Iuz Empire of

Proper Name: Empire of Iuz
Ruler: Iuz the Old, Lord of Evil, Lord of Pain, etc.
(evil demigod/cambion)
Government: Imperial theocratic dictatorship;
empire directly but inconsistently ruled by an evil
demigod and managed by his priesthood and other
spellcasters
Capital: Dorakaa
Major Towns: Delaquenn (pop. 3,000), Dorakaa
(pop. 40,000), Greenreach (pop. 3,500), Grossfort
(pop. 3,500), Ixworth (pop. 3,000), Izlen (pop. 2,500),
Kindell (pop. 4,000), Molag (pop. 4,000, ruined). All
towns in the Bandit Kingdoms and Barrens, and in
the conquered portion of the Shield Lands, are also
part of this empire (see Bandit Kingdoms, Rovers of
the Barrens, Shield Lands)
Provinces: (general regions, not actual provinces)
Land of Iuz, Horned Lands (ex-Horned Society),
Shield Lands, Bandit Lands (ex-Bandit Kingdoms),
Barren Lands (old Rover lands); actual situation is
complex and detailed later
Resources: Furs, electrum, silver, foodstuffs;
resources scarce, not exported
Coinage: Gold skull (gp), bright skull (ep), serpent
(sp), common (cp), dullbone (bronze piece, 10 bzp = 1
cp), flat (iron piece, 10 ip = 1 bzp). Old coinage is
often used (at reduced value) from the old Shield
Lands, Horned Society, and various Bandit Kingdoms,
with stolen coinage from Furyondy, Tenh, the
County of Urnst, Wolf Nomads, etc. Some orc and
hobgoblin tribes also mint their own crude and
varied coinage, usually of silver, copper, or iron.
Population: 700,000-Orc 45%, Human 25% (Ofsb),
Hobgoblin 10%, Halfling 5%, Half-orc 3%, Gnome 2%,
Other 10%
Languages: Orc, Common, Goblin, Halfling
Alignments: CE, NE, LE, CN
Religions: Iuz
; all others are aggressively suppressed,
particularly cults of Nerull and Vecna, and
any Good religions (especially St. Cuthbert, Pelor,
and Heironeous)
Allies: None
Enemies: [in alphabetical order] Ahlissa, Bissel,
Bone March (for tribal and religious reasons), Celene
(inactive), Circle of Eight, County of Urnst, Duchy of
Urnst, Dyvers, Flinty Hills, Frost/Ice/Snow Barbarians,
Furyondy, Gran March, Greyhawk, Horned
Society, Keoland, Ket, Knights of Holy Shielding,
Knights of Luna, Knights of the Hart (all branches),
Knights of the Watch, Kron Hills, North Kingdom,
Nyrond, Onnwal (all factions), Pale, Perrenland,
Pomarj (for tribal and religious reasons), Ratik, Scarlet
Brotherhood, Shield Lands, Sterich, Stonehold,
Sunndi, Ulek states, various Tenh factions, Veluna,
Verbobonc, Wolf Nomads, Yeomanry, and all religions
of Oerth excluding Iuz's. In short, most sane
beings of Oerth count Iuz as their mortal enemy; all
fear and hate him.

Overview: The Greyhawk Wars began as a result of a
dangerous gambit of Iuz, the so-called Old One, who
has for so long dominated the north-central plains of
the Flanaess. No single being can claim personal
responsibility for as much bloodshed as can the Old
One, a vicious, scheming creature who revels in his
own debased wickedness. Though Iuz is a Power
unto himself, his political might is given form by a
chaotic though nonetheless effective dominion
known as the Empire of Iuz.
Attempts to mark out lesser political boundaries
within the empire prove difficult at best. The following
general political regions are recognized by mapmakers
as part of Iuz's territory, though they do not
seem to be actual provinces in the empire.
