Bandit Kingdoms (Circa 582 CY)
Capital: Rookroost (pop 17,600) (largest city
in the strongest state)
Population: 95,000+
Demi-humans: Few
Humanoids: Many
Resources: Silver (mines in the rift area)
Overview
The Bandit Kingdoms are a collection of petty holdings which were founded sometime around 300-350 CY. This collection of small personal territories stretches from the southern Shield Lands to the Bluff Hills and the northern verges of the Fellreev Forest, from the Rittensa River to the Artonsamay River in the east. Each little kingdom is ruled by a robber chieftain claiming a title such as Baron, Boss, Plar, General, Tyrant, Prince Despot, and even King. The territorial boundaries of the holdings of these kinglets are subject to rapid change due to sudden warfare and defeat or victory. In all there are 17 states within the confines of the area, ruled by four to six powerful lords, with the rest attempting to either become powerful rulers or simply survive. The relationship persists because no single bandit lord is strong enough to conquer the whole territory, and the combined strength of all is often required to defend against neighbouring states' retributive expeditions. So bandit and brigand band together in self interest, and no kinglet, regardless of ambition, has seriously attempted to rule the whole, for fear that threatened lords would turn to neighbouring states in spite- even at the risk of destruction by the summoned "ally." Thus the combined kinglets continue to stand more or less together. The total military strength of all territories is quite considerable due to the fact that each ruler maintains a large force with which to raid and pillage.
Recent Events
In recent years the Hierarchs of the Horned Society have made inroads into the Bandit Kingdoms. Originally the Hierarchs were content to hire to bandits as mercenary bands but in 578 CY that policy underwent drastic change. The Hierarchs had enlisted the aid of Warfield, Wormhall, Kor and Freehold in their upcoming campaign against the Rovers of the Barrens. However after Tenhesse troops invaded the eastern kingdoms the bandit leaders forsook their promise to the Hierarchs and turned back eastward to aid their brethren. This upset the Unnamed Hierarch who ordered a retaliatory strike against the holds of Wormhall and Warfields. Both of which were quickly overrun by the Societies troops.
The following spring Horned Society troops engaged the gathered might of the bandits, who had united to reclaim the two lost holds, in a battle near Kor. The Horned Society hobgoblins, although suffering heavy losses, prevailed and after routing the bandit army captured the Hold of Kor. A peace treaty was then signed between the two sides which recognised gains of the Horned Society.
About the same time an important event took place in Molag. Hierarch Helvag, Overseer of Espionage and Subversive Activities was assassinated and his brilliant assistant, Artimus, was chosen by the Hierarchs to replace him (some rumours link Artimus to the assassination). Artimus decided upon a change of tactics in the Societies dealings with the bandits: instead of taking the Bandit Kingdoms by force they would use covert means to achieve their goals. Agents and spies were sent into the bandit holds and have over the past few years swayed several of the rulers to their cause; other rulers who have been outspoken against the Horned Society have been silenced (permanently) and the Horned Society has used it's growing influence to ensure that more sympathetic rulers chosen to replace the deceased. Today (circa 581-582) the Horned Society, or their puppets, rule six of the bandit holds and are influential in at least four others.
Climate
The Bandit Kingdoms, like the Horned Society has a temperate
climate. Summers can be hot but the prevailing northerly winds
usually cool the land, keeping temperatures bearable. Winters are
longer and colder than in the more southerly kingdoms, and the
lands are often blanketed in snows for the coldest months of the
year ( Fireseek and Readying). Much of the annual rainfall falls
during autumn and spring when fierce storms often sweep the
plains.
Geography
The Bandit Kingdoms stretch from the southern edge of Rift Canyon northward to the Bluff hills and Fellreev Forest. The Artonsamay and Zumker Rivers form their eastern boundary while the southern arm of the Fellreev Forest forms the western border of the lands. Although the area claimed by the bandits is huge it is sparsely settled and many of the territories claimed by the various rulers are hotly disputed with nearby nations (for example, the Fellreev is disputed with both the Rovers of the Barrens and Horned Society).
The soils of the Bandit Kingdoms vary greatly in fertility. The most fertile soils are located along the flood plains of the Artonsamay River, where the annual floods deposit silt and alluvial material which increases the fertility, so it is not surprising that this area is the most heavily settled in the region. The soils become less fertile the further south one travels and they become particularly stony and infertile in the lands surrounding Rift Canyon.
