TEXT: This Fall, you are invited to walk the most dangerous corner of the Flanaess.
  arved from the untamed wilds of the Rift Canyon, nestled beneath the shadow of White
  Plume Mountain, is a place warlords call home.  Seventeen domains hide here and prey
  upon themselves and their neighbors in a drive for power, wealth and independence.
  Those who fight against them call the place the Bandit Lands.  Those who call it home know it as
  the Combination of Free Lords.  It is a place seldom spoken of, save by criminals, highwaymen,
  and other rogues.
  Iuz's armies of orcs and horrors from the blackest nightmares of men, swept across these lands,
  crushing old masters and enslaving all others.  However, a flame has begun to smolder and in the
  hidden wilds of the Tangles, the uncharted depths of the Rift Canyon, behind the solemn walls of
  Dimre, men who once were scoundrels and thieves, become heroes.
  In the Fall of 2000, you have the opportunity to take up
  arms against great evils, and discover the makings of a
  hero inside you.  The bandit lands of old are no more.
  Now there is a new face to oppose, a new tyranny darker
  than any mortal could devise.  Old enemies become
  brothers and new alliances are forged.  You are the
  instrument of rebirth in these motherless domains.
  Iuz is only one menace facing these petty nations.
  Ancient horrors emerge, kingdoms lost for eternity are
  rediscovered, and wars are fought in the back alleys of
  hollow cities.  These forces are a small sampling of what
  faces the populace as the people of the Bandit Kingdoms
  exorcise their own demons.
  In the Bandit Kingdoms, it is a rare man who stands
  alone.  You discover you are only as powerful as your
  friends.  You may choose to ally yourself with those who
  retain the strength to fight.  Will you side with the
  Tangles, where desperate groups of freeman fight from
  the hidden depths of this forest to reclaim their homes?
  Or the Defenders of Greenkeep, where the followers of
  the Laughing Rogue marshal their forces to combat the
  minions of Iuz and other, more eldritch dangers which
  threaten to consume them?  Will you stand with the Men
  of the Rift, where one warlord seeks the impossible? Or
  will you can stand alone, a rogue mercenary in a land
  where loyalty can be bought at a price?
  The Bandit Kingdoms at a Glance…
  Proper Name: Combination of Free Lords
  Ruler: Various petty warlords and tyrants
  Provinces: 17 independent fiefdoms
  Major Towns: Alhaster, Balmund, Groucester,
  Hallorn, Kinemeet, Marsakeer, Narleon, Riftcrag,
  Rookroost, Sarresh, Senningford, Stoink
  Alignments: CN, CE, NE, N, LE, CG
  Allies: Other "Free Lords"
  Enemies: Other "Free Lords," Shield Lands,
  Rovers of the Barrens, Tenh, County of Urnst,
  Theocracy of the Pale, Nyrond, Knights of
  Holy Shielding, Knights of the Hart
  
  Many allegiances are possible in the Bandit Kingdoms,
  and countless organizations wait in the shadows for an
  opportunity to rise and claim power.  Consider your
  choices carefully as old grudges die hard.  Your
  alliances will affect your hero.  They will buy favor
  and hospitality in one town, only to leave you
  marked for death in another.
  Factions you may join at character creation, if you
  so choose, include:
  • 
  Defenders of the Greenkeep
  • 
  Earl of the Tangles
  • 
  Men of the Rift
  And it doesn’t end with the adventure, through
  Living 
  Greyhawk’s 
  Meta-Campaign
  opportunities, you can manipulate your hero’s
  successes beyond the dungeon delve or the burnt
  crust of the city streets.
  The bandit lands are home to men and woman of all
  races.  All have the glimmer of heroism within, but
  not all are welcome.  While you have the option of
  playing nearly any class or race available to Living
  Greyhawk players, Paladins will find acceptance
  very unlikely in most corners of the Bandit
  Kingdoms. 
   
  In 
  contrast, 
  these 
  lands 
  offer
  opportunities 
  for 
  half-orcs 
  away 
  from 
  the
  misconceptions and persecutions of neighboring
  kingdoms.  These are not the realms of chivalry and
  honor, but rather a place where the lawless and the
  hard-hearted rise to heroic ends despite their past.  It
  is a place of shadow, where a sly word and a dagger
  will win you far more than a command and a holy
  sword.
  Beginning characters in the Bandit Kingdoms may
  select any of the following for their homeland:
  • 
  Bluff Hills: This ridge of rugged hills has become
  shelter for bandits and rovers from Tenh who still claim
  this region as their own.
  • 
  Fellreev Forest: Ruled by a clan of reclusive Sylvan
  Elves, who have allied with refugees from Rehyu.
  • 
  Greenkeep: Shattered by the massacre of Steelbone
  Meadow, the people of Greenkeep fight on from
  hiding places in the western Fellreev.
  • 
  Grand Clans of Grosskopf: Allied with Iuz, these
  wild raiders strike against their traditional enemies,
  the Rovers of the Barrens, at the demi-god’s whim.
  • 
  Kingdom of Johrase: Dominated by a Flannish
  warrior culture, it is one of the few provinces to
  remain unconquered.
  • 
  Phostwood: Refugees of this wood walk a fine line
  between the fanatics of Dimre and the savage
  elven tribes of the forest's heart.
  • 
  Principality of Redhand: Old nobility
  chafes beneath the cold hand of Iuz.  Defiance
  boils near the surface in this region and others
  watch with morbid curiosity for what the
  future may bring.
  • 
  Great Lands of Rehyu: One of the most
  famous provinces of the Bandit Lands, now
  lost to Iuz.  Those who escaped have allied
  with the Elves of the Fellreev and hold the
  demi-god’s forces at the forest’s edge.
  • 
  Rift Canyon: A deep split in the earth,
  dotted with miles of caverns.  Thousands of
  men lay in hiding, awaiting the moment to
  enact their revenge on the foes who pushed
  them to depths of the earth.
  • 
  Free City of Rookroost: The most
  influential city of the Bandit Lands, currently
  allied with Iuz. Humanoids have become
  unwelcome of late, though the current leader
  continues to support Iuz.
  • 
  Tangles: Their homeland overrun by
  undead and humanoids, a small cell of
  freedom fighters strike out from this wild
  forest with the aid of Trithereon's priests.
  Alternately, a character may elect to be an
  outsider, from anywhere they please, within
  reason. Such a character will find the Bandit
  Kingdoms a convenient place to find a new
  beginning.
  …at Armadillocon 22 in Austin, Texas.  Be
  there as the Bandit Kingdoms are unveiled,
  and the path to rebirth, even redemption, is
  laid before you. Check www.bandit-kingdoms.com for
  up-to-date information.
  Interested in contributing?  Contact Clay Hinton at
  chinton@texas.net) for more information.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/Bandit Kingdoms Gazetteer/_LG Regional Bandit Kingdoms Flyer.pdf