Land (often Homeland) of Iuz, consisting of the
region north of Whyestil Lake, south of the Cold
Marshes, and between the Opicm and Dulsi Rivers.
Two important conquered regions lie adjacent to the
Homeland. Iuz recently dominated the Howling
Hills west of the Dulsi River, a land long held as
sacred ground by the Wolf Nomads. This haunted,
blood-soaked region is administered by Urzun orcs
from Fortress Kendragund, in the eastern hills. The
second territory is the northeastern Vesve Forest, a
site of continuing warfare ruled from the regional
capital of Izlen.
Bandit Lands, that realm once dotted with the socalled
Bandit Kingdoms, west of the Artonsamay and
Zumker and partly bounded by the Bluff Hills, Fellreev
Forest, and Ritensa River. These days, this area is
not actually a province as such, instead being broken
into huge warlord fiefs centered around four regional
capitals (see Bandit Kingdoms).
Barren Lands, also called the Barrens, Barren
Plains, or Northern Barrens. These cool grasslands
lie south of the Wastes and the Icy Sea, and north of
the Fellreev Forest. The Bluff Hills, western Griffs,
and Forlorn Forest mark its eastern borders, and the
Opicm River and Cold Marshes the western end. No
towns lie here, except sprawling Grossfort. Iuz's
human and nonhuman troops have difficulty living
off the land, and frequently can be found at each
other's throats. Though Iuz once thought the Barrens
completely under his control from Grossfort,
the situation recently grew more problematic (see
Rovers of the Barrens).
Horned Lands, the region once ruled by the Horned
Society between Whyestil Lake, the Veng and
Ritensa Rivers, and the Fellreev. Once the demesne
of the proud and villainous Horned Society, this area
has lately been divided into two fiefs, east and west,
to better combat Furyondy's guards and raiders from
the Bandit Kingdoms. Most of the evil humans who
once lived here have fled, leaving the land to hobgoblins,
orcs, and other evil nonhumans.
Shield Lands, the fertile region east of the Ritensa,
north of the Nyr Dyv, and southwest of the Rift Barrens.
A fraction of this area around Critwall and
Scragholme Island was retaken during the Great
Northern Crusade by ex-Shield Landers, but most of
the region remains firmly in the hands of Iuz's occupying
forces (see Shield Lands).
Though the above accurately summarizes the
assumed divisions of Iuz's political power, the actual
situation is more complex and confusing. Since 584
CY, Iuz has designated certain towns and cities
within his empire as "regional capitals," starting with
Riftcrag, Rookroost, and Stoink in the old Bandit
Kingdoms. However, the exact areas these capitals
control were never specifically outlined by Iuz, and
those placed in charge of those capitals hold only as
much territory in Iuz's name as their human and
nonhuman armies can conquer and intimidate.
Lately, several other regional capitals have appeared,
serving as strongholds and garrisons in increasingly
troubled regions. Each regional capital (other than the
imperial capital, Dorakaa) is ruled by a spellcaster of
Iuz's Greater Boneheart or Lesser Boneheart, or else a
particularly powerful human or half-fiend. Lesser
Boneheart rulers are typically chaotic evil humans
who are wizards or clerics (of Iuz) of levels twelve to
seventeen; a few are believed to be undead. Greater
Boneheart rulers are spellcasters of levels eighteen
and up.
At the start of 591 CY, Iuz's regional capitals in the
Homeland, Horned Lands, and Barren Lands include
the following. (Major holdings in occupied nations
are covered in the individual entries of those
nations.)
Delaquenn rules western Horned Lands between
the Veng River and the eastern shore of Whyestil
Lake, sharing a border with Furyondy along the
Veng River. Many nonhuman survivors of the Great
Northern Crusade live here and passionately hate
Furyondy, desiring to invade it again as soon as possible.
The ruler is known to be an old vampire from
Aerdy named Maskaleyne (CE male vampire Wiz12),
a puissant wizard once of House Naelax.