There are few roads in the Bandit Kingdoms. However there area is criss-crosssed by a network of minor tracks, trails and secret paths. These trails allow those that know of their existence (i.e. local bandits) rapid mobility over the rolling plains, while those unfamiliar with the these paths are forced to rely on the few major trails and paths that run though the region- and thus become targets for the many bandit and guerrilla bands.
Government and Politics
The Bandit Kingdoms has no central government; instead the area is a patchwork mosaic of petty warlord holdings. Each bandit lord, king or baron rules with an iron fist over the lands that they control (and can hang onto). Due to the unstable nature of the area's rulers, and rapidly changing alliances, the politics of the area are extremely fluid- today's allies could quite easily be tomorrow's enemies (as one or other party breaks the alliance to further their own petty ambitions). The whole area is a hotbed of political intrigue that would shame the court of Rauxes. The maxim "there is no honour amongst thieves" is worth remembering when dealing with the petty tyrants of the Bandit Kingdoms.
At anyone time one or more of the "holds" is likely to be at war with one or more of its neighbours. However it is important to note that when faced with an exterior threat the various bandit lords will unite their forces to overcome the foe; disbanding and returning to their own petty feuds once the threat has been dealt with.
Law and Order
Law and Order is what the ruler of each state deems it to be and most rulers tend to be harsh, cruel and despotic. There is often one law for he rulers, their henchmen and followers; another for the ruled. The law of the sword is often the only rule there is and most lords actively encourage activities that in many other state would be considered to be unlawful and criminal behaviour (blackmail, kidnapping, banditry, robbery, even murder). However it must be noted that rulers do not (usually) approve of these activities within their own lands. The penalties for anyone unfortunate enough to be caught committing such crimes can be (and usually are) severe. Most rulers do however approve, and often encourage, their followers to undertake such (unlawful) activities in neighbouring holds and countries. Thus robbery, murder and other crimes will not tolerated within a state but will be actively encouraged outside the kingdom.
The laws of the Bandit Kingdoms vary from state to state but some rulers though brutal are quite lawful and impose a harsh (martial) law upon their subjects out of fear for their own position. The despotic ruler of Rookroost, Plar Teuod Fent (one of the most tyrannical and ruthless of all the Bandit Kings) being an obvious example.
The Bandit Kingdoms and other Nations
Most of the Bandit Kings see the nearby states as potential targets and actively engage in raiding and looting against them. Tenh, the County of Urnst, and Shield Lands are all frequent targets of these bandit raids. However the more daring rulers also engage in raiding further afield. Both Furyondy and Nyrond have also been struck by the raids of ambitious bandits. None of these states are friendly towards the bandits and both the Shield Lands (supported by Furyondy) and Tenh often launch punitive expeditions against the bandits.
In the past the chaotic and independent nature of the Bandit lords was their greatest strength. No one ruler was strong enough to rule the whole region, the other rulers would surely unite to oppose such a tyrant. Neither were neighbouring countries able to conquer the region for the bandits would always unite against an outside aggressor. However in recent years there has been a subtle shift in the internal power structures of the kingdoms and an altering of the balance of power, which bodes ill for the bandit kingdoms. Today the chaotic nature of the area could prove to be their downfall...
At present the Bandit Kingdoms are wracked with internal dissent and are facing renewed threats from many quarters: but especially from the Horned Society, Shield Lands, Tenh and Urnst. Even further away states such as Nyrond and Furyondy are lending a hand (financially) to their allies to hasten the demise of the Bandit Kingdoms.
Horned Society
Until recently the bandits enjoyed friendly relations with the
Horned Society. Bandits from the western holds frequented the
pleasure palaces of Molag and much trade (mainly in goods which
would be deemed to be illegal in more civilised realms) was
conducted between the rulers of the holds and the Horned Society.
This friendship came to an end in 578 CY (see Recent Events above)
and now the Horned Society actively covets the territories of the
Bandit Kings as expansion westward is impossible because of the
might of Iuz. In 578 CY the Horned Society and Iuz signed a non-aggression
treaty so that each state could pursue their own interests
without threat of interference from the other. Since the signing
of this treaty the Horned Society has been actively trying to
increase their influence in the Bandit Kingdoms. In recent years
several of the western Bandit Kingdoms have become puppets of the
Horned Society: Warfields and Wormhall (578 CY), Kor (579 CY),
the Tangles (580 CY) and Freehold (581 CY); while four or five
others are sympathetic to the Society. Each year the influence of
the Society grows in the Kingdoms and one by one they are falling
under the sway of the Horns. However the remaining freeholds are
growing wary of the growing influence of the Hierarchs, and the
threat to their freedom that it represents. The Plar of Rookroost
and his allies are actively opposing the Horned Society and
trying to root out the "Horns" from their midst.
