Iuz the Evil Table of Contents Empire of Terror

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Iuz the Evil Table of Contents Empire of Terror Iuz the Evil Table of Contents Empire of Terror.....................................2 The Bandit Lands...................................50 History of the Lands..............................2 Rulership of the Land ............................51 Spawn of Evil ........................................2 Lands and Locations ..............................53 Stormclouds Gather ...............................3 The Fellreev Forest ................................60 The Empire Today.................................4 Peoples of the Fellreev Forest................61 The Obsessions of Iuz............................5 The Marauders of Iuz.............................63 The Empire and the Flanaess.................6 Locations and Settlements .....................64 Iuz and the Powers of Greyhawk...........6 The Northern Barrens...........................67 The Priesthood of Iuz ...........................7 The Barren Plains...................................67 Rule Through Fear.................................7 The Forlorn Forest .................................70 Priests and Clerics .................................8 The Wastes.............................................70 Priestly Rites and Rituals.......................8 Other Locations in the Wastes ...............71 Powers of the Priesthood .......................8 The Cold Marshes..................................71 Expanded Spell List...............................9 The Land of Tenh...................................74 New Priesthood Spells...........................9 Peoples of the Land................................74 Magical Items of the Priesthood............14 Tenh Today............................................76 Land of Iuz ...............................................15 Locations and Settlements .....................76 Folks and Factions.................................16 Adventures in the Empire....................82 Iuz and the Drow ...................................18 Styles of Game Play...............................82 Humanoids of the Land .........................18 Adventure Logistics...............................83 Humans in the Land...............................20 Adventure Themes.................................83 Soldiers and Troops...............................21 Low Level Game Play ...........................87 Locations and Settlements.....................21 Armies of Iuz............................................87 The Horned Lands ................................37 Notes on Stats ........................................87 Folks and Factions.................................38 Villains and Heroes................................93 A Magical Wild Card: Dweornite .........40 THAC0, Damage & AC Values.............94 Locations and Settlements.....................40 Spells and Special Abilities ...................94 The Shield Lands....................................45 Magical Items for NPCs ........................95 Rulership and Races of the Land...........45 The Greater Boneheart...........................95 Locations and Settlements.....................46 The Lesser Boneheart ............................99 The Boneshadow....................................102 Other NPCs............................................103 Design: Carl Sargent; Editing: Lisa Stevens; Cover Art: Jeff Easley; Interior Art: Eric Hotz; Cartography: John Knecht; Typography: Angelika Lokotz © 1993 TSR, Inc. This digital copy is for personal use from a personally owned original copy of the product only, and is absolutely not for any further distribution except as determined by TSR’s and WoTC’s rules for Living Greyhawk gaming and its directors for their specific Region’s needs. This digital copy may be used by Living Greyhawk RPGA groups as outlined by WoTC and TSR and the original duplicator of these files (who did this for his personal use, and Living Greyhawk’s) shall not be held responsible for further distribution. This digital copy is not intended as, nor should it be construed as, a challenge to TSR’s (owned now by WoTC) copyright on this product or any copyrighted references or materials referred to herein. 