Dorakaa rules the Homeland of Iuz and north
shore of Whyestil Lake. Iuz's mighty capital,
Dorakaa, would not be out of place in the heart of
the infernal Abyss. Even after the Flight of Fiends,
demons walk the grim battlements, occasionally
Halga, Iuz and Null at play
leaping from their height to savage a passer-by,
sometimes upon orders, but more frequently
because they like the way blood feels between their
fingers and teeth. The city is always overcast with
black clouds in a 4-mile radius. Beyond the city's
massive Iron Gates, clerics in gore-splattered robes
lead armored contingents of orcs and goblinoids
through a chaotic jumble of streets, past buildings in
horrible disrepair, trampling the bones of the freshly
dead. Though the city retains the docks that once
made it one of the most lucrative stops in the Northern
Reaches, no trade comes to Iuz. The Old One
imports only what his armies plunder; his chief
export is misery.
The Old One resides in a skull-bedecked stone
palace that dominates Dorakaa's skyline, a dark edifice
that also houses the Legion of Black Death, Iuz's
elite orc, human, and fiend army. Not far from the
palace is the demesne of the Lord of Pain's administrators,
a cabal of wizards and clerics known as the
Boneheart. The Boneheart Citadel and Iuz's palace
are the center of the cancer that inflicts the northern
Flanaess. Given the defenses of Dorakaa, little
hope exists of destroying that cancer in the near
future.
Grossfort rules all of Barrens except for the far
eastern end. The troops ("Marauders of the North")
are primarily human and made up of Grosskopf bandits
who moved in from the Bluff Hills. Though sent
here to fight surviving Rovers and plains centaurs,
these evil bandits lately have begun adopting Rover
mannerisms and tactics in the Barrens, and they
often attack small groups of nonhumans from other
forts. Grossfort, once a large open military camp, is
now a walled town with huge horse and cattle herds
and some outlying farms. The city is supposedly
ruled by the archmage Jumper (CE male human
Wiz19 (illusionist)) of the Greater Boneheart, but he
rarely comes here of late.
Izlen rules the Iuz-controlled northeastern end of
the Vesve Forest and west coast of Whyestil Lake.
High Priestess Halga (CE female human Clr19 of
Iuz), of Iuz's Greater Boneheart, is the ruler. Izlen's
nonhuman forces, under Panshazek the Vile (CE
male human Clr15 of Iuz), battle the Vesve elves and
assorted forces of Philidor the Blue (NG male
human? Wiz20+), a mysterious archmage who
appeared in the Flanaess less than a decade ago. Philidor
has been little seen since the Great Northern
Crusade, but peculiar spells and magical constructs
undoubtedly of his creation cause great trouble for
orcs in the woodlands.
Molag rules the eastern Horned Lands to the
Ritensa River. It holds the border with Furyondy, but
suffered terrific damage during the Great Northern
Crusade and is still attacked at irregular intervals.
Molag is dominated by hobgoblins and humans.
Though mostly ruined, it is still very powerful defensively;
the town has an extensive system of underground
tunnels. It is set on a low hill two miles east
of the Veng River. The current military commander
is unknown, as so many (often successful) assassination
attempts are made here by Furyondians. Iuz's
high priestess Althea (CE female human Clr20 of
Iuz), the nominal ruler of the city and land, comes
here annually despite the attempts on her life.
In the Bandit Kingdoms, the towns of Hallorn,
Riftcrag, Rookroost, and Stoink are regional capitals.
Hallorn rules the western Bandit Kingdoms, Riftcrag
the Rift and Rift Barrens, Rookroost the region
between the Rift and the Bluff Hills, and Stoink the
southeastern Bandit Kingdoms. Admundfort was
designated the regional capital of the Shield Lands in
587, but the island is almost completely cut off from
the empire by a naval blockade.