Iuz
The influence of Iuz is also growing in the Bandit Kingdoms. The
alliance between Iuz and the Horned Society has stopped the
planned eastward expansion of Iuz into the Horned Society lands
but sensing the growing influence of the Horns in the Bandit
Kingdoms Iuz too has been sending agents into the region in an
effort to check the expansion of his ally. His spies have found
favour with Plar Fent in Rookroost and are actively trying to
recruit other rulers into an anti-Horned Society coalition. This
may or may not be part of a plan on the behalf of Iuz to embroil
the Horned Society into a war for domination in the Bandit
Kingdoms- when the Hierarchs attention is firmly focused on the
developments in the lands to the east it would be an opportune
time for Iuz to strike and get rid of his ally...
Tenh
The Duke of Tenh, Ehyeh III has launched several campaigns
against the eastern holds and in 578 CY ceded Grosskopf. However
the following year he was forced to take action against the Pale
and the territory previously gained, his foothold in west of the
Artonsamay, was soon lost. The Duke however still has ambitions
in the area and seeks to build a buffer state west of the
Artonsamay between Tenh and the Horned Society- at the expense of
the bandits of course.
Shield Lands
The Shield Lands are often the target for bandit raids. The
Shield Landers keep a close eye on their borders with the bandit
kingdoms and launch annual campaigns against the bandits. In
recent years the Shield Landers have made some head way against
the bandits, capturing Redhand in the spring of 579 CY whilst the
bandits were busy fighting the Horned Society in Kor. It was this
invasion by the Shield Lands that forced the bandits to sign for
peace with the Horned Society and so that they could then turn
their attention to this new threat. The following year the Shield
Landers captured the hold of Reyhu forcing Tyrant Celdros to flee
northward. Since then the Shield Lands have been consolidating
their gains and strengthening their borders with the bandits.
Population
The people of the Bandit Kingdoms are of mixed origin. Over the centuries successive waves of invaders in the region have left their mark upon the gene pool of the bandits. The native people of the Bandit Kingdoms are of an Oerdian/Flan/ Suel mix but some Baklunish blood is also present. Because of the variety in ancestry the peoples of the region have almost any skin or hair colour, from fair to dark.
When most people hear the name the Bandit Kingdoms they assume that all the people of the region are bandits. This is far from the truth. Although many of the regions inhabitants are bandits many others are hard working, repressed peasants and serfs. Fully 40% of the regions population are serfs and slaves forced to work for the various war lords and rulers of the region- many of the bandit kings see farming as one way to ensure some income and food for the table as banditry can be a dangerous and fickle business. Other inhabitants of the region work the land when they can and take up banditry to make ends meet ad to provide for their families. Others of course are lawless rabble who would rather rob someone else than do an honest days work.
Language
Common is the most commonly spoken language in the kingdoms but
in the eastern regions Flan is almost as popular. Due to the
number of mercenaries, bandits, drifters and outlaws from
throughout the Flanaess that migrate here it is not uncommon to
hear Baklundish, the Cold Tongue or any one of the many other
languages of the Flanaess spoken here.
Demi-Humans
There are few demi-humans native to the Bandit Kingdoms. A few
tribes of elves are thought to inhabit both Fellreev Forest and
Phostwood but they have little if any contact with the Bandits.
Likewise several clans of reclusive gnomes inhabit the Tangles
and they also avoid contact with the bandits. There are some demi-human
outlaws amongst the bandit armies, and they sometimes rise to
positions of authority within the various holds, but the majority
of demi-humans would rather avoid the region and it's inhabitants.
Religion
A wide variety of evil deities are worshipped in the Bandit Kingdoms. Their are many temples and shrines dedicated to the evil deities spread throughout the region and unlike in more civilised regions such temples are located in the open and operate with the ruler's of the regions blessings.
Trade and Commerce
The Bandit Kingdoms conduct little (legitimate)
trade. Apart from silver deposits in Rift Canyon the area has few
natural resources. Some trade is conducted with Stonefist (mainly
weapons and slaves in return for iron ore, furs, sable and ivory)
but this route, which skirts the ogre infested Bluff Hills and
the notoriously dangerous Griff Mountains before ending in
Vlekstaad, is long a perilous. From Rookroost the trade route
crosses the Artonsamay River then branches, one path heads west
to the Horned Society and then onwards to Dorakaa, while the
other trail heads south to Riftcrag and then to Stoink.
