Bandit Kingdoms
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Bandit Kingdoms

Realm

Overview


The Bandit Kingdoms are a collection of petty holdings stretching from the southern Shield Lands to the Bluff Hills and northern verges of the Fellreev Forest; and from the Ritensa River in the west to the Artonsamay River in the east. Each personal territory 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 rulers 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 either to become leading rulers or simply to survive.

The lands of the Bandit Kings are arable but not especially fertile, being rocky and grossly over-farmed. Some scholars believe the rowdy disposition of the natives can be traced to these agricultural difficulties, since they discourage large settlements and set the stage for banditry by poor farmers against trade caravans moving from city to city. Weather conditions here are generally temperate, though winters tend toward harsh storms and even blizzards throughout late Sunsebb and early Fireseek. In contrast, high summer often brings drought, threatening grain crops and cattle production.

Despite being largely a land of flat, featureless horizons, the area is home to one of the most stunning geographical features of the continent: the foreboding Rift Canyon. Hundreds of tales and legends tell of how the great canyon came to be. Most know it as a den of foul creatures and strange magical conditions. 

Though the local lords frequently make war with one another, when the entire realm comes under threat from exterior foes (usually the Shield LandsTenh, or the Horned Society), each lord sends a portion of his troops; bandit army counts often total as high as fifteen thousand. As the forces of Iuz encroach upon many of the lands of the Bandit Kingdoms, some old political divisions remain, even at the risk of entire populations. States have survived or even returned to life in light of Iuz’s threatened conquest of this region, adding chaos to a very tumultuous region. 

History of the Bandit Kingdoms

Bandit Kingdoms

As the migratory Oeridians ranged eastward in their search for a land that would support them, they passed through many regions of inhospitable climate, infertile land, and unfriendly local populations. Chief among these lands were the rugged plains north of the Nyr Dyv, which resisted meaningful human settlement for centuries, even as a strong Great Kingdom created the Viceroyalty of Ferrond to the west. Long held by ill-favored nobles, these “Middle Lands” fell to complete degeneracy when Furyondy cut relations with its progenitor and the courts of Rauxes became inept and mad.

In time, these petty barons established formal, independent domains, loosely aligning themselves as the Combination of Free Lords. This alliance served little purpose internally. The locals fell upon each other with zeal as each lord attempted to solidify his holdings while stealing those of his neighbors. When foreign states threatened the borders of the Combination, however, the lords reacted fiercely, banding together impressive armies to discourage meaningful invasions.

By the early 300s CY, the Bandit Kings had become such a threat that the lords of the Nyr Dyv’s northern shore banded together in their own alliance, a bulwark against banditry and lawlessness forevermore known as the Shield Lands. For more than two centuries, northern and southern lords made war on each other with great regularity. Iuz conquered the far western Bandit Kingdoms between Whyestil Lake and the Ritensa River, which the Horned Society then took for its own in 513 CY.