1 Empire of Terror rom his hideous throne in the wretched gloom of Dorakaa, Iuz the Old, Lord of Pain, stretches his bony hand across Fthe Flanaess. Since the signing of the Pact of Greyhawk, his empire of tyranny and suffering is secure – at least for a time. None of the lands of good and hope are strong enough to threaten him, Iuz surveys his domain and cackles gleefully. He has added much to his holdings, but he is not yet content. This sourcebook details the many lands Iuz controls; his dark priests and their magic; Iuz's fiendish allies from the Abyss; his marauding humanoid armies and raiders; and much, much more. These are lands of ineffable evil, a beacon for adventurers seeking glory within their perilous borders. Servants of good, prepare your weapons and ready your spells, for there are no challenges greater in all the Flanaess than those of the Lands of Iuz. All is not yet lost, for Iuz struggles to maintain control over his vast empire and even his countless armies have suffered grievous losses in the Greyhawk Wars. Striking against him now is imperative, before the strength of the fiendish demigod waxes great again. The Dungeon Master using this sourcebook will find a wealth of material, enabling him to use this campaign setting for many adventures. What is more, these adventures can very greatly: guerilla warfare on the outskirts of Iuz's lands; border watch in the fair land of Furyondy; desperate struggles for survival in the Fellreev Forest or the Rift Canyon; spine-chilling encounters with Iuz's priests; rescue missions replete with danger and tension; rallying the resistance which remains in some quarters of Iuz’ empire; the intrigue of setting the servants of evil at each other’s throats; and strikes to despoil and thwart the resources and plans of the Old One. What more could any adventurer wish? The lands of Iuz have all of this and more. This sourcebook will provide any Dungeon Master with a string of campaign ideas for characters of any level of experience. These lands will reward heroic adventurers over a long career. If they survive its perils, that is. To use Iuz the Evil, you will need the standard AD&D® rulebooks (Player's Handbook, Dungeon Master™ Guide, Monstrous Compendiums I and II), and From the Ashes, the world guide to the whole Flanaess. Possession of the sourcebook The Marklands is strongly recommended if you wish to use the Vesve Forest and the border with Furyondy in campaigning. The Monstrous Compendium™ Greyhawk® Appendix is likewise vital for campaign play in Greyhawk. Finally, the Monstrous Compendium: Outer Planes Appendix is an important reference for details of the fiends which consort with the Old One. The servants of a terrible darkness are waiting. Only the bravest and best can hope to face them now at the height of their power. History of the Lands his chapter gives a resume of the history of Iuz's lands and a broad overview of how his empire now stands. It also Tincludes the low-down on his goals, ultimate objectives, fears, and those who ally with: and oppose him. Finally, Iuz's relations with the rest of the Flanaess and the Powers of Oerth are described. Spawn of Evil As of 479 CY, what would become known as the Land of Iuz was only a collection of petty fiefs, with chiefs of minor bandit warbands and clans fighting each other for control of small swathes of barren land. One of these minor despots died in that year and his "son," Iuz, took control of a few hundred chaotic, vicious bandits. That was just the beginning, but then Iuz was no ordinary bandit's "son." Iuz was born of a human mother, the necromancer Iggwilv, and a great tanar'ri lord, Graz'zt, ruler of several Abyssal planes. The young cambion tanar'ri soon used his powers to great effect. Realizing that his warriors could not hope to triumph by simple force, Iuz began to ally his men with other minor clan leaders to beat off stronger enemies. Of course, those allies always ended up suffering most of the casualties and their leaders died in battle with astonishing predictability. Slowly, the size of Iuz's warband increased. Celbit and Jebli orcs of the Vesve margins began to join. The human scum serving Iuz didn't like the orcs overmuch, but they soon saw how their enemies liked them even less. And of course, there was Iuz's magic. Many cambions wield magic, but that of Iuz, aided by his mother, was far more powerful than anything the competing hordes could muster. Iuz had control of the entire Land of Iuz in little over a decade. 2 Refugees from this domain fled to Furyondy, telling stories of the most ghastly abominations. Iuz's capital city, Dorakaa, was a charnel house, with a road of skulls being constructed from there to the Howling Hills. Watchtowers along the road were entered by chained slaves, who never saw the light of day again. From the towers, acrid clouds of smoke belched out across the barren plains. Burning beacons proclaimed to all Oerik that Iuz had a kingdom and sought further conquest. King Avras of Furyondy grew concerned about the rise of evil to the north of his lands, and the elves, rangers and good forces of the Vesve began fighting in earnest for the safety of their homeland against the increasingly well-trained and marshalled humanoids in Iuz’ service. But neither Furyondy nor Vesve was directly involved in the banishment of Iuz, generally dated to 505 CY. The full tale of this banishment, in the dungeons of Castle Greyhawk,
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