The bandits much prefer raiding and plundering nearby states to
conducting legitimate trade so many of the rulers rely on this
rather than promoting legitimate trade. All forms of illegal
trade flourishes in the Bandit Kingdoms and the bandits have
contacts with brigands, thieves guilds and desperadoes in most
nearby lands. As well as allowing illegal goods to filter into
the Bandit Kingdoms this informal network of bandits also acts as
a spy network alerting the bandits to troop movements and
possible punitive raids against the holds.
Armed Forces
Most of the information in this section was taken from Dragon
No.56.
Each of the bandit kings maintains a small army. The Horned
Society is currently building up it's forces in the holds they
have captured in anticipation of an assault by the free holds (see
the factions section below for details on alliances between the
various rulers)
Warfields
Guardian General Hok (F11)
Cavalry:300
Infantry:500
Humanoids: 0
Wormhall
Baron Oltagg (F4/T9)
Cavalry:150
Infantry:400
Humanoids: 100 Gnolls, 100 hobgoblins
Freehold
Eab Huldor, Master of Freehold (M 9)
Cavalry: 350
Infantry: 800
Humanoids: 1,000 hobgoblins
Kor
Rhelt Abbarra (A 10)
Cavalry: 400
Infantry: 600
Humanoids: 500 hobgoblins
Tangles
Earl Renyard (B 8)
Cavalry: 200
Infantry: 550
Humanoids: 500 hobgoblins
Rift
Plar Lintoff (T13)
Cavalry: 150
Infantry: 350
Humanoids: 200 Gnolls, 50 Bugbears, 10 Ogres
Artonsmay
Duke Nebon Gellor (F 9)
Cavalry: 250
Infantry: 250
Humanoids:0
Stoink
Boss Dhaelhy (F 8/T 5)
Cavalry: 200
Infantry: 650
Humanoids: 0
Dimre
Szek Winvid (C 10)
Cavalry: 300
Infantry: 500
Humanoids: 0
Johrase
King Seinon (F 11)
Cavalry: 350
Infantry: 550
Humanoids: 0
Midlands
Graf Venholtee (C5/ F7)
Cavalry: 200
Infantry: 450
Humanoids: 0
Greenkeep
Lord Yanboli (he F5/M5/T5)
Cavalry: 150
Infantry: 600
Humanoids: 0
Rookroost
Plar Teuod Fent (I9)
Cavalry: 250
Infantry: 450
Humanoids: 0
Fellands
Avaerd, Lord Despot (F10)
Cavalry: 300
Infantry: 850
Humanoids: 100 Orcs
Grosskopf
Baron Skiven (F11)
Cavalry: 0
Infantry: 300
Humanoids: 50 Orcs
Factions within the Bandit Kingdoms
There are several factions operating within the Bandit
Kingdoms, some of which will now be briefly touched upon. It must
be remembered however that several of these factions are
temporary alliances and that membership to them can change
rapidly.
Horned Society and Allies
Tangles, Freehold, Wormhold, Warfields and Kor. These five holds are now firmly under the control of the Horned Society and are collectively known as Eastmark by the Hierarchs. Hierarch Gundrun, is the governor of the province and rules the area with an iron fist. It is rumoured that Gudrun is planning a campaign soon that may decide the fate of the Bandit Kingdoms once and for all.
The holds of Fellands and Johrase are rumoured to be in league, or at least sympathetic with the Horned Society. However both these holds are technically neutral, not siding (at least publicly) with either side and it is thought that Fent is actively trying to gain their support.
Rookroost and Allies
Rookroost is the strongest supporter for Iuz in the Bandit
Kingdoms. Iuz is secretly providing Plar Fent with much money
which he is using to buy support in the other hold. He has met
with some success and has gained support from the following holds:
Midlands, Greenkeep, Rookroost, Groskopf (the latter due to
Rookroost's aid in restoring Baron Skiven to his hold following
the recent Tenh invasion). Fent is also hoping that Rift and
Stoink will join his alliance for if they do then the remaining
free holds will surely follow.