In the core Homeland and Horned Lands, the climate
is universally bleak. Some claim that Iuz himself
controls the weather here, and its dark character
reflects the spirit of the tyrannical demigod. Cloud
cover is a constant menace, particularly during battle,
as Iuz's nonhuman troops have little trouble seeing
in the dark and gleefully press that advantage upon a
blinded enemy. The concept of mercy is alien to the
countless warriors under Iuz's banner. Exact numbers
are impossible to determine, but reliable estimates
place the total number of soldiers under Iuz's
command at thirty thousand (mostly orcs, but some
ogres, hobgoblins, humans, and assorted sentient
detritus). No one knows how many demons survived
the Flight of Fiends in 586 CY; few have surfaced.
The Fellreev Forest has increasingly become a
center of anti-Iuz resistance. However, the factions
here are mutually hostile and do not cooperate.
Human, nonhuman, and undead forces of the old
Nerull-worshiping Horned Society are gathered
under Hierarch Nezmajen (NE male human Clr15 of
Nerull) in the north-central Fellreev and across the
southwestern spur, particularly around Ixworth and
Kindell. A powerful alliance of Reyhu bandits and
sylvan elves rules the south-central Fellreev under a
Reyhu lord, Skannar Hendricks (CN male human
Ftr15). Independent orc bands, groups of sylvan
elves, Flan foresters, Rover refugees, and renegade
bandits roam the woodland as minor groups. The
eastern Fellreev, across the Cold Run, is supposedly
controlled by Iuz's orcs at Fort Skagund, but they are
often raided by renegade bandits, most from the old
"kingdom" of Greenkeep, which followed Olidammara.
A large group of sylvan elves, lately reinforced
by Rover forest tribes, holds the woods just
east of Lake Aqal. Finally, a rogue lich named
Dahlvier (NE male human (undead) Wiz18) rules a
small independent region between the western Fellreev
and its southwestern spur, on the west side
("Dahlvier County").
History: In the era of the Viceroyalty of Ferrond, the
northlands between the Opicm River and the Fellreev
Forest, as far north as Blackmoor and as far west
as Perrenland, were known as the Northern Reaches.
This collection of petty baronies was under nominal
vassalage to the viceroy in Dyvers. Though imperial
records depict the north as a peaceful land spotted
with the holdings of benign lords, historical evidence
suggests that the region was a lawless, banditridden
refuge for amoral nobles wishing to escape
the gaze of Rauxes and Dyvers without ceding their
claim to aristocracy. By 479 CY, the presence of
Furyondy in the north was negligible; a pity, since in
that year a petty noble left his fief and all his holdings
to a son of dubious origin-Iuz, a fiendish manikin
of a man whispered to possess demon-tinged blood.
Within the year, uncertain whispers changed to
screams of terror. Whoever, or rather whatever, Iuz
was, he was certainly no human; his cruelty and
capacity for inflicting human suffering seemingly
knew no bounds. Before news of his villainy had
spread to the south, Iuz controlled the three fiefs
neighboring his original holding, and exhibited no
signs of a waning political ambition. Furyondy's King
Avras and his northern margraves entreated their
kinsmen from the south for aid, but fell upon bitter
internal political squabbling. Meanwhile, Iuz conquered
the westernmost Bandit Kingdoms, declaring
the walled city of Molag his "Summer Capital." By
500 CY, it appeared as though the unchecked might
of Iuz would threaten the whole of the Flanaess.
States as far south as the Principality of Ulek drew up
contingency plans in case Furyondy fell.
Then, in 505 CY, Iuz vanished, leaving no signs of
his whereabouts. His generals and advisers, untrustworthy
and despicable to a man, soon set to warring,
attempting to carve out a bit of land for themselves
once it became certain that their powerful master
would not return (something made uncertain on a
semiregular basis, as several "false Iuzs" appeared in
this period, most often ambitious illusionists or
minor fiends with delusions of grandeur). Even as
the realm was carved up, however, Iuz's legend grew.
