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

 


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