Southern Holds: (Rift, Artonsamay,
Stoink, Dimre)
The rulers of these four holds have united against the threat
from the Knights of the Holy Shielding. Traditionally the rulers
of Rift and Stoink are rivals but they have put aside their petty
differences in the face of the common threat. Plar Fent is trying
to recruit both these rulers into his coalition but there is long
standing animosity between Fent and Plar Lintoff ruler of the
Rift. The southern holds see the Shield Lands threat as the most
important one that they face so it is unlikely that they will
send troops to aid Fent in the near future, unless they can be
convinced that the Shield Lands plan no invasion in the near
future.
Knights of the Holy Shielding
In recent years the Knights of the Holy Shielding have invaded
the two southern most holds, Kor and Reyhu. The success of both
these campaigns have installed renewed hope in the knights and
they are now pressing for a renewed offensive verse the holds of
Rift or Artonsamay (the latter being a combined operation in
conjunction with troops from the County of Urnst). Earl Holmer
and the Council of Nobles however are urging caution due to the
recent build up of Horned Society troops along the north- western
frontier so it is unlikely that such an offensive will be
sanctioned in the near future.
Cities, Towns and Villages
Rookroost
Rrookroost (population 17, 310) is the largest city in the Bandit
Kingdoms and is the capital of the hold of the same name. The
hold is ruled by the despotic Plar Teuod Fent, a grossly over-weight
drug addict. The city is an important stopping point for trade
between Stonefist and the bandits. The taverns, inns, drug dens
and brothels of Rookroost, although not quite as decadent or
depraved as those of Molag are still legendary throughout the
bandit lands. Because of the proximity to Tenh Plar Fent keeps a
sizeable militia.
Fent despises the Hierarchs of the Horned Society and it is he who is trying to organise an anti- Horned Society coalition amongst the various independent bandits. Fent has been the target of two unsuccessful assasination attempts and these have made him even more paranoid that he usually is.
Recently a temple dedicated to Iuz was opened in Rookroost and the Iuzite priests are said to be helping Fents troops in their inquisition of Horned Society spies. Any strangers to Rookroost are carefully watched by Fent's secret police (the local thieves guild known as the Shadow Masks).
Riftcrag
Riftcrag (population 5,600) lies on a spur overlooking the Rift
Canyon. This fortified town is said to be virtually impregnable
as it stands on a rocky plug accessible only by a single narrow
bridge, which is guarded at either end by a gatehouse. The walls
of the town fall away several thousand feet to the rift below,
and the views offered from the walls of the town are said to be
truly breathtaking.
Riftcrag is ruled by Plar Lintoff, a gregarious former adventurer and thief. The hold is independent and although Lintoff opposes the Horned Society there is an ancient animosity and rivalry between him and Fent which has so far precluded him from joining inn Fent's coalition.
Stoink
The town of Stoink (population 4,200) is the third largest
settlement in the Bandit Kingdoms. The town, and hold of the same
name, is ruled by Boss Dhaelhy, a mercenary who originally hailed
from the Great Kingdom. Stoink is mainly an agricultural centre
and some legitimate trade is conducted between Stoink and the
nearby County of Urnst and Nyrond. Although some of this trade is
in legal goods by far more important is the trade in illegal
contraband.
Villages of the Bandit Kingdoms
Most villages have a population of 250-300. Almost all villages
are protected by earthen ramparts and palisade. Many of the
villagers are hard working subsistence farmers or fisherfolk;
although there are villages of woodsmen in the forests. Many of
the villagers barely make a living off the land so some turn to
banditry to support themselves. Others are peaceful men and women
who are trying to make what they can off the land but who have
become easy prey for the numerous lawless men and desperadoes
from throughout the Flanaess who come here to build themselves
their own little empire.
Most villages have basic amenities- a tavern, a blacksmith,
cooper, miller, etc. and perhaps a temple or church (which is
usually a stone building that doubles as a shelter in times of
strife) but few other services available. Most villagers are
quite poor and barter, or theft, is often the dominant form of
trade.
The villagers of the Bandit Kingdoms tend to be clannish and
unfriendly towards outsiders.
Places of Interest
Artonsamay River
The Artonsamay is one of the longest rivers in the Flanaess. For
much of it's length the river forms the northern and western
border of the Bandit Kingdoms. In the Fellreev Forest the river
has traditionally been considered the boundary between the
bandits and the Rovers of the Barrens but with the decline of the
Rovers the bandits now claim all the forest. The Artonsamay is a
wide, sluggish river with few bridges or fords. The bandits
living along the rivers broad, fertile river valley fish in the
waters of the river.