The orcs of the northlands, who had known Iuz for
generations of their short lives and had named him
the Old One, worshiped him as a god, claiming that
his strange disappearance was naught but an ascension
to the afterlife. Soon, loyal and opportunistic
humans joined the ever-growing Cult of Iuz, a movement
aided by the fact that the Old One's clerics
found themselves imbued with powerful magical
ability.
The landholders of the south, however, calculating
generals and unholy men at the vanguard of the push
against Furyondy, looked upon the growing Cult of
Iuz with ill ease. They already had dedicated themselves
to fell powers of the lower planes. In 513 CY,
they officially broke from the realm of Iuz, taking
Molag as their capital and fortifying land as far north
as the headwaters of the Opicm River. The southern
lords called themselves the Horned Society,
assumedly in tribute to their various infernal masters.
The next half-century saw a great deal of consolidation
of power in the north. Iuz's priesthood eliminated
all significant enemies in the capital, Dorakaa,
and exterminated most "independent" lords throughout
the land. An uneasy peace was established with
the Hierarchs of the Horned Society, as sporadic
skirmishing with the hated elves of the Vesve Forest
and against the uncivilized nomads of the northwestern
plains continued. In 570 CY, Iuz returned to
Oerth, taking residence in Dorakaa as a god made
flesh. Thousands of those who had been "unfaithful"
(and hundreds more, for good measure) were murdered
upon his order as a sign of his displeasure with
the changes made in his absence. Their remains
formed the basis for the Road of Skulls, a grisly thoroughfare
from the capital to the Howling Hills.
In 582 CY, Iuz triggered the Greyhawk Wars in an
attempt to stir unrest in the Thillonrian barbarian
lands. As the wars continued and expanded, the Old
One made stupendous gains in Tenh, the Horned
Society, the Bandit Kingdoms, the Shield Lands, the
Barrens, and Furyondy. As the wars came to a close,
Iuz's armies gripped much of the northern Flanaess.
Few believed that the Old One would allow a simple
treaty to slow the growth of his empire, despite
appalling food shortages and the complete breakdown
of supply lines. Such considerations meant
little to Iuz, as many of his armies were personally
administered by powerful demons summoned from
the Abyss.
The use of the Crook of Rao by Canon Hazen of
Veluna, in 586 CY, had dire repercussions for Iuz's
armies. Bereft of their powerful masters, many lesser
nonhumans and ambitious human generals attempted
to stage coups throughout the occupied lands, even as
rebel bandits and indigenous populations took advantage
of the Flight of Fiends to strike back at their
oppressors.
Only the threat of Furyondian incursion during
the Great Northern Crusade unified Iuz's warring
factions, though by 588 CY most of occupied
Furyondy had been lost to the forces of King Belvor
and Canon Hazen. Now embroiled in what Furyondy
has termed a "permanent and unalterable state of
war," Iuz's attention has been drawn to his southwestern
border, perhaps at the expense of holdings
in Tenh, the Barrens, and the old Bandit Kingdoms.
Though bereft of the bulk of his demonic aid, Iuz's
armies are far more numerous than those of his enemies.
They not only follow the Old One, but worship
him, believing that to fail their infernal master is not
only to fail their liege, but their god, as well.
Conflicts and Intrigues: Though some remain, the
loss of the bulk of Iuz's fiends has resulted in low
morale, revolts, and disorganization within an already
chaotic regime. Iuz himself is currently puzzled with
a piece of advice given to him by an agent of his
father, Graz'zt: One member of the Boneheart seeks to
murder the Old One and take his place. A powerful
cult of the Old One currently inhabits the Abbor-Alz
hills near Hardby, seeking out information on the
whereabouts of Lord Robilar, who tried to murder Iuz
upon his release from Castle Greyhawk in 570 CY.

Kingdoms of Flanaess

Iuz Empire of

The Night Shade of Greyhawk and the Hallowed Revenant Amphoras tatafornow