader region of fiercely autonomous states stretching westward into what is now Iuz, these lands have long been ruled by warlords, thieves, and self-styled kings who thrive on raiding and plunder.

Each ruler assumes a grandiose title—Boss, Plar, General, Tyrant, Prince, Despot, or even King—but their power is constantly in flux. Borders shift with every conflict, alliances form and dissolve overnight, and betrayal is the only certainty. The region consists of numerous small states, but six dominant lords hold the most power, with the remaining rulers scheming to take their place. Despite their constant infighting, these lords will temporarily unite against outside threats, such as the Shield Lands, Tenh, or the Horned Society.

The Bandit Kingdoms were once nominally under the control of the Viceroyalty of Ferrond, but they fell into lawlessness after the Overking’s rule was thrown off. The various petty barons established their own fiefdoms and loosely aligned themselves as the Combination of Free Lords. Their growing raids against southern territories led to the formation of the Shield Lands in the early 300s CY, triggering nearly two centuries of intermittent war.

Geography & Climate

The land is largely flat and featureless, with arable but rocky soil that has been over-farmed for grain and cattle. Large settlements are rare due to the harsh conditions, leading many impoverished farmers to turn to banditry, preying on trade caravans passing between small towns.

While the climate is generally temperate, winters are often harsh and long, while summers can bring scorching heat and drought. The region is dominated by the Rift Canyon, one of the most spectacular natural features of the Flanaess, with many theories surrounding its origin.

The Six Most Powerful Bandit Lords

Although there are numerous petty rulers, six lords stand above the rest, commanding the largest forces and controlling the most valuable territories:

  • Plar Lintoff of the Rift – Ruler of Rift Canyon, this ruthless rogue (13th level) controls the largest force of humanoid mercenaries, including kell, buchveer, and eiger shock troops.
  • Tyrant Celdro of Reyhu – A 10th-level fighter, Celdro holds the lands south of Rift Canyon, from the Artonsamay River to the border of the Shield Lands. His forces are well-trained, and his rule is marked by cruelty and iron discipline.
  • Prince Zeech of Redhand – The most politically savvy of the bandit lords, Zeech is a 5th-level cleric and 8th-level fighter who commands a navy on the Nyr Dyv and a stronghold at Alhaster.
  • Plar Teuod Fent of Rookroost – A 9th-level illusionist, Fent rules the region surrounding Rookroost. He has cultivated an extensive network of spies and assassins to maintain his grip on power.
  • Baron Oltagg of Wormhall – A 4th-level fighter and 9th-level thief, Oltagg controls the land north of Warfields and into the southwestern Fellreev Forest. His domain is infamous for its skilled ambushers and highwaymen.
  • King Selnon of Johrase – A 11th-level fighter, Selnon rules the lands northeast of the Tangles. He maintains the best-trained cavalry force in the region, making him a formidable warlord.

These six lords hold sway over the region, each vying for greater power while ensuring no single ruler can dominate the Bandit Kingdoms entirely.

Religion

The Bandit Kingdoms host a diverse and chaotic religious landscape, reflecting the lawless nature of the region. The most commonly worshiped deities include:

  • Olidammara – The god of revelry and thieves.
  • Erythnul – The deity of slaughter and chaos.
  • Norebo – The god of luck and gambling.
  • Hextor – The war god of tyranny.
  • Nerull – The bringer of death.
  • Ralishaz – The god of ill luck.
  • Kurell – The deity of jealousy and revenge.
  • Fharlanghn – The god of travel, worshiped by wandering bandits.
  • Pholtus – A lawful deity, surprisingly followed in some areas.
  • Trithereon – The god of retribution, often invoked by rebellious outlaws.
  • Rudd – The goddess of chance and good luck.

Military Strength

Despite their disorganization, the Bandit Kingdoms can field a combined force of over 10,000 troops, including regular troops, mercenaries, and humanoid warbands. Each ruler maintains a sizable military to defend their lands and launch raids.

  • Reyhu: 300 cavalry, 700 infantry.
  • Redhand: 100 cavalry, 300 infantry, plus a naval force on the Nyr Dyv.
  • Rookroost: 250 cavalry, 450 infantry.
  • Wormhall: 150 cavalry, 400 infantry, 100 kell shock troops.
  • Rift: 150 cavalry, 350 infantry, plus humanoid recruits from Rift Canyon (200 kell, 50 buchveer, and 10 eiger).
  • Johrase: 350 cavalry, 550 infantry.

The constant internal conflicts between these forces ensure that the region remains unstable and prone to bloodshed.

Notable Locales

  • Rift Canyon – A massive and mysterious canyon, home to outlaws, monsters, and rumored lost treasures.
  • Alhaster – Prince Zeech’s fortified stronghold on the Nyr Dyv, known for its lavish decadence and brutal governance.
  • Rookroost – The largest city in the Bandit Kingdoms, ruled by Plar Teuod Fent.
  • Stoink – A notorious den of thieves and cutthroats, often seen as the beating heart of banditry.
  • White Plume Mountain – A legendary dungeon of immense power, rumored to hold priceless artifacts.

The Bandit Kingdoms remain a chaotic and dangerous land, where ambition and betrayal shape the fate of rulers and warlords. While no single force has ever fully conquered the region, its constant turmoil ensures that power is fleeting, and only the most ruthless survive.

Proper Name: Combination of Free Lords

Ruler: Various petty warlords and tyrants , including Boss Renfus the Mottled of Stoink

Government: Four to six bandit lords

Major Settlements: No capital; Alhaster, Balmund, Groucester, Hallorn, Kinemeet, Marsakeer, Narleon, Riftcrag, Rookroost, Sarresh, Senningford, Stoink

Resources: Silver

Population: Human, Orc

Law: CN

Allies: Continually shifting alliances with other free lords, Horned Society (sometimes)

Enemies: Shield Lands, Hunting Lands, Tenh, County of Urnst, Duchy of Urnst, Theocracy of the Pale, Nyrond, Knights of Holy Shielding, Knights of the Hart



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