Bluff Hills
The Bluff Hills form the northern boundary of bandit lands. The
hills are claimed by both Groskopf and Fellands but in truth
neither hold rules them. The hills are a series of steep hills
and rugged ridges and are home to several tribes of ogres and
hill giants. There are also persistent rumours of a dwarven
settlement in the heart of the hills but the bandits have never
found the cities location and the dwarves, if present, have made
no contact with the bandit lords.
Fellreev Forest
Much of Fellreev Forest is untamed wilderness. The forest is
claimed by both the Horned Society and the Bandit Kingdoms but
neither party has been able to completely its claim to the forest.
In recent years the Horned Society's grip on the western portion
of the wood has tightened and they are using the forest trails to
infiltrate the bandit kingdoms. There are several communities of
woodsmen within the bounds of the forest and they wage war
against the Societies troops. The north-western portion of the
forest is claimed, and controlled by the Shadow Claws, an
independent hobgoblin tribe. Society patrols seldom penetrate far
into this portion of the forest for fear of ambush by the Shadow
Claws. There are also several small bands of reclusive sylvan
elves in living deep in the woods and the avoid all contact with
hobgoblins, bandits and woodsmen.
Fields of the Dead (Warfields)
Most of the area claimed as sovereign territory by Warfields are
more commonly known as the Fields of the Dead. These fields
stretch from Rift Canyon and the Ritensa River. The fields are an
area of rolling plains that over the centuries have been the site
of several major battles. It is said that the bones of the dead
lie scattered across the plains and that there are numerous
burial cairns and tombs scattered across this windswept and
desolate landscape. There are also persistent rumours of an
ancient keep located deep in the heart of the fields that is
ruled by a lich. Several bands of adventurers have searched for
this keep but encounters with large numbers of undead have forced
all such expeditions to turn back.
Although all the area is claimed by Warfields the only
settlements in the area lie on the areas northern fringe and all
are protected by wooden palisades.
Phostwood
Most of Phostwood is claimed by Tenh. The bandits however often
use secret trails in the forest on their way to raid deep into
Tenh and the Theocracy of the Pale. The bandits occasionally
skirmish with foresters an woodsmen on the look out for any such
raiders.
Rift Canyon
Rift Canyon lies in the badlands between the Shield Lands and the
Bandit Kingdoms. The canyon is over 180 miles in length and 30
miles wide at its widest point. The rift is full of monsters and
humanoids and these are a definite menace to the Shield Lands.
Attempts by Shield Land troops to clear the canyon have always
met with fierce resistance from the inhabitants and the troops
have been forced to retreat.
There are rumours of an ancient city, of unknown origin , located somewhere in the Rift. The city is known is by scholars as Ak -Morak and it's existence is hotly debated by scholars. Some say it doesn't exist, while claim that it does and was once a Baklundish stronghold,others say that the inhabitants were of Suel descent, while a others still claim that the inhabitants of the city were an ancient race of dwarves. Recently a band of adventurers returned to Riftcrag carrying ancient jewels that they claimed came from an ancient cliff side ruin in a blind canyon near the rift. The adventurers said that they encountered undead in the ruined city and were forced to retreat. The adventurers disappeared shortly thereafter and haven't been heard from since.
Tangles
The Tangles is claimed by the hold of the same name. The Tangles
are rugged and dense forest. The underbrush is thick and
impenetrable and few tracks exist in the forest. A few villages
of woodsmen live on the edges of the forest but they seldom
venture into the depths of the forest as it is home to a number
of owlbears and these creatures keep most from venturing too far
into the forest. There are also rumours of a village of
werewolves located in the northern reaches of the forest.
A few villages of hardy gnomes live in secluded glades in the
southern stretches of the forest. The gnomes are shy and
reclusive but conduct some trade with the more northerly Shield
Land fifes. One of the villages, Teteron, is currently being
plagued by humanoid attacks.
Zumker River
The Zumker River is a tributary of the Artonsamay and it forms
the boundary between the Bandit Kingdoms and Tenh. There are no
bridges over this fast flowing river but there are several secret
crossing points and fords used by the bandits when they launch
raids into Tenh.
Sources
Dragon No. 56
WoGh boxed Set 1983
A map of the Bandit Kingdoms (out of a Dragon supplied to me by
Alain- sorry I'm not sure which issue).
I'd also like to thank Alain Berthon for his ideas, comments and
suggestions.
Craig Courtis